Specialty Technique Features (d74)

d74 Result

1

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%}

2

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.

3

RELEASE (TECHNIQUE)

Releases the target from Binds, Grapples, Mind Control, and any other bonds, as well as severing any connections to them, be them physical, spiritual, or otherwise.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: Varies

Release affects things differently depending on exactly what it is that is tied to the targeted subject.

Physical constrains, such as shackles or matter that has shaped around the user will be released in the most efficient manner (for example, police cuffs would simply open as if someone had used the key on them), otherwise they shatter. When the target is being affected by the grapple of a creature, person, or entity, such as the vines of a moving plant, the Technique’s user rolls for Potency, pinned against the grappler’s Willpower, a success causing them to release their hostage.

Using Release on energy or supernatural constrains (such as the effects of Petrify) prompts a Potency vs Potency roll against the constraint’s owner, a success on the user’s end releasing the target from them.

When performed on fused objects or individuals, the user’s Potency (a single roll) is pinned against all of the living targets’ Willpower. If a single one of them fails to beat it, the fusion is cancelled.

When releasing others from mind-controlling/influencing effects, the user’s Potency is pinned against the controller’s Willpower, a success releasing the target from them.

When performed on Conjurations, the user’s Potency is pinned against the Conjuration’s Willpower (not its owner’s), Release then separating it from the owner. Objects with passive properties have those features continue to function for their duration, but do not receive further actions from their owner. Creatures stop seeing their owners as their masters/owners, and will act independently in accordance to what type of creature it is, left up to the GM’s discretion.

{%if t_upgrade_tier > {0}%}UPGRADES

Additional Target per use: +Roll 1* {$t_upgrade_tier}

{%end%}

4

COPY TECHNIQUE (TECHNIQUE)

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

BASE

Technique Type: Specialty
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: Combat{%end%}{%if t_upgrade_tier >= {6}%}, Support{%end%}

{%end%}

5

SWIPE (TECHNIQUE)

An ability used to quickly and stealthily snatch possessions off of others.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Contact
Reach: +Roll 5+ 5* {$range_mod}ft
Effect Type: Instant

For this Technique to work, the user must know what it is that they’re attempting to swipe off of their target. The more information they have on the item, the more accurate the Technique is.

The moment they perform the Technique, the GM asks for the mental image the character has of the target item (color, size, shape, texture, etc). They then assign a percentile to the accuracy of the description, and roll the appropriate die to see if it is successful (typically a d10). A completely accurate description guarantees success.

Whether the Technique is successful or not is separate from whether the targeted individual becomes aware of what’s happened. To determine if they have or not, the user rolls as if having performed an Energy Imbued Unarmed Attack (which represents the Technique’s execution). If it is lower than the target individual’s Sense, they have become aware of what transpired. If it is higher, they remain unaware.

6

SCRIBBLE (TECHNIQUE)

Allows the user to leave a scribble of energy in a specified location, useful for leaving secret clues or messages.

BASE

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

The user may scribble a message or image using their Energy, perceivable only by those they choose. Designating who sees the Energy does not have to be specific to certain individuals; you can choose categories such as only humans, only doctors, only people wearing a pink shirt, etc. Alternatively, you can make it perceivable to anyone.

Despite not being chosen to be the receptors of the message, Scribble can be seen by those using Techniques such as True Sight.

Those familiar with Energy can discern if the energy is Reiki (Spirit Energy, from Humans or Spirits) or Youki (Demon Energy, from Yokai).

7

WHIRLPOOL (TECHNIQUE)

A Technique which conjures up a whirlpool on the selected location of within a body of liquid.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Conjuration
Range: 30ft.
Size: Roll 10+5* {$range_mod}ft. radius
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Roll 1+1 * {$range_mod} minute (Roll 10 + 10* {$range_mod} rounds)

Those caught within a whirlpool’s range will be spun around and begin to be pulled towards its center. To escape a whirlpool, a subject must expend a certain amount of Movement on their turn, a number that varies depending on the conjurer’s Potency: [5ft. of Movement Per Potency] (Keep in mind that most individuals have their Movement halved in water).

As per normal rules, Energy can be expended on one’s turn to add 50ft. (25ft. for swimming) to Movement. Likewise, Movement based Techniques which exceed the distance can also help in escaping the whirlpool, if they can be performed under such circumstances.

Subjects caught in a whirlpool suffer -5 on all Attack Rolls, Technique Rolls, and Defensive Actions. Those caught in the whirlpool for more than one turn are considered Dizzy for 1d4 turns after their escape.

8

GALE (TECHNIQUE)

A strong burst of wind emanating from the user.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Wave
Range: Roll 15+5* {$t_upgrade_tier}ft.
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: 3 rounds
Saving Throw: User’s [Potency] vs Target’s [Guard]

A strong wind is sent forward from the user, prompting Guard checks on all targets within the threatened range to avoid getting pushed back and becoming Downed. These Guard checks must be performed on every round that the effects are still active. 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 roll result). A critical success doubles the knockback of this Technique.

Gale, of course, affects anything within its range just as any strong would typically would, being a useful Technique to push away gas, disturb the flight of winged subjects, among other things.

{%if t_upgrade_tier > {0}%}

UPGRADES

{%if t_upgrade_tier >= {1}%}Violent Changes: The direction that the wind blows can be suddenly shifted in such a way that those resisting it can be caught off guard. Acquiring this upgrade grants an +5 bonus to the Potency roll of this Technique’s user for every round it has remained active.{%end%}

{%end%}

9

CALL WATER (TECHNIQUE)

Summons any amount of nearby water towards the user, with tremendous force.

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Self
Range: 100ft. (distance up to where water is summoned from) (not adapted by modifications)
Size: Roll 25+ 25* {$range_mod}ft. radius (circulating supply kept around the user) (not adapted by modifications)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration:1 minute (10 rounds)

When the user activates this technique, they attract any amount of water within 100ft. of them with great force. Large amounts of water pulled in from natural sources rush towards the user like waves to a shore. In urban environments, water is pulled from pipes, tanks, hydrants, bottled products, or any other sources that might be present, typically busting many open in the process.

Water that makes contact with anyone around the user prompts Guard Saving Throws pinned against the user’s Potency (roll) to prevent subjects from becoming Downed.

All the water summoned around the user remains within a radius of 25ft. around them, ignoring any openings that would otherwise cause it to spill out or leave the area, an effect that remains for as long as the user continues to channel this technique.

10

{# 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: Specialty
Performance: Full Round Action
Delivery: Conjuration
Range: 10ft.
Size: Resolve: {5|10}ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Roll 1+1 * {$range_mod} minute (Roll 10+10 * {$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 Specialty Tech"

11

{# 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"

12

STEAL CONTROL (TECHNIQUE)

A Technique that changes the ownership of conjurations, animated undead, and anyone who is being controlled against their will.

