New Memory Delver

Yu Yu Hakusho RPG: Remaining Memories

Used to generate new Delvers for the Yu Yu Hakusho RPG: Remaining Memories setting.

Unlike generating NPCs for the base system, this generator creates characters that harbor no Techniques or special features outside of their starting ones and Signature abilities.

This chart uses input variables
  • level
Result

{# A lot of code here that isn't being used, which is mostly remnant of cloning it from the base NPC gen version. Most will be cleaned at some point, but a lot will be left in case it needs to be used in a future update to this chart. #}

{# Assigns several key things based on character level. #}
{# t_upgrade_tier has been capped in this version of the gen, since new char's techs start from scratch (except for Signature Move). range_mod as well. #}
{% forgone_tech_upgrade_bonus6 = {0} %}{% favored_stat_mod = 0 %}{% forgone_attribute_bonus1_stat1 = {0} %}{% forgone_attribute_bonus1_stat2 = {0} %}{% forgone_attribute_bonus1_stat3 = {0} %}{% spirit_adept_feat = 0 %}{% forgone_attribute_bonus2_stat1 = {0} %}{% forgone_attribute_bonus2_stat2 = {0} %}{% forgone_attribute_bonus2_stat3 = {0} %}{%range_mod=0%}{% rules = {1} %}{% companion_bonus = {0} %}{% techs = {1} %}{%end%}
{% forgone_attribute_bonus5_stat3 = {0} %}{% favored_stat_mod = 1 %}{% forgone_attribute_bonus6_stat1 = {0} %}{% forgone_attribute_bonus6_stat2 = {0} %}{% forgone_attribute_bonus6_stat3 = {0} %}{% spirit_adept_feat = 0 %}{% forgone_attribute_bonus_stat1 = {0} %}{% forgone_attribute_bonus_stat2 = {0} %}{% forgone_attribute_bonus_stat3 = {0} %}{%range_mod=0%}{% rules = {1} %}{% companion_bonus = {0} %}{% techs = {1} %}{%end%}
{%if level == {3}%}{% favored_stat_mod = 1 %}{% regular_stat_mod = 0 %}{% energy_per_level = 1 %}{% feats = 2 %}{% spirit_adept_feat = 0 %}{% detective_tools = 1 %}{% lvl_t_upgrade_tier = 0 %}{% signature_upgrade_tier = 2 %}{%range_mod=0%}{% rules = {1} %}{% companion_bonus = {0} %}{% techs = {1} %}{%end%}
{%if level == {4}%}{% forgone_attribute_bonus_stat3 = {{$forgone_attribute_bonus1_stat3} + {$forgone_attribute_bonus2_stat3} + {$forgone_attribute_bonus3_stat3} + {$forgone_attribute_bonus4_stat3} + {$forgone_attribute_bonus5_stat3} + {$forgone_attribute_bonus6_stat3}} %}{% regular_stat_mod = 0 %}{% energy_per_level = 1 %}{% feats = 2 %}{% mod_likelyhood_total = {{$mod_likelyhood_2} + {$mod_likelyhood_3} + {$mod_likelyhood_4} + {$mod_likelyhood_5} + {$mod_likelyhood_6}} %}{% detective_tools = 2 %}{% lvl_t_upgrade_tier = 0 %}{% signature_upgrade_tier = 2 %}{%range_mod=0%}{% rules = {1} %}{% companion_bonus = {0} %}{% techs = {2} %}{%end%}
{%if level == {5}%}{% favored_stat_mod = 1 %}{% regular_stat_mod = 0 %}{% energy_per_level = 1 %}{% feats = 2 %}{%select_type = {random}%}{% detective_tools = 2 %}{% lvl_t_upgrade_tier = 0 %}{% signature_upgrade_tier = 3 %}{%range_mod=0%}{% rules = {1} %}{% companion_bonus = {0} %}{% techs = {2} %}{%end%}
{%if level == {6}%}{% favored_stat_mod = 1 %}{% regular_stat_mod = 0 %}{% energy_per_level = 2 %}{% feats = 3 %}{% spirit_adept_feat = 1 %}{% detective_tools = 2 %}{% lvl_t_upgrade_tier = 0 %}{% signature_upgrade_tier = 3 %}{%range_mod=0%}{% rules = {1} %}{% companion_bonus = {1} %}{% techs = {2} %}{%end%}
{%if level == {7}%}{% favored_stat_mod = 2 %}{% regular_stat_mod = 0 %}{% energy_per_level = 2 %}{% feats = 3 %}{% spirit_adept_feat = 1 %}{% detective_tools = 2 %}{% lvl_t_upgrade_tier = 0 %}{% signature_upgrade_tier = 4 %}{%range_mod=0%}{% rules = {1} %}{% companion_bonus = {1} %}{% techs = {3} %}{%end%}
{%if level == {8}%}{% secondform = {OFF} %}{% regular_stat_mod = 0 %}{% energy_per_level = 2 %}{% feats = 3 %}{% trueform_d = {8 + {$feralsavageboost}} %}{% detective_tools = 3 %}{% ytrait = "NA" %}{% signature_upgrade_tier = 4 %}{%range_mod=0%}{% rules = {1|2} %}{% companion_bonus = {1} %}{% techs = {3} %}{%end%}
