Nightmares

Yu Yu Hakusho RPG: Remaining Memories

Generates a random instance of Nightmares for the Yu Yu Hakusho RPG: Remaining Memory campaign.

This chart uses input variables
  • Nightmare
Result

{%if Nightmare == {random}%} Resolve: {15%?{% c_nightmare = {Curse Wraith} %}|15%?{% c_nightmare = {Shadow Twins} %}|15%?{% c_nightmare = {Death Mummy} %}|15%?{% c_nightmare = {Immortal Hunter} %}|15%?{% c_nightmare = {Rust Ghoul} %}|15%?{% c_nightmare = {Penny Flock} %}|8%?{% c_nightmare = {Monolith}%}|2%?{% c_nightmare = {Nightmare Caravan} %} }

{%else%}

{% c_nightmare = {$Nightmare} %}

{%end%}

{%if c_nightmare == {Curse Wraith}%}

{% wraith_num = {1d8+1} %}

Curse Wraith ({$wraith_num})

A phantom soon to bestow a heavy burden on those unfortunate enough to encounter it.

Special Property:

ETHEREAL
Can only be affected by Energy imbued actions.
Immune to all things specters are usually immune to, such as poison.

Roll on "Wraith Stats"

Signature Technique

CURSE

Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: Wraith's Potency VS Target's Willpower

A subject that fails to resist is afflicted with a random curse.
A subject that is already under a curse has it replaced with a new one, while also suffering an amount of damage equal to 1d12 + the Wraith's Potency.

Reward:

2+1d4 Copper per Wraith defeat.

{%end%}

{% st_num = {1d2+1} %}

{%if c_nightmare == {Shadow Twins}%}

Shadow Twins ({$st_num})


"Is that... is that me?"

Special Property:

CARBON COPY
Each Shadow Twins is an exact copy of one of the player characters, albeit a dark one.
In this instance, Resolve: {they are all a copy of the same player character|they are all copies of a different player character}.

Reward:

1 Silver per Shadow Twin
{%end%}

{%if c_nightmare == {Death Mummy}%}
{% dm_num = {1d6+1} %}

Death Mummy ({$dm_num})

The undead want you to join them, but this one with every fiber of its being.

Special Property:

DEATH CURSE
Cuts the HP of any subject that defeats it in half, an effect can only be avoided by managing to get other creatures, or even their own effects, to deal the finishing blow.

Roll on "Mummy Stats"

Reward:

1d4+4 Copper per defeated Death Mummy
{%end%}

{%if c_nightmare == {Immortal Hunter}%}

Immortal Hunter

A lone, oppressive creature. It seems unstoppable, but a little dense.

Special Property:

IMMORTAL
It cannot die, but that does not mean it cannot be avoided or disabled.

Roll on "Immortal Hunter Stats"

{# All traits are off by default. #}

{%darkvision = {OFF} %}{%immunity = {OFF} %}{%aquatic = {OFF} %}{%olfactory = {OFF} %}{%echolocation = {OFF} %}{%speedy = {OFF} %}{%flight = {OFF} %}{%texterior = {OFF} %}{%sticky = {OFF} %}{%longreach = {OFF} %}{%poisonous = {OFF} %}{%venomous = {OFF} %}{%regeneration = {OFF} %}{%toppler = {OFF} %}{%carnivorous = {OFF} %}{%floral = {OFF} %}{%pvocals = {OFF} %}{%rough = {OFF} %}{%fur = {OFF} %}{%frightening = {OFF} %}{%slimy = {OFF} %}{%charm = {OFF} %}{%skeletal = {OFF} %}{%adaptive = {OFF} %}{%breath = {OFF} %}{%vampirism = {OFF} %}{%phantom = {OFF} %}{%projectiles = {OFF} %}

Physical Traits

{# Assigns the apropriate number of yokai traits to the creature. #}

Resolve: {{% darkvision = {ON} %}|{% immunity = {ON} %}|{% aquatic = {ON} %}|{% olfactory = {ON} %}|{% echolocation = {ON} %}|{% speedy = {ON} %}|{% flight = {ON} %}|{% texterior = {ON} %}|{%sticky = {ON} %}|{% longreach = {ON} %}|{% poisonous = {ON} %}|{% venomous = {ON} %}|{% regeneration = {ON} %}|{% toppler = {ON} %}|{% carnivorous = {ON} %}|{% floral = {ON} %}|{% pvocals = {ON} %}|{% rough = {ON} %}|{% fur = {ON} %}|{% frightening = {ON} %}|{% slimy = {ON} %}|{% charm = {ON} %}|{% skeletal = {ON} %}|{% adaptive = {ON} %}|{% breath = {ON} %}|{% vampirism = {ON} %}|{% phantom = {ON} %}|{% projectiles = {ON} %}}

