Support Technique Features (d72)

d72 Result

1

SEAL ACTION (TECHNIQUE)

Prevents the a target from using a specific action or Technique.

BASE

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

The user of this technique can prevent a target from using a specific type of action by successfully triumphing against their Saving Throw.

The actions the user may Seal are the following:

  • Unarmed fighting.
  • Attacking with a specific weapon.
  • Use of any of the following Skills: Guard, Deflection, Evasion, Cunning, Deduce
  • A specific technique. (The user must already have knowledge behind its nature, or have already witnessed one instance of it. Channeled techniques are interrupted upon being sealed, but lingering effects remain.)
  • The use of a special feature (such as one of the Yokai’s physical traits, or the Spirit Guide’s ethereal shift).
  • A Territory Master’s Territory.

More than one action can be sealed, but it must be done so individually.

2

TAG IN (TECHNIQUE)

A technique that instantly switches the position of the user with one of their allies.

BASE

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

The user of this technique switches positions and effects with the targeted ally. Any momentum either of the affected individuals had at the moment of a swap is preserved, allowing swap to be used creatively alongside combat options and other maneuvers that would benefit it or vise versa.

The transfer of effects is simple. All active effects, whether they are negative or positive are switched between the user and their target.

3

TRUE SIGHT (TECHNIQUE)

Enhances the user’s perception, allowing them to see the invisible, the hidden effects of Techniques, the true extent of an individual’s energy, among many other things.

BASE

Technique Type: Support
Performance: Free Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute

When True Sight is active, anything hidden or distorted by Spiritual/Demonic abilities or Techniques (such as InvisibilityEnergy Mine, or Smoke Screen) can be perceived by the user. Techniques which project visuals only meant for only specific subjects (such as Guide or Scribble) can also be perceived by the user.

When it comes to the sensing of Energy, it allows the perception of an individual’s Energy despite not having the required Sense, and it gives insight into the true level of an individual’s Spirit Level/Demonic Force, despite it being limited, masked, or faked by any Feat or Technique. When perceiving the Energy of a Technique whose specific effects aren’t evident, the user of True Sight gets a general feeling for what type of Technique it is.

True Sight also gives insight into a Yokai’s natural form, can see past disguises, and reveals the original state of anything that has been modified, has shapeshifted, or has been deformed.

Last but not least, True Sight allows the user to see despite being affected by conditions such as Blinded.

4

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%}

5

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%}

6

LIGHTNING ROD (TECHNIQUE)

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

BASE

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

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

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

7

HALT PROJECTILE (TECHNIQUE)

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

BASE

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

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

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

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

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

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

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

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

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

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

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

{%end%}

8

RESTORE HP (TECHNIQUE)

A Technique that allows the user to restore the target’s wounds.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Contact
Effect Type: Instant
Restored HP: {%if level == {1}%}1{%elif level > {1} and t_upgrade_tier <= {9}%}Roll 1+1* {$t_upgrade_tier}{%elif level > {1} and t_upgrade_tier> {9}%}10{%end%}d8 + Potency
Saving Throw: User’s Potency VS Target’s Willpower (If target resists)

As with any other Technique, the player gets to customize the exact science behind its effect, but mechanically, it accelerates the natural healing of one’s body. This means that Restore HP does indeed close up wounds, but it leaves scars, does not regrow any limbs that have been torn off (but does mend them back onto the body if held in place properly), and requires bones and other similar things to be adjusted in order to avoid deformation.

9

TRANSFER ENERGY (TECHNIQUE)

Allows the user to transfer the target some of their own Energy.

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: User’s Potency vs Target’s Willpower (if resisted)

The user expends 1 Energy charge to transfer any amount of Energy from themselves to their target.

10

REFRESH (TECHNIQUE)

A Technique that revitalizes its target, removing conditions such as Dizzy, Exhausted, and Pained.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant

Refresh removes the following conditions from the targeted subject: Dizzy, Stunned, Overheating, Freezing, Pained, Exhausted, & Nauseated.

11

CALM (TECHNIQUE)

Calms the target subject, removing conditions and Technique effects such as Overwhelm, Fear, Rage, and others, also making them immune to them for its duration. It can also be used to temporarily tame wild creatures.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: Roll 20 + 10* {$range_mod}ft.
Effect Type: Lingering
Duration Tier (DT): H
Duration: Roll 1+1* {$t_upgrade_tier} hour
Saving Throw: User’s Willpower VS Target’s Willpower

Calm removes the following conditions from the target, and furthermore makes them immune to them for its duration:

  • Overwhelm (Condition)
  • Fear (Technique)
  • Rage (Technique)
  • Panic (Misc.)
  • Stress (Misc.)
  • Excitement (Misc.)
  • Inspiration (Misc.

