The Altars

Yu Yu Hakusho RPG: Remaining Memories

Used to generate a random Altar found within a Memory, for a game taking place in Yu Yu Hakusho RPG's Remaining Memory campaign.

This chart uses input variables
  • altar
Result

{%if altar == {random}%}{% c_altar = {Warmaster Yaiba|Ohgurus the Conjurer|En the Helping Hand|Aeda the Fortunate|Jinsui of Purity|Alpiter of Chance|Expeltor the Market|Kruu the Architect of Sacrifice|Rings of Fire|The Contract Board|The Arena|The Magi Keeper|The Eternal Nightmare|The Formless Altar} %}

{%else%}

{% c_altar = {$altar} %}

{%end%}

{%if c_altar == {Warmaster Yaiba}%}

Warmaster Yaiba

Combat Techniques [5 Silver Each]

5 randomly chosen Combat Techniques available for purchase.
Techniques may only be acquired as mods for existing Techniques if the Seer's crystal ball has been upgaded.
These cannot be acquired as Enchantments.

Roll on "Combat Technique Feature"

::

Roll on "Combat Technique Feature"

::

Roll on "Combat Technique Feature"

::

Roll on "Combat Technique Feature"

::

Roll on "Combat Technique Feature"

Upgrade Combat Technique [Varied Cost]

Allows the Delver to upgrade one of their existing Combat techniques by paying 2 Copper coins of Zxolot for every 1 Customization Point required in the base system.

Ammo Kits [2 Copper Each]

3 randomly chosen Ammo Kits available for purchase.

::

Roll on "Ammo Kit"

::

Roll on "Ammo Kit"

::

Roll on "Ammo Kit"

Grenades [2 Copper Each]

3 randomly chosen Grenades available for purchase.

::

Roll on "Grenades"
::

Roll on "Grenades"

::

Roll on "Grenades"

Restore Weapon, Armor, or Shield [1 Silver Each]

Restore one damaged, worn-out, or other form of impaired weapon, armor, or shield to perfect condition.

Magi [1 Silver Each]

Little Sword
Deals an additional 1d4 Slashing damage to every enemy successfully damaged by an Attack or Combat Technique.

Little Shield
Once per character, it defends from a Contact, Projectile, or Wave Technique, or an attack or Full Attack. Players may choose which of these incoming threats they want to be protected from as a Defensive Action. It shatters after serving its purpose.

Little Spotter
Marks 1 random enemy at the start of every encounter.

Secret Rewards

Cerberus [Granted to the first character to clear a Memory using all three damage types through melee weapons.]
Medium Bludgeoning, Slashing, & Piercing Weapon
Can be enchanted just like any regular medium weapon (1 base feature and 1 mod).

Twin Falcons [Granted to the first character to be carrying 2 Arbalests while visiting the altar, something that is only possible with increased equipment cap.]
Arbalest, Piercing
Launches two separate attacks per Standard Attack. Although these count as Separate Attacks, they can both be imbued with a single energy charge.
Can be loaded with 2 different Ammo Kits at the same time.

Grenadier's Launcher [Granted to the first character that brings 8 distinct grenades to a Memory, something only possible with increased grenade cap.]
Medium Ranged Weapon
Grenades can be launched from this weapon as if they were standard ranged Standard Attacks, allowing more than one to be launched with the appropriate Martial skill for a Full Attack.

{%end%}

{%if c_altar == {Ohgurus the Conjurer}%}

Ohgurus the Conjurer

Specialty Techniques [5 Silver Each]

5 randomly chosen Specialty Techniques available for purchase.
Techniques may only be acquired as mods for existing Techniques if the Seer's crystal ball has been upgaded.
These cannot be acquired as Enchantments.

Roll on "Specialty Technique Feature"

::

Roll on "Specialty Technique Feature"

::

Roll on "Specialty Technique Feature"

::

Roll on "Specialty Technique Feature"

::

Roll on "Combat Technique Feature"

Upgrade Specialty Technique [Varied Cost]

Allows the Delver to upgrade one of their existing Specialty techniques by paying 2 Copper coins of Zxolot for every 1 Customization Point required in the base system.

Specialty Scroll [4 Copper]

5 randomly generated Specialty Scrolls available for purchase.

Roll on "Specialty Technique Feature"

::

Roll on "Specialty Technique Feature"

::

Roll on "Specialty Technique Feature"

::

Roll on "Specialty Technique Feature"

::

Roll on "Specialty Technique Feature"

Magi [1 Silver Each]

Little Magus
Performs a random, unmodified Specialty Technique at the start of every encounter.
Also has a 1 in 4 chance of performing a random, unmodified Specialty Technique on every round.

Secret Rewards

Gauntlet of Choice [Granted to the first character to learn 3, Fully-Modded Specialty Techniques.]
Accessory
At the start of every Memory, it it infused with the energy of 3 randomly selected Specialty Techniques.
Once per Memory, the owner may choose one of them to perform it at no energy cost.