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Selective
Range: Roll 20+10* {$range_mod}ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Roll 1+1 * {$range_mod} minute (Roll 10 + 10* {$range_mod} rounds)

Steal control allows you to target conjurations, risen undead, or any subjects who are under the control or ownership of another individual. It prompts opposed Willpower checks between the user and the current owner of the target, the victor keeping control of the subject.

A successful Steal Control refreshes any remaining time the original Technique had with its own.

13

BANISH (TECHNIQUE)

Banishes creatures, objects, or entities conjured by others.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: User’s [Willpower] VS Conjuration Owner’s [Willpower]

This Technique targets any subject that has been conjured up by a Technique, prompting opposed Willpower rolls between the user and the targeted conjuration’s owner. A successful banishment immediately removes the conjuration from play. A banishment does not trigger the effects of a conjuration set to go off upon the conjuration’s defeat (for example, a fiery explosion set to go off upon the defeat of a conjured fire elemental).

{%if t_upgrade_tier > {0}%}UPGRADES

{%if t_upgrade_tier >= {4}%}Additional Target: +1{%end%}

{%if t_upgrade_tier >= {1}%}Sealed Banishment: The owner of the banished entity or object may not conjure up an object/entity of the same exact kind for 1 day.{%end%}

{%end%}

14

STORE (TECHNIQUE)

Allows the user to summon or dismiss an item.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Contact (Targets Objects)
Size: Roll 5+ 5*{$t_upgrade_tier}ft.
Effect Type: Instant

The user of this Technique can store an object no larger than 5ft. in an alternate location outside of traditional space by using a Standard Action to touch it. The object can be stored for an unlimited amount of time, and may be brought back at any time as a Standard Action. Bringing back an object materializes it right beside the user. The action of storing the object, not bringing it back, is the one that consumes an Energy charge.

Containers with other objects in them cannot be stored with this Technique, only the container itself if it is empty. In other words, this Technique specifically targets 1 distinct object (unless upgraded to affect more).

If the Technique’s user falls unconscious, Stored objects are instantly materialized beside them.

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

Number of Targets Upgrade: +Roll 1* {$range_mod} additional object

{%end%}

15

ANIMATE OBJECT (TECHNIQUE)

A Technique that temporarily brings an object to life at the user’s command.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: Object of up to Roll 5 + 5* {$t_upgrade_tier}ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Roll 1 + 1* {$range_mod} minute (Roll 10 + 10* {$range_mod} rounds)

Animated Objects are granted 10ft. of Movement, they only take simple instructions from the user, and are not proficient in combat, although they may attempt it with an Unarmed Attack of +1 per 5ft. in size, and a damage output of 1d4 per 5ft. in size for objects of a similar hardness to plastic, 1d6 per 5ft. in size  for wooden or dense rubber objects, 1d8 per 5ft. in size  for metals, and 1d10 per 5ft. in size for materials with a similar hardness to diamond.

Animate Object can be modified as if it were a Conjuration Technique, granting the object the unique effects typically only granted to Conjurations.

16

FUSION (TECHNIQUE)

Allows the user the fuse with either an ally or a physical object.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Contact
Effect Type: Lingering
Duration: Until dismissed, dispelled, or knocked-out.

Fused individuals have some pretty interesting advantages. Fist off, each of the fusion’s Skills, Sense, Potency, and Movement are those of the highest of the two fused individuals. Additionally, their fused self has access to both individuals’ Techniques, Class features, and Feats. As for turn order, if both subjects had already rolled for Initiative by the time the fusion happens, they act on the turn of the one who initiated the Technique.

Fusing does come with its downsides. Any damage done to the compounded subject is applied to both characters separately (if their fused body was damaged for 5 HP, then 5 HP is subtracted from both characters). In addition to that, Energy works in the same way, any expenditure of energy by the fused individual being used up from both characters’ separate energy pool. After separating, individuals who were fused also remain with any adverse effects and wounds they had whilst fused together, however, the same applies to any favorable effects.

When it comes to fusing with objects, the user gains the more prominent physical aspects and features of the object, gaining full control over them. Any physical hardness typically needed to be surpassed to damage the object (i.e., Damage Reduction) is now required to damage the individual. Many Circumstantial Bonuses and Actions may be available depending on which object they have fused with (these can be suggested by the player, along with any reasoning as to why it makes sense, but whether they are applied or not is left to the GM). An individual may only fuse with an object of roughly their same size or smaller. This size limitation can be increased with upgrades.

Fusion cannot typically be Modified.

{%if t_upgrade_tier > {0}%}UPGRADES

Object Size Upgrade: Increases the limit of how big an object the user may fuse with by 5ft. (Roll 1* {$range_mod})

{%end%}

17

REVERT (TECHNIQUE)

Reverts the target to its original, unmodified form.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: Roll 20 + 10* {$range_mod}ft.
Effect Type: Instant
Saving Throw: User’s Potency VS Target’s Potency

Used against the effects of transformative Techniques, Revert returns its target back to their original state. Revert can be used both as a way to remove unfavorable, form-altering effects, or to disarm the opponent of their newly advantageous modifications. When pinned against those who attempt to resist their effects, as well as objects modified by foes, opposed Potency rolls are prompted, a success on the user’s part allowing the effects to take place.

When revert is used on fused targets, it separates them. When performed on Yokai disguised in their human form, it reverts them to their original selves. It can also revert a Yokai from their True Form (or Second Form) back into their regular self.

18

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%}

19

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%}

20

INVISIBILITY (TECHNIQUE)

A Technique that makes its user visually undetectable.

BASE

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

The selected target becomes Invisible for an amount of time equal to this Technique’s duration. Specifically, only the target’s Physical Body becomes Invisible, meaning their energy could still be perceived. Attacks and Techniques coming from the invisible individual treat their target as if they were Blinded.

{%if t_upgrade_tier >= {2}%}

UPGRADES

Touch of Invisibility: The user may now make that which he touches invisible. Aside from being useful to make allies invisible as well as to hide objects and traps, it can be also be used to make stealthy takedowns by disappearing the victim’s body as you attack. The invisibility only lasts for as long as contact is being made with the subject.

{%end%}

21

POLYMORPH (TECHNIQUE)

An affliction that changes the form of its target into that of a harmless animal, usually to a disadvantage.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Selective
Range: 50ft.
Effect type: Lingering
Duration Tier: S
Duration: 3 rounds
Saving Throw: User’s Potency vs Target’s Willpower.

When first acquiring this as a Technique or Modification, the player must select which harmless animal it will turn the target into. When being performed, the Saving Throw is only triggered if the target attempts to resist its effects.

Aside from whatever physical limitations come with being transformed into the chosen animal, a character’s Attacks, Guard, Deflection, and Resistance are temporarily reduced by 10.

Polymorphic hex does not change the size of its target. A large individual turned into a frog would still be roughly the same size, just now in the shape of a frog.