If the target attempts to resist the effects of Calm, the User’s Willpower is pinned against their own Willpower to determine if it is resisted or not.

Calm can be used on creatures to stop them from attacking, but it won’t necessarily make them friendly or stop them from being cautious. When doing so, the User’s Willpower is pinned against the Creature’s Willpower to determine if it is successful. If Calm is used on someone’s Creature Conjuration, the User’s Willpower is pinned against the Owner’s own Willpower instead, not that of the creature.

12

PURIFY (TECHNIQUE)

Purify cleanses its target from a wide variety of potentially harmful things, including common adventuring threats such as poison.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant

When attempting to remove any harmful effect from a subject, the user of Purify prompts opposing Potency rolls with the subject who inflicted them. If no particular individual caused the effects, the user’s Potency is instead pinned against the appropriate DC according to the effect’s strength.

Purify cleanses the target from poison, disease, addiction, curses, as well as any others effects of a similar nature.

Purify is as much useful for using on individuals as it is for using on consumables, items, and locations.

13

ENHANCE TECHNIQUE (TECHNIQUE)

Enhances a targeted Technique as a Prepared Action.

BASE

Technique Type: Support
Performance: Prepared Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant

As a Prepared Action, this Technique can be used to temporarily enhance another user’s Technique, causing it to be treated as if it had been assigned 2 additional Customization Points for Upgrades.

It is prudent to look up the temporary Upgrades you’ll be assigning to the Technique in advance so as to not slow/interrupt the flow of the game or any encounters.

14

TAUNT (TECHNIQUE)

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

BASE

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

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

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

15

SACRIFICE (TECHNIQUE)

Allows the user to receive all punishment intended for another target.

BASE

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

The user selects a target within range to protect from incoming damage. All damage that is confirmed to be applied to the target is dealt to the user instead, so long as the Technique continues to be channeled.

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

{%if t_upgrade_tier >= {1}%}Improved Sacrifice: The user now also takes on the effects of afflictions or Techniques done to the person being protected. Saving Throws apply as usual.{%end%}

{%end%}

16

MARK (TECHNIQUE)

A marked target is made more susceptible to a variety of specific actions.

BASE

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

This Technique’s user marks a target with their Energy, which visually manifests itself in whichever way this Technique’s owner designates it as, making the target more susceptible to various actions performed by the Technique’s user and and their allies.

Attacks as well as Contact, Projectile, and Wave Techniques performed on a Marked target have a +3 bonus on their execution rolls (not their damage rolls nor rolls pinned against Saving Throws, etc). Deduce checks and Sense as well as other similar actions used to track Marked individuals also benefit from the +3 bonus.

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

{%if t_upgrade_tier >= {3}%}Trail: The Marked target leaves a trail of Energy which can be followed.{%end%}

{%if t_upgrade_tier >= {1}%}Roll Bonuses Upgrade (Acquirable once): +3{%end%}

{%end%}

17

EXTEND DURATION (TECHNIQUE)

Extends the duration of a Technique’s Effects.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective (Target’s Techniques)
Range: 20ft.
Effect Type: Instant

Extend Duration targets a Technique’s Lingering effects, extending them by its base amount.

This Technique can even be used on the effects of an opponent’s Techniques, extending it past the duration that its owner desired.

UPGRADES

{%if t_upgrade_tier >= {2}%}Additional Duration: The Technique now extends by two sets of the targeted Technique’s base duration instead of one.{%end%}

18

TARGET (TECHNIQUE)

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

BASE

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

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

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

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

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

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

{%end%}

19

SHARE ABILITY (TECHNIQUE)

A Technique that allows the user to temporarily share one of their Feats or Techniques with their target.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Contact (Touch)
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 hour

The user of this Technique chooses one Feat or Technique that they would like to share with their target. By touching them, they transfer the ability to perform it. Techniques are shared with all of their Modifications and Upgrades, and any Feat being passed don’t require the target to have their prerequisites.

The target has access to the shared Feat or Technique for this Technique’s own duration. They may utilize the shared Technique as if it were their own, having to expend energy as per normal game rules.

20

REDUCE PRESENCE (TECHNIQUE)

This Technique modifies the user’s life force in a way that makes potential aggressors de-prioritize them as a target.

