Elusive Sprites

Yu Yu Hakusho RPG: Remaining Memories

Generates an Elusive Sprite for Yu Yu Hakusho RPG's Remaining Memory campaign.

Result

{% sprite = {Spirit|Purity|Fortune|Wealth|Adoration} %}

{$sprite} Sprite

A highly elusive entity said to grant something special when captured.

Special Properties:

{%if sprite == {Spirit}%}
SPIRIT
Grants 1 Energy to each player character when caught.
Grants the full party a +5 bonus to Potency for the duration of the Memory.

{%elif sprite == {Purity}%}
PURITY
Purifies any number of player characters from curses (optional).
Prevents all curses for the duration of the Memory (optional).

{%elif sprite == {Fortune}%}
FORTUNE
Grants a reroll token to each player character when caught.
All characters in the party are blessed with Grand Fortune: the lowest possible result for any die rolled is always counted as the highest possible roll for the duration of this Memory.

{%elif sprite == {Wealth}%}
WEALTH
Grants the party 1 Gold Coin of Zxolot when caught.

{%elif sprite == {Adoration}%}
ADORATION
Acts as conduit for 3 chosen altars.

{%end%}

Roll on "Sprite Stats"

Signature Technique:

Roll on "Sprite Techniques"


Subcharts

Sprite Techniques (d40)

d40 Result

1

SUBSTITUTE (TECHNIQUE)

Famously used by shinobi, the substitute Technique makes it so that an object takes the punishment that was intended for the user.

BASE

Technique Type: Combat
Performance: Defensive Action
Delivery: Self
Effect Type: Conjuration

Substitute can be activated as a Defensive Action, appearing in front of the user and taking all punishment intended for them. Unlike the standard Defensive Actions, substitute can be made to take the effects of Selective Techniques. Punishment also does take each individual hit of a Full Attack. The punishment-absorbing object disappears after 2 rounds.

Substitute cannot be made to take the damage of self-induced effects, nor can it be made to take the punishment of effects already active on the user.

Substitute can be Modified by techniques such as Teleportation and Invisibility, allowing them to trigger as a Defensive Action alongside Substitute, causing not only the object to take the punishment intended for the user, but to immediately move the user either out of sight or out of range of any potential follow ups.

2

ENHANCE DEFENSES (TECHNIQUE)

Enhances the user’s defensive instincts.

BASE

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

The affected target’s Guard, Deflect, and Evade are enhanced for the Technique’s duration. How is it, exactly, that the Technique is improving the target’s reflexes is left up to the player’s design, but the mechanics represent themselves as a +5 bonus to all three primary Defensive Actions.

3

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: 50ft.
Size: 35ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 2 minutes (20 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: 60

4

INTANGIBLE (TECHNIQUE)

A technique that makes the user intangible, for a brief moment.

BASE

Technique Type: Combat, Specialty
Performance: Defensive Action or Move Action
Delivery: Self
Effect Type: Instant

As a Move Action, it allows the user to pass through physical obstacles, while as a Defensive Action, it dodges any non-energy-imbued attack without fail. Any Prepared Attacks triggered as a Move Action are avoided as long as they are not energy imbued.

5

TORNADO SPIN (TECHNIQUE)

With a powerful and rapid spin, the user is able to deflect incoming threats.

BASE

Technique Type: Combat
Performance: Defensive Action
Effect Type: Instant

As a Defensive Action, Tornado Spin can be used to deflect threats hailing from Techniques and natural hazards alike. The Technique’s effect behaves as an automatically successful Deflection, but they do not benefit from any feats or advantages that specifically enhance said Deflection skill.

In addition to its primary effect, Tornado Spin can also be used to blow away any gas surrounding the user, and may also free the user from a grapple or any binds if the user’s [Potency + 1d20] is higher than that of their respective DC.

UPGRADES

Knockdown: Those adjacent to the user must roll for Guard as a saving throw pinned against the user’s Potency to prevent from being Downed by the spin’s powerful force. If the user is performing a Prolonged Spin (see other upgrades), those that pass adjacent to the user also prompt this Saving Throw.

Prolonged Spin: When performed, the user of Tornado Spin may choose to continue spinning until the start of their next turn, automatically applying a successful Deflect to any incoming threats.

6

POWERED JUMP (TECHNIQUE)

An energy-powered leap used to cross great distances and add momentum to melee attacks.