The transformation does not alter the individual’s brain composition (thus, it does not affect their intelligence), but they do not have proper vocal cords to communicate verbally. The affected individual also does not loose the ability to use Spirit/Demon Energy, although they may not perform Techniques whose typical requirements involve components that are not available as a consequence of the transformation.

22

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%}

23

TELEPORTATION (TECHNIQUE)

The ability to transfer one’s own body from one point in space to another, instantly.

BASE

Technique Type: Specialty
Performance: Movement
Range: Roll 40 + 20* {$t_upgrade_tier}ft.
Effect type: Instant

Teleportation is a Technique feature which uses a turn’s Movement to transport the user’s body, instantly, from their current location to a newly selected location. Upon acquisition of the Technique, the player must designate whether they want the act of teleporting with this Technique to always cancel out any momentum the user might have during its use or not.

The teleporting individual roughly has a 50% chance of teleporting into an occupied space when doing so into an area which is outside their vision. Teleporting into solid material, such as a wall, cancels out the distance traveled and damages the user for 1/5 of their health.

24

SWAP (TECHNIQUE)

The ability to swap the position of two individuals or objects, instantly.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: Roll 20 + 10 * {$t_upgrade_tier}ft.
Effect type: Instant
Saving Throw: User’s [Potency] vs Target’s [Willpower]

The two targets selected by the user of this Technique will instantly swap places with each other. If either subject attempts to resist the effects, they roll for Willpower pinned against the user’s Potency, with either being successful causing the Technique to fail. When opposed by both targets, the user only rolls for Potency once, the result being pinned against both target’s Willpower separately. Both targets must be within range of this Technique to be Swapped.

25

DISPLACEMENT (TECHNIQUE)

The ability to transfer someone or something from one point in space to another, instantly.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Size: Roll 30 + 15* {$t_upgrade_tier}ft radius.
Effect type: Instant
Saving Throw: User’s [Potency] vs Target’s [Willpower]

The selected target is instantly transported from their position within the Technique’s radius, which is centered on the user, to a newly selected position within it. The subject can resist these effects with a Willpower check pinned against the user’s Potency.

The act of Displacement can cancel out any momentum the target might have should the user wish to make it do so.

26

RECORDING (TECHNIQUE)

A Technique that allows the user to record audio, video, or both for later playback.

BASE

Technique Type: Specialty / Support
Performance: Self
Range: Eyesight / Hearing
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute
Capability: {%if t_upgrade_tier < {1}%}Resolve: {Video|Audio}{%elif t_upgrade_tier >= {1}%}Video & Audio{%end%}

When acquiring this Technique, the player must establish whether they will be able to record audio or video (the one that isn’t chosen can be added to the technique through upgrades).

When Modified by vision or hearing enhancing Techniques, any additional things seen or heard thanks to the mod are kept in the recording. Video and audio recordings will also benefit from the user’s own racial, cybernetic, or supernatural enhancements, included those hailing from friendly buffs, Territories, etc.

Anything recorded can be played back within the user’s own head, and additional playback options can be bought through Upgrades.

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

Playback Through Voice: Allows the user to playback audio through their vocal cords.

Playback on Device: Allows the user to playback audio, video, or both through any electronic device capable of doing so, so long as they maintain contact with it.

Playback on Reflection: Allows the user to playback the visuals of the recording through reflections (mirrors, water, etc).

{%end%}

27

POCKET DIMENSION (TECHNIQUE)

Creates a dimensional space that can be utilized however the user sees fit.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Selective
Range: 10ft.
Size: Roll 5+5* {$t_upgrade_tier}ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 Hour

This Technique creates an opening to what’s called a pocket dimension, an amount of empty space that exists outside of traditional space.

The entrance to a pocket dimension can be put in thin air, but it can also be applied to objects with openings to transform that opening into its entrance. For example, in its base size, this can be used on a bag to create something akin to what is a bag of holding. If large enough, it can even function as a home or a base.

A Pocket Dimension retains everything it has in it, even after the gateway to it closes (the Technique’s duration runs out).

The entrance to a Pocket Dimension can be collapsed by its owner as a Standard Action, but they must be within range.

28

GRAVITY WELL (TECHNIQUE)

A Technique which modifies the gravitational qualities of its target so as to make it pull matter towards it, regardless of its mass.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: Roll 20 + 10* {$range_mod}ft.
Size: 5ft. radius per Potency
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Roll 1 + 1* {$range_mod} minute (Roll 10 + 10* {$range_mod} rounds)

The strength of the pull from Gravity Well scales with the user’s Potency. Those that find themselves within the radius of Gravity Well’s force at the start of their turn (or next available action) must succeed in a Guard check pinned against the user’s Potency to prevent from being pulled towards the center or target designated as its center. This roll can only be performed in the first place if grounded (i.e. not in the air, and not swimming, that is, unless holding onto something fixed, etc.), and it receives a +5 bonus if the subject is within holds onto anything fixed, or they are significantly heavy themselves.

A subject that fails on this roll begins to be pulled towards the object in a fashion that varies in accordance to the result, left up to the GMs discretion. Likewise, a success may constitute simply managing to stay in place or even being allowed to slowly move away from it, depending on the degree of success.

When used on a subject instead of a location, it makes them the center of the well, potentially causing physical damage when objects or subjects crash into them. If any such damage is caused, it is equal to the strength of the gravity well, or in other words, the technique user's Potency.

29

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%}

30

APERTURE (TECHNIQUE)

A Technique capable of creating temporary openings on surfaces.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: Resolve: {5|10}ft. (max height, width, and depth)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

The user selects a specific point on a surface on which a temporary aperture will manifest itself. Simply, it can be used to cross through walls and other types of layers. The surface selected cannot be part of a living entity.

If the selected surface is part of another individual’s Technique or Territory, the user’s Potency it pinned against the surface owner’s Potency to determine if it is successful.

Without having to expend additional Energy, the user may collapse the opening as a Standard Action. Subjects crossing through the opening at the time of its closing can potentially become stuck. In such cases, the opening neither crushes nor goes through the subject, it simply closes up to the point it makes contact with them.

31

ALTERNATE SPACE (TECHNIQUE)

Allows the user to cross into a dimension of reality that overlaps with our own, specifically one that shares the same environment.

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Self
Effect Type: Instant

Upon casting this Technique, the individual shifts into another layer of reality, one that overlaps with what is known to mortals as the “real world”. In this alternate space, minerals, the soil, and similar earthly features exist as they do in the “real world”, including those that have been constructed into buildings and pathways. While these features can be touched, they cannot, however, be moved or influenced in any way.

Elements such as water, fire, ice, and energy do not exist in this alternate world (lakes, for example, appear simply as large craters), although they can be conjured up through abilities, techniques, etc. Just as their “real world” counterparts, these summoned elements do not manifest  themselves on the other side.