{%end%}

{%if c_altar == {En the Helping Hand}%}

En the Helping Hand

Support Techniques [5 Silver Each]

5 randomly chosen Support Techniques available for purchase.
Techniques may only be acquired as mods for existing Techniques if the Seer's crystal ball has been upgaded.
These cannot be acquired as Enchantments.

Roll on "Support Technique Feature"

::

Roll on "Support Technique Feature"

::

Roll on "Support Technique Feature"

::

Roll on "Support Technique Feature"

::

Roll on "Support Technique Feature"

Upgrade Support Technique [Varied Cost]

Allows the Delver to upgrade one of their existing Support techniques by paying 2 Copper coins of Zxolot for every 1 Customization Point required in the base system.

Support Scroll [4 Copper]

5 randomly generated Support Scrolls available for purchase.

Roll on "Support Technique Feature"

::

Roll on "Support Technique Feature"

::

Roll on "Support Technique Feature"

::

Roll on "Support Technique Feature"

::

Roll on "Support Technique Feature"

Magi [1 Silver Each]

Little Priest
Performs a random, unmodified Support Technique at the start of every encounter.
Also has a 1 in 4 chance of performing a random, unmodified Support Technique on every round.

Secret Rewards

Staff of Friendship [Granted to the first character to learn 3, Fully-Modded Support Techniques.]
Staff
Once Enchanted, any technique performed on an ally through the use of this staff is also bestowed on the user.

{%end%}

{%if c_altar == {Aeda the Fortunate}%}

Aeda the Fortunate

Fortune [3 Copper]

Grants a character 1 reroll that can be applied to any personal roll made within the current Memory (a maximum of 1 reroll can be purchased per Memory).

Grand Fortune [1.5 Silver]

A character blessed with Grand Fortune makes it so that the lowest possible result for any die rolled is always counted as the highest possible roll for the duration of this Memory.

Magi [1 Silver Each]

Little d4
Once per turn, anyone belonging to the party can reroll any single die's result as long as they include Little d4 alongside it. On a 1, Little d4 disappears.
Little d4 can be rerolled through Fortune, but does not benefit from Grand Fortune's effects.

Secret Rewards

Staff of Fortune [First player to, throughout the campaign, reroll a total of five 1's into 20's using Fortune OR first person to flip 4+ dice from 1 to max using Grand Fortune.]
Medium Bludgeoning Weapon
Can cast Techniques as if it were a Magic Staff.
All Attacks, Deflection attempts, and Techniques emerging from it flip their lowest roll into their highest roll.

{%end%}

{%if c_altar == {Junsui of Purity}%}

Junsui of Purity

Remove Curse [1 Silver]

Removes any curse a character is currently under.

Magi [1 Silver]

Sigil of Purity
Allows the party to purchase Remove Curse for 3 Copper from any location.

Donation

Allows a character to donate any amount to the Church of Junsui.

Secret Rewards

The Spotless Crown [First player to donate a total of 1 Gold to the Church of Junsui.]
Accessory
Cancels out a Curse the moment it is being applied by expending 1 energy.

{%end%}

{%if c_altar == {Alpiter of Chance}%}

Alpiter of Chance

Scroll of Random Effect [2 Copper]

When activated, the targeting style, range, effect type, and whether the effect will be beneficial, detrimental, or neutral to the subject is revealed to the player, but the effects are not revealed until they confirm the target.

Alpiter's Lottery [4 Copper]

Each player may try their luck in Alpiter's Lottery once per Memory by offering 4 Copper coins of Zxolot.

Alpiter's Lottery is rolled for in a separate chart.

Secret Rewards

The Confident Gambler (Ring) [First character to take part in the lottery 100 times, or first character to win the Grand Prize in Alpiter's Lottery.]
Accessory
Three times per Memory, it can be used to manifests a random Technique at no cost.
Functions essentially as a Scroll of Random Effect.

{%end%}

{%if c_altar == {Expeltor the Market}%}

Expeltor the Market

Invest

Players may invest in this deity's "stocks" to passively earn Coins of Zxolot.
Stocks go up and down based on specific factors, so by investing, players are betting on which of these conditions they will be able to meet consistently.
The increase in value is calculated the moment the Altar is found by the players (not when it is engaged with).

XHP

Starting cost: 5 Copper

Price Action
::2 Copper increase per player character above 50% HP when altar is encountered.
::2 Copper decrease per player character below 50% HP when altar is encountered.

CRS

Starting cost: 5 Copper

Price Action
::2 Copper increase per cursed player character when altar is encountered.
::2 Copper increase per cursed player character when altar is encountered.

MGI

Starting cost: 5 Copper

Price Action
::5 Copper increase when altar is encountered while the party have active Magi.
::5 Copper decrease when altar is encountered while the party does not have active Magi.

