Halibut the Trainer

Yu Yu Hakusho RPG: Remaining Memories

Halibut the Trailer is an NPC you can add to any Yu Yu Hakusho campaign that is structured around a "home base", designed primarily for the Yu Yu Hakusho RPG: Remaining Memories setting.

At the start of every session that begins at the party's HQ, Halibut offers to teach the player character a new Feat, replacing any existing ones should they not be able to learn any additional ones.
When upgraded, Halibut increases the number of available feats per session from 3 to 5, while also allowing the player character to train in increasing one of their base attributes.

Characters may learn Feats they do not meet the prerequisites for, but the training costs them 2 additional Silver per missing Attribute Point.

This chart uses input variables
  • level
Result

{%if level == {Select}%}

Halibut the Trailer is an NPC you can add to any Yu Yu Hakusho campaign that is structured around a "home base", designed primarily for the Yu Yu Hakusho RPG: Remaining Memories setting.

At the start of every session that starts at the party's HQ, Halibut offers to teach the player character a new Feat, replacing any existing ones should they not be able to learn any additional ones.
When upgraded, Halibut increases the number of available feats per session from 3 to 5, while also allowing the player character to train in increasing one of their base attributes.

Characters may learn Feats they do not meet the prerequisites for, but the training costs them 2 additional Silver per missing Prerequisite Score.

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{%if level == {Standard} or level == {Upgraded}%}

Feats

The current Feats that can be acquired through training.
Characters may learn Feats they do not meet the prerequisites for, but the training costs them 2 additional Silver per missing Prerequisite Score.

Learn Additional Feat [3 Silver] (+2 Silver per missing Prerequisite Score)

{%if level == {Upgraded}%}#### Exchange Existing Feat [2 Silver] (+2 Silver per missing Prerequisite Score){%end%}
Roll on "Feats"

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Roll on "Feats"

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Roll on "Feats"

{%if level == {Upgraded}%}

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Roll on "Feats"

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Roll on "Feats"
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{%if level == {Upgraded}%}

Attribute Point [1 Gold]

Increase a Base Attribute through training. (Capped at 10 for each Attribute)
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Subcharts

Feats (d87)

d87 Result

1

Ankle Hunter:
Prerequisite: Martial 4
You are unaffected by the -5 penalty that comes from being in a Downed state.

2

Anti-Air:
Prerequisite: Martial 3, Sensory 2
You are an expert at fighting airborne foes, granting you a +5 bonus to your Attack and Technique attempts on such opponents.

3

Assassin:
Prerequisite: Martial 3, Cunning 6
Your Standard Attacks, Grapple attempts, and Techniques have a +10 bonus on their targeting rolls (not damage roll) when performed out of Stealth or on unsuspecting victims.

4

Ben’s Training:
Prerequisite: Martial 3
Opponent’s engaging you have a -3 circumstantial penalty if you hold the high ground relative to their position.

5

Calculated Sacrifice:
Prerequisite: Martial 2, Constitution 4
Unlocks Calculated Sacrifice as a Defensive Action against a melee attack. This action allows you to take an attack on your terms, guaranteeing its success but preventing the bonuses of a critical roll and granting you a +5 bonus on your next set of Standard Attacks against the same target (all Standard Attacks attempted against the aggressor on your next turn).

6

Circling Offense:
Prerequisite: Martial 3
Having completely circled your target before performing any attacks (with Movement or otherwise) grants you +4 on their attempts.

7

Combat Momentum:
Prerequisite: Martial 3, Sensory 3
Defeating an opponent (slaying them, having them reach 0HP and become unconscious, or defeating them in a duel) grants you a +5 bonus on all of your next round’s actions.

8

Crowd Control Expert:
Prerequisite: Martial 1, Sensory 4
Attacks and Techniques that target 3 or more targets have a +2 bonus on all of their rolls except for that of their Damage Output.

9

Improved Disarm:
Prerequisite: Martial 3
You are able to disarm your opponent, following the rules for Grappling, without having to attempt the additional Opposed Unarmed Attack.