{%if level == {9}%}{% favored_stat_mod = 2 %}{% regular_stat_mod = 0 %}{% energy_per_level = 3 %}{% feats = 4 %}{% spirit_adept_feat = 2 %}{% detective_tools = 3 %}{% lvl_t_upgrade_tier = 0 %}{% signature_upgrade_tier = 5 %}{%range_mod=0%}{% rules = {1|2} %}{% companion_bonus = {1} %}{% techs = {3} %}{%end%}
{%if level == {10}%}{% favored_stat_mod = 2 %}{% regular_stat_mod = 1 %}{% potency = {{$spiritlevel} + {$constitution}} %}{% feats = 4 %}{% guard = {{$physique} + {$constitution}} %}{% detective_tools = 3 %}{% deflection = {{$physique} + {$martial}} %}{% signature_upgrade_tier = 5 %}{%range_mod=0%}{% rules = {1|2} %}{% companion_bonus = {1} %}{% techs = {4} %}{%end%}
{%if level == {11}%}{% favored_stat_mod = 2 %}{% regular_stat_mod = 1 %}{% energy_per_level = 3 %}{% feats = 4 %}{% spirit_adept_feat = 2 %}{% detective_tools = 3 %}{% lvl_t_upgrade_tier = 0 %}{% signature_upgrade_tier = 6 %}{%range_mod=0%}{% rules = {1|2} %}{% companion_bonus = {1} %}{% techs = {4} %}{%end%}
{%if level == {12}%}{% favored_stat_mod = 3 %}{% regular_stat_mod = 1 %}{% energy_per_level = 4 %}{% feats = 5 %}{% spirit_adept_feat = 3 %}{% detective_tools = 4 %}{% lvl_t_upgrade_tier = 0 %}{% signature_upgrade_tier = 6 %}{%range_mod=0%}{% rules = {1|2} %}{% companion_bonus = {2} %}{% techs = {4} %}{%end%}
{%if level == {13}%}{% favored_stat_mod = 3 %}{% regular_stat_mod = 1 %}{% energy_per_level = 4 %}{% feats = 5 %}{% spirit_adept_feat = 3 %}{% detective_tools = 4 %}{% Offering = "OFF" %}{% Marathoner = "OFF" %}{%range_mod=0%}{% rules = {1|2} %}{% companion_bonus = {2} %}{% techs = {5} %}{%end%}
{% Message_from_Beyond = "OFF" %}{% Additional_Shift = "OFF" %}{% Fast_Food = "OFF" %}{% Savage = "OFF" %}{% Feral = "OFF" %}{% Skip_Form = "OFF" %}{% Quick_Form = "OFF" %}{% Massive_Influence = "OFF" %}{% Hasty_Expansion = "OFF" %}{%range_mod=0%}{% rules = {1|2} %}{% companion_bonus = {2} %}{% techs = {5} %}{%end%}
{% Lie_Detector = "OFF" %}{% Patient = "OFF" %}{% Final_Effort = "OFF" %}{% Explosive_Start = "OFF" %}{% Reckless_Start = "OFF" %}{% Reactionary_Opening = "OFF" %}{% Calculated_Opening = "OFF" %}{% True_Potency = "OFF" %}{% Summoner = "OFF" %}{%range_mod=0%}{% rules = {1|2|3} %}{% companion_bonus = {2} %}{% techs = {5} %}{%end%}
{% Overwhelming_Will = "OFF" %}{% Powerful_Counterfield = "OFF" %}{% Powerful_Counterfire = "OFF" %}{% drunkards_defense = "OFF" %}{% Tough_Guy = "OFF" %}{% Leg_Artist = "OFF" %}{% Punching_Bag = "OFF" %}{% Savior= "OFF" %}{% Improved_Evasion = "OFF" %}{%range_mod=0%}{% rules = {1|2|3} %}{% companion_bonus = {2} %}{% techs = {6} %}{%end%}
{% Taskers_Lock = "OFF" %}{% Sweeper = "OFF" %}{% Resshuken= "OFF" %}{% Tornado_Kick = "OFF" %}{% Split_Kick= "OFF" %}{% Sandman = "OFF" %}{% Knockout_King = "OFF" %}{% Judo = "OFF" %}{% Flurry = "OFF" %}{%range_mod=0%}{% rules = {1|2|3} %}{% companion_bonus = {2} %}{% techs = {6} %}{%end%}
{% Bens_Training= "OFF" %}{% Assassin= "OFF" %}{% Anti_Air = "OFF" %}{% Ankle_Hunter = "OFF" %}{% Adaptive_Resistance = "OFF" %}{% spirit_adept_feat = 4 %}{% detective_tools = 5 %}{% lvl_t_upgrade_tier = 0 %}{% signature_upgrade_tier = 9 %}{%range_mod=0%}{% rules = {1|2|3} %}{% companion_bonus = {3} %}{% techs = {6} %}{%end%}
{%if level == {19}%}{% favored_stat_mod = 4 %}{% regular_stat_mod = 1 %}{% energy_per_level = 6 %}{% feats = 7 %}{% spirit_adept_feat = 4 %}{% detective_tools = 5 %}{% lvl_t_upgrade_tier = 0 %}{% signature_upgrade_tier = 10 %}{%range_mod=0%}{% rules = {1|2|3} %}{% companion_bonus = {3} %}{% techs = {6} %}{%end%}
{%if level == {20}%}{% favored_stat_mod = 5 %}{% regular_stat_mod = 2 %}{% energy_per_level = 6 %}{% feats = 7 %}{% spirit_adept_feat = 5 %}{% detective_tools = 6 %}{% lvl_t_upgrade_tier = 0 %}{% signature_upgrade_tier = 10 %}{%range_mod=0%}{%if ytrait == {flight}%}{% companion_bonus = {4} %}{% techs = {6} %}{%end%}