RST

Starting cost: 5 Copper

Price Action
::5 Copper increase when altar is encountered before the party utilizes Respite.
::5 Copper decrease when altar is encountered after the party utilizes Respite.

Magi [1 Silver]

Midas Jr.
Every non-summoned defeated enemy turns into either 1 Copper, 1 Silver, or 1 Gold, depending on its strength.

Secret Rewards

Big Shot's Suit [First character to hold a total of 5 gold in value on a single Stock.]
Accessory
Allows the wearer to purchase an Energy charge for 1 Silver, as a free action.
{%end%}

{%if c_altar == {Kruu the Architect of Sacrifice}%}

Kruu the Architect of Sacrifice

Sacrifice

Player characters may sacrifice miscellaneous things in exchange for HP, Energy, or even rewards.

HP Restoration

Restore 20% of max HP: Sacrifice 2 Energy Charges
Restore 50% of max HP: Sacrifice 1 Feat
Restore 100% of max HP: Sacrifice 1 Technique (not enchantments)

Energy Restoration

Restore 2 Energy Charges: Sacrifice 20% HP

Sacrificial Feats

Savior (Feat): Sacrifice 75% HP to acquire this feat.
You may use Defensive Actions, not only for yourself, but also in response to allies being targeted.
Guard and Deflect may now be used to take on an attack or Technique targeting an ally adjacent to you.
Counterfire and Counterfield can be attempted to defend an ally from a Technique, as long as it crosses within your own Technique’s range.
::
Offering (Feat): Sacrifice 75% HP to acquire this feat.
You may consume your Life Energy without having to run out of Energy first.
::
Knife's Edge (Feat): Sacrifice 75% HP to acquire this feat.
Your Potency is doubled when you are at 3 HP or lower.

Purchase Sacrificial Techniques

Sacrifice (Technique): Sacrifice 75% HP
Bargain (Technique): Sacrifice 75% HP
Burn Energy (Technique): Sacrifice 100% Energy Charges

Purchase Sacrificial Enchantments

Bargain (Shield or Armor Enchantment): Sacrifice 75% HP
Burn Energy (Weapon, Shield, or Armor Enchantment): Sacrifice 100% Energy Charges

Blood for Money

Usable once per Memory.
Attain 1d6 Copper: Recieve 1d20 dmg.

Magi [1 Silver]

Jar of Blood
Any amount of HP sacrificed in any way is stored in this Jar. A number of die whose potential maximum (ex. 3d20 = 60) is closest to the current amount of HP stored can be rolled as the damage of a Special Attack performed on a single creature, shattering the Jar. Said Special Attack is employed as a non-Energy consuming Energy-imbued attack (i.e. it has no energy cost but factors in the user's Potency), utilizing any of the user's available methods of attack (including those of Combat Techniques, so long as they prompt an Attack Roll).

Secret Rewards

Cycle of Sacrifice [First character to defeat a creature utilizing the Knife's Edge feat.]
Medium Sword
While at 25% health or lower (a threshold whose current number is written next to this blade's name), before an attack is made, a player can choose to either:
Sacrifice any amount of HP to increase the damage total of the attack by the same amount OR heal by the amount of HP dealt.

Circlet of Sacrifice [First character to use Consume Life Energy when it would leave them at approximately 10% HP or less.]
Accessory
Can sacrifice 10% HP to cast Techniques.
{%end%}

{%if c_altar == {Rings of Fire}%}

Rings of Fire

The Trials

3 randomly chosen Trials from which the players may choose from.
Each trial can only be undertaken by a single character, after which they are heftily rewarded upon being successful.
A Trial spans for the duration of a Memory, and only grants its reward if the Memory is solved successfully.
The moment a trial's conditions are broken, the character is bestowed a random curse.

Roll on "Trials"

Roll on "Trials"

Roll on "Trials"

Secret Rewards

Belt of Fire [First character to successfully complete 5 distinct trials.]
Accessory
One of 5 Rings of Fire that can be consumed to add +3 Potency to any roll, an effect that can be stacked.
Rings are recharged at the start of every Memory.
{%end%}

{%if c_altar == {The Contract Board}%}

The Contract Board

Contracts

A randomly generated set of contracts.
The first player to fulfill any of the contracts earns its reward.
Completing the full set of Contracts grants every player 1 Silver Coin of Zxolot.

Contract 1
Roll on "Contracts"

Contract 2
Roll on "Contracts"

Contract 3
Roll on "Contracts"

Contract 4
Roll on "Contracts"

Contract 5
Roll on "Contracts"

Secret Rewards

Belt of Fire [First character to successfully complete 5 distinct trials.]
Accessory
One of 5 Rings of Fire that can be consumed to add +3 Potency to any roll, an effect that can be stacked.
Rings are recharged at the start of every Memory.
{%end%}

{%if c_altar == {The Arena}%}

The Arena

The Arena hosts short, self-contained challenges that take place in an alternate realm, one that ignores curses, meal boosts, equipment, contracts, trials, and Magi, and in which Characters start characters out at full HP and Energy.
Arenas grant characters a random set of tools based on equipment sets chosen by the player.
Characters may not share the same set.
After exiting the Arena, characters return to the state they were in before participating in the Arena.

