Combat Technique Features (d51)

d51 Result

1

DAMAGING STRIKE/TOUCH (TECHNIQUE)

A melee Technique that causes damage upon successful contact with a target; a straightforward yet lethal effect.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Contact
Effect type: Instant
Damage: {%if level == {1}%}1{%elif level > {1} and t_upgrade_tier <= {9}%}Roll 1+1* {$t_upgrade_tier}{%elif level > {1} and t_upgrade_tier> {9}%}10{%end%}d12 + Potency

2

DAMAGING PROJECTILE (TECHNIQUE)

A straightforward projectile Technique that causes damage on contact with a target.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Projectile
Range: Roll 60+10* {$range_mod}ft.
Effect type: Instant
Damage: {%if level == {1}%}1{%elif level > {1} and t_upgrade_tier <= {9}%}Roll 1+1* {$t_upgrade_tier}{%elif level > {1} and t_upgrade_tier> {9}%}10{%end%}d10 + Potency

It’s exact manifestation is up for customization as long as it is delivered as a projectile. Other than that, it simply causes damage upon being successful.

{%if t_upgrade_tier >= {2}%}UPGRADES

{%if t_upgrade_tier >= {2}%} Scatter: Gives the option to launch the projectile at half its Range and Damage (after roll calculation), damaging all targets within its threatened area as if it were a Wave Technique, but unlike such Techniques, targets may Deflect it as their Defensive Action.{%end%}

Size Upgrade: +Roll 1* {$range_mod} tier(s):  [+5ft. radius & -5 to evade, but +5 to guard] per tier. User chooses Size tier desired upon firing. 10ft. and up may hit multiple targets, but likewise the Defensive Action of a single target may protect all affected, depending on positioning.

{%end%}

3

DAMAGING WAVE (TECHNIQUE)

A cone-like Technique that causes damage to all targets within its range.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Wave
Range: Roll 15+5* {$range_mod}ft.
Effect type: Instant
Damage: {%if level == {1}%}1{%elif level > {1} and t_upgrade_tier <= {9}%}Roll 1+1* {$t_upgrade_tier}{%elif level > {1} and t_upgrade_tier> {9}%}10{%end%}d8 + Potency

It’s exact manifestation is up for customization as long as it is delivered through its cone-like range. As is with all Wave Techniques, a Damaging Wave cannot be Deflected
When applied to Active Channeling Techniques, it outputs its damage at the start of every cycle (the turn the user must expend an additional Energy to maintain the Technique active).

4

DAMAGING FIELD (TECHNIQUE)

A field around the user damages all targets within its range, friend and foe alike, for as long as it’s kept active.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Field (Centered at the User)
Size: Roll 15+5* {$range_mod}ft. radius
Effect type: Active Channeling
Duration Tier (DT): S
Duration: (3 rounds)
Damage: 1d4 + Potency

A field centered at the user deals damage on every round to all of those that find themselves in it at the end of the user’s turn. It’s exact manifestation is up for customization as long as it is delivered through its globe-like range.

Damaging Field is a strong Technique because its damage cannot be avoided with standard Defensive Actions, although it’s damage cannot be upgraded outside of increasing the user’s own Potency stat.

5

DAMAGE OVER TIME (TECHNIQUE)

This lingering affliction causes damage over a period of time.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: Resolve: {20|30}ft. (Selective)
Effect Type: Lingering
Duration Tier: S
Duration: Roll 3+3*{$range_mod} rounds
Damage: {%if level == {1}%}1{%elif level > {1} and signature_upgrade_tier <= {9}%}Roll 1+1* {$signature_upgrade_tier}{%elif level > {1} and signature_upgrade_tier > {9}%}10{%end%}d4
Saving Throw: User’s [Potency] vs target’s [Resistance]

The user of this Technique pins a Potency roll against the target’s Resistance, if successful, afflicting them with Damage Over Time, something that begins to damage them on that very turn. The victorious Potency result is written down, and at the start of every consequent turn, for as long as the effects last, the afflicted must pin a Resistance roll against said Potency or suffer damage that turn.

Having a Selective Delivery, it can not be protected from using Defensive Actions or any type of physical damage reduction, only with a Successful Saving Throw.

6

CHANNELED DAMAGE (TECHNIQUE)

Damage channeled onto the Target by the Technique’s user.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: Roll 20+10* {$range_mod}ft.
Effect Type: Active Channeling
Duration Tier: S
Duration: 3 rounds
Damage: {%if level == {1}%}1{%elif level > {1} and t_upgrade_tier <= {9}%}Roll 1+1* {$t_upgrade_tier}{%elif level > {1} and t_upgrade_tier> {9}%}10{%end%}d6 + Potency
Saving Throw: User’s [Potency] vs target’s [Resistance]

This Feature’s effect causes damage during the user’s turn for as long as it is kept channeled. Having a Selective Delivery, its damage cannot be protected from using Defensive Actions. Instead, it prompts a Resistance check pinned against the user’s Potency on every turn of attempted application of damage. Successful Resistance does not interrupt the Technique, it simply prevents damage from being applied during that turn. The user of this Technique may choose to dedicate a Full Round Action instead of a Standard Action to add +5 to its Potency roll vs the target’s Resistance.

7

CONJURE ENERGY ARMOR (TECHNIQUE)

The user conjures an armor made of Spirit Energy for use in combat.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Effect type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds
Damage Reduction: {%if t_upgrade_tier == {0}%}4{%elif t_upgrade_tier == {1}%}8{%elif t_upgrade_tier == {2}%}12{%elif t_upgrade_tier == {3}%}16{%elif t_upgrade_tier == {4}%}20{%elif t_upgrade_tier == {5}%}24{%elif t_upgrade_tier == {6}%}28{%elif t_upgrade_tier == {7}%}32{%elif t_upgrade_tier == {8}%}36{%elif t_upgrade_tier >= {9}%}40{%elif t_upgrade_tier == {10}%}44{%end%}

Damage done to a character wearing Energy Armor is reduced by 4. The user wearing the armor has Potency factored into their Guard, and if they perform a successful Guard as their Defensive Action, all damage is reduced instead of just half.

Each distinct strike is applied against the Armor’s Damage Reduction. For example, a Full Attack composed of a total of 5 successful attacks, each of them outputting 3 damage each, would not do a single point of damage on a target wearing Energy Armor.

8

CONJURE BARRIER (TECHNIQUE)

Conjures up a barrier made of Energy that prevents both physical matter and energy from crossing through.

BASE

Technique Type: Combat / Specialty / Support
Performance: Standard Action
Delivery: Conjuration
Range: Roll 10+5* {$range_mod}ft.
Size: Roll 5+5* {$range_mod}ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Roll 1+1* {$range_mod} (Roll 10+10 * {$range_mod} rounds)

A Barrier is conjured on the selected location, facing a designated way, blocking all physical matter and energy from crossing it. Upon creation, the barrier can be shaped in any form so long as it doesn’t exceed the Technique’s Size.

The barrier resists any physical matter or energy from crossing so long as the forces applied onto it do not exceed its Breaking Point in a single round. Anything that does, shatters it and continues onward.

Selective Techniques also fail to cross the barrier should it stand in between the point from where they're casted and their target, but only if the barrier is larger in size than both the caster and the target.

Breaking Point: Roll 20+5*{$range_mod}

{%if t_upgrade_tier > {0}%}UPGRADES

{%if t_upgrade_tier >= {5}%}Additional Conjuration: +{%end%} {%if t_upgrade_tier == {5}%}1{%end%}{%if t_upgrade_tier >= {7}%}2{%end%}

{%if t_upgrade_tier >= {2}%}Portable: The user may now choose to conjure up a portable barrier that is fixed to them rather than a standard one, designating the location of their body where said barrier emerges from. When utilized this way, Conjured Barrier behaves as a Passively Channeled technique.{%end%}

{%if t_upgrade_tier >= {4}%}Reshape: Within the Technique’s range, allows the owner to reshape an existing barrier into a new form.{%end%}

{%if t_upgrade_tier >= {6}%}Manual Movement: As a Standard Action, allows the owner to move the Barrier a total amount equal to the Technique’s Range.{%end%}

{%if t_upgrade_tier >= {8}%}Scripted Movement: Upon conjuration, or as a Standard Action performed on the barrier afterwards, a specific pattern of movement can be programmed onto it, the maximum range that it can move about being equal to the Technique’s Range.{%end%}

{%end%}

9

CHARGE (TECHNIQUE)

A discharge of Energy which allows the user to push forward with great force, useful for plowing through obstacles.