{# Determines if character forgoes a number of Techs for extra Upgrades and Base Attributes instead, and distributes them accordingly. #}
{% tech1 = {OFF} %}{% tech2 = {OFF} %}{% tech3 = {OFF} %}{% tech4 = {OFF} %}{% tech5 = {OFF} %}{% tech6 = {OFF} %}{% tech7 = {OFF} %}
{% forgone_tech_upgrade_bonus1 = {0} %}{% forgone_tech_upgrade_bonus2 = {0} %}{% forgone_tech_upgrade_bonus3 = {0} %}{% forgone_tech_upgrade_bonus4 = {0} %}{% forgone_tech_upgrade_bonus5 = {0} %}{% forgone_tech_upgrade_bonus6 = {0} %}
{% forgone_attribute_bonus1_stat1 = {0} %}{% forgone_attribute_bonus1_stat2 = {0} %}{% forgone_attribute_bonus1_stat3 = {0} %}
{% forgone_attribute_bonus2_stat1 = {0} %}{% forgone_attribute_bonus2_stat2 = {0} %}{% forgone_attribute_bonus2_stat3 = {0} %}
{% forgone_attribute_bonus3_stat1 = {0} %}{% forgone_attribute_bonus3_stat2 = {0} %}{% forgone_attribute_bonus3_stat3 = {0} %}
{% forgone_attribute_bonus4_stat1 = {0} %}{% forgone_attribute_bonus4_stat2 = {0} %}{% forgone_attribute_bonus4_stat3 = {0} %}
{% forgone_attribute_bonus5_stat1 = {0} %}{% forgone_attribute_bonus5_stat2 = {0} %}{% forgone_attribute_bonus5_stat3 = {0} %}
{% forgone_attribute_bonus6_stat1 = {0} %}{% forgone_attribute_bonus6_stat2 = {0} %}{% forgone_attribute_bonus6_stat3 = {0} %}
{% forgone_attribute_bonus_stat1 = {0} %}{% forgone_attribute_bonus_stat2 = {0} %}{% forgone_attribute_bonus_stat3 = {0} %}{% forgone_attribute_bonus_stat4 = {0} %}{% forgone_attribute_bonus_stat5 = {0} %}{% forgone_attribute_bonus_stat6 = {0} %}
{% mod_likelyhood_2 = {0} %}{% mod_likelyhood_3 = {0} %}{% mod_likelyhood_4 = {0} %}{% mod_likelyhood_5 = {0} %}{% mod_likelyhood_6 = {0} %}

{%if techs >= {1}%}
{% tech1 = {ON} %}
{%end%}

{%if techs >= {2}%}
Resolve: {75%?{% tech2 = {ON} %}|{% forgone_tech_upgrade_bonus2 = {1} %}}
{%if tech2 == {OFF}%}
Resolve: {12%?{% forgone_attribute_bonus2_stat1 = {2} %}|12%?{% forgone_attribute_bonus2_stat2 = {2} %}|12%?{% forgone_attribute_bonus2_stat3 = {2} %}|64%?{% mod_likelyhood_2 = {1} %}}
{%end%}
{%end%}

{%if techs >= {3}%}
Resolve: {75%?{% tech3 = {ON} %}|{% forgone_tech_upgrade_bonus3 = {1} %}}
{%if tech3 == {OFF}%}
Resolve: {12%?{% forgone_attribute_bonus3_stat1 = {2} %}|12%?{% forgone_attribute_bonus3_stat2 = {2} %}|12%?{% forgone_attribute_bonus3_stat3 = {2} %}|64%?{% mod_likelyhood_3 = {1} %}}
{%end%}
{%end%}

{%if techs >= {4}%}
Resolve: {75%?{% tech4 = {ON} %}|{% forgone_tech_upgrade_bonus4 = {1} %}}
{%if tech4 == {OFF}%}
Resolve: {12%?{% forgone_attribute_bonus4_stat1 = {2} %}|12%?{% forgone_attribute_bonus4_stat2 = {2} %}|12%?{% forgone_attribute_bonus4_stat3 = {2} %}|64%?{% mod_likelyhood_4 = {1} %}}
{%end%}
{%end%}

{%if techs >= {5}%}
Resolve: {75%?{% tech5 = {ON} %}|{% forgone_tech_upgrade_bonus5 = {1} %}}
{%if tech5 == {OFF}%}
Resolve: {12%?{% forgone_attribute_bonus5_stat1 = {2} %}|12%?{% forgone_attribute_bonus5_stat2 = {2} %}|12%?{% forgone_attribute_bonus5_stat3 = {2} %}|64%?{% mod_likelyhood_5 = {1} %}}
{%end%}
{%end%}

{%if techs >= {6}%}
Resolve: {75%?{% tech6 = {ON} %}|{% forgone_tech_upgrade_bonus6 = {1} %}}
{%if tech6 == {OFF}%}
Resolve: {12%?{% forgone_attribute_bonus6_stat1 = {2} %}|12%?{% forgone_attribute_bonus6_stat2 = {2} %}|12%?{% forgone_attribute_bonus6_stat3 = {2} %}|64%?{% mod_likelyhood_6 = {1} %}}
{%end%}
{%end%}

{# Sums up forgone tech bonuses to Tech Upgrades. #}
{% t_upgrade_tier = {{$lvl_t_upgrade_tier} + {$forgone_tech_upgrade_bonus1} + {$forgone_tech_upgrade_bonus2} + {$forgone_tech_upgrade_bonus3} + {$forgone_tech_upgrade_bonus4} + {$forgone_tech_upgrade_bonus5} + {$forgone_tech_upgrade_bonus6}} %}