Resolve: {{% darkvision = {ON} %}|{% immunity = {ON} %}|{% aquatic = {ON} %}|{% olfactory = {ON} %}|{% echolocation = {ON} %}|{% speedy = {ON} %}|{% flight = {ON} %}|{% texterior = {ON} %}|{%sticky = {ON} %}|{% longreach = {ON} %}|{% poisonous = {ON} %}|{% venomous = {ON} %}|{% regeneration = {ON} %}|{% toppler = {ON} %}|{% carnivorous = {ON} %}|{% floral = {ON} %}|{% pvocals = {ON} %}|{% rough = {ON} %}|{% fur = {ON} %}|{% frightening = {ON} %}|{% slimy = {ON} %}|{% charm = {ON} %}|{% skeletal = {ON} %}|{% adaptive = {ON} %}|{% breath = {ON} %}|{% vampirism = {ON} %}|{% phantom = {ON} %}|{% projectiles = {ON} %}}

Resolve: {{% darkvision = {ON} %}|{% immunity = {ON} %}|{% aquatic = {ON} %}|{% olfactory = {ON} %}|{% echolocation = {ON} %}|{% speedy = {ON} %}|{% flight = {ON} %}|{% texterior = {ON} %}|{%sticky = {ON} %}|{% longreach = {ON} %}|{% poisonous = {ON} %}|{% venomous = {ON} %}|{% regeneration = {ON} %}|{% toppler = {ON} %}|{% carnivorous = {ON} %}|{% floral = {ON} %}|{% pvocals = {ON} %}|{% rough = {ON} %}|{% fur = {ON} %}|{% frightening = {ON} %}|{% slimy = {ON} %}|{% charm = {ON} %}|{% skeletal = {ON} %}|{% adaptive = {ON} %}|{% breath = {ON} %}|{% vampirism = {ON} %}|{% phantom = {ON} %}|{% projectiles = {ON} %}}

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

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

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

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

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

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

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

{%if carnivorous == {ON}%}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 floral == {ON}%}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 pvocals == {ON}%}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 rough == {ON}%}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 fur == {ON}%}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 frightening == {ON}%}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 slimy == {ON}%}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 charm == {ON}%}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 skeletal == {ON}%}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 adaptive == {ON}%}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 vampirism == {ON}%}Vampirism: Your attacks restore your health by an amount equal to the damage dealt.{%end%}

{%if phantom == {ON}%}Phantom: Your Evasion consists of turning intangible for a moment, which allows it to be performed even when immobilized (but not Stunned), and it does not suffer the penalties of an Armor’s Weight Class. Likewise, you are able to escape any form of binds and grapples with the use of a Standard Action.{%end%}

{%if projectiles == {ON}%}Natural Projectiles: Your unarmed attacks are ranged, physical attacks rather than a melee strikes, utilizing Sensory rather than Physique for their attack formula. Your Yokai Special Attack, too, will be a projectile on top of benefiting from the a chosen physical damage type.{%end%}

Techniques

Roll on "Mid Level Techniques"

{%end%}

{%if c_nightmare == {Rust Ghoul}%}
{% rg_num = {1d12+5} %}

Rust Ghoul ({$rg_num})

While relatively fragile creatures, or at least to seasoned Memory Delvers, the Rust Ghoul's threat lies in the one it poses, not to them, but to their gear...

Special Property:

CORROSIVE BODY
Has a 1 in a 4 chance of triggering Rust's effects on contact, whether it is initiated by it or by its attacker.

Roll on "Rust Goul Stats"

Reward:

2 Copper per Defeated Ghoul

{%end%}

{%if c_nightmare == {Penny Flock}%}

Penny Flock

A flock of these bat-like creatures is sure to break the bank.

Special Properties:

NUMBERS
A Penny Flock is treated as a single target, each individual creature roughly equating 1 or 2 of its HP.
Penny Flocks takes double damage from Wave and Field Techniques, and are disrupted for twice as long by said technique's effects.