BASE

Technique Type: Combat
Performance: Full Round Action
Delivery: Contact
Range: Up to Roll 30* {$t_upgrade_tier}ft.
Effect Type: Instant
Damage: Energy Imbued Unarmed Attack (see description)

Charge propels the user forward with great force, plowing through obstacles in the way and potentially freeing them from any binds.

Charge prompts a single Energy Imbued Attack Roll against each individual in the threatened path, each failed Defensive Action leaving the targets Downed and applying the Damage Output of a single Energy Imbued Unarmed Attack. This same Attack Roll is the one pinned against the DC of whatever obstacles stand in their way or any binds that constrain them.

Charge may be modified by Features with a Requirement of 'Performance: Movement'.

10

RAGE (TECHNIQUE)

At the cost of the user’s self-control and mental prowess, their physical attributes are significantly increased.

BASE

Technique Type: Combat
Performance: Full Round Action
Delivery: Self
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Roll 1+1 * {$range_mod} minute (Roll 10+10 * {$range_mod} rounds)

First and foremost, an individual in Rage has their Guard, Deflection, Evasion, and Resistance increased by 10, while their Deduce, Cunning and Willpower are decreased by just as much. Additionally, their melee Attack and Grapple attempts are also increased by 10, while the Damage Output of actions affected by the force of physical input (including Techniques) gains the benefit of a +1d4 bonus for every point on the raging user’s Physique.

Secondly, in their Rage, the individual is locked into performing destructive physical actions, whether they are Standard Actions or a Full Round Action. When it comes to Techniques, they may only perform Combat Techniques with a Delivery of [Contact], and which are clearly applying physical force (i.e, no Techniques such as Life Drain).

A Raging individual targets either those closest to them or those calling the most attention.

The effects of Rage can be cancelled out by Techniques such as Calm.

{%if t_upgrade_tier > {0}%}UPGRADES

{%if t_upgrade_tier >= {1}%}Trigger: This upgrade allows the user to designate a trigger, a specific set of circumstances that cause the Technique to activate as a Free Action. The trigger must be balanced; it cannot be something designed to be consistently and conveniently triggered by an ally or the user themselves as a free way of activating this Technique with little to no repercussions (i.e. no metagaming). This is left up to the GM’s discretion.{%end%}

{%if t_upgrade_tier >= {2}%}Anger Management: The raging individual may now select its targets (which includes objects), but is still locked into performing destructive physical actions during their turn.{%end%}

{%end%}

11

POWERED JUMP (TECHNIQUE)

An energy-powered leap used to cross great distances and add momentum to melee attacks.

BASE

Technique Type: Combat
Performance: Movement
Delivery: Self
Range: Roll 60 + 30* {$t_upgrade_tier}ft.
Effect Type: Instant

Powered Jump is an action that can be used alongside standard Movement. Aside from the usual Energy consumed for performing a Technique, half of the user’s standard Movement is also consumed to perform it. The user leaps a distance of up to 60ft. (or its currently upgraded Range), and they can make use of the powerful force behind it by applying it to a follow-up melee attack.

This follow-up melee attack benefits from a Potency bonus on top of any Potency bonuses added by imbuing the attack itself with Energy (i.e, in such cases, double the user’s Potency is applied). This same bonus applies to momentum-based Techniques with a delivery of ‘Contact’. Only the first strike in a series of momentum-based physical attacks receives the added bonuses of Powerful Jump, and these bonuses are only applied upon jumping a minimum of 60ft.

{%if t_upgrade_tier > {0}%}UPGRADES

{%if t_upgrade_tier >= {1}%}Powerful Takeoff: Adjacent subjects are challenged by a powerful shockwave generated by the force of the jump. Said subjects must roll a Guard check pinned against the user’s Potency to avoid getting pushed back and becoming Downed. A failed check knocks the subject down, and pushes them away a total of up to 5ft. per the user’s base Potency (not the result of the rolled Potency).{%end%}

{%end%}

12

TAUNT (TECHNIQUE)

Hostile targets within radius are compelled to target the Technique’s user over any other subjects.

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Field
Size: Roll 50* {$level}ft. radius (emerging from user)
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour
Saving Throw: User’s Potency VS Target’s Willpower

For as long as this Technique is active, any hostile target within radius (with the user as its center point), must roll a Willpower check pinned against the user’s Potency on every turn, those failing becoming unable to target anyone else except the Technique user. This specifically applies when attempting to target foes, meaning they are still able to target their allies or themselves. Those affected aren’t forced to take any actions either; the Technique simply makes those in range unable to target the Technique user’s allies or other protected targets for as long as they remain taunting.

Taunt may not be modified by other Field Techniques unless its Size is reduced to 15ft. + any previously purchased Size Upgrades.

13

TARGET (TECHNIQUE)

Those affected by the Technique become the target to all Projectiles launched within the area.

BASE

Technique Type: Combat, Support
Performance: Standard Action
Delivery: Selective
Range: Roll 20+10* {$range_mod}ft.
Size: radius of Roll 50+10* {$t_upgrade_tier}ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Potency] VS Target’s [Willpower]

This Technique makes it so that any target selected for it attracts all Projectile Techniques towards them. If successful, all projectiles that are fired from within or that cross into the effect's radius (listed as 'Size') are treated as if under the effects of the Homing modification.

Aside from causing instances of friendly fire, Target can be used to ensure that all Projectile Techniques launched by the user of their allies cannot simply be evaded by the target.

Target can be used on any subject, but it cannot guarantee that Projectile Techniques will strike a particular part/area without the Precise Targeting Upgrade.

{%if t_upgrade_tier >= {8}%}UPGRADES

Precise Targeting: Allows to select a particular part of the target’s body/surface where Projectile Techniques will strike.

{%end%}

14

DRAIN HP (TECHNIQUE)

The user of this Technique recovers HP by stealing it from their target.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: Roll 20+10* {$range_mod}ft.
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: 3 turns
Damage: User's Potency
Saving Throw: User’s Potency VS Target’s Resistance

The effects of this Technique are pretty straightforward. If the target fails their Resistance check, which is pinned against the user's Potency, HP is siphoned from them and transferred onto the user, healing them by the amount of damage dealt.

{%if t_upgrade_tier >= {2}%}UPGRADES
{%if t_upgrade_tier >= {2}%}Hands On Syphoning: When the user is making direct physical contact with their target, the user’s Potency is doubled for the purposes of both opposing the Saving Throw and the damage dealt if successful. This upgrade cannot be acquired for a Contact mod variant.{%end%}

{%if t_upgrade_tier >= {6}%}Squeezing the Life Out: Allows Drain HP to be used as a Free Action, Passively Channeled Technique during a Grapple.{%end%}

{%end%}

15

SONIC BLAST (TECHNIQUE)

Sonic Blast is a Combat Technique that, aside from doing damage, Staggers and Deafens its targets.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Field
Range: Roll 15+10* {$range_mod}ft.
Size: Roll 15+5* {$range_mod}ft. radius
Effect Type: Instant
Damage: {%if level == {1}%}1{%elif level > {1} and signature_upgrade_tier <= {9}%}Roll 1+1* {$signature_upgrade_tier}{%elif level > {1} and signature_upgrade_tier > {9}%}10{%end%}d4 + Potency

The user selects a location for the center point of the blast. Those within its radius (Size) receive its damage output, are Deafened for 1d4 rounds, and then must roll a Resistance check pinned against the Technique user’s Potency to determine if they are also Staggered for 1 round.

As a prepared action, Sonic Blast can be used to interrupt Attacks and Techniques the moment the target is channeling energy for their usage, stopping them before they’re executed, but nevertheless consuming their energy cost (given the target is successfully Staggered).