When it comes to life-forms, this slice of reality is mostly barren— although that is ultimately left up to the GM’s discretion— but the flora that exist in the “real world” also simultaneously exists in this realm as well. With that being said, just like with earthly materials, although it can be touched, it cannot be moved in any way.

Techniques performed in this alternate space appear solely in alternate space, and cannot target individuals in the “real world” (and vise versa).

Any other user with this same technique feature— whether it is its base feature or a modification— ends up in this same layer of reality upon using it.

The energy of individuals in this realm can be sensed from the “real world”.

To return to the “real world”, the player must perform this Technique again.

32

CHECKPOINT (TECHNIQUE)

A temporal Technique that reverts the user to a state they were in a previous point in time.

BASE

Technique Type: Specialty
Performance: Full Round Action (to create checkpoint)
Delivery: Self
Effect Type: Instant (Special)

On the round the user activates this Technique, they write down their current amount of HP, the remaining amount of turns on any Lingering effects, and other miscellaneous details of their current state. Afterwards, they choose within how many turns (up to a maximum of 3) they will revert back to this ‘checkpoint’. At the start of said turn, the user will immediately return to the state they were in, all except their current position & their currently remaining Energy, which are unaffected by the effects of this Technique. Channeled Techniques are interrupted by the 'time leap’ of Checkpoint, and the user’s own are also not considered re-initiated were they active at the chosen point.

For the effects of this Technique to revert the user to a past state, they must both be alive and conscious. Multiple checkpoints can be in effect at the same time, but they cannot be set to trigger during the same turn.

33

UNLOCK (TECHNIQUE)

A Technique used to unlock seemingly anything, so long as it functions through mechanisms.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: Roll 20 + 10* {$t_upgrade_tier}ft.
Effect Type: Instant

Regardless of its mechanical complexity and craftsmanship, this Technique will unlock the targeted item. The effects only work on things that have been mechanically locked, regardless of material (i.e., it won’t unlock anything supernaturally sealed).

Unlock is useful not just to open up incredibly advanced locks, but also any whose size or nature make it difficult to do so (e.g. colossal locks, rusted, or intangible locks).

34

MUTE (TECHNIQUE)

Mute completely silences the area within its field.

BASE

Technique Type: Specialty / Support
Performance: Full Round Action
Delivery: Field
Range: 15ft. (selection of field’s center)
Size: up to Roll 100 +100 * {$range_mod}ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 hour

The user selects a location to manifest a 100ft. field in which sounds are unable to occur. Not only are sounds unable to happen within this Field, but external sounds that reach the edge of the field do not cross into it, making it so that absolutely everything within the field is 100% silent.

Those within Mute’s field are treated as Deafened.

Mute may only be Modified after permanently restricting the Field’s Size to 15ft. + Upgrades.

35

BLIND (TECHNIQUE)

A Technique that blinds its target.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: Roll 3+3 * {$range_mod} rounds
Saving Throw: User’s Potency VS Target’s Willpower

Blind simply applies the Blinded condition to its target if it fails its Saving Throw, a Willpower check pinned against the user’s Potency.

36

VERTIGO (TECHNIQUE)

Subjects its targets with the false sense that their surroundings are spinning or moving impeding on their balance and movements.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: Roll 1+1* {$range_mod}  minute (Roll 10+10 * {$range_mod} rounds)
Saving Throw: User’s [Potency] vs Target’s [Willpower]

Targets successfully afflicted with Vertigo are treated as being under the ’Dizzy’ condition for its duration. While not lethal or awfully inhibiting, Vertigo’s effects along with its base duration can be a powerful tool to shut-down evasive and melee-oriented fighters.

37

OBFUSCATE (TECHNIQUE)

Used to cloud the effects of other Techniques, making what was once certain and clear become obscure or confusing.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective (targets Techniques)
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): H
Duration: Roll 1+1 * {$range_mod} hour
Saving Throw: User’s [Potency] vs the [Potency] of the targeted Technique’s owner

Obfuscate muddles the effects of a select type of Techniques. It specifically targets Techniques that either reveal, guide, present specific visuals, or enhance one’s senses (such as True SightScribbleGuide).

The visual manner in which this Technique distorts or hinders these effects is designed by the user upon acquisition. Mechanically, it should prevent them from successfully performing their function.

38

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.

39

FEAR (TECHNIQUE)

A Technique that utilizes the user’s Willpower to conjure up an overwhelming sensation of doom on its target.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: Roll 20+ 10* {$range_mod}ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: Roll 3+3* {$range_mod} rounds
Saving Throw: User’s Willpower VS Target’s Willpower

The target of Fear rolls a Willpower check pinned against the user’s own Cunning. Those who fail their Saving Throw become Overwhelmed for its duration. Those affected have a 50% chance of running in away in fear rather than simply remaining in place overwhelmed.

40

PETRIFY (TECHNIQUE)

A Technique that was popularized by yokai such as gorgons, Petrify immobilizes its target by transforming them into stone or any other similar, hard substance.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Wave (single target, see description)
Range: Roll 15 + 5 * {$range_mod}ft. long cone
Effect Type: Lingering
Duration Tier (DT): H
Duration: Roll 1+1* {$range_mod} hour
Saving Throw: User’s [Potency] VS Target’s [Resistance]

Petrify’s user selects a single target within the threatened cone to transform into stone. The target must roll a Resistance check pinned against the user’s Potency, a failure to resist the effects beginning the transformation process. Because Shockwave uses Wave for targeting purposes, it is not reflected or interrupted in the same manner other Wave Techniques would, although it can be Evaded.

The petrification process spans over several rounds, and starts from the bottom of their body moving upwards, on its first turn making it difficult to move due to solidifying feet, cutting that turn’s Movement in half. On its second turn, the process has reached the upper legs, preventing Movement (and thus Evasion as well) altogether, but still allowing actions performed by the upper body, although they may not easily target those behind them. On its third turn, petrification has reached the upper body, preventing the use of the torso and thus making many actions difficult to perform in the process. At this stage, most actions that can be performed take a -5 bonus on their rolls. On the afflicted’s 4th turn, their arms now become petrified, preventing all actions from being performed aside from those that can be done through the user’s head. On the 5th and final turn, the petrification process finishes transforming its target rock-solid.

Upon acquisition of this Technique, the user must select a fairly accessible substance that secretly reverses its effects, such as fire or salt. Additionally, Petrification can be reversed by Techniques such as Release, or by concentrating a total of 3 Energy charges on the afflicted over a span of 3 turns (the information that such an action would work is only available to those who succeed in a Deduce check with a DC of 20). Energy can typically be concentrated on a subject through the helper’s body, such as by laying their hands on the afflicted, without needing any special abilities or Techniques. That being said, any Technique or Special ability that extends the reach of one’s Energy can be used to perform the action from further away.