{# Sums up forgone tech bonuses to Base Attributes. #}
{% forgone_attribute_bonus_stat1 = {{$forgone_attribute_bonus1_stat1} + {$forgone_attribute_bonus2_stat1} + {$forgone_attribute_bonus3_stat1} + {$forgone_attribute_bonus4_stat1} + {$forgone_attribute_bonus5_stat1} + {$forgone_attribute_bonus6_stat1}} %}
{% forgone_attribute_bonus_stat2 = {{$forgone_attribute_bonus1_stat2} + {$forgone_attribute_bonus2_stat2} + {$forgone_attribute_bonus3_stat2} + {$forgone_attribute_bonus4_stat2} + {$forgone_attribute_bonus5_stat2} + {$forgone_attribute_bonus6_stat2}} %}
{% forgone_attribute_bonus_stat3 = {{$forgone_attribute_bonus1_stat3} + {$forgone_attribute_bonus2_stat3} + {$forgone_attribute_bonus3_stat3} + {$forgone_attribute_bonus4_stat3} + {$forgone_attribute_bonus5_stat3} + {$forgone_attribute_bonus6_stat3}} %}

{# Sums up forgone tech mod likelyhood bonus. #}
{% mod_likelyhood_total = {{$mod_likelyhood_2} + {$mod_likelyhood_3} + {$mod_likelyhood_4} + {$mod_likelyhood_5} + {$mod_likelyhood_6}} %}

{# Class is always random because in this setting players don't choose. #}
{%select_class = {random}%}

{%if select_class == {random}%}
Resolve: {{% class = "Spirit Adept" %}|{% class = "Territory Master" %}|{% class = "Yokai" %}|{% class = "Spirit Guide" %}}
{%end%}

{%if select_class == {Spirit Adept}%}
{% class = "Spirit Adept" %}
{%end%}

{%if select_class == {Yokai}%}
{% class = "Yokai" %}
{%end%}

{%if select_class == {Territory Master}%}
{% class = "Territory Master" %}
{%end%}

{%if select_class == {Spirit Guide}%}
{% class = "Spirit Guide" %}
{%end%}

{# Selects an orientation for the character's strengths. #}
{# Type is always random for characters in this setting. #}
{%select_type = {random}%}

{# Assigns stats based on type selected. #}
{%if select_type == {physically offensive}%}{% type = "physically offensive" %}{%end%}
{%if select_type == {physically defensive}%}{% type = "physically defensive" %}{%end%}
{%if select_type == {physically balanced}%}{% type = "physically balanced" %}{%end%}
{%if select_type == {spiritually offensive}%}{% type = "spiritually offensive" %}{%end%}
{%if select_type == {spiritually defensive}%}{% type = "spiritually defensive" %}{%end%}
{%if select_type == {spiritually balanced}%}{% type = "spiritually balanced" %}{%end%}
{%if select_type == {intellectually offensive}%}{% type = "intellectually offensive" %}{%end%}
{%if select_type == {intellectually defensive}%}{% type = "intellectually defensive" %}{%end%}
{%if select_type == {intellectually balanced}%}{% type = "intellectually balanced" %}{%end%}
{%if select_type == {random}%}
Resolve: {{% type = "physically offensive" %}|{% type = "physically defensive" %}|{% type = "physically balanced" %}|{% type = "spiritually offensive" %}|{% type = "spiritually defensive" %}|{% type = "spiritually balanced" %}|{% type = "intellectually offensive" %}|{% type = "intellectually defensive" %}|{% type = "intellectually balanced" %}}
{%end%}

{%if type == {physically offensive}%}
{% physique = {1d4 + 1 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat1}} %} {% martial = {1d4 + 1 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat2}} %}{% spiritlevel = {1d4 + 1 + {$regular_stat_mod} + {$forgone_attribute_bonus_stat3}} %}
{% constitution = {1d3 + {$regular_stat_mod}} %}{% sensory = {1d3 + {$regular_stat_mod}} %}
{% intellect = {1d2 -1 + {$regular_stat_mod}} %}{% capacity = {1d2 -1 + {$regular_stat_mod}} %}
{%end%}

{%if type == {physically defensive}%}
{% physique = {1d4 + 1 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat1}} %} {% constitution = {1d4 + 1 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat2}} %}{% spiritlevel = {1d4 + 1 + {$regular_stat_mod} + {$forgone_attribute_bonus_stat3}} %}
{% martial = {1d3 + {$regular_stat_mod}} %}{% sensory = {1d3 + {$regular_stat_mod}} %}
{% capacity = {1d2 -1 + {$regular_stat_mod}} %}{% intellect = {1d2 -1 + {$regular_stat_mod}} %}
{%end%}

{%if type == {physically balanced}%}
{% physique = {1d3 + 2 + {$favored_stat_mod}} %}
{% spiritlevel = {1d3 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat1}} %}{% constitution = {1d3 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat2}} %}{% martial = {1d3 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat3}} %}
{% intellect = {1d2 -1 + {$regular_stat_mod}} %}{% capacity = {1d2 -1 + {$regular_stat_mod}} %}{% sensory = {1d3 + {$regular_stat_mod}} %}
{%end%}

{%if type == {spiritually offensive}%}
{% spiritlevel = {1d4 + 1 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat1}} %} {% capacity = {1d4 + 1 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat2}} %}{% constitution = {1d4 + 1+ {$regular_stat_mod} + {$forgone_attribute_bonus_stat3}} %}
{% martial = {1d3 + {$regular_stat_mod}} %}{% sensory = {1d3 + {$regular_stat_mod}} %}
{% physique = {1d2 -1 + {$regular_stat_mod}} %}{% intellect = {1d2 -1 + {$regular_stat_mod}} %}
{%end%}

{%if type == {spiritually defensive}%}
{% spiritlevel = {1d4 + 1 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat1}} %} {% sensory = {1d4 + 1 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat2}} %}{% capacity = {1d4 + 1 + {$regular_stat_mod} + {$forgone_attribute_bonus_stat3}} %}
{% constitution = {1d3 + {$regular_stat_mod}} %}{% intellect = {1d3 + {$regular_stat_mod}} %}
{% physique = {1d2 -1 + {$regular_stat_mod}} %}{% martial = {1d2 - 1 + {$regular_stat_mod}} %}
{%end%}