16

SHOCKWAVE (TECHNIQUE)

A Technique that staggers all of those who come in contact with its effects.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Wave
Range: Roll 15+ 5* {$range_mod}ft.
Effect Type: Instant
Saving Throw: User’s Potency VS Target’s Resistance

Shockwave comes out in a cone-like manner, as all Wave Techniques do, and prompts a Resistance check on all targets within its range, be them friend or foe, a failure causing them to be Staggered for 1 round.

As a prepared action, Shockwave can be used to interrupt Movement, Attacks and Techniques the moment the target is channeling energy for their usage, stopping them before they’re executed, but nevertheless consuming their energy cost (this effect cancels the rest of a Full Attack or any other similar barrage of attacks, and does not require the target be Staggered successfully).

{%if t_upgrade_tier > {0}%}UPGRADES

{%if t_upgrade_tier >= {1}%}Heavy Wave: Shockwave now Downs any targets who failed their Resistance check, also knocking them away a distance of up to 5ft. per the user’s Potency.{%end%}

{%if t_upgrade_tier >= {3}%}Deflector Wave: Shockwave can now be used to reflect Projectiles and Wave techniques as a Prepared Action, adding the user’s Potency to its damage formula.{%end%}

{%end%}

17

COPY TECHNIQUE (TECHNIQUE)

A Technique that allows the user to temporarily make use of other individuals’ Techniques.

BASE

Technique Type: Combat
Performance: Prepared Action
Delivery: Selective (Targets Techniques)
Range: Resolve: {30|60}ft.
Effect Type: Instant

Copy Technique can be acquired as either a Combat, Specialty, or Support Technique, allowing the user to Copy a Technique that shares the same typing.

As a Prepared Action, the user may target a valid Technique whose performer or emerging effects are within range, temporarily adding it to their toolkit. For it to succeed, the user must succeed in a Potency check pinned against that of the owner of the Technique being copied. A copied Technique is stored with the same Modifications and Upgrades that the original owner’s had (which should be written down at the moment it is copied), but it utilizes the copycat’s own Potency and Skill Points when it comes to Saving Throws and the likes. A copied Technique can only be performed once, but the number of uses available can be upgraded.*

Copy Technique requires an Energy charge to be expended for Copying a Technique and then an additional one for when it’s performed.

Copy Technique can only be modified by Features which target Techniques.

{%if t_upgrade_tier > {0}%}

UPGRADES

Additional Uses: {%if t_upgrade_tier == {1}%}1{%elif t_upgrade_tier == {2}%}3{%elif t_upgrade_tier == {3}%}6{%elif t_upgrade_tier == {4}%}9{%elif t_upgrade_tier == {5}%}12{%elif t_upgrade_tier == {6}%}15{%elif t_upgrade_tier == {7}%}18{%elif t_upgrade_tier == {8}%}21{%elif t_upgrade_tier >= {9}%}24 {%end%}

{%if t_upgrade_tier >= {2}%}Additional Typing: Specialty{%end%}{%if t_upgrade_tier >= {6}%}, Support{%end%}

{%end%}

18

Re-roll

19

CONJURE ENERGY WEAPON (TECHNIQUE)

The user conjures a melee weapon made of Spirit/Demon Energy for use in combat.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Reach: Resolve: {Adjacent|5ft.|10ft.}
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds
Damage: {%if martial == {0}%}1d4{%elif martial == {1} or martial == {2}%}1d6{%elif martial == {3} or martial == {4} or martial == {5}%}1d8{%elif martial == {6} or martial == {7} or martial == {8}%}1d10{%elif martial >= {9}%}1d12{%end%} + Potency

Weapon: Resolve: {{Sword|Falchion|Cutlass|Scimitar|Sabre}|Axe|{Lance|Spear}|Katana|{Mace|Flail|Club|Hammer}|{Machete|Chains|Trident|Sai|Kama|Nunchuks|Whip|Cleaver|Tonfa|Quarterstaff|Scythe}}

When first acquiring this Technique, the player designates the type of melee weapon that will be summoned with it. Depending on what kind of weapon it is, it will have the bonuses and mechanics related to its typing (see Weapons under Items and Equipment).

Conjured Energy Weapons can primarily be used for Standard Attacks and Deflections, and they include the user's Potency for either without needing to expend the 1 Energy charge needed to do so.

Conjured Energy Weapons remain in the user's hand until the Technique stops being channeled. They cannot be disarmed, thrown (unless modified by Techniques that allow it to transform into a projectile), or given to others. A conjured Energy Weapon's reach can be adjusted by its user as a Free Action, but may only be increased up to its maximum reach.

{%if t_upgrade_tier >= {2}%}

UPGRADES

{%if t_upgrade_tier >= {2}%}Transform Weapon: Allows the conjured weapon to take another shape, potentially changing its Damage Type.{%end%}{%if signature_upgrade_tier == {4}%}(2){%end%}{%if signature_upgrade_tier == {5}%}(3){%end%}{%if signature_upgrade_tier == {6}%}(4){%end%}

{%end%}

20

{# Conjure Creature, Regular Technique ver. #}

{% t_cre_ytrait = {darkvision|immunity|aquatic|olfactory|echolocation|speedy|flight|texterior|sticky|longreach|poisonous|venomous|toppler|carnivorous|floral|pvocals|rough|fur|frightening|slimy|skeletal|adaptive|vampirism} %}

{%if t_cre_ytrait == {speedy}%}

{% t_cre_speedy_boost = {40} %}

{%else%}

{% t_cre_speedy_boost = {0} %}

{%end%}

{% t_creature = {physically offensive|physically defensive|spiritually offensive|spiritually defensive}%}

{%if t_creature == {physically offensive}%}

{% t_cre_physique = {1d2 + {$t_upgrade_tier}} %} {% t_cre_martial = {1d2 + {$t_upgrade_tier}} %} {% t_cre_spiritlevel = {1d2 + {$t_upgrade_tier}} %}

{% t_cre_constitution = {0} %}{% t_cre_sensory = {0} %}{% t_cre_intellect = {0} %}

{%end%}

{%if t_creature == {physically defensive}%}

{% t_cre_physique = {1d2 + {$t_upgrade_tier}} %} {% t_cre_constitution = {1d2 + {$t_upgrade_tier}} %} {% t_cre_spiritlevel = {1d2 + {$t_upgrade_tier}} %}

{% t_cre_martial = {0} %}{% t_cre_sensory = {0} %} {% t_cre_intellect = {0} %}

{%end%}

{%if t_creature == {spiritually offensive}%}

{% t_cre_spiritlevel = {1d2 + {$t_upgrade_tier}} %} {% t_cre_constitution = {1d2 + {$t_upgrade_tier}} %} {% t_cre_martial = {1d2 + {$t_upgrade_tier}} %}

{% t_cre_sensory = {0} %} {%if t_cre_ytrait == {sticky}%} {%end%}

{%end%}

{%if t_creature == {spiritually defensive}%}

{% t_cre_spiritlevel = {1d2 + {$t_upgrade_tier}} %} {% t_cre_sensory = {1d2 + {$t_upgrade_tier}} %}  {% t_cre_constitution = {1d2 + {$t_upgrade_tier}} %}

{% t_cre_intellect = {0} %}{% t_cre_physique = {0} %}{%if t_cre_ytrait == {frightening}%}

{%end%}

{# Calculates Skills and Potency. #}

{% t_cre_potency = {{$t_cre_spiritlevel} + {$t_cre_constitution}} %}

{% t_cre_guard = {{$t_cre_physique} + {$t_cre_constitution}} %}

{% t_cre_deflection = {{$t_cre_physique} + {$t_cre_martial}} %}

{% t_cre_evasion = {{$t_cre_physique} + {$t_cre_sensory}} %}

{% t_cre_cunning = {{$t_cre_intellect} + {$t_cre_sensory}} %}

{% t_cre_deduce = {{$t_cre_intellect} + {$t_cre_constitution}} %}

{% t_cre_resistance = {{$t_cre_physique} + {$t_cre_constitution}} %}

{% t_cre_willpower = {{$t_cre_spiritlevel} + {$t_cre_sensory}} %}

{# Calculates damage output based on physique. #}

{%if t_cre_physique == {0}%}{% t_cre_damage_output = "d4" %}

{%elif t_cre_physique == {1} or t_cre_physique == {2} or t_cre_physique == {3}%}{% t_cre_damage_output = "d6" %}