{%if t_upgrade_tier >= {2}%}

UPGRADE

Additional Target: Roll 1* {$range_mod}

{%end%}

41

SLOW (TECHNIQUE)

A Technique Feature that slows down the general movement of those caught in it.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Field
Range: 15ft.
Size: Roll 15+5* {$range_mod}ft. radius
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Roll 1+1* {$range_mod} minute (Roll 10+10* {$range_mod} rounds)

The Slow Technique Feature forms a bubble in which all things inside are slowed down. This Slowing effect does not prompt a Saving Throw (unless it is applied as a Modification with a Delivery of Contact, Projectile, or Selective).

While under its effects, a subject’s Free Actions now require Standard Actions, Standard Actions require a Full Round actions, and Full Round Actions require 2 Full Round Actions.

An individual trying to cross it has their remaining Movement cut in half at the moment they step in the bubble. Likewise, Projectiles crossing it have their remaining distance cut in half, and suffer from a -5 on their result.

It would seem at first like Defensive Actions would be penalized, but despite being slower, they remain the same speed relative to incoming threats, which are slowed down just as much upon entering the bubble.

42

DARKNESS (TECHNIQUE)

A Technique that prevents nearly all light from travelling within a certain area, leaving nothing visible but darkness.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Range: 20ft.
Size: Roll 15+5* {$t_upgrade_tier}ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

When performing this technique, the user may choose themselves as the center of its area of effect, causing it to move along with them. Otherwise, they choose a specific point within range, creating a field of static darkness that prevents most from seeing within it.

Subjects within the field of darkness are considered Blinded, even when typically being able to see in darkness.

43

JINX (TECHNIQUE)

A Technique that alters the target’s fortune, specifically granting them bad luck.

BASE

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

For its duration, the Fortune Technique simply counts all of the target’s perfect rolls (the highest possible number for any dice being rolled) as a 1 instead.

44

BIND (TECHNIQUE)

A Technique that binds two targets in a way that prevents them from moving away from each other past a certain distance.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: Roll 20 + 10* {$t_upgrade_tier}ft. (to cast)
Size: {%if t_upgrade_tier <= {1}%}15ft.{%elif t_upgrade_tier == {2}%}10ft.{%elif t_upgrade_tier == {3}%}5ft.{%elif t_upgrade_tier >= {4}%}0ft.{%end%} (maximum distance targets may be away from each other)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Roll 10+ 10* {$range_mod} rounds
Saving Throw: User’s Potency VS Target’s Willpower

This Technique binds two chosen targets within range of the target to each other, preventing them from being more than a certain distance away from each other. This distance is chosen by the Technique’s user, but can be no less than 15ft. unless upgraded. The bound targets must be either living or animated subjects, although objects can be targeted after acquiring the corresponding Upgrade.

Techniques such as Teleport and Swap fail if the bound subjects would be moved out of range of each other, but otherwise continue to function.

Subjects bound to each other feel they are pulled in by some invisible source when attempting to stay away from each other, an effect that otherwise takes whatever flavor the player designs for it. Subjects do not get pulled by this force in either direction, no matter the strength or force may be behind the other.

A falling subject may be suspended in place (mid-air) if continuing to fall would place them out of range.

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

{%if t_upgrade_tier >= {1}%}Bind to Object: The Technique can now be used on non-living or animated subjects.{%end%}

{%end%}

45

LAUGHTER (TECHNIQUE)

Those affected by this technique cannot help but burst into laughter.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: Roll 20+ 10* {$range_mod}ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: Roll 3+3* {$range_mod} rounds
Saving Throw: User’s Potency VS Target’s Will.

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 Technique is successfully or not. If the Technique is not resisted, on every turn thereafter during which the Technique’s lingering effects are still active, the target rolls for Resistance at the start of their turn to see if they resist the individual effects from taking place. A success on those latter rolls does not cure the target from Laughter, it simply prevents the effects from taking place during that round.

The effects of Laughter are as follows:

1. On every turn that the effects are not resisted (which includes the turn it is induced), the subject cannot help but begin to laugh uncontrollably. Although they can still perform most of their usual actions, they do so with a penalty of -5.

2. On two consecutive turns under the effects, the subject is too busy laughing to be able to take any actions until their next turn other than Movement and Defensive Options.

3. On a third (and further) consecutive turn(s), the target can’t help but drop any held items, become Downed (see Conditions), and consume the entirety of their turn doing nothing but laughing.

46

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.

47

FLIGHT (TECHNIQUE)

Allows the user to remain in flight for as long as they continue to maintain it with Energy.

BASE

Technique Type: Specialty / Support
Performance: Movement
Delivery: Self
Range: Roll 30+30 * {$t_upgrade_tier}ft. (movement)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute

A pretty straightforward Technique, it allows the user to substitute their regular movement for flight. As with regular movement, the user may double it by using a Full Round Action.

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

Graceful Flight: Evasion attempts performed during flight benefit froma +3 bonus.{%end%}

48

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 universal term for the type of super-speed or evasiveness that vampires as well as being such as Akuma’s Street Fighter will sometimes employ, one in which they will move from one spot to another in an unusually elusive and disorienting way, it has been deemed in this system as Shadow Walk.

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.

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

{%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 >= {7}%}Movement Upgrade: Movement is now tripled instead of doubled.{%end%}

{%end%}

49

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.

Last but not least, successful Deflections on melee attacks lead to a free Grapple attempt when successful, but only if they are performed with the user's hands, feet, or other designated organ designated for Surface Adhesion.

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

{%if t_upgrade_tier >= {2}%}Improved Grip: +5 bonus is increased to +10{%end%}

{%end%}

50

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 >= {7}%}UPGRADE

{%if t_upgrade_tier >= {7}%}Movement Upgrade: Movement is now tripled instead of doubled.{%end%}

{%end%}

51

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 + 20* {$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.

52

LIGHT (TECHNIQUE)

A Technique primarily used to light up the area around the user.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Size: Roll 30 + 10*{$range_mod}ft. radius.
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

The user lights up the area within the Technique’s radius, its color predetermined upon acquisition.

Subjects that look directly at the light source from within 5ft., whether they are caught by surprise by it or not, have a 70% to become Blinded for 1 round.

53

SCAN (TECHNIQUE)

Allows the user to perform an Energy enhanced inspection, granting them exceptional insight.

BASE

Technique Type: Specialty / Support
Performance: Deduce Check
Delivery: Self
Effect Type: Instant

Scan can be used in place of a Deduce Check when performing inspections, functioning as a regular Deduce Check (a 1d20 roll + Deduce) but with a +10 bonus, and granting as much information as if it had been a Natural 20 roll if successful, i.e, exceptional insight.

Unlike regular Deduce checks, Scan can be re-attempted for the same subject after a failure.

Scan does not grant the ability to view or detect the invisible.