BASE

Technique Type: Combat
Performance: Movement
Delivery: Self
Range: 120ft.
Effect Type: Instant

Powered Jump is an action that can be used alongside standard Movement. Aside from the usual Energy consumed for performing a Technique, half of the user’s standard Movement is also consumed to perform it. The user leaps a distance of up to 60ft. (or its currently upgraded Range), and they can make use of the powerful force behind it by applying it to a follow-up melee attack.

This follow-up melee attack benefits from a Potency bonus on top of any Potency bonuses added by imbuing the attack itself with Energy (i.e, in such cases, double the user’s Potency is applied). This same bonus applies to momentum-based Techniques with a delivery of ‘Contact’. Only the first strike in a series of momentum-based physical attacks receives the added bonuses of Powerful Jump, and these bonuses are only applied upon jumping a minimum of 60ft.

7

REDUCE PRESENCE (TECHNIQUE)  (Runs away through the Memory's creatures)

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.

8

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: +5 Energy

9

GALE (TECHNIQUE)

A strong burst of wind emanating from the user.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Wave
Range: 100ft.
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.

UPGRADES

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.

10

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: 200ft. 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.

11

SHOCKWAVE (TECHNIQUE)

A Technique that staggers all of those who come in contact with its effects.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Wave
Range: 40ft.
Effect Type: Instant
Saving Throw: User’s Potency VS Target’s Resistance

Shockwave comes out in a cone-like manner, as all Wave Techniques do, and prompts a Resistance check on all targets within its range, be them friend or foe, a failure causing them to be Staggered for 1 round.

As a prepared action, Shockwave can be used to interrupt Attacks and Techniques the moment the target is channeling energy for their usage, stopping them before they’re executed, but nevertheless consuming their energy cost (this effect cancels the rest of a Full Attack or any other similar barrage of attacks, and does not require the target be Staggered successfully).

UPGRADES

Resolve: {Heavy Wave: Shockwave now Downs any targets who failed their Resistance check, also knocking them away a distance of up to 5ft. per the user’s Potency.|Deflector Wave: Shockwave can now be used to reflect Projectiles and Wave techniques as a Prepared Action, adding the user’s Potency to its damage formula.}

12

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: 200ft. 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.

13

ANIMATE OBJECT (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 20ft.
Size: Object of up to 30ft.
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 3 minute (30 rounds)

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

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

14

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.

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.

15

MALLEABLE BODY (TECHNIQUE)

The user’s body can twist and contort in all sorts of different ways while this technique is active.

BASE

Technique Type: Combat / Specialty
Performance: Standard Action
Delivery: Self
Reach: 15ft.
Effect Type: Passive Channeling
Duration Tier (DT): S
Duration: 3 rounds

For every round it is active, the user of this technique benefits from a +5 on evasion and grapple-related actions. Additionally, their body can stretch in such a way that they are able to reach 5ft. further than usual, an amount that can be increased with upgrades. Last but not least, the user is able to squeeze themselves through all sorts of narrow and tight spaces that they would otherwise not be able to.

This technique does not allow the user to split in any way, shape, or form.

UPGRADES

Snap Back: You have learned to implement your elasticity into your attacks, benefiting from a +5 bonus while under the effects of this technique.

16

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: 100ft.
Size: 100ft.
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.

17

TELEPORTATION (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Movement
Range: 80ft.
Effect type: Instant

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

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

18

TAG IN (TECHNIQUE) (Switches places with nearby creatures)

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: 60ft.
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.

19

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: 100ft.
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.

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.

20

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.

21

BLIND (TECHNIQUE)

A Technique that blinds its target.

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 40ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 6 rounds
Saving Throw: User’s Potency VS Target’s Willpower

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

22

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: 40ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 2 minutes (20 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.

23

FEAR (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Selective
Range: 60ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 12 rounds
Saving Throw: User’s Willpower VS Target’s Willpower

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

24

PETRIFY (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Full Round Action
Delivery: Wave (single target, see description)
Range: 45ft. long cone
Effect Type: Lingering
Duration Tier (DT): H
Duration: ∞
Saving Throw: User’s [Potency] VS Target’s [Resistance]

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

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

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

UPGRADE

Additional Target: 5

25

SLOW (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Field
Range: 30ft.
Size: 60ft. radius
Effect Type: Lingering
Duration Tier (DT): Mn
Duration: 2 minute (20 rounds)

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

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

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

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

26

LAUGHTER (TECHNIQUE)

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

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Selective
Range: 30ft.
Effect Type: Lingering
Duration Tier (DT): S
Duration: 6 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.