{%elif t_cre_physique == {4} or t_cre_physique == {5} or t_cre_physique == {6}%}{% t_cre_damage_output = "d8" %}

{%elif t_cre_physique == {7} or t_cre_physique == {8} or t_cre_physique == {9}%}{% t_cre_damage_output = "d10" %}

{%else%}

{% t_cre_damage_output = "d12" %}

{%end%}

{# Calculates Full Attack based on martial. #}

{%if t_cre_martial == {0}%}{% t_cre_full_attack = 1 %}

{%elif t_cre_martial == {1} or t_cre_martial == {2} or t_cre_martial == {3}%}{% t_cre_full_attack = 2 %}

{%elif t_cre_martial == {4} or t_cre_martial == {5} or t_cre_martial == {6}%}{% t_cre_full_attack = 3 %}

{%elif t_cre_martial == {7} or t_cre_martial == {8} or t_cre_martial == {9}%}{% t_cre_full_attack = 4 %}

{%else%}

{% t_cre_full_attack = 5 %}

{%end%}

CONJURE CREATURE (TECHNIQUE)

A highly customizable Conjuration Technique which specifically summons living beings and entities to be commanded by the user.

BASE

Technique Type: Combat
Performance: Full Round Action
Delivery: Conjuration
Range: 10ft.
Size: Resolve: {5|10}ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Roll 1+1* {$range_mod} minute (Roll 10+1* {$range_mod} rounds)
Body Type: Resolve: {humanoid|quadruped|serpentine|round|octoped|asymmetric|centipod|disc-like|monolith-like}

BASE ATTRIBUTES

Physique {$t_cre_physique}, Martial {$t_cre_martial}, Spirit Level/Demonic Level {$t_cre_spiritlevel} , Constitution {$t_cre_constitution}, Intellect {$t_cre_intellect}, Sensory {$t_cre_sensory}

HP Roll 10 + {$t_cre_constitution}* 5, Sense Roll {$t_cre_spiritlevel} + {$t_cre_sensory} / Roll {$t_cre_spiritlevel} + {$t_cre_sensory}0ft., Potency {$t_cre_potency}, Movement Roll 20 + 5* {$t_cre_physique} + {$t_cre_speedy_boost}ft.{%if t_cre_ytrait == {flight}%}, Flight Roll 20 + 10*{$physique}ft.{%end%}

SKILLS

Guard Roll {$t_cre_guard}/Roll {$t_cre_guard} + {$t_cre_potency}, Deflection {$t_cre_deflection}/Roll {$t_cre_deflection} + {$t_cre_potency}, Evasion Roll {$t_cre_evasion}/Roll {$t_cre_evasion} + {$t_cre_potency}, Cunning {$t_cre_cunning}, Deduce {$t_cre_deduce}, Resistance {$t_cre_resistance}, Willpower {$t_cre_willpower}

COMBAT

Standard Attack Roll {$t_cre_martial} +  {$t_cre_physique}, Energy Imbued Roll {$t_cre_martial} +  {$t_cre_physique} + {$t_cre_potency}, Damage Output {$t_cre_damage_output}, Full Attack {$t_cre_full_attack}{%if t_cre_ytrait == {longreach}%}, Reach 10ft. {%end%}

Conjured Creatures act on their owner’s turn (but not on the one they are summoned in). The owner of the conjuration and the conjured creature itself can be made to take their actions in any order they want.

A Conjured Creature has the same Spirit Level/Demonic Force as their owner (i.e, that particular attribute cannot be assigned Attribute Points).

Conjured Creatures start with an amount of Energy charges equal to 1 plus any additional amount of Energy charges you decide to transfer to them when Conjuring them up.

PHYSICAL TRAIT

{%if t_cre_ytrait == {darkvision}%}Dark Vision: You are able to see in extremely dark conditions.{%end%}

{%if t_cre_ytrait == {immunity}%}Immunity: Complete immunity to Resolve: {Fire|Ice|Electricity|Poison}.{%end%}

{%if t_cre_ytrait == {aquatic}%}Aquatic: Being an aquatic type of creature, you are an expert at swimming, moving up to a base speed equal to your ground speed. You are also, of course, able to breathe underwater considering the area is reasonably oxygenated. You also don’t suffer the typical penalties that come with being submerged.{%end%}

{%if t_cre_ytrait == {olfactory}%}Olfactory: You are able to pinpoint someone or something’s location using your sense of smell, up to a range equal to your Sense’s, provided nothing is interfering with it. You are also able to discern who or what has either been or passed through a certain location within 24 hours. Being very sensitive to smells, you take a -10 penalty on Resistance checks pinned against scent effects.{%end%}

{%if t_cre_ytrait == {echolocation}%}Echolocation: You are able to pinpoint someone or something’s location using your echolocation senses, up to a range equal to your Sense’s, provided nothing is interfering with it. Being very sensitive to sounds, you take a -10 penalty on Resistance checks pinned against sonar effects.{%end%}

{%if t_cre_ytrait == {speedy}%}Speedy: You have an additional 40ft. of base Movement. Your speed seems oppresive  to those that can't outrun you. {%end%}

{%if t_cre_ytrait == {flight}%}Winged/Flight: Allows you to fly at a base speed of 20 + 10ft. per Physique.{%end%}

{%if t_cre_ytrait == {texterior}%}Tough Exterior: Your unnaturally tough exterior reduces Slashing, Piercing, and Bludgeoning (including Unarmed) damage by 4.{%end%}

{%if t_cre_ytrait == {sticky}%}Sticky Extremities: Having sticky palms and feet allow you to climb up walls and other tricky surfaces (at your base Movement), as well as granting your grapple attempts a +5 bonus on their rolls.{%end%}

{%if t_cre_ytrait == {longreach}%}Long Reach: Your Melee Attacks’ Reach is 10ft. (2 squares/hexes away).{%end%}

{%if t_cre_ytrait == {poisonous}%}Poisonous: Your blood is poisonous, posing a threat to those who might come in contact with it. Attacks that draw blood from you have a 20% chance to land on adjacent targets, prompting a Resistance saving throw against your Constitution + 10 and lasting 2d4 turns if not successfully resisted.  Also, your skin is poisonous as well, prompting the same saving throw when coming into direct contact with it.{%end%}

{%if t_cre_ytrait == {venomous}%}Venomous: Your attacks have a chance to poison the target if it is successful. The DC pinned against the target’s resistance is equal to that of the successful Attack Roll, a higher number representing a more successful transmission of the venom. The poison remains in the victim’s body for 2d4 turns.{%end%}

{%if t_cre_ytrait == {toppler}%}Toppler: You possess physical parts that can be used to easily trip your targets, granting you +3 on all Trip attempts.{%end%}

{%if t_cre_ytrait == {carnivorous}%}Carnivorous Recovery: You can recover 1d4 HP for every distinct corpse you consume from. You may do so no more than 2 times a day per Constitution.{%end%}

{%if t_cre_ytrait == {floral}%}Floral: As a plant-based being you benefit from a +3  to your Potency while taking root in healthy or nutrient rich soil.{%end%}

{%if t_cre_ytrait == {pvocals}%}Powerful Vocals: Roars, screeches, or howls are truly powerful when hailing from you. Your sonorous voice can be heard from quite afar when applied at max volume. Also, Techniques that use your vocals benefit from a +3 both on Attack Rolls and Saving Throw related matters.{%end%}

{%if t_cre_ytrait == {rough}%}Rough Exterior: The surface of your body contains features which will damage those making direct, physical contact with it for 1d4 damage. The damage is counted as either Piercing or Slashing, chosen by player upon designing their creature.{%end%}

{%if t_cre_ytrait == {fur}%}Thick Fur: Your real body’s thick fur provides thermoregulation advantages that keep you warm in colder environments and keeps solar heat from directly making contact with your skin in more sunny locations. Damage related to heat/fire or ice/cold is always reduced by 2 for each distinct source or attack that affects you. Additionally, you benefit from a +5 on all rolls performed to resist the consequences of thermal effects.{%end%}