{%if type == {spiritually balanced}%}
{% spiritlevel = {1d3 + 2 + {$favored_stat_mod}} %}
{% constitution = {1d3 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat1}} %}{% sensory = {1d3 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat2}} %}{% capacity = {1d3 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat3}} %}
{% intellect = {1d2 -1 + {$regular_stat_mod}} %}{% martial = {1d2 -1 + {$regular_stat_mod}} %}{% physique = {1d2 - 1 + {$regular_stat_mod}} %}
{%end%}

{%if type == {intellectually offensive}%}
{% intellect = {1d4 + 1 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat1}} %} {% sensory = {1d4 + 1 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat2}} %}{% martial = {1d4 + {$regular_stat_mod} + {$forgone_attribute_bonus_stat3}} %}
{% physique = {1d3 + {$regular_stat_mod}} %}{% spiritlevel = {1d3 + {$regular_stat_mod}} %}
{% constitution = {1d2 -1 + {$regular_stat_mod}} %}{% capacity = {1d2 - 1 + {$regular_stat_mod}} %}
{%end%}

{%if type == {intellectually defensive}%}
{% intellect = {1d4 + 1 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat1}} %} {% sensory = {1d4 + 1 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat2}} %}{% constitution = {1d4 + {$regular_stat_mod} + {$forgone_attribute_bonus_stat3}} %}
{% capacity = {1d3 + {$regular_stat_mod}} %}{% spiritlevel = {1d3 + {$regular_stat_mod}} %}
{% martial = {1d2 -1 + {$regular_stat_mod}} %}{% physique = {1d2 - 1 + {$regular_stat_mod}} %}
{%end%}

{%if type == {intellectually balanced}%}
{% intellect = {1d3 + 2 + {$favored_stat_mod}} %}
{% spiritlevel = {1d3 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat1}} %}{% sensory = {1d3 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat2}} %}{% physique = {1d3 + {$favored_stat_mod} + {$forgone_attribute_bonus_stat3}} %}
{% capacity = {1d2 -1 + {$regular_stat_mod}} %}{% constitution = {1d2 -1 + {$regular_stat_mod}} %}{% martial = {1d2 -1 + {$regular_stat_mod}} %}
{%end%}

{# Some Class features that need to be assigned early for use with later sections. #}
{# SPIRIT ADEPT #}
{# Spirit Adept bonus feats #}
{% featcheck_sa1 = "NA" %}{% featcheck_sa2 = "NA" %}{% featcheck_sa3 = "NA" %}{% featcheck_sa4 = "NA" %}{% featcheck_sa5 = "NA" %}

{# YOKAI #}
{% secondform = {OFF} %}
{%if class == {Yokai} and physique >= {4}%}
Resolve: {95%?{% feralsavageboost = {0} %}|5%?{% feralsavageboost = {2} %}}
{%elif class == {Yokai} and physique >= {6}%}
Resolve: {90%?{% feralsavageboost = {0} %}|6%?{% feralsavageboost = {2} %}|4%?{% feralsavageboost = {4}%}}
{%else%}
{% feralsavageboost = {0} %}
{%end%}
{% trueform_d = {8 + {$feralsavageboost}} %}
{% ytrait = "NA" %}
{%if class == {Yokai}%}
{% ytrait = {darkvision|immunity|aquatic|olfactory|echolocation|speedy|flight|texterior|sticky|longreach|poisonous|venomous|regeneration|toppler|carnivorous|floral|pvocals|rough|fur|frightening|slimy|charm|skeletal|adaptive|breath|vampirism|phantom|projectiles} %}
{%end%}
{%if class == {Yokai} and level >={5}%}
Resolve: {75%?{% secondform = {OFF} %}|{% secondform = {ON} %}}
{%end%}
{%if ytrait == {speedy}%}
{% yokai_speedy_boost = {40} %}
{%else%}
{% yokai_speedy_boost = {0} %}
{%end%}

{# SPIRIT GUIDE #}
{% bonus_shift = {0} %}

{# Some Misc. features that need to be assigned early for use with later sections. #}
{# SPIRIT BEAST OR MINION #}
Resolve: {95%?{% companion = "OFF" %}|{% companion = "ON" %}}

{%if companion == {ON} and class == {Yokai}%}
{% companion_name = "Minion" %}
{%elif companion == {ON} and class != {Yokai}%}
{% companion_name = "Spirit Beast" %}
{%else%}
{% companion_name = "ERROR" %}
{%end%}

{# Handles armor benefits and penalties. #}

{# In this setting, Yokai have a chance to be generated with Natural armor. #}
{%if class == {Yokai}%}
{%armor = {60%?none|20%?light|15%?medium|5%?heavy}%}
{%else%}
{%armor = {none}%}
{%end%}

{%if armor == {none}%}{% armor_bonus = 0 %}{% armor_penalty = 0 %}{%end%}
{%if armor == {light}%}{% armor_bonus = 2 %}{% armor_penalty = 2 %}{%end%}
{%if armor == {medium}%}{% armor_bonus = 4 %}{% armor_penalty = 4 %}{%end%}
{%if armor == {heavy}%}{% armor_bonus = 6 %}{% armor_penalty = 6 %}{%end%}

{# 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%}

{# This generator does not create characters with weapons, but I'm leaving the code up in case it's required in future use. #}
{%weapon_class = {None}%}

{%if weapon_class == {Random}%}
{% weapon_class_generate = {Light|Medium|Heavy} %}
{%else%}
{% weapon_class_generate = {$weapon_class} %}
{%end%}