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute (10 rounds)
Saving Throw: User’s Potency vs Target’s Willpower

Individuals, creatures, or automatons attempting to target the user must instead target any other of the user’s allies or conjurations unless they success in a Willpower roll pinned against the user’s Potency roll. If no alternate target is visibly present, they may instead target the user as intended.

If more than one individual from the same faction is being affected by Reduce Presence and both are the only remaining targets, an aggressor may choose from either one.

The user of Reduce Presence may still be targeted in creative ways, such as by Techniques that bounce from one target to another nearby target, or Wave and Field Techniques being used on adjacent targets.

21

SHARE PERSPECTIVE (TECHNIQUE)

A Technique that allows its user to share their current visual perspective with allies or any subject of their choosing.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft. (Selective)
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute
Saving Throw: User’s Will VS Target’s Will (if subject resists)

For the duration that this Technique is being channeled, the user’s chosen target is able to see things from the user’s perspective. Share Perspective shows things exactly as the user is viewing them, meaning that spectators will also see the illusions, hallucinations, or any other miscellaneous things that might otherwise be exclusive to the user, including the effects of Techniques such as True Sight.

The user’s point of view does not obstruct the subject’s own viewpoint. That being said, the subject’s attention must be divided among the two.

22

FORTUNE (TECHNIQUE)

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

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: Resolve: {1 + 1* {t_upgrade_tier}} minute (Resolve: {10 +10* {t_upgrade_tier}} rounds)

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

23

TRANSFER EFFECT (TECHNIQUE)

The lingering effects of a Technique can be transferred from one character to another, be them favorable or unfavorable.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Saving Throw: User’s [Potency] vs Target’s [Willpower]

This Technique’s user targets one subject, transferring a single Lingering effect from them to another target. A subject attempting to resist the transfer, be them friend or foe, prompts this Technique’s Saving Throw. If both attempt to resist it, the User rolls for Potency once, pinning the same result against each of the targets’ Willpower rolls separately. An unsuccessful transfer maintains the lingering effects on its original target.

An effect’s duration remains unaffected after the transfer.

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

Exchange: This upgrade allows the transferred effect to be exchanged for one affecting the receiving target.

{%end%}

24

COPY TECHNIQUE (TECHNIQUE)

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

BASE

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

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

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

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

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

{%if t_upgrade_tier > {0}%}

UPGRADES

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

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

{%end%}

25

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).

26

TELEPATHIC LINK (TECHNIQUE)

For its duration, this Technique allows all linked subjects to communicate with each other through thought.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: 20ft. (to select target)
Effect Type: Lingering
Duration Tier (DT): H
Duration: Roll 1+1* {$range_mod}h
Saving Throw: User’s [Willpower] vs Target’s [Willpower]
Number of Subjects: Roll 1+1* {$range_mod}

As its primary description states, this Technique allows its targets- exactly 2 in its base form- to communicate with each other through thought. Once linked, the distance between the targets does not affect its effects.

Although mostly used for teammates to keep in touch during missions, Telepathic Link can also be used to torment or confuse enemies. Opposed Willpower rolls are prompted when attempting to link with a stranger, a success on the user’s part linking to them for its duration.

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

Empathetic Link: Linked targets can sense each other’s emotional state.{%end%}

27

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%}

28

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.

29

{# 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: Support
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 Support Tech"

30

{# 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"

31

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.

32

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%}

33

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%}

34

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.

35

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%}

36

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.

37

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.

38

TAG IN (TECHNIQUE)

A technique that instantly switches the position of the user with one of their allies.

BASE

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

The user of this technique switches positions and effects with the targeted ally. Any momentum either of the affected individuals had at the moment of a swap is preserved, allowing swap to be used creatively alongside combat options and other maneuvers that would benefit it or vise versa.

The transfer of effects is simple. All active effects, whether they are negative or positive are switched between the user and their target.

39

PORTAL/GATEWAY (TECHNIQUE)

The conjuration of a dimensional tunnel which can be used to cross from one location to another.

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Conjuration
Range: 10ft.
Size: 10ft.
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

The user conjures up two portals which are linked to each other through a dimensional tunnel, anything coming in from one exiting through the other. The location of conjuration is designated by performing a pre-designated gesture in two locations, and it is only when the location for the second portal has been selected that both are conjured up. Once active, the gateway remains up for as long as long as the user continues to channel it (they do not need to be within range of the portals to keep them active).

Traveling from one end to the other is a 2 turn process, requiring the use of Movement to enter the tunnel in one’s turn, and exiting through the other end of the tunnel at the start of the following turn, ready to act. The subject crossing the tunnel floats through it at a constant speed, regardless of any momentum they had coming in. While an individual is crossing through the tunnel, it is not collapsible/removable by Techniques, but any attempts to do so cause the target within them 2d10 damage.