Arena Sets

Resolve: {{% shield = {Y} %}|{% shield = {N} %}}

{#Assigns weapon charts for exclude and filter. #}

{% tw1 = get_chart id:53385 %}

{% tw2 = get_chart id:53386 %}

{#Excludes ranged weapons. #}
Resolve: {{% result_w = exclude mode:"contains" pattern:"ranged" source:tw1 %}|{% result_w = exclude mode:"contains" pattern:"ranged" source:tw2 %}}

{#Excludes ranged AND Large weapons. #}
Resolve: {{% result_w_excl_rL = 53385 |> get_chart |> exclude pattern:"Ranged" |> exclude pattern:"(L)" %}|{% result_w_excl_rL = 53386 |> get_chart |> exclude pattern:"Ranged" |> exclude pattern:"(L)" %}}

The Warrior

{%if shield == {Y}%}
WEAPON
{$result_w_excl_rL}
Enchantment: Roll on "Weapon Enchantments"

SHIELD
Roll on "Special Shield"
Enchantment: Roll on "Armor and Shield Enchantments"

{%end%}

{%if shield == {N}%}
WEAPON
{$result_w}
Enchantment: Roll on "Weapon Enchantments"

WEAPON
{$result_w_excl_rL}
Enchantment: Roll on "Weapon Enchantments"

{%end%}

ARMOR
Roll on "Special Armor"
Enchantment: Roll on "Armor and Shield Enchantments"

GRENADES
Roll on "Grenades"


{# Filters all but ranged weapons. #}

{% result_ra = filter mode:"contains" pattern:"Ranged" source:tw1 %}

The Shooter

WEAPON
{$result_ra}
Enchantment: Roll on "Weapon Enchantments"

AMMO KITS
Roll on "Ammo Kit"

Roll on "Ammo Kit"

GRENADES
Roll on "Grenades"


The Scholar

{% armor_c = {S|M|L} %}

ARMOR
Scholar's Armor ({%if armor_c == {S}%}Light{%elif armor_c == {M}%}Medium{%elif armor_c == {L}%}Heavy{%end%})

{%if armor_c == {S}%}

+2 Guard bonus
-2 Evasion penalty

{%elif armor_c == {M}%}

+4 Guard bonus
-4 Evasion penalty

{%elif armor_c == {L}%}

+6 Guard bonus
-6 Evasion penalty

{%end%}

+4 Scroll carrying capacity
+0.5 Artifact-exclusive carrying capacity

SCROLLS
Resolve: {Roll on "Specialty Technique Feature"|Roll on "Support Technique Feature"}

Resolve: {Roll on "Specialty Technique Feature"|Roll on "Support Technique Feature"}

Resolve: {Roll on "Specialty Technique Feature"|Roll on "Support Technique Feature"}

Resolve: {Roll on "Specialty Technique Feature"|Roll on "Support Technique Feature"}

Resolve: {Roll on "Specialty Technique Feature"|Roll on "Support Technique Feature"}

Resolve: {Roll on "Specialty Technique Feature"|Roll on "Support Technique Feature"}

Resolve: {Roll on "Specialty Technique Feature"|Roll on "Support Technique Feature"}

Resolve: {Roll on "Specialty Technique Feature"|Roll on "Support Technique Feature"}

Resolve: {Roll on "Specialty Technique Feature"|Roll on "Support Technique Feature"}

Resolve: {Roll on "Specialty Technique Feature"|Roll on "Support Technique Feature"}


The Saint

{% armor_c = {S|M|L} %}

ARMOR
Scholar's Armor ({%if armor_c == {S}%}Light{%elif armor_c == {M}%}Medium{%elif armor_c == {L}%}Heavy{%end%})

{%if armor_c == {S}%}

+2 Guard bonus
-2 Evasion penalty

{%elif armor_c == {M}%}

+4 Guard bonus
-4 Evasion penalty

{%elif armor_c == {L}%}

+6 Guard bonus
-6 Evasion penalty

{%end%}

+4 Scroll carrying capacity
+0.5 Artifact-exclusive carrying capacity

SCROLLS
Roll on "Support Technique Feature"

Roll on "Support Technique Feature"

Roll on "Support Technique Feature"

Roll on "Support Technique Feature"

Roll on "Support Technique Feature"

Roll on "Support Technique Feature"

Roll on "Support Technique Feature"

Roll on "Support Technique Feature"

Roll on "Support Technique Feature"

Roll on "Support Technique Feature"


The Grenadier

{% armor_c = {S|M|L} %}

ARMOR
Grenadier's ({%if armor_c == {S}%}Light{%elif armor_c == {M}%}Medium{%elif armor_c == {L}%}Heavy{%end%})