27

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: 120ft. (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.

UPGRADE

Graceful Flight: Evasion attempts performed during flight benefit from a +3 bonus.

28

SHADOW WALK (TECHNIQUE)

An elusive and hasty way of moving, typical of vampires and other dark beings.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Lingering
Duration: 1 round

There being no popular general term for the type of super-speed that vampires typically employ in popular fiction, one in which they will move from one spot to another at an unusual speed despite sometimes seeming as if they were just walking, it has been deemed as Shadow Walk in this system.

Shadow Walk is performed by using the Movement part of one’s turn, which is doubled for this Technique. the elusive movement granting a +10 to the user’s Evasion during this round.

Shadow Walk can be employed alongside other Movement Techniques that are already being channeled.

UPGRADES

Movement Upgrade: Movement is now tripled instead of doubled.

29

SURFACE ADHESION (TECHNIQUE)

A technique that opens up the option of using walls, ceilings, and other surfaces to traverse and perform maneuvers.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Passive Channeling
Duration: 1 round

Surface Adhesion is a movement technique that expands the user’s available maneuvering options by allowing them to traverse across walls, ceilings, and other surfaces otherwise unavailable due to the nature of gravity.

Surface Adhesion is also used to maintain a solid balance/grip when traversing through slippery or uneven surfaces, through powerful winds, or when the current location is suffering from tremors or other forms of violent motion. It can also be used to prevent being knocked down by such forces as well as by any physical blows received, any attempts to resist so benefiting from a +5 bonus due to the strong bond between the user and the surface. Grapple attempts in general also benefit from just as much of a bonus to their rolls. Last but not least, successful Deflections on melee attacks lead to a free Grapple attempt when successful, but only if they are performed with the user’s hands, feet, or other designated organ designated for Surface Adhesion.

UPGRADES

Improved Grip: +5 bonus is increased to +10

30

AFTERIMAGE (TECHNIQUE)

The user moves almost instantaneously from point A to point B, leaving behind an image of themselves that is almost indistinguishable from the real deal, even when being sensed.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Effect Type: Lingering
Duration: 1 round
Saving Throw: User’s Evasion VS Target’s Deduce

Upon using this Technique, the user moves almost instantaneously from point A to point B, leaving behind an image of themselves for a brief moment. For the time this image is there, it retains enough of the user’s energy signature that it is almost indistinguishable from the real deal, even when accounting for spiritual sensory.

Subjects must roll a Deduce check pinned against the user’s Evasion to catch the user’s movement, consequentially seeing through the Technique. Of course, the user must be able to move out of visual range for this illusion to function in the first place.

This Technique allows the user to move up to double their regular Movement and lasts until the start of their next turn. Naturally, it must be physically possible for the user to move to their target spot in the first place for the Technique to be possible.

UPGRADES

Movement Upgrade: Movement is now tripled instead of doubled.

31

SKATE (TECHNIQUE)

Allows the user to skate along a surface through the use of energy, protected from certain properties said surface might have.

BASE

Technique Type: Combat / Specialty
Performance: Movement
Delivery: Self
Range: User’s Movement
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 1 Minute (10 rounds)

A pretty straightforward Technique that allows the user to substitute their regular movement for a form of energy-enabled skating. Energy concentrated on the bottom of the user’s feet protects them from otherwise dangerous terrain, ignoring not only potential damage but also miscellaneous properties such as stickiness and slipperiness. This form of skating also allows them to traverse over non-solid surfaces such as water or quicksand.

As with regular movement, the user may double it by using a Full Round Action.

32

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: 60ft. 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.

33

SMOKE SCREEN (TECHNIQUE)

A Smoke Screen is used to mask the movement or location of those within or beyond it.

BASE

Technique Type: Combat, Specialty, Support
Performance: Standard Action
Delivery: Field
Range: 30ft.
Size: 60ft. radius
Effect Type: Lingering
Duration Tier (DT): S
Duration: 3 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.

34

NET (TECHNIQUE)

A Technique used to immobilize or capture its target.

BASE

Technique Type: Combat
Performance: Standard Action
Delivery: Projectile
Range: 60ft.
Size: 30ft. radius
Effect Type: Lingering
Duration Tier (DT): H
Duration: 1 hour

The user of Net fires the Energy-powered web, goo, or other similar capture device/substance towards a location of their choice, the Technique prompting a Defensive Action from all within its radius, using said location as its center point, pinned against the user’s Ranged Attack Roll [1d20 + Sense + Martial], as is standard with all Projectile Techniques. Net may not be Guarded or Deflected, only Evaded or Counterfired, and can be difficult to distinguish from a regular Energy blast, causing many to become its victim by choosing the wrong Defensive Action.