{%if t_cre_ytrait == {frightening}%}Frightening Appearance: Your true appearance is a thing of nightmares. Average humans and creatures flee or become paralyzed upon seeing you. Cunning checks used to intimidate or frighten others benefit from a +5 to their result.{%end%}

{%if t_cre_ytrait == {slimy}%}Slimy Exterior: Your real body’s slimy exterior makes it difficult to grapple you, those attempting to do so suffering from a -5 penalty. The residue you produce can also cause others to trip easily, while being a convenient method of sliding around for you.{%end%}

{%if t_cre_ytrait == {charm}%}Mystical Charm: You have an unusually alluring aura. Average humanoids feel compelled to listen to your words and often come to your aid. Cunning checks on those that might not be as inclined benefit from a +5 bonus.{%end%}

{%if t_cre_ytrait == {skeletal}%}Morphing Skeletal System: You have domain over your skeletal structure. Aside from being able to alter said structure, and by consequence, your general form, you can also grow, and likewise, retract any of your bones by up to 3ft.{%end%}

{%if t_cre_ytrait == {adaptive}%}Adaptive Skin: Your skin reacts to being afflicted by damage from different sources, granting you 3 damage resistance to threats that have the same damage type as the last one sustained.{%end%}

{%if t_cre_ytrait == {vampirism}%}Vampirism: Your attacks restore your health by an amount equal to the damage dealt.{%end%}

TECHNIQUES

Roll on "Conjured Creature Combat Tech"

21

{# Conjure Object, Regular Technique ver. #}

{% t_obj_features = {{$range_mod} + {1}} %}

{% t_obj_hover = {OFF} %}{% t_obj_sentry = {OFF} %}{% t_obj_companion = {OFF} %}{% t_obj_scout = {OFF} %}{% t_obj_share = {OFF} %}

{% t_obj_hover_move = {0} %}

{% t_obj_companion_move = {0} %}

Roll on "Regular Conjure Object Print"

22

GROWTH (TECHNIQUE)

A Technique Feature that allows the user to grow in size.

BASE

Technique Type: Combat / Specialty
Performance: Full Round Action
Delivery: Self
Size: Up to +5ft.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Upon using this Technique, the user approximately grows twice their size. On battle/encounter grids, the user grows from occupying a single 5ft. hex to occupying 2x2 5ft. hexes.

In their grown state, the user’s Movement is doubled, they receive a +5 bonus to their Guard and Melee Attack rolls, and their melee attack’s Damage Output is increased by 1 die tier (1d4 >> 1d6 >> 1d8 >> 1d10 >> 1d12).

{%if t_upgrade_tier > {0}%}

UPGRADES

Additional Growth (Roll 1 *{$range_mod} tier(s)):  +5ft. (Size), +3 additional bonus (Melee Attacks, Guard), Damage Output increased by 1 additional die tier (1d4 >> 1d6 >> 1d8 >> 1d10 >> 1d12 >> 2d8 >> 2d10 >> 2d12 >> 3d10).

{%if t_upgrade_tier >= {2}%}Shrink: Upon using this Technique, the user approximately shrinks to half their size. In their shrunken state, the user’s Movement is halved, they suffer from a -5 bonus to their Guard in exchange for a +5 to their Evasion, and their melee attack’s Damage Output is decreased by 1 die tier (1d12 >> 1d10 >> 1d8 >> 1d6 >> 1d4 >> 1d2).

Shrink Further (Roll 1 *{$range_mod} tier(s)): For every additional size tier they receive +3 additional bonus (Evasion), -3 additional penalty (Guard), and Damage Output reduced by 1 additional die tier (1d12 >> 1d10 >> 1d8 >> 1d6 >> 1d4 >> 1d2). {%end%}

{%end%}

23

SHRINK (TECHNIQUE)

A Technique Feature that allows the user to shrink in size.

BASE

Technique Type: Combat / Specialty
Performance: Full Round Action
Delivery: Self
Size: Halve in size.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Upon using this Technique, the user approximately shrinks to half their size.

In their shrunken state, the user’s Movement is halved, they suffer from a -5 bonus to their Guard in exchange for a +5 to their Evasion, and their melee attack’s Damage Output is decreased by 1 die tier (1d12 >> 1d10 >> 1d8 >> 1d6 >> 1d4).

{%if t_upgrade_tier > {0}%}

UPGRADES

Shrink Further (Roll 1 *{$range_mod} tier(s)): For every additional size tier they receive +3 additional bonus (Evasion), -3 additional penalty (Guard), and Damage Output reduced by 1 additional die tier (1d12 >> 1d10 >> 1d8 >> 1d6 >> 1d4 >> 1d2).
{%if t_upgrade_tier >= {2}%}

Growth: Upon using this Technique, the user approximately grows twice their size. On the battle/encounter grid, the user grows from occupying a single 5ft. hex to occupying 2x2 5ft. hexes. In their grown state, the user’s Movement is doubled, they receive a +5 bonus to their Guard and Melee Attack rolls, and their melee attack’s Damage Output is increased by 1 die tier (1d4 >> 1d6 >> 1d8 >> 1d10 >> 1d12).

Additional Growth (Roll 1 *{$range_mod} tier(s)): For every additional size tier they receive +5ft. (Size), +3 additional bonus (Melee Attacks, Guard), and their Damage Output is increased by 1 additional die tier (1d4 >> 1d6 >> 1d8 >> 1d10 >> 1d12 >> 2d8 >> 2d10 >> 2d12 >> 3d10){%end%}

{%end%}

24

ORBIT (TECHNIQUE)

A Technique that allows the user to circle a subject as if they were a celestial body.

BASE

Technique Type: Combat / Specialty / Support
Performance: Movement
Delivery: Selective
Size: Up to Roll 15 +10* {$t_upgrade_tier}ft. (maximum distance they may maintain from their target)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

Orbit can be commenced by using your turn’s Movement within range of the desired target. Once the target you will be orbiting is selected, be it friend, foe, or simply an object, you will begin hovering around them at a relative distance of your choosing, a maximum of no more than 15ft. or the Technique’s newly upgraded Size. Naturally, as the target moves, you move with them, keeping the same position relative to them.

Once orbiting a subject, you have 2 distinct Movement options you can perform as a Free Action.

1) You can narrow or widen the relative distance kept to the subject.
2) You can move from any one point of the orbit to another, keeping the same relative distance to the subject.

Orbit is useful for being able to move during a round despite taking a Full Round Action, as well as for keeping melee combatants from reaching you, your relative distance to them remaining the same should they try to approach you.

{%if t_upgrade_tier >= {2}%}

UPGRGADES

Slingshot: Allows you to perform a special action called Slingshot, which utilizes the user’s Movement to go around their subject and then release them with the acquired momentum, sending them towards the desired direction, a maximum distance of up to 50ft., and allowing any Standard Attacks performed on that turn to be treated as if they were Energy Imbued. This action ends the Technique’s effects.{%end%}

25

ASPHYXIATE (TECHNIQUE)

Asphyxiate is a Technique that deprives its target of air, regardless of what kind of respiration their body performs.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: Roll 20+ 10* {$t_upgrade_tier}ft.
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: 3 turns
Saving Throw: User’s [Potency] vs Target’s [Resistance]

The user of this technique selects a target within range to be the victim of asphyxiation. For each turn it is active, it prompts a Resistance check on the target, pinned against the user’s Potency check. After each successful turn on the Technique’s user part, the target becomes Dizzy for 2 turns. On 2 consecutive successful turns, the target becomes Paralyzed/Helpless. On 3 consecutive successful turns, the target is knocked unconscious for 1d6 turns. On a 4th and final consecutive choke, the target succumbs to death by asphyxiation.

26

POISON (TECHNIQUE)

A lethal Technique whose effects cripple the target over time.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Contact
Effect Type: Lingering
Duration Tier (DT): S
Duration: Roll 3+3* {$t_upgrade_tier} rounds
Damage: 1d4
Saving Throw: User’s Potency VS Target’s Resistance

As poison spreads through the target’s body, its effects become stronger. Aside from causing damage on every turn it remains active, poison begins to hinder not only the target’s movement and actions, but their senses as well.