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

{%if t_upgrade_tier >= {2}%}Improved Detection: Allows Scan to pick up on invisible details.{%end%}

{%end%}

54

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.

55

INSERT MEMORY (TECHNIQUE)

A fake memory is bestowed upon the target, lying in wait until recalled.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: Roll 20+ 10* {$range_mod}ft. (Selective)
Effect Type: Lingering
Duration Tier (DT): D
Duration: Roll 1+1 * {$range_mod} day
Saving Throw: User’s Potency VS Target’s Will.

The user of this Technique selects a target to bestow upon a fake memory. They pin their Potency against the Target’s Willpower, and if successful, they may begin to describe the memory implanted in the target’s psyche. The maximum size of a memory this Technique can bestow is initially no more than a single hour, but may be upgraded to allow the creation of larger memories. The memory is, naturally, only brought up if the target recalls something related to it.

When a fake memory is successfully bestowed upon a target, the Potency roll that was pinned against the target’s Will is written down as the Memory’s DC.  Fake Memories can be detected through a successful Deduce check (pinned against the Memory’s DC). Deduce checks, however, are only prompted either at the start of a new day, or every time the fake memory is conjured up in the user’s mind.

A Memory’s DC is given a bonus or penalty according to how believable vs outlandish the memory crafted by the user is.

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

Memory Size Upgrade: {%if t_upgrade_tier == {2}%}1 day{%elif t_upgrade_tier == {3}%}1 week{%elif t_upgrade_tier == {3}%}1 month{%elif t_upgrade_tier == {4}%}1 year{%elif t_upgrade_tier >= {5}%}1 decade{%end%}

{%end%}

56

SWIPE (TECHNIQUE)

An ability used to quickly and stealthily snatch possessions off of others.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Contact
Reach: +Roll 5*{$range_mod}ft
Effect Type: Instant

For this Technique to work, the user must have an idea of what it is that they’re attempting to swipe off of their target. The more information they have on the item, the more accurate the Technique is.

The moment they perform the Technique, the GM asks for the mental image the character has of the target item (color, size, shape, texture, etc). They then assign a percentile to the accuracy of the description, and roll the appropriate die to see if it is successful (typically a d10). A completely accurate description guarantees success.

Whether the Technique is successful or not is a separate matter from whether the targeted individual becomes aware of what’s happened or not. To determine so, the user rolls as if having performed an Energy Imbued Unarmed Attack (which represents the Technique’s execution). If it is lower than the target's Sense, they have become aware of what transpired. If it is higher, they remain unaware.

57

HALLUCINATION (TECHNIQUE)

While its effects are similar to illusion, Techniques with the hallucinatory feature have their visuals generated in the targets mind instead.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Roll 1+1 * {$t_upgrade_tier} minute (Roll 10+10 * {$t_upgrade_tier} rounds)
Saving Throw: User’s [Potency] vs Target’s [Willpower]

The user of this Technique selects a target to bestow hallucinations on. The user’s Potency is pitted against the Target’s Willpower to determine if it applies its effects. Taking place within the target’s mind, the visuals and sounds conjured up by this Technique are crafted by the user upon performing it, with no limitations to its size and movement. The visuals feed off of the target’s own mind to remain animated and reactive, with no further action required by the Technique’s user to remain credible. The user of this Technique may not, however, exert any sort of manual control or change to the hallucinations after they have been bestowed.

58

ILLUSION (TECHNIQUE)

A Technique that conjures up visuals, for all to see.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Conjuration
Range: Roll 30+10* {$range_mod}ft.
Size: Roll 5+5 * {$range_mod}ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s [Cunning] vs Target’s [Deduce]

The user of this Technique selects a location within range where a static illusion of their design will be conjured up. After it is conjured up, the user may move the illusion from its location by using a Standard Action.

When first spotted, the illusions prompt Deduce checks with a DC equal to the caster’s Cunning check. Those successful in their Deduce checks can see the illusions for what they are. Otherwise they are fooled until closer examination (which prompts another Cunning VS Deduce, the latter of which is now granted a +4 bonus), or until any interaction that clearly exposes them occurs.

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

{%if t_upgrade_tier >= {1}%}Animated: The illusions conjured up are now animated, granting a +4 bonus to the user’s Cunning check. The user may also control the sequence manually as a Standard Action, granting an additional +4 bonus to the Cunning check.{%end%}

{%end%}

59

MANIFEST SOUND (TECHNIQUE)

Conjures up a custom sound on the select location.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field (Special)
Range: 15ft. (Conjuration Distance)
Size: 5ft. per Potency (Maximum distance traveled by sound)
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

As a Base Technique Manifest Sounds conjures up sound which can be heard by those within range. The sound, crafted by the user, can be made to either play once or remain on loop.

When using this Technique to fool others, Manifest Sound prompts a Deduce roll pinned against the user’s Cunning to determine whether the target discerns its nature.

Manifest Sound can be modified by other Technique Features to make it apply effects on the subjects that listen to it, after prompting the appropriate Saving Throws. In this case, it behaves like a Field Technique, in the sense that those within range are affected by it. That being said, those who are within range but do not hear it are safe from the Modification’s effects (ex. those naturally incapable of hearing, Deafened subjects, those who successfully cover their hearing organs, etc). Any physical effects, however, cannot be avoided this way.

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

{%if t_upgrade_tier >= {1}%}Control Sound: If still within range of the location chosen for the sound, you may manually control it as a Standard Action rather than having it loop.{%end%}

{%if t_upgrade_tier >= {5}%}Sharp: The sound may now be made to resonate in such a way that it shatters glass. A Potency roll from the user is pinned against the DC required to shatter the glass.{%end%}

{%end%}

60

DISGUISE (TECHNIQUE)

A Technique that changes the appearance of the user.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

Disguise allows the user to temporarily alter their look, from their attire to their bodily features. This all happens visually, not physically, the Energy around the user forming the disguise around them as a sort of illusion.

When performing this Technique to craft a disguise, the user rolls for Cunning. The result, which represents how well they crafted the disguise, is jotted down, and becomes the number pinned against all Deduce checks when attempting to fool others, avoid attention, intimidation attempts, etc.

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

{%if t_upgrade_tier >= {4}%}Touch of Physicality: The Energy around the user now hardens just enough to be able to interact with things physically, not being strong enough to for use in situations that require a strong amount of force, such as combat or sports, but enough to be able to grasp objects, shake hands, and such other minor things. This grants the user a +3 to the Cunning roll done to craft the disguise, and gives the user a larger variety of options when it comes to disguises, as they may now feign larger physical parts or ones not available to their species without the risk of them phasing through anything.{%end%}

{%if t_upgrade_tier >= {1}%}Vocal: The user can now alter their voice along with their disguise, including the mimicry of a specific individual’s voice, adding an additional +3 to the total of the Cunning roll done to craft the disguise.{%end%}

{%end%}

61

TELEKINESIS (TECHNIQUE)

Telekinesis is the ability to influence the physical without physical interaction.