{# Based on sensory. #}
{%if weapon_class_generate == {Light}%}
{% weapon_class_print = "Light" %}
{%if sensory == {0}%}{% weapon_damage_output = "d4" %}{%end%}
{%if sensory > {1} or sensory == {2} or sensory == {3}%}{% weapon_damage_output = "d6" %}{%end%}
{%if sensory == {4} or sensory == {5} or sensory == {6}%}{% weapon_damage_output = "d8" %}{%end%}
{%if sensory == {7} or sensory == {8} or sensory == {9}%}{% weapon_damage_output = "d10" %}{%end%}
{%if sensory >= {10}%}{% weapon_damage_output = "d12" %}{%end%}
{%end%}

{# Based on highest between sensory & physique. #}
{%if weapon_class_generate == {Medium}%}
{% weapon_class_print = "Medium" %}
{%if sensory == {0} and physique == {0}%}{% weapon_damage_output = "d4" %}{%end%}
{%if sensory > {$physique}%}
{%if sensory > {1} or sensory == {2} or sensory == {3}%}{% weapon_damage_output = "d6" %}{%end%}
{%if sensory == {4} or sensory == {5} or sensory == {6}%}{% weapon_damage_output = "d8" %}{%end%}
{%if sensory == {7} or sensory == {8} or sensory == {9}%}{% weapon_damage_output = "d10" %}{%end%}
{%if sensory >= {10}%}{% weapon_damage_output = "d12" %}{%end%}
{%end%}
{%if physique > {$sensory}%}
{%if physique == {1} or physique == {2} or physique == {3}%}{% weapon_damage_output = "d6" %}{%end%}
{%if physique == {4} or physique == {5} or physique == {6}%}{% weapon_damage_output = "d8" %}{%end%}
{%if physique == {7} or physique == {8} or physique == {9}%}{% weapon_damage_output = "d10" %}{%end%}
{%if physique >= {10}%}{% weapon_damage_output = "d12" %}{%end%}
{%end%}
{%if physique == {$sensory}%}
{%if physique == {1} or physique == {2} or physique == {3}%}{% weapon_damage_output = "d6" %}{%end%}
{%if physique == {4} or physique == {5} or physique == {6}%}{% weapon_damage_output = "d8" %}{%end%}
{%if physique == {7} or physique == {8} or physique == {9}%}{% weapon_damage_output = "d10" %}{%end%}
{%if physique >= {10}%}{% weapon_damage_output = "d12" %}{%end%}
{%end%}
{%end%}

{# Based on physique. #}
{%if weapon_class_generate == {Heavy}%}
{% weapon_class_print = "Heavy" %}
{%if physique == {0}%}{% weapon_damage_output = "d4" %}{%end%}
{%if physique == {1} or physique == {2} or physique == {3}%}{% weapon_damage_output = "d6" %}{%end%}
{%if physique == {4} or physique == {5} or physique == {6}%}{% weapon_damage_output = "d8" %}{%end%}
{%if physique == {7} or physique == {8} or physique == {9}%}{% weapon_damage_output = "d10" %}{%end%}
{%if physique >= {10}%}{% weapon_damage_output = "d12" %}{%end%}
{%end%}

{# Assigns Weapon Attack Formula based on Weight Class. #}
{%if weapon_class_generate == {Light}%}
{% Weapon_Attack_Formulas = {**Standard Attack** EQN({$martial} + {$sensory}), **Energy Imbued** EQN({$martial} + {$sensory} + {$potency})} %}
{%end%}
{%if weapon_class_generate == {Medium}%}
{%if sensory > {$physique}%}{% Weapon_Attack_Formulas = {**Standard Attack** EQN({$martial} + {$sensory}), **Energy Imbued** EQN({$martial} + {$sensory} + {$potency})} %}{%end%}
{%if sensory < {$physique}%}{% Weapon_Attack_Formulas = {**Standard Attack** EQN({$martial} + {$physique}), **Energy Imbued** EQN({$martial} + {$physique} + {$potency})} %}{%end%}
{%if sensory == {$physique}%}{% Weapon_Attack_Formulas = {**Standard Attack** EQN({$martial} + {$physique}), **Energy Imbued** EQN({$martial} + {$physique} + {$potency})} %}{%end%}
{%end%}
{%if weapon_class_generate == {Heavy}%}
{% Weapon_Attack_Formulas = {**Standard Attack** EQN({$martial} + {$physique}), **Energy Imbued** EQN({$martial} + {$physique} + {$potency})} %}
{%end%}

{# Assigns weapon type. #}
{% weapon_type = {{Sword|Falchion|Cutlass|Scimitar|Sabre}|Axe|{Lance|Spear}|Katana|{Mace|Flail|Club|Hammer}|{Machete|Chains|Trident|Sai|Kama|Nunchuks|Whip|Cleaver|Tonfa|Quarterstaff|Scythe}} %}
{%if weapon_type == {Sword} or weapon_type == {Axe} or weapon_type == {Falchion} or weapon_type == {Cutlass} or weapon_type == {Scimitar} or weapon_type == {Sabre} or weapon_type == {Katana} or weapon_type == {Machete} or weapon_type == {Kama} or weapon_type == {Cleaver} or weapon_type == {Scythe}%}{% weapon_damage_type = "slashing" %}{%end%}
{%if weapon_type == {Lance} or weapon_type == {Spear} or weapon_type == {Trident} or weapon_type == {Sai}%}{% weapon_damage_type = "piercing" %}{%end%}
{%if weapon_type == {Mace} or weapon_type == {Flail} or weapon_type == {Club} or weapon_type == {Hammer} or weapon_type == {Nunchuks} or weapon_type == {Tonfa} or weapon_type == {Quarterstaff}%}{% weapon_damage_type = "bludgeoning" %}{%end%}
{%if weapon_type == {Whip}%}{% weapon_damage_type = "special" %}{%end%}