10

Relentless Assault:
Prerequisite: Martial 2, Physique 3, Constitution 3
Each Standard Attack you perform right after another on the same target (whether on the same turn or not) has a +1 bonus on its attack roll (not damage roll), an effect that stacks up to a maximum of +10, but is dismissed the instant a different action is taken (including defensive actions) or if the user is interrupted in any way (even if it doesn’t manifest itself as a loss of action).

11

Shark:
Prerequisite: Martial 2, Swimmer (Feat) or Aquatic (Yokai Trait)
Fighting underwater grants your Standard Attacks and Techniques a +5 bonus on their attempts.

12

Sweeping Attack:
Prerequisite: Martial 7
Unlocks the ability to perform a Sweeping Attack with the use of a Full Round Action. A Sweeping Attack is a melee only Standard Attack that threatens all targets within its reach.

A Sweeping Attack can also be used as a Trip attempt on multiple targets.

13

Ghost Buster:
Prerequisite: Sensory 4
Attacks peformed on specters, spirits, and currently ethereal Spirit Guides benefit from a +5 attack bonus. Techniques performed on them benefit from a +5 Potency bonus.

14

Impulse Strike:
Prerequisite:  Martial 2, Physique 2
The first attack performed after a standard energy-booster Movement gains a +5 attack bonus.

15

Double-Edged Strength:
Prerequisite: Physique 7
You strike harder than perhaps you should, harming yourself in the process, granting your attack rolls and their damage rolls up to a +5 bonus in exchange for an equal amount of HP.

16

Flurry:
Prerequisite: Martial 3
You may perform 1 extra Standard Attack with your Unarmed Full Attack (does not count for attacks being done with the Yokai’s True Form special attack).

17

Judo:
Prerequisite: Martial 3, Physique 3
You may choose to Down your opponent after a successful Deflect on their Melee Attack.

18

Knockout King:
Prerequisite: Physique 5
Boasting powerful unarmed blows, a Natural 20 on a successful Unarmed Attack roll knocks your target unconscious for 3 rounds.

19

Sandman:
Prerequisite: Martial 5
You are proficient with the Sleeper Hold, being able to knock a target unconscious without harming them on a single successful choke attempt. The target remains Unconscious for 3 turns or until woken up by others with a Standard Action.

20

Split Kick:
Prerequisite: Martial 3, Physique 3
Using a Standard Action, you may do a single Unarmed Attack, a Split Kick, which threatens 2 adjacent opponents. The targeted subjects pin their respective Defensive Actions against the attack’s singular result.

21

Tornado Kick:
Prerequisite: Martial 4, Physique 4 Split Kick
Using a Standard Action, you may do a single Unarmed Attack, a Tornado Kick, which threatens all adjacent foes. All targeted subjects pin their respective Defensive Actions against the attack’s singular result.

A Tornado Kick can also be used as a Trip attempt on multiple targets.

22

Resshūken
Prerequisite: Martial 8, Physique 3
Can immediately counter-attack with a single kick (as a Standard Attack, energy imbued or not) upon every successful Deflection on an incoming melee attack.

23

Sweeper:
Prerequisite: Martial 3
Your Trip attempts benefit from a +3 bonus.

24

Tasker’s Lock:
Prerequisite: Martial 3
As part of your grappling actions, with the success of an opposed unarmed attack (just as any other grappling action requires), you are now able to take an action with your free hand while still keeping maintaining your target grappled.

25

Powerful Grapple:
Prerequisite: Physique 6
You may apply your Unarmed Damage Output (or a Yokai’s True Form Special Damage Output if available) on a successful grapple attempt. You may also choose to apply this damage as one of the grappling options, having to roll opposed unarmed attacks for it, just like with all other grappling actions.

26

Pressure Point, Pain:
Prerequisite: Martial 3, Intellect 3
Unlocks the ability to perform Pressure Point: Pain as a non-damaging Unarmed Standard Attack. With the success of this special attack, the target is considered Pained for 3 rounds.

27

Pressure Point, Vertigo:
Prerequisite: Martial 3, Intellect 3
Unlocks the ability to perform Pressure Point: Vertigo as a non-damaging Unarmed Standard Attack. With the success of this special attack, the target is considered Dizzy for 3 rounds.

28

Pressure Point, Paralysis:
Prerequisite: Martial 4, Intellect 3
Unlocks the ability to perform Pressure Point: Paralysis as a non-damaging Unarmed Standard Attack. With the success of this special attack, the target is considered Paralyzed for 1 round.