A captured target is considered Helpless, but they may attempt to break free on their turn by using 1 Energy charge to prompt opposed Potency Rolls between them and Net’s user. Likewise, an ally could attempt the same to free their friend.

35

ILLUSION (TECHNIQUE)

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

BASE

Technique Type: Specialty
Performance: Standard Action
Delivery: Conjuration
Range: 100ft.
Size: 30ft.
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.

UPGRADES

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.

36

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: 5 minute (50 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.

37

MANIFEST SOUND (TECHNIQUE)

Conjures up a custom sound on the select location.

BASE

Technique Type: Specialty / Support
Performance: Standard Action
Delivery: Field (Special)
Range: 30ft. (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.

UPGRADES

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.

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.

38

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.

39

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: 100ft. radius
Effect Type: Passive Channeling
Duration Tier (DT): Mn
Duration: 10 minutes (100 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.

40

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: 100ft.
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.

Sprite Stats (d1)

Result

{# Assigns properties based on the creature's type. #}

{% stat_mod = {9} %}

{# Individual stat mods are 0 by default. #}

{% physique_mod = {0} %}

{% martial_mod = {0} %}

{% spiritlevel_mod = {0} %}

{% capacity_mod = {0} %}

{% constitution_mod = {0} %}

{% intellect_mod = {0} %}

{% sensory_mod = {0} %}

{# Assigns the creature's primary stats. #}

{% spiritlevel_mod = {$stat_mod} %}

{% sensory_mod = {$stat_mod} %}

{# Assigns stats. #}

{% physique = {0}%}{% martial = {0} %}{% spiritlevel = {1d6 +{$spiritlevel_mod}} %}{% capacity = {20} %}{% constitution = {0} %}{% intellect = {1d4 + {$intellect_mod}} %}{% sensory = {1d6 + {$sensory_mod}} %}

{# Calculates Skills and Potency. #}

{% potency = {{$spiritlevel} + {$constitution}} %}

{% guard = {{$physique} + {$constitution}} %}

{% deflection = {{$physique} + {$martial}} %}

{% evasion = {{$physique} + {$sensory}} %}

{% cunning = {{$intellect} + {$sensory}} %}

{% deduce = {{$intellect} + {$sensory}} %}

{% resistance = {{$physique} + {$constitution}} %}

{% willpower = {{$spiritlevel} + {$sensory}} %}

{# Calculates unarmed damage output based on physique. #}

{%if physique == {0}%}{% damage_output = "d4" %}

{%elif physique == {1} or physique == {2} or physique == {3}%}{% damage_output = "d6" %}

{%elif physique == {4} or physique == {5} or physique == {6}%}{% damage_output = "d8" %}

{%elif physique == {7} or physique == {8} or physique == {9}%}{% damage_output = "d10" %}

{%else%}

{% damage_output = "d12" %}

{%end%}

{# Calculates Full Attack based on martial. #}

{%if martial == {0}%}{% full_attack = 1 %}

{%elif martial == {1} or martial == {2} or martial == {3}%}{% full_attack = 2 %}

{%elif martial == {4} or martial == {5} or martial == {6}%}{% full_attack = 3 %}

{%elif martial == {7} or martial == {8} or martial == {9}%}{% full_attack = 4 %}

{%else%}

{% full_attack = 5 %}

{%end%}

Base Attributes:

Physique {$physique}, Martial {$martial}, Spirit Level/Demonic Force {$spiritlevel} , Capacity {$capacity}, Constitution {$constitution}, Intellect {$intellect}, Sensory {$sensory}

HP Roll 1d4, Energy {$capacity}, Sense Roll {$spiritlevel} + {$sensory}/ Roll {$spiritlevel} + {$sensory}0ft., Potency {$potency}, Initiative Roll {$physique} + {$sensory}, Movement Roll 20 + 5 * {$physique}ft.

Skills:

Guard 0/Roll 0 + {$potency}, Deflection {$deflection}/Roll {$deflection} + {$potency}, Evasion {$evasion}/Roll {$evasion} + {$potency}, Cunning {$cunning}, Deduce {$deduce}, Resistance {$resistance}, Willpower {$willpower}