{# Feats as OFF by default. #}
{% Offering = "OFF" %}{% Marathoner = "OFF" %}{% Mechanic = "OFF" %}{% Trapmaster = "OFF" %}{% Ranger = "OFF" %}{% Medic = "OFF" %}{% Demolitions_Expert = "OFF" %}{% Detective = "OFF" %}{% Multitasker = "OFF" %}{% Mounted_Combat = "OFF" %}{% Mounted_Combat = "OFF" %}{% Loyal_Guard = "OFF" %}{% Improved_Possess = "OFF" %}{% Message_from_Beyond = "OFF" %}{% Additional_Shift = "OFF" %}{% Fast_Food = "OFF" %}{% Savage = "OFF" %}{% Feral = "OFF" %}{% Skip_Form = "OFF" %}{% Quick_Form = "OFF" %}{% Massive_Influence = "OFF" %}{% Hasty_Expansion = "OFF" %}{% Commander = "OFF" %}{% Prepared_Support = "OFF" %}{% Revealing_Senses = "OFF" %}{% Defensive_Insticts = "OFF" %}{% Trackless = "OFF" %}{% Disguise_Energy = "OFF" %}{% Deceptive_Power = "OFF" %}{% Masked_Presence = "OFF" %}{% Masked_Power = "OFF" %}{% Know_Thy_Enemy = "OFF" %}{% Approximate_Damage = "OFF" %}{% Lie_Detector = "OFF" %}{% Patient = "OFF" %}{% Final_Effort = "OFF" %}{% Explosive_Start = "OFF" %}{% Reckless_Start = "OFF" %}{% Reactionary_Opening = "OFF" %}{% Calculated_Opening = "OFF" %}{% True_Potency = "OFF" %}{% Summoner = "OFF" %}{% Illusionist = "OFF" %}{% Chained_Channeling = "OFF" %}{% Interruptible_Channeling = "OFF" %}{% Reactionary_Enhancements = "OFF" %}{% Quick_Enhancements = "OFF" %}{% Messenger = "OFF" %}{% Handstand_Master = "OFF" %}{% Flash_Movement = "OFF" %}{% Swimmer = "OFF" %}{% Miracle_Step = "OFF" %}{% Combo_Breaker = "OFF" %}{% Overwhelming_Will = "OFF" %}{% Powerful_Counterfield = "OFF" %}{% Powerful_Counterfire = "OFF" %}{% drunkards_defense = "OFF" %}{% Tough_Guy = "OFF" %}{% Leg_Artist = "OFF" %}{% Punching_Bag = "OFF" %}{% Savior= "OFF" %}{% Improved_Evasion = "OFF" %}{% Improved_Deflection = "OFF" %}{% Improved_Guard = "OFF" %}{% Lightning_Evasion= "OFF" %}{% Dodger= "OFF" %}{% Precision_Parry= "OFF" %}{% Ridig_Defenses= "OFF" %}{% Rocksteady = "OFF" %}{% Pressure_Point_Paralysis = "OFF" %}{% Pressure_Point_Vertigo = "OFF" %}{% Pressure_Point_Pain = "OFF" %}{% Powerful_Grapple = "OFF" %}{% Taskers_Lock = "OFF" %}{% Sweeper = "OFF" %}{% Resshuken= "OFF" %}{% Tornado_Kick = "OFF" %}{% Split_Kick= "OFF" %}{% Sandman = "OFF" %}{% Knockout_King = "OFF" %}{% Judo = "OFF" %}{% Flurry = "OFF" %}{% Double_Edged_Strength= "OFF" %}{% Impulse_Strike = "OFF" %}{% Ghost_Buster = "OFF" %}{% Sweeping_Attack = "OFF" %}{% Shark = "OFF" %}{% Relentless_Assault = "OFF" %}{% Improved_Disarm = "OFF" %}{% Crowd_Control_Expert = "OFF" %}{% Combat_Momentum = "OFF" %}{% Circling_Offense = "OFF" %}{% Calculated_Sacrifice = "OFF" %}{% Bens_Training= "OFF" %}{% Assassin= "OFF" %}{% Anti_Air = "OFF" %}{% Ankle_Hunter = "OFF" %}{% Adaptive_Resistance = "OFF" %}

Lvl {$level} {$class}

Base Attributes:

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

{%if class == {Yokai}%}(Yokai Nat. Armor Bonus: {$armor_bonus}), (Yokai Nat. Armor Penalty : -{$armor_penalty}){%end%}

HP Roll 10 + {$constitution}* 5 + 4 * {$level}, Energy Roll {$capacity} + {$energy_per_level}, Sense Roll {$spiritlevel} + {$sensory} / Roll {$spiritlevel} + {$sensory}0ft., Potency {$potency}, Initiative Roll {$physique} + {$sensory}, Movement Roll 20 + 5* {$physique} + {$yokai_speedy_boost}ft.{%if ytrait == {flight}%}, Flight Roll 20 + 10*{$physique}ft.{%end%}

Skills:

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

Combat:

Unarmed

Standard Attack Roll {$martial} + {$physique}, Energy Imbued Roll {$martial} + {$physique} + {$potency}, Damage Output {$damage_output}, Full Attack {$full_attack}{%if ytrait == {longreach}%}, Reach 10ft. {%end%}
{%if weapon_class != {None}%}

{$weapon_class_print} {$weapon_type}

Weight Class {$weapon_class_print}, Damage Type {$weapon_damage_type}
{$Weapon_Attack_Formulas}, Damage Output {$weapon_damage_output}, Full Attack {$full_attack}
{%end%}

Feats:

Roll on "Feats Print"