29

Rocksteady:
Prerequisite: Guard 5
You get a +5 bonus on rolls done to prevent being Downed by trip attempts, the effects of weight, impact, shockwaves, and physical Techniques.

30

Rigid Defenses:
Prerequisite: Guard 9
Allows the reroll of 1 Guard check per day.

31

Precision Parry:
Prerequisite: Deflection 9
Allows the reroll of 1 Deflection check per day.

32

Dodger:
Prerequisite: Evasion 9
Allows the reroll of 1 Evasion check per day.

33

Lightning Evasion:
Prerequisite: Evasion 4
After taking a standard energy-boosted Movement, all your Evasion attempts benefit from a +5 until your next turn.

34

Improved Guard:
Prerequisite: Guard 9
On a successful Guard check, you block all damage.

35

Improved Deflection:
Prerequisite: Deflection 9
On a successful Deflection check, you have control over the direction the deflected threat is sent towards.

36

Improved Evasion:
Prerequisite: Evasion 9
On a success Evasion check, you may move up 10ft.

37

Savior:
Prerequisite: Sensory 5
You may use Defensive Actions, not only for yourself, but also in response to allies being targeted.

Guard and Deflect may now be used to to take on an attack or Technique targeting an ally adjacent to you.

Counterfire and Counterfield can be attempted to defend an ally from a Technique, as long as it crosses within your own Technique’s range.

38

Punching Bag:
Prerequisite: Physique 3, Martial 3, Constitution 3
You know how to take a hit. Using Guard as your Defensive Action guarantees a -2 on the damage taken (after all other calculations), even on a failed roll.

39

Leg Artist:
Prerequisite: Martial 3
While you are grappled, pinned, or stuck, you are still able to Attack, Guard, and Deflect with your legs, so long as they’re not the body part being restrained.

40

Tough Guy:
Prerequisite: Resistance 9
You are unaffected by the Pained condition.

41

Drunkard’s Defense:
Prerequisite: Martial 4
Whilst Dizzy, your Evasion gets a +5 bonus instead of being reduced by 5 like the rest of the Defensive Actions.
You may now also purposefully ‘Down’ yourself as an Evasion attempt that benefits from a +15 bonus.

42

Powerful Counterfire:
Prerequisite: Spirit Level/Demonic Level 7
Counterfire that beats an incoming Technique will remain in play instead of canceling out with the aggressor’s own Technique.

For Melee on Melee Counterfire, the Counterfired Technique does not give the opponent time to react; i.e. the original aggressor may not take a Defensive Action if the Counterfire is successful. A Ranged Counterfire Technique used on a Melee Technique functions the same way.

For ranged projectile on ranged projectile Counterfire, the aggressor’s attack must come in a straight line from their own position to hit the original aggressor, unless the Counterfired Technique has homing capabilities, otherwise, the Counterfire does carry on after overpowering the incoming Technique, and either lands on a random target/obstacle or dissipates after running out of range.

43

Powerful Counterfield:
Prerequisite: Spirit Level/Demonic Level 7
A Counterfield that beats the opposing Field Technique will remain active instead of cancelling out with the opponent’s own field.

44

Overwhelming Will:
Prerequisite: Willpower 9
Your overall energy is one that overwhelms any who attempt to affect your psyche (read mind, calm and fear effects, hypnosis, etc.), control and influence you, spy on you by means of Techniques, or form a malicious link to you of any kind, be it by use of a Technique or natural ability. On a successful Willpower save against such effects, the person attempting to affect you must roll Willpower themselves, pinned against a Potency roll of your own. On a failure, the affected is Overwhelmed for 2 rounds.

45

Combo Breaker:
Prerequisite: Martial 6, Sensory 4
A successful deflection on a group of melee attacks cancels the rest of the aggressor’s remaining Full Attack.

46

Miracle Step:
Prerequisite: Sensory 4
You may move at full speed through difficult terrain without incurring any form of movement penalties. Additionally, you receive a +5 bonus on any rolls performed to avoid or prevent triggering any ground-related obstacles and traps, whether they're natural or induced by any form of ability or technique.