BASE

Technique Type: Specialty
Performance: Free Action
Delivery: Self
Reach: Roll 15 + 10* {$t_upgrade_tier}ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

Telekinesis simply allows the user to perform any of the typical physical actions available with a force equal to their Spirit Level/Demonic Force instead of their Physique. This includes, but is not limited to Guard, Deflections, Grapple attempts and Attacks. These actions, of course, continue to require the same parts of a turn that they always have, and like their standard counterparts, they may be given Energy to add Potency to their result.

On the Technique’s Notes box, this technique’s owner should pre-calculate the total of these actions’ formulas, with Spirit Level/Demonic Force being swapped in for Physique.

62

MIND READING (TECHNIQUE)

Simply, the user of this Technique can read the thoughts of those affected.

BASE

Technique Type: Specialty, Support
Performance: Standard Action
Delivery: Selective
Range: Roll 20 + 10* {$t_upgrade_tier}ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

As a Selective technique, the user picks a target whose thoughts they want to spy on. For as long as it is kept channeled, they can hear the thoughts that cross their target's mind as well as get a sense for the individual's current intentions.

Anyone who has somehow become aware of the Technique's effects can attempt to hide their thoughts through meditation; while silencing their own thoughts proves to be simple, hiding one's intentions requires a successful Willpower roll with a DC of 24 for each distinct train of thought or intended action.

While Mind Reading is active on a subject, Defensive Actions or Prepared Actions pinned against any avoidable actions incoming from said subject benefit from a +5 bonus, negated if the subject is successful on their Willpower roll to conceal their thoughts, if they get such a roll in the first place.

63

SIMPLE COMMAND (TECHNIQUE)

A command issued to a creature or individual is performed by them without question.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Special (Audible Voice)
Range: Special (Audible)
Effect Type: Instant
Saving Throw: User’s Potency vs Target’s Willpower.

Simply, a single target commanded to perform an action will follow it should they not resist it through a Saving Throw. This command can include harmful things done to either their allies or themselves, although only a single action with a clear beginning and end can be commanded, not a series of actions nor the adoption of a stance nor an attitude.

An individual commanded to perform an action gets to reroll the technique’s Saving Throw for every additional turn the action has taken to complete, and as such, simpler and shorter commands tend to be more fruitful, especially on those of stronger will.

Multiple additional subjects can be made to follow a single command given by upgrading this technique.

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

{%if t_upgrade_tier >= {1}%}Unaware: The command issued is performed without the subject’s knowledge. Both the moment the command was give and the moment it is performed are not registered in the subject’s memory.{%end%}

{%if t_upgrade_tier >= {2}%}Additional Subject: +Roll 1* {$range_mod} subject(s){%end%}

{%end%}

64

PREMONITION (TECHNIQUE)

The user of this Technique senses a distant, yet sure to come threat…

BASE

Technique Type: Specialty / Support
Performance: Free Action
Delivery: Self
Effect Type: Lingering
Duration Tier (DT): D
Duration: 24 hours

The user of this Technique senses a distant, yet sure to come threat. Although they cannot tell exactly what it is, they are spiritually and subconsciously prepared for it, granting them a whopping +20 bonus on either a Saving Throw or a Defensive Action done in response to a single threat that very same day. This bonus can be applied in response to anything, but it cannot come until at the very least an hour has passed from the moment of their premonition.

The user can only have one premonition in a single day.

65

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%}

66

RAISE DEAD (TECHNIQUE)

A Technique that raises the dead and makes them follow the user’s orders.

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Selective
Range: 10ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Resolve: {1+10* {t_upgrade_tier}} minute (Resolve: {10+10* {t_upgrade_tier}} rounds)

Raise Dead is a Technique that targets the body of the deceased, using the user’s Energy to animate them temporarily, its actions being at the will of the Technique’s user. On their owner’s turn, they can be commanded as a Free Action.

A fresh corpse has the same Base Attributes it had while it belonged to a living being, except that its max HP is replenished only by half, and its Spirit Level/Demonic Level it adopts from the Technique’s user instead. Any corpse that has decayed significantly has half its original stats (Spirit Level/Demonic Level remains the same). As for Skills, it cannot use Cunning or Deduce, and its Willpower is equal to its master’s. An animated corpse does not have its own Energy, and cannot use any of the Technique’s that belonged to its owner (the corpses owner, not its current master), as those are tied to the individual’s spirit instead of their body. That being said, it may use any special qualities its body has, and it may also imbue its Attacks and Defensive Actions with Energy by using its master’s Energy (but to do so they must be within 50ft from them).

Raise Dead has a special Energy cost; instead of a single Energy charge, the Technique’s user pays an amount of Energy depending on the level of the character the corpse belonged to:

  • Lvl. 1-5: 1 Energy Charge
  • Lvl. 6-10: 2 Energy Charges
  • Lvl. 11-15: 3 Energy Charges
  • Lvl. 16-20: 4 Energy Charges
  • Lvl. 20+: 5 Energy Charges

Raise Dead can be used as if it were Steal Control (a Technique that changes the ownership of a conjuration, animated undead, and anyone who is being controlled against their will) when performed on undead being controlled by others. When doing so, the user attempting to do so must pay the same amount of Energy Charges in accordance to the level of the character the corpse belonged to, and they must roll for Willpower pinned against the current owner’s own Willpower roll, the victor keeping/stealing control of the targeted body. As with Steal Control, the Technique’s Duration is refreshed upon success.

When it comes to Modifications, this Technique is treated as if it were a Conjuration Technique, meaning the unique effects available to to conjurations are applied to the risen.

{%if t_upgrade_tier >= {3}%}UPGRADES

{%if t_upgrade_tier >= {3}%}HP Upgrade: +Roll 5* {$t_upgrade_tier} bonus HP on the risen corpse.{%end%}

{%end%}

67

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.

68

DARKNESS (TECHNIQUE)

A Technique that prevents nearly all light from travelling within a certain area, leaving nothing visible but darkness.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Range: 20ft.
Size: Roll 15 + 5* {$t_upgrade_tier}ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)

When performing this technique, the user may choose themselves as the center of its area of effect, causing it to move along with them. Otherwise, they choose a specific point within range, creating a field of static darkness that prevents most from seeing within it.

Subjects within the field of darkness are considered Blinded, even when typically being able to see in darkness.

69

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%}

70

BARGAIN (TECHNIQUE)

Cancel a particular harmful effect by sacrificing an amount of life force equal to the potency of the technique it hailed from.

BASE

Technique Type: Specialty
Performance: Defensive Action (special)
Delivery: Self
Effect Type: Instant

As a special form of Defensive Action, used not pre-emptively to a threat but rather after it has already made successful contact, the user of this technique may, upon being afflicted by an effect other than damage, immediately cancel said effect by offering up and amount of HP equal to the Potency Roll of the Technique or other miscellaneous source it hails from.