{%if armor_c == {S}%}

+2 Guard bonus
-2 Evasion penalty

{%elif armor_c == {M}%}

+4 Guard bonus
-4 Evasion penalty

{%elif armor_c == {L}%}

+6 Guard bonus
-6 Evasion penalty

{%end%}

+5 Grenade carrying capacity

GRENADES
Roll on "Grenades"

Roll on "Grenades"

Roll on "Grenades"

Roll on "Grenades"

Roll on "Grenades"

Roll on "Grenades"

Roll on "Grenades"

Roll on "Grenades"

Roll on "Grenades"

Roll on "Grenades"


The Artificer

STAFF
Roll on "Magic Staff"

ARTIFACT
Roll on "Arena Artifacts"


{# Filters all but throwing weapons. #}

{% result_throw = filter mode:"contains" pattern:"Throwing" source:tw2 %}

The Hurler

WEAPON
{$result_throw}

WEAPON
{$result_throw}

SHIELD
Aerodynamic ( Resolve: {Slashing|Piercing|Bludgeoning} )
0.75 Cap
Can be used as a Throwing Weapon without requiring the Shield Toss Feat.

Shield Toss:
Your proficiency with shields allows you to use them as a disc-like throwing weapon efficiently, their weapon damage type depending on its design. A character with this feat is allowed to use a Full Round Action to perform a toss that bounces their shield among several targets a number of times equal to their Full Attack. Additionally, a character with this feat also guarantees their toss results in their shield returning to them unless Deflected or prevented by other miscellaneous means.

Enchantment: Roll on "Armor Enchantments"

Challenges

Difficulty Tiers

There are three difficulty tiers to every type of challenge— Bronze, Silver, and Gold— each one requiring a fee the party pays as a group to be able to participate.
The higher the tier, the more difficult the challenge. The more difficult the challenge, the better the rewards. Difficulty tiers have a level cutoff, disallowing higher leveled teams from participating in challenges that pose no threat to them.
Challenges award Arena Tokens, a special currency that can be used to buy exclusive arena items from the Arena Shop.

Difficulty Tier Fee & Level Cutoff

Bronze: 1 Silver, Max level: 6
Silver: 5 Silver, Max level: 13
Gold: 1 Gold, Max level: N/A

Current Challenge

The following is this instance's randomly generated challenge:

{% obj_s = {Survival|Balloon Survival|Champion|Payload|Defend|Siege} %}

{%if obj_s == {Survival}%}
SURVIVAL
Simply, the adventuring party must survive a set amount of rounds (by default, 15), facing off against an endless number of threats.
While creatures do continue to emerge indefinitely, a new group of creatures do not emerge until the previous one is defeated.

The Arena
This time around, the challenge takes place within a rather large arena that contains Roll on "Arena Physical Features" that can serve as cover, hiding spots, or high ground, Roll on "Arena Special Feature", and Roll on "Arena Hazards".

Bronze
In the Bronze difficulty tier, Survival solely sends out several groups of minor creatures, generated from Yu Yu Hakusho RPG's Creature Generator, Minion template.

Silver
In the Silver difficulty tier, Survival sends out several groups of minor creatures generated from Yu Yu Hakusho RPG's Creature Generator Minion template, more often than not accompanied by a creature from the Monster template.

Gold
In the Gold difficulty tier, Survival sends out several groups of creatures generated from Yu Yu Hakusho RPG's Creature Generator Monster template, with a creature from the Master template appearing here and there.
{%end%}

{%if obj_s == {Balloon Survival}%}
BALLOON SURVIVAL
A timed survival challenge that has the competitors evading creatures and entities in whichever way they can (by default, for 15 rounds).
Participants are each given three balloons to keep safe from creatures and entities that will attempt to burst them. As long as every party member holds at least one balloon when the timer runs out, the party is considered to have successfully completed the challenge. However, a participant may not, at any point, have no balloons on them, for that is considered an instant loss for the party.
Participants that have lost any of their balloons are allowed accept one from their fellow party members, but no participant may have more than 3 balloons on them at any time.

In this particular challenge, each participant receives 1 additional Arena Coin for every party member holding 3 Balloons at the end of the game.

The Arena
This time around, the challenge takes place within a rather large arena that contains Roll on "Arena Physical Features" that can serve as cover, hiding spots, or high ground, Roll on "Arena Special Feature", and Roll on "Arena Hazards".

Bronze
In the Bronze difficulty tier, Balloon Survival solely sends out several groups of minor creatures, generated from Yu Yu Hakusho RPG's Creature Generator, Minion template.

Silver
In the Silver difficulty tier, Balloon Survival sends out several groups of minor creatures generated from Yu Yu Hakusho RPG's Creature Generator Minion template, more often than not accompanied by a creature from the Monster template.