SPECIAL DIET
A Penny Flock's attacks consume a number of the target's Copper coins of Zxolot equal to the damage it deals.
Consumed Copper is digested almost immediately, and once all the Copper the party might be carrying has been consumed, it flies away.

SWOOPING FLOCK
A Penny Flock's unarmed standard attack is performed as a Wave attack that places them on the end of its range once completed.

Roll on "Penny Flock Stats"

Reward:

1d12+4 Copper upon defeat

{%end%}

{%if c_nightmare == {Monolith}%}

Monolith (Resolve: {1|2})

A rare but unwelcome sight. The Monolith is highly destructive entity with powerful defensive mechanisms.

Special Properties:

SELF-PRESERVATION AURA
The Monolith has an always-active Self-targeting Technique that does not consume any of its Energy, but does shut down if it completely runs out of Energy.

Roll on "Monolith Self Techniques"

Roll on "Monolith Stats"

Techniques:

Roll on "Monolith Destructive Techniques"

::

Roll on "Monolith Destructive Techniques"

::

Roll on "Monolith Destructive Techniques"

Reward:

8 Silver per party member.

{%end%}

{%if c_nightmare == {Nightmare Caravan}%}

Nightmare Caravan

The worst of all Nightmares is encountering nearly all of them.



{% wraith_num = {1d8+1} %}

Curse Wraith ({$wraith_num})

A phantom soon to bestow a heavy burden on those unfortunate enough to encounter it.

Special Property:

ETHEREAL
Can only be affected by Energy imbued actions.
Immune to all things specters are usually immune to, such as poison.

Roll on "Wraith Stats"

Signature Technique

CURSE

Performance: Standard Action
Delivery: Selective
Range: 20ft.
Effect Type: Instant
Saving Throw: Wraith's Potency VS Target's Willpower

A subject that fails to resist is afflicted with a random curse.
A subject that is already under a curse has it replaced with a new one, while also suffering an amount of damage equal to 1d12 + the Wraith's Potency.

Reward:

2+1d4 Copper per Wraith defeat.



{% dm_num = {1d8+1} %}

Death Mummy ({$dm_num})

The undead want you to join them, but this one with every fiber of its being.

Special Property:

DEATH CURSE
Cuts the HP of any subject that defeats it in half, an effect can only be avoided by managing to get other creatures, or even their own effects, to deal the finishing blow.

Roll on "Mummy Stats"

Reward:

1d4+4 Copper per defeated Death Mummy



Immortal Hunter

A lone, oppressive creature. It seems unstoppable, but a little dense.

Special Property:

IMMORTAL
It cannot die, but that does not mean it cannot be avoided or disabled.

Roll on "Immortal Hunter Stats"

{# All traits are off by default. #}

{%darkvision = {OFF} %}{%immunity = {OFF} %}{%aquatic = {OFF} %}{%olfactory = {OFF} %}{%echolocation = {OFF} %}{%speedy = {OFF} %}{%flight = {OFF} %}{%texterior = {OFF} %}{%sticky = {OFF} %}{%longreach = {OFF} %}{%poisonous = {OFF} %}{%venomous = {OFF} %}{%regeneration = {OFF} %}{%toppler = {OFF} %}{%carnivorous = {OFF} %}{%floral = {OFF} %}{%pvocals = {OFF} %}{%rough = {OFF} %}{%fur = {OFF} %}{%frightening = {OFF} %}{%slimy = {OFF} %}{%charm = {OFF} %}{%skeletal = {OFF} %}{%adaptive = {OFF} %}{%breath = {OFF} %}{%vampirism = {OFF} %}{%phantom = {OFF} %}{%projectiles = {OFF} %}

Physical Traits

{# Assigns the apropriate number of yokai traits to the creature. #}

Resolve: {{% darkvision = {ON} %}|{% immunity = {ON} %}|{% aquatic = {ON} %}|{% olfactory = {ON} %}|{% echolocation = {ON} %}|{% speedy = {ON} %}|{% flight = {ON} %}|{% texterior = {ON} %}|{%sticky = {ON} %}|{% longreach = {ON} %}|{% poisonous = {ON} %}|{% venomous = {ON} %}|{% regeneration = {ON} %}|{% toppler = {ON} %}|{% carnivorous = {ON} %}|{% floral = {ON} %}|{% pvocals = {ON} %}|{% rough = {ON} %}|{% fur = {ON} %}|{% frightening = {ON} %}|{% slimy = {ON} %}|{% charm = {ON} %}|{% skeletal = {ON} %}|{% adaptive = {ON} %}|{% breath = {ON} %}|{% vampirism = {ON} %}|{% phantom = {ON} %}|{% projectiles = {ON} %}}