This Technique can be modified by other features to affect how both entrances to the connecting tunnel or the tunnel itself behaves. For example, adding Password as a Modification to it can be used to make it so that the Portal only opens up to those who state the password, while adding Fear as a Modification can make it so that the journey though the tunnel is terrifying and applies Fear’s effects.

As with most other Techniques, the visual aspects are designed by the user upon acquisition, in this Feature’s case, the two portals and tunnel being the visually customizable aspects.

{%if t_upgrade_tier >= {4}%}UPGRADES

No tunnel: anything going through one end of the gateway exits through the other immediately, requiring only the Movement of a single turn to cross through. Furthermore, the momentum of any subject going through them is preserved.{%end%}

40

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%}

41

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.

42

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.

43

HALT PROJECTILE (TECHNIQUE)

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

BASE

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

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

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

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

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

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

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

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

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

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

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

{%end%}

44

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.

45

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.

46

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.

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

HASTEN (TECHNIQUE)

The target of this Technique is supernaturally sped up.

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Selective
Range: Roll 20 + 10 * {$range_mod}ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: Roll 3 + 3 * {$range_mod} rounds

Haste is a Technique that does several things depending on its target.

While it remains active on individuals, its primary effects are the following:
-The target’s Movement is doubled.
-The target may perform 1 extra attack with their Full Attack.
-The target’s Defensive Actions benefit from a +2 bonus.
-For each round, the duration of any Conditions, Techniques, or other effects affecting the target are treated as if 2 rounds had elapsed instead (not counting those of Hasten itself).
-The effects of any Conditions or Techniques that are applied on the target are treated as if 2 rounds had elapsed instead (i.e. the target is affected by 2 rounds worth of effects).
-Effects that would last for 1 round are resolved almost immediately, being advantageous in some cases (hindering effects, etc.) and disadvantageous in others (protective effects, etc.)
-The effects of any Channeled Techniques being performed by the target can be applied at double its rate (i.e. the user has the option to apply 2 rounds worth of Channeled effects. Naturally, the duration is reduced by the same amount).

While it remains active on objects or surfaces it’s primary effects are the following:
-For each round, the duration of any effects affecting the target are treated as if 2 rounds had elapsed instead.
-The speed at which the target carries out any of its processes is doubled.

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

{%if t_upgrade_tier >= {2}%}Greater Haste:

-Movement/speed is tripled instead of doubled.

-2 additional attacks with Full Attack instead of 1.

-3 rounds of effects and Channeled Techniques instead of 2.

-Defensive Actions benefit from +4 bonus.{%end%}

{%end%}

49

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.

50

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%}

51

TRUE SIGHT (TECHNIQUE)

Enhances the user’s perception, allowing them to see the invisible, the hidden effects of Techniques, the true extent of an individual’s energy, among many other things.

BASE

Technique Type: Support
Performance: Free Action
Delivery: Self
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 minute

When True Sight is active, anything hidden or distorted by Spiritual/Demonic abilities or Techniques (such as InvisibilityEnergy Mine, or Smoke Screen) can be perceived by the user. Techniques which project visuals only meant for only specific subjects (such as Guide or Scribble) can also be perceived by the user.

When it comes to the sensing of Energy, it allows the perception of an individual’s Energy despite not having the required Sense, and it gives insight into the true level of an individual’s Spirit Level/Demonic Force, despite it being limited, masked, or faked by any Feat or Technique. When perceiving the Energy of a Technique whose specific effects aren’t evident, the user of True Sight gets a general feeling for what type of Technique it is.

True Sight also gives insight into a Yokai’s natural form, can see past disguises, and reveals the original state of anything that has been modified, has shapeshifted, or has been deformed.

Last but not least, True Sight allows the user to see despite being affected by conditions such as Blinded.

52

GUIDE (TECHNIQUE)

The user’s energy guides select subjects to their location.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective (by thought)
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1 hour

By concentrating on a set of subjects when activating the Technique, the user projects a trail of Energy perceivable only to them. This trail of energy spans all the way from the user to the subjects and presents them with the most efficient, unblocked path. This path automatically adjusts itself in the case of any obstructions.

If affected by Techniques such as Obfuscate, the path typically distorts in such a way that it can’t be followed back to the user or it leads them into the wrong direction.