The user of this Technique first rolls for Potency and writes the number down, setting up the DC to beat by the Target’s Resistance in order combat the effects. The Target’s first Resistance roll determines if the poison is successfully inflicted or not. If it is not resisted, on every turn thereafter, the target rolls for Resistance at the start of their turn to see if the additional effects other than damage take place on that round. A success on those latter rolls does not cure the target from the poison, it simply prevents all non-damaging effects from taking place on that round; the poison still remains in the target’s system for the Technique’s duration after it has been confirmed to successfully be inflicted.

The non-damaging effects that the poison causes are as follows:
-On every turn that the effects are not resisted, the target is considered Dizzy.
-On two consecutive turns that the effects are not resisted, the target is now also considered Pained, going away alongside Dizzy upon the next successful Resistance check or until the Poison’s duration has ended.
-On three consecutive turns that the effects are not resisted, the target is considered Paralyzed/Helpless in addition to being Pained and Dizzy, all effects going away upon the next successful Resistance check or until the Poison’s duration has ended.

27

PAIN (TECHNIQUE)

A Technique that inflicts severe pain on its target.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Selective
Range: Roll 20+10* {$range_mod}ft.
Effect type: Lingering
Duration Tier: S
Duration: Roll 3+3 * {$t_upgrade_tier} rounds
Saving Throw: User’s Potency vs Target’s Resistance

The target of this Technique must succeed in its Saving Throw, a failure afflicting them with pain for its duration (see Pained). This Technique causes pain on the target whether they have a corporeal form or not. The user of this Technique may designate exactly where the individual feels the pain, from a single location to their whole body.

28

SKATE (TECHNIQUE)

Allows the user to skate along a surface through the use of energy, protected from certain properties said surface might have.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Range: User's Movement + Roll 30* {$t_upgrade_tier}ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

A pretty straightforward Technique that allows the user to substitute their regular movement for a form of energy-enabled skating. Energy concentrated on the bottom of the user’s feet protects them from otherwise dangerous terrain, ignoring not only potential damage but also miscellaneous properties such as stickiness and slipperiness. This form of skating also allows them to traverse over non-solid surfaces such as water or quicksand.

As with regular movement, the user may double it by using a Full Round Action.

29

ENERGY MINE (TECHNIQUE)

Allows the user to place their Energy, compressed in select locations, for later detonation.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Conjuration
Range: 10ft.
Size: 5ft.
Effect Type: Lingering
Duration Tier (DT): D
Duration: Roll 1+1* {$range_mod} day
Damage: {%if level == {1}%}1{%elif level > {1} and t_upgrade_tier <= {5}%}Roll 1+1* {$t_upgrade_tier }{%elif level > {1} and t_upgrade_tier > {5}%}5{%end%}d20 + Potency
Saving Throw: Sense > User’s Spirit Level/Demonic Level detects mine.
Acquired Detonation Methods: Proximity{%if t_upgrade_tier >= {2}%}, Manual{%end%}

When acquiring this Technique, the user must choose whether their mines will be detonated manually, by proximity, or after elapsed time. The conjured Energy Mine is placed on the selected location, within Range, and will behave according to its detonation type. If the user has purchased the option of more than one type of detonation, they must state which kind of mine they are placing upon its conjuration. A single mine can be made to have more than one kind of detonation trigger.

Manual Detonation Mines are triggered by the user as a Standard Action.

Proximity Detonation Mines trigger when their space becomes occupied.

Timed Detonation Mines trigger after their designated time, an amount declared by the user upon its conjuration.

The Energy from the Mines placed by this Technique is compressed in such a way that it is harder to detect than normal. To be able to sense them, your Sense must be higher than the Spirit Level/Demonic Level of the owner. Sensing the mines does not grant information on what exactly the Energy detected is (unless being the targets of Techniques such as Scan or True Sight); it only reveals Energy is concentrated at a specific point.

Feats that affect how the user's Energy is sensed (Masked Power, Masked Presence, Deceptive Power, Disguise Energy) are also applied to the sensing of these mines.

A Mine that expires without triggering dissipates.

{%if t_upgrade_tier >= {1}%}UPGRADES

{%if t_upgrade_tier >= {1}%}Dampen Presence (purchasable once): Mines can now only be sensed with a Sense of 3 or more points above that of the the owner’s Spirit Level/Demonic Level.  The Feat 'Masked Presence' stacks with this effect, increasing it to 7 points above the owner's Spirit Level/Demonic Level.{%end%}

{%end%}

30

NET (TECHNIQUE)

A Technique used to immobilize or capture its target.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Projectile
Range: Roll 60+20* {$range_mod}ft.
Size: Roll 5+5* {$range_mod}ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: Roll 1+1* {$range_mod} hour

The user of Net fires the Energy-powered web, goo, or other similar capture device/substance towards a location of their choice, the Technique prompting a Defensive Action from all within its radius, using said location as its center point, pinned against the user’s Ranged Attack Roll [1d20 + Sense + Martial], as is standard with all Projectile Techniques. Net may not be Guarded or Deflected, only Evaded or Counterfired, and can be difficult to distinguish from a regular Energy blast, causing many to become its victim by choosing the wrong Defensive Action.

A captured target is considered Helpless, but they may attempt to break free on their turn by using 1 Energy charge to prompt opposed Potency Rolls between them and Net’s user. Likewise, an ally could attempt the same to free their friend.

31

SMOKE SCREEN (TECHNIQUE)

A Smoke Screen is used to mask the movement or location of those within or beyond it.

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Field
Range: 15ft.
Size: Roll 15+ 5* {$t_upgrade_tier}ft. radius
Effect Type: Lingering
Duration Tier (DT): S
Duration: Roll 3+3* {$range_mod} turns

A Smoke Screen spawns with its center point on the exact location chosen by the Technique’s user. It’s primary usage is for blocking perception within and beyond the area it’s placed at. A Smoke Screen done by Energy Techniques hinders more than just visual perception though; it has properties that interfere with sensory perception. As so, it also blocks others from discerning the location of those within or beyond it through Sense.

Those standing within a smoke screen spawned from this technique cannot see threats coming at them unless they have perception-enhancing abilities or Techniques. Likewise, swift threats emerging from within or behind the smoke screen also surprise others on the outside/opposite side. As per normal rules, targets that cannot perceive incoming threats are treated as having their Guard, Deflection, and Evasion halved (rounded down), and may not perform Counterfire or Counterfield as defensive options. If a character does not become aware of any incoming threats in the first place (through sonar cues, etc.) they may not perform any Defensive Actions in response to them.

32

ABSORB AND RELEASE (TECHNIQUE)

Absorbs the effects of one Melee, Projectile, or Wave Technique, allowing the user to later release them towards a target of their choosing.

BASE

Technique Type: Combat, Specialty, Support
Performance: Defensive Action (to absorb), Standard Action (to release)

When a Technique is about to make contact with the user, they may activate Absorb & Release as Defensive Action. Upon doing so, rather than undergoing the Technique’s effects, they store them within themselves. These stored effects can then be released by the user as at no energy cost by using a Standard Action.

Although effects do not have to be released in the same exact manner as they were first conjured up, they do nevertheless follow the same method of Delivery. Naturally, when expelled, the effects behave according to the same properties of the Technique they hail from.

By default, only 1 Technique can be absorbed at a time, an amount that can be increased through upgrades.

{%if t_upgrade_tier > {0}%}UPGRADES

Additional Absorption Slots: +Roll 1* {$t_upgrade_tier}

{%end%}

33

TORNADO SPIN (TECHNIQUE)

With a powerful and rapid spin, the user is able to deflect incoming threats.

BASE

Technique Type: Combat
Performance: Defensive Action
Effect Type: Instant

As a Defensive Action, Tornado Spin can be used to deflect threats hailing from Techniques and natural hazards alike. The Technique’s effect behaves as an automatically successful Deflection, but they do not benefit from any feats or advantages that specifically enhance said Deflection skill.

In addition to its primary effect, Tornado Spin can also be used to blow away any gas surrounding the user, and may also free the user from a grapple or any binds if the user’s [Potency + 1d20] is higher than that of their respective DC.