Gold
In the Gold difficulty tier, Balloon Survival sends out several groups of creatures generated from Yu Yu Hakusho RPG's Creature Generator Monster template, with a creature from the Master template appearing here and there.
{%end%}

{%if obj_s == {Champion}%}
CHAMPION
The Champion challenge is essentially a boss fight: the party faces either a creature or an individual that poses a serious threat.

The Arena
This time around, the challenge takes place within a rather large arena that contains Roll on "Arena Physical Features" that can serve as cover, hiding spots, or high ground, Roll on "Arena Special Feature", and Roll on "Arena Hazards".

Bronze
In the Bronze difficulty tier of Champion, the party faces a creature that is generated from Yu Yu Hakusho RPG's Creature Generator, Monster template, accompanied by creatures generated from the Minion template if they are in the higher end of Bronze's level cutoff.

Silver
In the Silver difficulty tier of Champion, the party faces a lone creature that is generated from Yu Yu Hakusho RPG's Creature Generator, Master.

Gold
In the Gold difficulty tier of Champion, the party faces a creature that is generated from Yu Yu Hakusho RPG's Creature Generator, Master template, accompanied by creatures generated from the Monster template if they are in the higher end of Silver's level cutoff.
{%end%}

{%if obj_s == {Payload}%}
PAYLOAD
In Payload, the party must escort, as the name suggests, miscellaneous cargo that is typically fixed to a minecart or any other similar vehicle that is forced to run on a set path.
The vehicle spawned for the challenge follows a strict rule: it cannot be displaced by supernatural means.

The Arena
This Payload challenge takes place Roll on "Arena Traversal Based Layouts". Within it, Roll on "Arena Hazards".

Bronze
In the Bronze difficulty tier, Payload solely sends out several groups of minor creatures, generated from Yu Yu Hakusho RPG's Creature Generator, Minion template.

Silver
In the Silver difficulty tier, Payload sends out several groups of minor creatures generated from Yu Yu Hakusho RPG's Creature Generator Minion template, more often than not accompanied by a creature from the Monster template.

Gold
In the Gold difficulty tier, Payload sends out several groups of creatures generated from Yu Yu Hakusho RPG's Creature Generator Monster template, with a creature from the Master template appearing here and there.
{%end%}

{%if obj_s == {Defend}%}
DEFEND THE OBJECTIVE
In Defend the Objective, the party is assigned a random structure they must protect from damage, creatures and entities spawned from the challenge focusing on said structure more than on the party members.
Mechanically, the structure has a set amount of HP, and as long as it stays standing with at least 1 point of health, the party is considered to have won the challenge.

The Structure
{% structure = {cabin|statue|tower|wagon} %}
{%if structure == {cabin}%}The Cabin: The difficulty in defending the Cabin is in its size; proper coordination from the party is required to keep it safe from all angles. HP: 50
{%elif structure == {statue}%}Statue: The Statue is a relatively small objective to defend, but one with only 20 HP.
{%elif structure == {tower}%}Water Tower: It's the Water Tower's tank that must be protected from damage, and thankfully there's a walkway around it from which range-specialized players can launch their attacks. HP 40
{%elif structure == {wagon}%}The Wagon: The Wagon moves slowly around the arena, piloted by a capable specter. : HP 30
{%end%}

The Arena
This time around, the challenge takes place within a rather large arena that contains Roll on "Arena Physical Features" that can serve as cover, hiding spots, or high ground, Roll on "Arena Special Feature", and Roll on "Arena Hazards".

Bronze
In the Bronze difficulty tier, Defend the Objective solely sends out several groups of minor creatures, generated from Yu Yu Hakusho RPG's Creature Generator, Minion template.

Silver
In the Silver difficulty tier, Defend the Objective sends out several groups of minor creatures generated from Yu Yu Hakusho RPG's Creature Generator Minion template, more often than not accompanied by a creature from the Monster template.

Gold
In the Gold difficulty tier, Defend the Objective sends out several groups of creatures generated from Yu Yu Hakusho RPG's Creature Generator Monster template, with a creature from the Master template appearing here and there.
{%end%}

{%if obj_s == {Siege}%}
SIEGE
In this challenge, the party is tasked with a assaulting a miscellaneous location while an unending amount of creatures or entities attack them, having to engage key 3 obstacles within this location that pose a unique challenge.

The Arena
The location being assaulted today is Roll on "Arena Physical Features" that harbors Roll on "Arena Hazards".

Structures
{% structure = {destroy|barrier|checkpoint|boss} %}
{%if structure == {destroy}%}In this instance, 3 key structures must be destroyed to claim victory.
{%elif structure == {barrier}%}In this instance, 3 barriers must be broken through to claim victory.
{%elif structure == {checkpoint}%}In this instance, 3 checkpoints must be taken to claim victory.
{%elif structure == {boss}%}In this instance, 3 key figures must be defeated to claim victory.
{%end%}

{%if structure != {boss}%}
Bronze
In the Bronze difficulty tier, Defend the Objective solely sends out several groups of minor creatures, generated from Yu Yu Hakusho RPG's Creature Generator, Minion template.

