Result
{%if level == {Select}%}
Alfonso the Travelling Merchant is an NPC you can add to any Yu Yu Hakusho campaign that is structured around a "home base", designed primarily for the Yu Yu Hakusho RPG: Remaining Memories setting.
Alfonso has a 50% chance of visiting the party's HQ on every session. He offers the players a wide selection of items, many of which they cannot acquire elsewhere, and often at a lower price than his competitors.
If Alfonso's shop is upgraded, he offers Enchanted weapons that contain more than 1 Technique feature, Magic Staves, and even the rarest of all items: Artifacts.
{%end%}
{%if level == {Standard} or level == {Upgraded}%}
Scrolls
Scrolls contain the energy of a Technique Feature within them. The user may activate them using the same action that the Technique feature stored in them normally requires, employing their effects.
Random Effect Scroll (5 in Stock) [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.
When utilized, roll from the random scroll chart to determine which Technique is bestowed.
Standard Scroll (5 randomly generated) [4 Copper]
Contains all unique upgrades in the randomly chosen technique, but none of the stackable upgrades.
Roll on "Random Magic Scroll"
::
Roll on "Random Magic Scroll"
::
Roll on "Random Magic Scroll"
::
Roll on "Random Magic Scroll"
::
Roll on "Random Magic Scroll"
Ammo Kits
Required to use Ranged weapons. If an Ammo Kit is used in a Memory, even if just once, it is consumed. That being said, it can be used indefinitely within said Memory.
Standard Ammo can be used for Full Attacks, while Special Ammo cannot.
Standard Ammo Kit [2 Copper]
Special Ammo Kit (3 randomized) [5 Copper]
Roll on "Ammo Kit"
::
Roll on "Ammo Kit"
::
Roll on "Ammo Kit"
Grenades [3 Copper]
Grenades can be launched as a special ranged attack that cannot be energy imbued, and whose effects can only be avoided through Evasion. They cannot be used as part of a Full Attack.
Roll on "Grenades"
::
Roll on "Grenades"
::
Roll on "Grenades"
::
Roll on "Grenades"
::
Roll on "Grenades"
Weapons
Double Type Weapons [2 Silver]
Roll on "Dual Type Weapon"
::
Roll on "Dual Type Weapon"
::
Roll on "Dual Type Weapon"
Enchanted, Single Type [3 Silver]
Enchanted, Dual Type [5 Silver]
Resolve: {Roll on "Single Type Weapon"|Roll on "Dual Type Weapon"}
Enchantment: Roll on "Weapon Enchantments"
::
Resolve: {Roll on "Single Type Weapon"|Roll on "Dual Type Weapon"}
Enchantment: Roll on "Weapon Enchantments"
::
Resolve: {Roll on "Single Type Weapon"|Roll on "Dual Type Weapon"}
Enchantment: Roll on "Weapon Enchantments"
{%if level == {Upgraded}%}
Modded Enchantment, Single Type [7 Silver]
Modded Enchantment, Double Type [9 Silver]
Resolve: {Roll on "Single Type Weapon"|Roll on "Dual Type Weapon"}
Enchantment: Roll on "Weapon Enchantments"
Mod: Roll on "Weapon Enchantments"
::
Resolve: {Roll on "Single Type Weapon"|Roll on "Dual Type Weapon"}
Enchantment: Roll on "Weapon Enchantments"
Mod: Roll on "Weapon Enchantments"
{%end%}
Protection
Special Armor [3 Silver]
Roll on "Special Armor"
Special Shield [4 Silver]
Roll on "Special Shield"
Enchanted Armor [3 Silver]
Roll on "Special Armor"
Enchantment: Roll on "Armor and Shield Enchantments"
Enchanted Shield [4 Silver]
Roll on "Special Shield"
Enchantment: Roll on "Armor and Shield Enchantments"
Tools
Roll on "Tools"
::
Roll on "Tools"
::
Roll on "Tools"
::
Roll on "Tools"
{%if level == {Upgraded}%}
Magic Staves [6 Silver]
When Staves are randomly generated with online tools, the GM must determine if the resulting techs are separate or if one is a mod of another, depending on their compatibility.
Magic Staves, while wielded, allow the user to perform Techniques following standard rules, unlike weapons, whose Techniques are bestowed through Energy-imbued attacks.