47

Swimmer:
Prerequisite: Physique 2
You’re a proficient swimmer, being able to swim a distance equal to your ground Movement. Additionally, your Defensive Actions benefit from a +3 bonus when in water.

48

Flash Movement:
Prerequisite: Physique 9
You excel in movement so much so that you have the capacity to instantly move from one point to another, almost as if teleporting.

Performing it counts as your Movement option, and it grants you a +3 bonus on the first attack you perform on that round. It also grants the same bonus amount to other actions that would be enhanced by this type of movement, whether the benefit comes from the momentum itself or the lack of reaction time on the opponent’s part.

Flash Movement cannot be performed on difficult to traverse terrain (slippery, full of trip hazards, etc.) without consequences. In such cases, there is a 80% chance of suffering an unfavorable outcome (the percent is adjusted at the GM’s discretion depending on the terrain).

Flash Movement cannot be performed when affected by conditions that slow or hinder your movement, or when obstacles are present in between point A and point B.

49

Handstand Master:
Prerequisite: Physique 3
In case of leg injuries or other similar Movement impairing situations, the character may use their full Movement by way of handstand without having to make any sort of roll for it.

50

Messenger:
Prerequisite: Sensory 4
Doubles the range and duration of all your communication Techniques.

51

Quick Enhancements:
Prerequisite: Spirit Level/Demonic Level 8
Self-targeting Techniques (not class features) that take a Full Action now only require a Standard Action. Ones that required a Standard Action can now be done as a Free Action.

52

Reactionary Enhancements:
Prerequisite: Spirit Level/Demonic Level 4, Sensory 8
You can now activate Self Techniques as a Defensive Action, but only as long as the Technique being used does provide effects relevant to counteracting any incoming threats.

53

Interruptible Channeling:
Prerequisite: Capacity 7
Allows the user to halt and then continue their Channeled Techniques without losing the remaining duration of the current set. The user may not take a pause of more than 2 rounds or the duration is lost.

54

Chained Channeling:
Prerequisite: Capacity 5
The effects of single-target, Actively Channeled Techniques bleed into adjacent targets. Those standing within 5ft. of the primary target are affected until moving out of range.

55

Illusionist:
Prerequisite: Intellect 5
Your illusions, be them visual, sonar, or olfactory, are very convincing, adding +5 to the DC that must be overcome to see them for what they really are. This applies to all attempts at tricking individuals, despite not being a Technique’s primary use.

56

Summoner:
Prerequisite: Capacity 4
All your Conjuration Techniques start with an extra Customization Point for use on their Upgrades.

57

True Potency:
Prerequisite: Spirit Level/Demonic Force 3
Critical Rolls do not count as auto-success for the purpose of overcoming/dispelling your Technique’s effects.

58

Calculated Opening:
Prerequisite: Intellect 4
Allows you to disregard Initiative and go last. You first action taken gets a +5 bonus on its attempt.

59

Reactionary Opening:
Prerequisite: Sensory 4
Allows you to disregard Initiative to go first, but you may only Prepare Action.

60

Positioning:
Prerequisite: Sensory 2, Intellect 4
Allows you to disregard Initiative and go first, but you may only perform Movement (and it does not count as a full-round action, meaning it is not doubled).

61

Reckless Start:
Allows you to disregard Initiative and go first. During this turn, you may only perform a single Standard Attack, and anyone targeting you that round has a +2 bonus on their attempts.

62

Explosive Start:
Prerequisite: Sensory 3
Natural 20s on Initiative allow you to open up with a turn consisting of an additional Standard Action. All Actions during that initial first turn get a +5 bonus.

63

Final Effort:
Prerequisite: Constitution 5
Right after being damaged by an Attack, Technique, or affliction that will reduce your HP to 0 or less, you may take one last Standard Action out of turn before passing out.

64

Patient:
Prerequisite: Sensory 3, Intellect 4
All of your Prepared Actions benefit from a +2 bonus to their attempts.

65

Lie Detector:
Prerequisite: Sensory 3, Intellect 4
Allows you to reroll Deduce checks when interrogating others. It can be done so on a single interrogation a number of times equal to the times this feat has been taken.