Should the technique not originally prompt a Potency Roll from the aggressor, it does so for the purposes of this Technique. All effects hailing from a single source can be cancelled with one application of this technique.

Effects hailing from Territories cannot be cancelled this way.

This technique does not consume an energy charge.

This technique cannot be modified.

71

LIE DETECTION (TECHNIQUE)

A Technique whose effects vary according to whether the target speaks the truth or not.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 20ft. (Selective)
Effect Type: Active Channeling
Duration Tier (DT): Mn
Duration: 1 Minute

When acquiring this Technique, the first thing the player designs is how the effects bestow themselves. As an unmodified Technique, these effects can be any harmless auditory, visual or any other similar manifestations— for example, a red light at the tip of the user’s finger for a lie, and a green one for the truth. These effects cannot extend too far from the user or subject, cannot serve another purpose other than distinguishing between truths and falsehoods, and as already mentioned, must be harmless in nature. That being said, this Technique can be improved to bestow such types of effects for either a truth or a lie through the use of Modifications.

When adding Modifications to Lie Detection, some of the usual requirements of Modifications are ignored, utilizing the following rules instead:

  • The Modifications are explicitly added as the manifestations of either a truth or a lie.
  • Only Technique Features with a Delivery of Selective can be added as a Modification to this Technique.
  • The effects hailing from the Modification affect only the target subject.
  • The effects from the Modification must be exclusively detrimental (left up to the GM’s discretion).
  • The Modifications do not adopt Lie Detection’s Effect Type or Duration; they maintain their own, commencing the moment the triggering lie or truth is stated.
  • Passive or Active Channeling Techniques Features cannot be added as Modifications to this Technique.
  • These specific set of rules prevent the abuse of this Technique as a method of generating limitless advantages by purposefully triggering its effects. I.e., so that the Technique is not customized to provide beneficial effects when used on allies.

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

{%if t_upgrade_tier >= {1}%}Withheld Information: A third manifestation reveals when the speaker is consciously withholding information relevant what was asked of them. This additional manifestation, as with the original two, can also be Modified.{%end%}

{%end%}

72

RUST (TECHNIQUE FEATURE)

A Technique used to quickly rust metals, primarily used for rendering traditional armaments futile, as well as for opening alternate paths.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Contact
Size: 5ft. per turn (area corroded)
Effect Type: Active Channeling
Damage: Special *
Saving Throw: User’s Potency VS Target’s Resistance *

Rust corrodes approximately 5ft. of metal per turn channeled. Any corroded metal can be easily shattered with sufficient force, and may often even break down on its own.

*Organisms composed of metal suffer a base of [1d12 + the user’s potency] damage for every turn they fail a Saving Throw against its effects.

73

MANIPULATE PLANT LIFE (TECHNIQUE)

Grants domain over plant life in general, allowing it to behave in ways it typically cannot, and even bestowing some of the user’s strength onto them.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field
Size: Roll 15+5 * {$t_upgrade_tier}ft. radius
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds
Saving Throw: User’s Potency VS Target’s Willpower*

Nearly all plant life within this technique’s radius obey the subconscious commands of this Technique’s user. Mechanically, an individual command is issued through a Standard Action, the first of which is performed alongside the activation of the Technique. Said command can be used on multiple of the same plant-life within range, but separate kinds of flora require additional commands.

Which actions can be performed by plant life are based on what type of plant it is (for example, roots and vines are primarily used for grapple and trip attempts), contested actions pinning a 1d20 roll that includes the user’s Potency vs the target’s relevant Saving Throw.

*Plant life based NPCs and creatures can also be commanded by this Technique, consuming their own turn. Said subjects are able to resist the effects on a turn by turn basis with a successful Willpower Saving Throw.

74

ALTER SURFACE (TECHNIQUE)

A Technique that allows the user to temporarily modify the properties of a surface.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: Roll 20+ 10* {$range_mod}ft.
Size: Roll 15+5* {$t_upgrade_tier}ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Surface Attribute: Resolve: {Hard|Soft|Slippery|Bouncy|Sticky|[Fire](https://yu-yu-hakusho-rpg.tumblr.com/post/184141137950/fire-modification)|[Ice](https://yu-yu-hakusho-rpg.tumblr.com/post/184141331485/ice-modification)|[Electric](https://yu-yu-hakusho-rpg.tumblr.com/post/184141425635/electric-modification)|[Holy](https://yu-yu-hakusho-rpg.tumblr.com/post/190301636275/holy-modification)|[Corrosive](https://yu-yu-hakusho-rpg.tumblr.com/post/679100197012439040/corrosive-modification)|[Jinx](https://yu-yu-hakusho-rpg.tumblr.com/post/184329604855/jinx-technique)|[Light](https://yu-yu-hakusho-rpg.tumblr.com/post/184102434695/light-technique)|[Hasten](https://yu-yu-hakusho-rpg.tumblr.com/post/184140514955/hasten-technique)|[Laughter](https://yu-yu-hakusho-rpg.tumblr.com/post/653841087437406208/laughter-technique)|[Slow](https://yu-yu-hakusho-rpg.tumblr.com/post/184138718660/slow-technique)|[Fear](https://yu-yu-hakusho-rpg.tumblr.com/post/184117869530/fear-technique)|[Pain](https://yu-yu-hakusho-rpg.tumblr.com/post/184103086310/pain-technique)|[Vertigo](https://yu-yu-hakusho-rpg.tumblr.com/post/184118773625/vertigo-technique)|[Blind](https://yu-yu-hakusho-rpg.tumblr.com/post/184119050525/blind-technique)|[Asphyxiate](https://yu-yu-hakusho-rpg.tumblr.com/post/184137727155/asphyxiate)|[Invisibility](https://yu-yu-hakusho-rpg.tumblr.com/post/184090675070/invisibility-technique)|[Fortune](https://yu-yu-hakusho-rpg.tumblr.com/post/184329418705/fortune)}

Alter Surface, upon acquisition, either grants a free Modification that consists of the properties that will be applied to the surface altered by the user (a chosen feature that must have a Duration, reducing Alter Surface’s base duration if of a shorter Duration Tier), or the user may choose a single property from the following list: Hard, Soft, Slippery, Bouncy, or Sticky.

Making contact with a surface under the Technique’s effects has varying effects depending on the chosen property, but the user’s Potency will always be a part of the roll to beat by any Saving Throw triggered by it, (i.e, the user’s potency is affecting exactly how slippery, sticky, bouncy a surface actually becomes). The negative effects bestowed by the surface prompt a Saving Throw on every turn  that the subject is making contact with it, only applying their effects during the rounds the subject fails to resist or avoid said them.