Randomized Staff
Roll on "Magic Staff"
Randomized Staff
Roll on "Magic Staff"
Artifacts
Randomized Artifact
Roll on "Artifact"
{%end%}
{%end%}
Subcharts
Feats (d87)
d87 | Result |
---|---|
1 |
Ankle Hunter: |
2 |
Anti-Air: |
3 |
Assassin: |
4 |
Ben’s Training: |
5 |
Calculated Sacrifice: |
6 |
Circling Offense: |
7 |
Combat Momentum: |
8 |
Crowd Control Expert: |
9 |
Improved Disarm: |
10 |
Relentless Assault: |
11 |
Shark: |
12 |
Sweeping Attack: A Sweeping Attack can also be used as a Trip attempt on multiple targets. |
13 |
Ghost Buster: |
14 |
Impulse Strike: |
15 |
Double-Edged Strength: |
16 |
Flurry: |
17 |
Judo: |
18 |
Knockout King: |
19 |
Sandman: |
20 |
Split Kick: |
21 |
Tornado Kick: A Tornado Kick can also be used as a Trip attempt on multiple targets. |
22 |
Resshūken |
23 |
Sweeper: |
24 |
Tasker’s Lock: |
25 |
Powerful Grapple: |
26 |
Pressure Point, Pain: |
27 |
Pressure Point, Vertigo: |
28 |
Pressure Point, Paralysis: |
29 |
Rocksteady: |
30 |
Rigid Defenses: |
31 |
Precision Parry: |
32 |
Dodger: |
33 |
Lightning Evasion: |
34 |
Improved Guard: |
35 |
Improved Deflection: |
36 |
Improved Evasion: |
37 |
Savior: Guard and Deflect may now be used to 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. |
38 |
Punching Bag: |
39 |
Leg Artist: |
40 |
Tough Guy: |
41 |
Drunkard’s Defense: |
42 |
Powerful Counterfire: For Melee on Melee Counterfire, the Counterfired Technique does not give the opponent time to react; i.e. the original aggressor may not take a Defensive Action if the Counterfire is successful. A Ranged Counterfire Technique used on a Melee Technique functions the same way. For ranged projectile on ranged projectile Counterfire, the aggressor’s attack must come in a straight line from their own position to hit the original aggressor, unless the Counterfired Technique has homing capabilities, otherwise, the Counterfire does carry on after overpowering the incoming Technique, and either lands on a random target/obstacle or dissipates after running out of range. |
43 |
Powerful Counterfield: |
44 |
Overwhelming Will: |
45 |
Combo Breaker: |
46 |
Miracle Step: |
47 |
Swimmer: |
48 |
Flash Movement: Performing it counts as your Movement option, and it grants you a +3 bonus on the first attack you perform on that round. It also grants the same bonus amount to other actions that would be enhanced by this type of movement, whether the benefit comes from the momentum itself or the lack of reaction time on the opponent’s part. Flash Movement cannot be performed on difficult to traverse terrain (slippery, full of trip hazards, etc.) without consequences. In such cases, there is a 80% chance of suffering an unfavorable outcome (the percent is adjusted at the GM’s discretion depending on the terrain). Flash Movement cannot be performed when affected by conditions that slow or hinder your movement, or when obstacles are present in between point A and point B. |
49 |
Handstand Master: |
50 |
Messenger: |
51 |
Quick Enhancements: |
52 |
Reactionary Enhancements: |
53 |
Interruptible Channeling: |
54 |
Chained Channeling: |
55 |
Illusionist: |
56 |
Summoner: |
57 |
True Potency: |
58 |
Calculated Opening: |
59 |
Reactionary Opening: |
60 |
Positioning: |
61 |
Reckless Start: |
62 |
Explosive Start: |
63 |
Final Effort: |
64 |
Patient: |
65 |
Lie Detector: |
66 |
Approximate Damage: This feat can be taken more than once to grant additional uses per day. |
67 |
Know Thy Enemy: |
68 |
Trackless: Additionally, Deduce checks performed to track you suffer a -5 penalty, and spying or tracking Techniques targeting you will always fail. |
69 |
Defensive Instincts: |
70 |
Revealing Senses: |
71 |
Prepared Support: |
72 |
Commander: |
73 |
Hasty Expansion: |
74 |
Massive Influence: |
75 |
Quick Form: |
76 |
Skip Form: |
77 |
Adaptive Resistance: |
78 |
Fast Food: |
79 |
Additional Shift: |
80 |
Mounted Combat: |
81 |
Dual Wielding Proficiency: |
82 |
Multitasker: |
83 |
Demolitions Expert: |
84 |
Ranger: |
85 |
Trapmaster: |
86 |
Marathoner: |
87 |
Offering: |