{%if t_upgrade_tier > {0}%}UPGRADES

{%if t_upgrade_tier >= {1}%}Knockdown: Those adjacent to the user must roll for Guard as a saving throw pinned against the user’s Potency to prevent from being Downed by the spin’s powerful force. If the user is performing a Prolonged Spin (see other upgrades), those that pass adjacent to the user also prompt this Saving Throw.{%end%}

{%if t_upgrade_tier >= {3}%}Prolonged Spin: When performed, the user of Tornado Spin may choose to continue spinning until the start of their next turn, automatically applying a successful Deflect to any incoming threats.{%end%}

{%end%}

34

SUBSTITUTE (TECHNIQUE)

Famously used by shinobi, the substitute Technique makes it so that an object takes the punishment that was intended for the user.

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Self
Effect Type: Conjuration

Substitute can be activated as a Defensive Action, appearing in front of the user and taking all punishment intended for them. Unlike the standard Defensive Actions, substitute can be made to take the effects of Selective Techniques. Punishment also does take each individual hit of a Full Attack. The punishment-absorbing object disappears after 2 rounds.

Substitute cannot be made to take the damage of self-induced effects, nor can it be made to take the punishment of effects already active on the user.

Substitute can be Modified by techniques such as Teleportation and Invisibility, allowing them to trigger as a Defensive Action alongside Substitute, causing not only the object to take the punishment intended for the user, but to immediately move the user either out of sight or out of range of any potential follow ups.

35

ENHANCE DEFENSES (TECHNIQUE)

Enhances the user’s defensive instincts.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

The affected target’s Guard, Deflect, and Evade are enhanced for the Technique’s duration. How is it, exactly, that the Technique is improving the target’s reflexes is left up to the player’s design, but the mechanics represent themselves as a +5 bonus to all three primary Defensive Actions.

36

REFLECT (TECHNIQUE)

A Technique that sends back Projectile and Wave Techniques back to their users.

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Contact (targets Techniques)
Effect Type: Instant

Like any other Technique Feature, the way this Technique is manifested is designed by the user upon acquisition, the only requirement being that, since it is a Contact Technique, the projectiles or waves that are being reflected are within reach of the user.

Reflected projectiles and waves have their traveled distance reset upon contact with the Technique, meaning that, unless affected by any other factors, they will always have enough distance left in them to return to their originator. The targets of any reflected Techniques may perform the usual Defensive Actions available.

Homing Techniques, upon being affected by Reflect, change their target to be their previous owner.

37

SCATTERGUARD (TECHNIQUE)

Deflected projectiles are sent back in a scattered fashion.

BASE

Technique Type: Combat
Performance: Deflection
Delivery: Wave
Range: 15ft.
Effect Type: Instant

Upon a successful Deflection, the user of Scatterguard instantly shatters the incoming Projectile into smaller bits, then fires them in a chosen direction. The scattered projectiles fire off as a Wave Technique, affecting all within the threatened space who fail their Defensive Action.

Scattered projectiles deal the same damage and apply the same effects they would have before being Deflected.

38

INTANGIBLE (TECHNIQUE)

A technique that makes the user intangible, for a brief moment.

BASE

Technique Type: Combat, Specialty
Performance: Defensive Action or Move Action
Delivery: Self
Effect Type: Instant

As a Move Action, it allows the user to pass through physical obstacles, while as a Defensive Action, it dodges any non-energy-imbued attack without fail. Any Prepared Attacks triggered as a Move Action are avoided as long as they are not energy imbued.

39

LIGHTNING ROD (TECHNIQUE)

All Projectile and Wave attacks performed within range of someone utilizing this technique, be them from Techniques or standard weapons, are instead drawn to the user while also having their effects completely nullified.

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Self
Size: Roll 15 +5* {$range_mod}ft. radius
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

As its description states, while this technique is being channeled, all Projectiles and Waves within range of the user are drawn away from their intended target and directed at the user of Lightning Rod instead, where their effects are completely nullified, including damage. This includes projectiles and waves coming from standard weapons rather than techniques, such as bullet fired from a gun or the flame from a flamethrower.

The user may not selectively choose which Techniques are affected: all Projectiles and Waves are influenced. Although the radius of this Technique is 15ft, even if a technique is initiated outside of its influence, once it crosses into its boundary it is nonetheless attracted.

40

MALLEABLE BODY (TECHNIQUE)

The user’s body can twist and contort in all sorts of different ways while this technique is active.

BASE

Technique Type: Combat / Specialty
Performance: Standard Action
Delivery: Self
Reach: Roll 5 + 10* {$range_mod}ft.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

For every round it is active, the user of this technique benefits from a +5 on evasion and grapple-related actions. Additionally, their body can stretch in such a way that they are able to reach 5ft. further than usual, an amount that can be increased with upgrades. Last but not least, the user is able to squeeze themselves through all sorts of narrow and tight spaces that they would otherwise not be able to.

This technique does not allow the user to split in any way, shape, or form.

{%if t_upgrade_tier >= {2}%}UPGRADES

Snap Back: You have learned to implement your elasticity into your attacks, benefiting from a +5 bonus while under the effects of this technique.

{%end%}

41

SHADOW WALK (TECHNIQUE)

An elusive and hasty way of moving, typical of vampires and other dark beings.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Lingering
Duration: 1 round

There being no popular general term for the type of super-speed that vampires typically employ in popular fiction, one in which they will move from one spot to another at an unusual speed despite sometimes seeming as if they were just walking, it has been deemed as Shadow Walk in this system.

Shadow Walk is performed by using the Movement part of one’s turn, which is doubled for this Technique. the elusive movement granting a +10 to the user’s Evasion during this round.

Shadow Walk can be employed alongside other Movement Techniques that are already being channeled.

{%if t_upgrade_tier >= {1}%}UPGRADES

{%if t_upgrade_tier >= {1}%}Shun Goku Satsu: In place of benefiting from a +10 bonus to Evasion for one round, the user may choose to end the technique as a follow-up Energy Imbued Attack that benefits from double their Potency at no additional energy cost.{%end%}

{%if t_upgrade_tier >= {5}%}Movement Upgrade: Movement is now tripled instead of doubled.{%end%}

{%end%}

42

SURFACE ADHESION (TECHNIQUE)

A technique that opens up the option of using walls, ceilings, and other surfaces to traverse and perform maneuvers.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Passive Channeling
Duration: 1 round

Surface Adhesion is a movement technique that expands the user’s available maneuvering options by allowing them to traverse across walls, ceilings, and other surfaces otherwise unavailable due to the nature of gravity.

Surface Adhesion is also used to maintain a solid balance/grip when traversing through slippery or uneven surfaces, through powerful winds, or when the current location is suffering from tremors or other forms of violent motion. It can also be used to prevent being knocked down by such forces as well as by any physical blows received, any attempts to resist so benefiting from a +5 bonus due to the strong bond between the user and the surface. Grapple attempts in general also benefit from just as much of a bonus to their rolls.

{%if t_upgrade_tier >= {6}%}UPGRADES

Improved Grip: +5 bonus is increased to +10

{%end%}

43

AFTERIMAGE (TECHNIQUE)

The user moves almost instantaneously from point A to point B, leaving behind an image of themselves that is almost indistinguishable from the real deal, even when being sensed.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Lingering
Duration: 1 round
Saving Throw: User’s Evasion VS Target’s Deduce

Upon using this Technique, the user moves almost instantaneously from point A to point B, leaving behind an image of themselves for a brief moment. For the time this image is there, it retains enough of the user’s energy signature that it is almost indistinguishable from the real deal, even when accounting for spiritual sensory.

Subjects must roll a Deduce check pinned against the user’s Evasion to catch the user’s movement, consequentially seeing through the Technique. Of course, the user must be able to move out of visual range for this illusion to function in the first place.

This Technique allows the user to move up to double their regular Movement and lasts until the start of their next turn. Naturally, it must be physically possible for the user to move to their target spot in the first place for the Technique to be possible.

{%if t_upgrade_tier >= {5}%}UPGRADES

Movement Upgrade: Movement is now tripled instead of doubled.

{%end%}

44

MIRROR PAIN (TECHNIQUE)

A defensive Technique which makes it so that any damage done to the user is also inflicted on the aggressor.