Silver
In the Silver difficulty tier, Defend the Objective sends out several groups of minor creatures generated from Yu Yu Hakusho RPG's Creature Generator Minion template, more often than not accompanied by a creature from the Monster template.

Gold
In the Gold difficulty tier, Defend the Objective sends out several groups of creatures generated from Yu Yu Hakusho RPG's Creature Generator Monster template, with a creature from the Master template appearing here and there.
{%else%}
Bronze
In the Bronze difficulty tier, Defend the Objective sends out several groups of minor creatures, generated from Yu Yu Hakusho RPG's Creature Generator, Minion template, with the 3 key figures also being generated from the Minion template.

Silver
In the Silver difficulty tier, Defend the Objective sends out several groups of minor creatures generated from Yu Yu Hakusho RPG's Creature Generator both the Minion and Monster template, with the 3 key figures being generated from the Monster template.

Gold
In the Gold difficulty tier, Defend the Objective sends out several groups of creatures generated from Yu Yu Hakusho RPG's Creature Generator Monster template, with the 3 key figures being generated from the Master template.
{%end%}

{%end%}

Failure

Upon forfeiting or failure of a challenge, every character in the party is afflicted with a random curse.

Arena Shop

1 Silver: 1 Arena Token

::

Ninja Scroll: 1 Arena Token
Single Use Scroll
Choice of the following Techniques:
Powered Jump (Technique)
Swipe (Technique)
Afterimage (Technique)
Smoke Screen (Technique)
Substitute (Technique)
Invisibility (Technique)
Reduce Presence (Technique)
Copy Technique (Technique)
Conjure Energy Weapon (Technique)
Tag In (Technique)
Seal Action (Technique)
Shadow Walk (Technique)
Darkness (Technique)
Disguise (Technique)
Feign Death (Technique)

::

Homing Arrows: 1 Arena Token
Ammo Kit
Behave as projectiles with the Homing modification.

::

Rage (Ammo Kit): 1 Arena Token
Ammo Kit
Deals no damage. Does not benefit from Energy Imbued bonuses in any way.
The user writes down their Attack Roll's result, which is pinned against the target's Resistance saving throw, causing the target to rage for 1d4 turns if successful.

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

In their Rage, the individual is locked into performing destructive physical actions, whether they are Standard Actions or a Full Round Action. When it comes to Techniques, they may only perform Combat Techniques with a Delivery of Contact, and which are clearly applying physical force (i.e. no Techniques such as Life Drain)
A Raging individual targets either those closest to them or those calling the most attention.
The effects of Rage can be cancelled out by Techniques such as Calm.

::

Holy Hand Grenade: 2 Arena Tokens
Grenade
Overwhelms (Condition) demons, undead, and similar creatures.

::

Stake Torch: 3 Arena Tokens
Tool
Light up with a Standard Action.
Treated as a Small Piercing Weapon for attacks.
Sets the target ablaze with a successful attack, fixing the torch on said subject, the flame remaining lit until the subject is capable of both removing the stake and then extinguishing the flame.

::

Glass Sword: 4 Arena Tokens
Light Sword
Utilizes d20 dice for its base damage, but breaks upon being successfully Guarded or Deflected.

::

The Cursed Blade: 4 Arena Tokens
Medium Sword
Benefits from a +3 attack roll bonus while the user is cursed, but an attack roll penalty of -3 while they are not.

::

Strap Bomb: 5 Arena Tokens
Accessory
15ft. Blast radius.
Consumed upon use.
Deals 50 guaranteed damage to both the user and those within its blast radius.

::

Hydrodynamic Armor: 6 Arena Tokens
Armor (purchaser chooses the weight class)
Nullifies the penalties that come with being submerged.
Ignores Evasion penalties while submerged.
Improves Swim movement by 50ft.

::

Heavy Yo-Yo: 7 Arena Tokens
Light Weapon (Bludgeoning /Throwing/Grappling)
Counts as a throwing weapon that does bludgeoning damage while also allowing long-range grapple attempts.

::

Aerodynamic Armor: 8 Arena Tokens
Armor (purchaser chooses the weight class)
Ignores Evasion penalties while flying.
Improves Flight movement by 50ft.

::

Bottle of Infinite Whiskey: 9 Arena Tokens
Tool
Self-induces the Dizzy condition for 10 turns.
One use per session.

::

Odd Hat: 9 Arena Tokens
Accessory
Can be used as a throwing weapon that deals slashing damage.

::

War Tiki: 9 Arena Tokens
Weapon, Heavy Bludeoning
Can be enchanted with 3 separate Techniques (no mods).
The user chooses which to bestow upon attacking.
::

Sniper's Eyepiece: 11 Arena Tokens
Accessory
+4 attack roll bonus for long distance Ranged weapon attacks (50+ft.)