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

{%if t_upgrade_tier >= {6}%}Safe Passage: The projected path automatically adjusts itself to avoid guiding through potential hazards, even those which are hidden.{%end%}

{%if t_upgrade_tier >= {3}%}Custom Path: Allows the creation of a custom path rather than a self-altering one.{%end%}

{%end%}

53

SPY (TECHNIQUE)

Allows the user to view the area around a subject or location they have already encountered in person.

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Self
Range: Roll 20+ 20* {$t_upgrade_tier}km.
Size: 25ft. radius
Effect Type: Active Channeling
Duration Tier (DT): S
Duration: Aprox. 20 seconds (3 rounds)

For as long as it’s kept channeled, the user may look around the area as if they were present in it, being able to move their point of perception freely within a 25ft. radius area. If the target is an individual rather than a location, the central point of said area is the individual, and as so, it moves along with the target.

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

{%if t_upgrade_tier >= {2}%}Audio: The user may now also hear the surroundings, the central point of perception now also being the central point of auditory input.{%end%}

{%end%}

54

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%}

55

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).

56

TRACK (TECHNIQUE)

The user’s energy forms a route to its target.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Selective
Range: Roll 20 + 10* {$range_mod}ft.
Effect Type: Lingering
Duration Tier (DT): M
Duration: 1 month

When within range, a target can be secretly marked by this Technique, allowing its user to manifest a path of Energy that leads to the target at any time. This path can only be perceived by the user of this Technique, and it typically forms a straight line to its target.

If affected by Techniques such as Obfuscate, the path typically distorts in such a way that it can’t be followed back to the user or it leads them into the wrong direction.

57

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%}

58

SUPERNATURAL CONVERSATION (TECHNIQUE)

A technique that bestows the ability to talk to that which is typically incapable of holding a conversation.

BASE

Technique Type: Support
Performance: Speech
Effect Type: Passive Channeling
Duration Tier (DT): H
Duration: 1H
Subject: Resolve: {statues|animals|plants|kitchen appliances|furniture|doors|clothing}

Upon acquiring this Technique, the player picks one type of subject with which their character will be able to converse with, then onward being able to converse freely with them while the Technique is channeled. Common subjects include objects, plants, shadows, elements.

While these things typically do not have any form of consciousness, something about the nature of this technique bestows it onto them temporarily, allowing them to express feelings and information, and even memories that they shouldn’t have been capable of forming, especially considering they were not sentient during past occurrences.

It may not typically be an overly broad concept such as anything non-living, although that is ultimately left up to the GM’s discretion.

59

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.

60

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* {$range_mod}ft.
Size: Roll 5* {$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%}

61

ALARM (TECHNIQUE)

A designated alert triggers in response to a specified condition.

BASE

Technique Type: Support
Performance: Full Round Action
Delivery: Selective (6 targets)Range: 20ft. (for selecting targets and placing conditions)
Effect Type: Lingering
Duration Tier (DT): D
Duration: Roll 1+1* {$range_mod} day (Amount of time the trigger remains active)

Six designated subjects receive an alert (an alert designed by the player upon acquiring this Technique Feature) when the specified conditions are triggered. These conditions are designated by the character upon performing the Technique.

Alarm cannot be modified.

62

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.

63

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%}

64

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.

65

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.

66

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.

67

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.

68

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.

69

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.

70

BURN ENERGY (TECHNIQUE)

The user consumes some of their Energy to rid their target of its own.

BASE

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

The user of this Technique may choose to apply up to 3 of their own Energy to perform it, ridding their targets of an equal amount of Energy charges.

The targeted subject, however, may roll a Willpower Saving Throw pinned against the user’s Potency to resist the effects. If resisted, this Technique feature only consumes 1 Energy from the user.

UPGRADE

Current Max Energy Consumption: +Roll 2 * {$t_upgrade_tier} Energy

71

PSYCHOMETRY (TECHNIQUE)

A form of extrasensory perception characterized by the ability to make relevant associations from an object of unknown history by making physical contact with said object.

BASE

Technique Type: Support
Performance: Standard Action
Delivery: Self
Effect Type: Instant

You touch an object and witness events connected to it; you feel its history. Which vision exactly the user experiences is determined by the GM, but it usually consists of one that grants information relevant to the user and their party’s objectives. Said vision tends to be somewhat cryptic, granting something like a clue, a lead, or a key piece of information, but rarely revealing the exact piece of information the user is seeking.

Psychometry can not only be used for objects, but also a small area, such as a room, the front of a building, or the section of a park. When used this way, Psychometry reveals events that have taken place in the location, relevant to the user’s objectives.

72

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.