Resolve: {{% darkvision = {ON} %}|{% immunity = {ON} %}|{% aquatic = {ON} %}|{% olfactory = {ON} %}|{% echolocation = {ON} %}|{% speedy = {ON} %}|{% flight = {ON} %}|{% texterior = {ON} %}|{%sticky = {ON} %}|{% longreach = {ON} %}|{% poisonous = {ON} %}|{% venomous = {ON} %}|{% regeneration = {ON} %}|{% toppler = {ON} %}|{% carnivorous = {ON} %}|{% floral = {ON} %}|{% pvocals = {ON} %}|{% rough = {ON} %}|{% fur = {ON} %}|{% frightening = {ON} %}|{% slimy = {ON} %}|{% charm = {ON} %}|{% skeletal = {ON} %}|{% adaptive = {ON} %}|{% breath = {ON} %}|{% vampirism = {ON} %}|{% phantom = {ON} %}|{% projectiles = {ON} %}}

Resolve: {{% darkvision = {ON} %}|{% immunity = {ON} %}|{% aquatic = {ON} %}|{% olfactory = {ON} %}|{% echolocation = {ON} %}|{% speedy = {ON} %}|{% flight = {ON} %}|{% texterior = {ON} %}|{%sticky = {ON} %}|{% longreach = {ON} %}|{% poisonous = {ON} %}|{% venomous = {ON} %}|{% regeneration = {ON} %}|{% toppler = {ON} %}|{% carnivorous = {ON} %}|{% floral = {ON} %}|{% pvocals = {ON} %}|{% rough = {ON} %}|{% fur = {ON} %}|{% frightening = {ON} %}|{% slimy = {ON} %}|{% charm = {ON} %}|{% skeletal = {ON} %}|{% adaptive = {ON} %}|{% breath = {ON} %}|{% vampirism = {ON} %}|{% phantom = {ON} %}|{% projectiles = {ON} %}}

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

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

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

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

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

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

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

{%if carnivorous == {ON}%}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 floral == {ON}%}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 pvocals == {ON}%}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 rough == {ON}%}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 fur == {ON}%}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 frightening == {ON}%}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 slimy == {ON}%}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 charm == {ON}%}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 skeletal == {ON}%}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 adaptive == {ON}%}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 vampirism == {ON}%}Vampirism: Your attacks restore your health by an amount equal to the damage dealt.{%end%}

{%if phantom == {ON}%}Phantom: Your Evasion consists of turning intangible for a moment, which allows it to be performed even when immobilized (but not Stunned), and it does not suffer the penalties of an Armor’s Weight Class. Likewise, you are able to escape any form of binds and grapples with the use of a Standard Action.{%end%}

{%if projectiles == {ON}%}Natural Projectiles: Your unarmed attacks are ranged, physical attacks rather than a melee strikes, utilizing Sensory rather than Physique for their attack formula. Your Yokai Special Attack, too, will be a projectile on top of benefiting from the a chosen physical damage type.{%end%}

Techniques

Roll on "Mid Level Techniques"



{% rg_num = {1d12+5} %}

Rust Ghoul ({$rg_num})

While relatively fragile creatures, or at least to seasoned Memory Delvers, the Rust Ghoul's threat lies in the one it poses, not to them, but to their gear...

Special Property:

CORROSIVE BODY
Has a 1 in a 4 chance of triggering Rust's effects on contact, whether it is initiated by it or by its attacker.

Roll on "Rust Goul Stats"

Reward:

2 Copper per Defeated Ghoul

{%end%}

{%if c_nightmare == {Monolith}%}



Monolith (Resolve: {1|2})

A rare but unwelcome sight. The Monolith is highly destructive entity with powerful defensive mechanisms.

Special Properties:

SELF-PRESERVATION AURA
The Monolith has an always-active Self-targeting Technique that does not consume any of its Energy, but does shut down if it completely runs out of Energy.

Roll on "Monolith Self Techniques"

Roll on "Monolith Stats"

Techniques:

Roll on "Monolith Destructive Techniques"

::

Roll on "Monolith Destructive Techniques"

::

Roll on "Monolith Destructive Techniques"

Reward:

8 Silver per party member.

{%end%}