66

Approximate Damage:
Prerequisite: Sensory 4, Intellect 5
Once a day, before performing a Defensive Action in response to an incoming threat, you may prompt the GM to tell you how many dice and of which type are about to be rolled for damage, as well as how much bonus damage (coming from Potency or otherwise) will be applied with it as well. When it comes to Lingering damage, it also reveals for how long the effects will potentially stay active.

This feat can be taken more than once to grant additional uses per day.

67

Know Thy Enemy:
Prerequisite: Intellect 6
After 5 rounds of engaging the same target or having recently studied them in an encounter for just as much (not more than 2 weeks ago), you develop an advantageous insight into them. All Attacks, Techniques, Defensive Options, Cunning checks and Deduce checks pinned against the subject benefit from a +3 bonus.

68

Trackless:
Prerequisite: Spirit Level/Demonic Level 3, Intellect 4
You know how to manipulate your energy so that individuals that sense you cannot tell in which direction you reside in relation to them.

Additionally, Deduce checks performed to track you suffer a -5 penalty, and spying or tracking Techniques targeting you will always fail.

69

Defensive Instincts:
Prerequisite: Sensory 5
Allows the user to roll Defensive Actions against Attacks and Techniques that they do not see/sense coming.

70

Revealing Senses:
Prerequisite: Intellect 3, Sensory 7
Your Senses instantly alert you when something is being concealed or masked/disguised within 20ft. of you, but reveal no further detailed information.

71

Prepared Support:
Prerequisite: Sensory 6
Preparing Defense on your turn allows you to perform a protective Support Technique as a reaction to any threats.

72

Commander:
Prerequisite: Intellect 5
As your Standard Action, you can command a single ally to perform an action. If they perform said action, they gain a +5 bonus on its attempt.

73

Hasty Expansion:
You are able to extend and retract your Territory as a Free Action.

74

Massive Influence:
You are able to extend your Territory by an additional 100ft.

75

Quick Form:
Prerequisite: Yokai, Demonic Level 7
A Yokai with this feat can turn into its True Form or Second Form as a Standard Action instead of a Full Round Action.

76

Skip Form:
Prerequisite: Yokai, Second Form, Demonic Level 9
A Yokai with this feat can skip his first form when transforming into his second form. This action requires a Full Action, even with the Quick Form Feat.

77

Adaptive Resistance:
Prerequisite: Constitution 4
Resistance Saving Throws benefit from a +5 bonus if pinned against effects that have already successfully afflicted you during the same encounter.

78

Fast Food:
Prerequisites: Carnivorous Recovery (Yokai Trait)
As a flesh-eating yokai, you can consume from a corpse as a Free Action up to 3 times a day.
Additionally, you now recover 1d6 HP from every distinct corpse you consume from.

79

Additional Shift:
Prerequisite: Spirit Guide, Spirit Level 5
You may shift from your Physical and Spiritual forms an additional time per day.

80

Mounted Combat:
Prerequisite: Martial 3
Your attack rolls and damage rolls have a +3 bonus when performed while riding your Spirit Beast/Minion.

81

Dual Wielding Proficiency:
Prerequisite: Martial 4, Two Equipped Weapons
When dual wielding, you are able to do perform 2 attacks using a single Standard Action. On a Full Attack, your first Standard Action consists of 2 attacks, while the rest only consist of a single one, as usual.

82

Multitasker:
Prerequisite: Intellect 4
As a multitasker, you are able to use an item as a free action in conjunction with a Standard Action, once per turn. You may not do so during any Full Round Actions.

83

Demolitions Expert:
You benefit from a +5 bonus on rolls performed when Attacking or using Physically Destructive Techniques on the environment and structures (for example, including walls). Additionally, said attacks and techniques deal roughly 50% additional points of damage to said targets.

84

Ranger:
Grants a +5 bonus to your Deduce and Cunning rolls related to nature.

85

Trapmaster:
Prerequisite: Cunning 5
Your Cunning checks to conceal traps have a +5 bonus, and the energy from any Techniques that are setup to trigger like traps (ex. Energy Mines) benefit from a +3 bonus to their detection DC.

86

Marathoner:
Prerequisite: Physique 4
Your Resistance checks have a +5 bonus when performed to resist the effects challenging your stamina.

87

Offering:
Prerequisite: Spirit Level/Demonic Level 4
You may consume your Life Energy without having to run out of Energy first.