::

Orc's Exaggerated Shoulder Plates: 12 Arena Tokens
Accessory
Spiky Shoulder Plates said to come from a faraway world, which can be used to perform a Tackle that follows the usual mechanics but also deals 1d20 Piercing damage if successful.
If the user's Movement is Energy Imbued, Potency is added to the damage formula.

::

Deck of the Elements: 13 Arena Tokens
Light Throwing Weapon
The user may apply their choice of Fire, Ice, or Electric damage with the use of an energy-imbued attack.

::

Cannon Shield: 14 Arena Tokens
1 Cap Shield
On a successful Guard, the user may consume a Standard Ammo Kit to deal 1d20 damage (benefits from Potency if Guard is energy imbued).

::
Solid Cape: 15 Arena Tokens
Accessory
Can be used as a Shield.
Can be Enchanted as if it were a Shield.

::

Incense Flail: 20 Arena Tokens
Medium Bludgeoning Weapon
On a successful attack, the user may consume 1 Standard Ammo Kit to Dizzy the target for 3 turns.

::

The Chimera (Arbalest): 25 Arena Tokens
Large Ranged Weapon
The user can switch between Ammo Kits as a Free Action, even between attacks.

::

Master's Black Belt: 30 Arena Tokens
Accessory
Can store 2 Unarmed Feats almost as if they were enchantments.

::

Champion's Wrestling Belt: 35 Arena Tokens
Accessory
Can be enchanted to allow the user to perform the infused Technique as an energy-imbued grappling action.
Accepts a base Technique feature and up to 2 mods for it.

::

Energy Retention Gloves: 40 Arena Tokens
Accessory
Energy is not consumed when energy-imbued unarmed attacks do not make contact with any target due to Deflection, Evasion, or any other similar reason.

::

War Banner: 50 Arena Tokens
1 Cap Artifact
As a Free Action, can be waved at the start of an encounter to bring all allies into the same Initiative group. The highest result determines the group's shared Initiative.

::

Nightmare Slayer: 55 Arena Tokens
Medium Weapon (Purchaser chooses one of the following typings: Slashing, Piercing, or Bludgeoning)
+10 attack roll bonus against Nightmares.

::

Wizard's Tome: 65 Arena Tokens
0.25 Cap Artifact
Can store up to 5 Techniques.
Functions as a Staff.

::

Winged Shoes: 70 Arena Tokens
Accessory
Grants the user 40ft. of Flight.

::

Angelite Slayer: 75 Arena Tokens
Medium Weapon (Purchaser chooses one of the following typings: Slashing, Piercing, or Bludgeoning)
+10 attack roll bonus against Angelites.

::

Reaper's Scythe: 80 Arena Tokens
Large Slashing Weapon
Steals the victim's remaining Energy upon slaying them.

::

Lich's Recruiter: 85 Arena Tokens
Transforms a slain subject into an undead servant for the duration of the Memory.

::

Shard of an Ancient Memory: 100 Arena Tokens
1 of 5 Ancient Memories; purpose unknown.

{%end%}

{%if c_altar == {The Magi Keeper}%}

The Magi Keeper

Magi [1 Silver]

3 randomly chosen Magis available for purchase.
Only 1 Magi can accompany the Delvers, whose effects benefit the whole party for the rest of the Memory or until dismissed.

Roll on "Magi Selection"

Roll on "Magi Selection"

Roll on "Magi Selection"

Secret Rewards

Magi Urn [Granted to the party should they manage to use a total of 3 Magi in a single Memory.]
Tool
Drop a Silver coin into the Urn and it will release a random Magi from those usually available at the Magi Keeper.
{%end%}

{%if c_altar == {The Eternal Nightmare}%}

The Eternal Nightmare

Accept Curse [Free]

A character that does not currently suffer from a Curse may accept a randomly selected one for free.

Exchange Curse [3 Copper]

Once per Memory, a character suffering from a Curse may exchange it for a randomly selected one for 3 Copper Coins of Zxolot.

Cloud Memory [5 Bronze]

Cancels the Blinding Light event and ejects all Angelites from the Memory.

Black Out [1 Silver]

Exit the current Memory, cursing everyone in the process (replaces existing curses).

Magi [1 Silver]

Recurring Nightmare
Attracts Nightmares into the Memory currently being explored.
1d4 chance of appearing per distinct area visited.

Little Jester
Allows the party to re-roll any Curses received.

Secret Rewards

Two-Faced Mask [Granted to the first player to accept 10 curses or exchange 20 curses from the Eternal Nightmare]
Accessory
Bestows a random curse on the wearer at the start of every Nightmare, which can be rerolled once.

Crown of Unhealthy Attachment [Granted to the first player to agressively seek out the same curse, over and over, for 5 sessions in a row.]
Accessory
Can retain a Curse the moment it is being replaced or forcefully cleansed by expending 1 energy.

{%end%}

{%if c_altar == {The Formless Altar}%}

The Formless Altar

Players choose which altar they want the Formless Altar to transform into.

{%end%}