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Self
Effect Type: Instant

Used as a Defensive Action, Mirror Pain accepts all incoming damage but also applies it to the aggressor. Unlike other Defensive Actions, Mirror Pain can be used on Techniques with any type of Delivery (such as Selective Techniques). Additionally, Mirror Pain can be used on Techniques with lingering damaging effects to also apply the same lingering damage on the aggressor, complete with its same duration. Likewise, a Passive or Actively Channeled Technique affected by Mirror Pain will continue to reflect damage on any consecutive turns linked to the initial application, without the user having to expend additional energy.

Mirror Pain only reflects back damage that is successfully applied to its user. Any damage ignored or avoided by the user due to natural resistances or the effects of other Techniques is not applied to the aggressor.

Damage reflected keeps its same typing, any resistances to it applying as usual.

45

FEIGN DEATH (TECHNIQUE)

A technique capable of Feigning the Death of the user to such an extent that it even fools the sensing of spirit energy.

BASE

Technique Type: Combat, Specialty
Performance: Free Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

An individual Feigning Death through the use of this Technique manages to influence their body in a way that nearly identically simulates the state of being dead. For all intents and purposes, their body does shut down completely, only a feint and nearly undetectable sliver of energy keeping their body from suffering damage by the lack of necessary bodily functions.

Traditional sensory cannot detect the energy harbored in the user’s body; only the use of specialized energy-detecting Techniques such as True Sight being able to detect it (and that’s only if individuals even suspect about using them in the first place).

The individual Feigning Death can view all that is around them almost like a form of astral projection, an area of up to 100ft, however, their actual spirit is not considered severed from their body during this state, and thus may not be seen by other spirits nor may it move freely. Likewise, the user may not view the spirit body of other subjects.

46

RESIST DEATH (TECHNIQUE)

A Technique that keeps the user both alive and conscious regardless of their remaining HP.

BASE

Technique Type: Combat, Specialty
Performance: Standard Action, Defensive Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Resist Death maintains its user conscious and alive for as long as it is kept channeled regardless of their remaining HP. Resist Death can be utilized as a Defensive Action.

A Spirit Guide whose HP hits -20 while in their spiritual form can utilize Resist Death to temporarily prevent the link to their physical body from being severed as per base rules.

Resist Death prevents the user from falling unconscious only due to a drop in HP. It cannot be used to remain conscious due to other factors.

47

SELF-REGENERATION (TECHNIQUE)

A Technique used to restore one’s own health.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 Round
Restored HP: {$potency} (User's Potency)

Starting with the turn it was activated on, the user heals an amount of HP equal to their Potency at the start of each turn until its channeling ceases.

{%if t_upgrade_tier >= {2}%}UPGRADES

Quick Activation: Self-Regeneration can now be initiated as a Free Action. If this Technique is Modified, all other effects it might have cannot be initiated in this way.

{%end%}

48

MIRROR TECHNIQUE EFFECTS (TECHNIQUE)

While being channeled, any non-damaging effects bestowed on its user are also bestowed on the person that caused them.

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: Same as the Mirrored Technique.

While channeling this Technique, any number of effects being applied by to the user by a someone else’s Technique are also applied on their owner, be them helpful or harmful. That being said, the owner has an opportunity to resist such effects with a Saving Throw of their own where applicable.

Mirror Effects does not mirror physical consequences that are related to impact and momentum, even if they are caused by direct consequence of the technique (for example, any Knockdown or Pushback caused by physically-oriented Techniques). Territory effects are also excluded from interacting with this technique.

When it comes to Instant and Lingering effects, the incoming technique’s effects can be mirrored on the owner even if they were resisted by the target, but they do indeed need to have at least prompted a Saving Throw or an immunity check.

Channeled effects are cancelled on both the target and their owner the moment the latter ceases channeling them.

49

HALT PROJECTILE (TECHNIQUE)

Halts any form of projectile in place, be it  energy-based or physical, also granting some control over it.

BASE

Technique Type: Combat / Support
Performance: Standard Action
Delivery: Selective (used on projectiles)
Range: Roll 20 + 10* {$range_mod}ft. (for targeting purposes)
Effect Type: Lingering
Duration Tier (DT): S
Duration: 3 rounds

This technique can be used to halt any form of projectile in place, be it energy-based or physical. What constitutes a projectile is any non-living object or singular, condensed form of energy travelling with momentum towards a specific direction.

As a Standard Action, the user of this Technique can release the projectile, allowing it to resume its trajectory with the same momentum it had, otherwise, the projectile automatically resumes by itself once this technique’s duration elapses. Homing Projectiles will continue chasing their original targets when unfrozen, while manually controlled projectiles will once again be controllable.

Any number of projectiles can be frozen, each one retaining their own frozen duration. When freezing a projectile, the user of this technique can choose to freeze any given projectile for a specific duration as long as it falls within the technique’s current maximum duration.

Upgrades allow the user of this technique to perform additional actions on frozen projectiles.

{%if t_upgrade_tier >= {1}%}UPGRADES

{%if t_upgrade_tier >= {8}%}Additional Projectile Per Single Standard Action: +1{%end%}

{%if t_upgrade_tier >= {2}%}Reverse Momentum: As a Standard Action, the user may reverse the momentum of any frozen projectile.{%end%}

{%if t_upgrade_tier >= {6}%}Set-Off: If the frozen projectile has a property that would activate upon making contact with a target, such as an explosion, the user of this technique can choose trigger it while it is while it is frozen in place by using a Standard Action.{%end%}

{%if t_upgrade_tier >= {3}%}Fake-Out: Grants the user the option to, as a Free Action, momentarily halt and resume projectiles fired by them as a fake-out, the mixed timing causing Deflection and Evasion attempts to suffer from a -5. This effect can also be applied to an ally’s projectiles but as a Prepared Action.{%end%}

{%if t_upgrade_tier >= {4}%}Displace: Allows the user of this technique to move (but not change the orientation) of a frozen projectile to a another location currently within range of its current position (a range equal to the range of this technique). Moving a projectile in such a state does not constitute any momentum, causing no collisions if touching something else in the process, and neither does it trigger any of its effects on contact as well, unless, of course, unfrozen.{%end%}

{%end%}

50

DISPLACED CONTACT (TECHNIQUE)

A technique that allows the user to make contact with a distant target as if it were direct contact, allowing them to transfer melee strikes or perhaps physical assistance.

BASE

Technique Type: Combat / Specialty
Performance: Standard Action
Delivery: Self (For Activation), Selective (for actions performed during it, not for activation)*
Reach: Roll 20 +10* {$t_upgrade_tier}ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

While it is being channeled, Displaced Contact allows any form of contact to be performed remotely, be that a gentle touch, a standard or energy imbued melee attack, or any Contact (delivery) technique. This form of contact it enables is extended to anything the user wields, meaning that strikes with weapons and similar gear can also be delivered with it.

Displaced Contact treats the target as if they were doing direct contact with either the user or the gear being used, so it is capable of transferring any special effects that either would normally transfer with direct contact.

Targets for contact are chosen as a free action. The user of this technique does so by focusing on visible targets within range. As a base feature, this technique can extend such contact to a single target, a number that can be increased through upgrades.

{%if t_upgrade_tier >= {2}%}UPGRADES

{%if t_upgrade_tier >= {2}%}Additional Target: Additional targets may now be the recipient of a single form of contact. (Roll 1* {$range_mod}){%end%}

{%end%}

51

SPIRITED COMBAT (TECHNIQUE)

This technique is the gateway to add special properties to the user’s unarmed combat, starting with having all of the user’s unarmed attacks be considered energy imbued.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Self
Reach: Same as unarmed.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

Simply, while channeled, this technique considers all of the user’s unarmed attacks as Energy Imbued Attacks, but it’s main purpose is perhaps to function as a gateway to add Modifications and Upgrades to a character’s unarmed combat in general. All modifications added to this Technique trigger their effects only once per target struck in a single turn, regardless of the individual number of attacks performed on any individual target. Of course, any such effects being transferred still require Saving Throws to be successful. A Yokai’s Special Attack is also considered to benefit from any Upgrades and  Modifications this Technique might have.