{# CLASS SPECIFIC FEATURES #}

{%if class == {Spirit Adept}%}

Signature Move

Roll on "Signature Technique Features"

{%end%}

{%if class == {Yokai}%}

Yokai Physical Trait

{%if ytrait == {darkvision}%}Dark Vision: You are able to see in extremely dark conditions.{%end%}
{%if ytrait == {immunity}%}Immunity: Immunity to the effects and damage of a specific type. It includes only a single one of the following: Fire, Ice, Water, Electricity, Sonar, Stench, Poison/Venom, Blinding.{%end%}
{%if ytrait == {aquatic}%}Aquatic: Being an aquatic type of Yokai, you are an expert at swimming, moving up to a base speed equal to your ground speed— doubled when True Form is active. 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 ytrait == {olfactory}%}Olfactory: You are able to pinpoint someone or something’s location using your sense of smell, up to a range equal to your Sense’s, provided nothing is interfering with it. You are also able to discern who or what has either been or passed through a certain location within 24 hours. Being very sensitive to smells, you take a -10 penalty on Resistance checks pinned against scent effects.{%end%}
{%if ytrait == {echolocation}%}Echolocation: You are able to pinpoint someone or something’s location using your echolocation senses, up to a range equal to your Sense’s, provided nothing is interfering with it. Being very sensitive to sounds, you take a -10 penalty on Resistance checks pinned against sonar effects.{%end%}
{%if ytrait == {speedy}%}Speedy: You have an additional 40ft. of base Movement. Your speed seems oppresive to those that can't outrun you. {%end%}
{%if ytrait == {flight}%}Winged/Flight: Your Demon Form allows you to fly at a base speed of 20 + 10ft. per Physique.{%end%}
{%if ytrait == {texterior}%}Tough Exterior: When in True Form, your unnaturally tough exterior reduces Slashing, Piercing, and Bludgeoning damage by 4, increasing to 8 in Second Form.{%end%}
{%if ytrait == {sticky}%}Sticky Extremities: Having sticky palms and feet allow you to climb up walls and other tricky surfaces (at your base Movement), as well as granting your grapple attempts a +5 bonus on their rolls.{%end%}
{%if ytrait == {longreach}%}Long Reach: Your Demon Form increases your Melee Attacks’ Reach by up to 10ft. (2 squares/hexes away).{%end%}
{%if ytrait == {poisonous}%}Poisonous: Your blood is poisonous, posing a threat to those who might come in contact with it. Attacks that draw blood from you have a 20% chance to land on adjacent targets, prompting a Resistance saving throw against your Constitution + 10 and lasting 2d4 turns if not successfully resisted.

In True Form, your skin becomes poisonous as well, prompting the same saving throw when coming into direct contact with it.{%end%}
{%if ytrait == {venomous}%}Venomous: Your True Form’s Special Attack has 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 ytrait == {regeneration}%}Regeneration: You recover from wounds that typically would permanently scar or disable others (loosing an eye or loosing an arm) by regenerating the relevant organs completely. This happens naturally over time, at the same rate as others recover from their wounds (i.e. it does not provide rapid healing, but rather allows you to naturally recover from wounds others typically cannot).{%end%}
{%if ytrait == {toppler}%}Toppler: You possess physical parts that can be used to easily trip your targets, granting you +3 on all Trip attempts.{%end%}
{%if ytrait == {carnivorous}%}Carnivorous Recovery: You can recover 1d4 HP for every distinct corpse you consume from. You may do so no more than 2 times a day per Constitution.{%end%}
{%if ytrait == {floral}%}Floral: As a plant-based being you benefit from a +3 to your Potency while taking root in healthy or nutrient rich soil.{%end%}
{%if ytrait == {pvocals}%}Powerful Vocals: Roars, screeches, or howls are truly powerful when hailing from you. Your sonorous voice can be heard from quite afar when applied at max volume. Also, Techniques that use your vocals benefit from a +3 both on Attack Rolls and Saving Throw related matters.{%end%}
{%if ytrait == {rough}%}Rough Exterior: When in True Form, the surface of your body contains features which will damage those making direct, physical contact with it for 1d4 damage, increasing to 1d8 in Second Form. The damage is counted as either Piercing or Slashing, chosen by player upon creating their yokai.{%end%}
{%if ytrait == {fur}%}Thick Fur: Your real body’s thick fur provides thermoregulation advantages that keep you warm in colder environments and keeps solar heat from directly making contact with your skin in more sunny locations. Damage related to heat/fire or ice/cold is always reduced by 1 for each distinct source or attack that affects you. Additionally, you benefit from a +3 on all rolls performed to resist the consequences of thermal effects.{%end%}
{%if ytrait == {frightening}%}Frightening Appearance: Your true appearance is a thing of nightmares. Average humans and creatures flee or become paralyzed upon seeing you. Cunning checks used to intimidate or frighten others benefit from a +5 to their result.{%end%}
{%if ytrait == {slimy}%}Slimy Exterior: Your real body’s slimy exterior makes it difficult to grapple you, those attempting to do so suffering from a -5 penalty. The residue you produce can also cause others to trip easily, while being a convenient method of sliding around for you.{%end%}
{%if ytrait == {charm}%}Mystical Charm: You have an unusually alluring aura that only a certain subsection of yokai tend to have. 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 ytrait == {skeletal}%}Morphing Skeletal System: You have domain over your skeletal structure. Aside from being able to alter said structure, and by consequence, your general form, you can also grow, and likewise, retract any of your bones by up to 3ft., increasing to 6ft. during True Form.{%end%}
{%if ytrait == {adaptive}%}Adaptive Skin: Your skin reacts to being afflicted by damage from different sources, granting you 3 damage resistance to threats that have the same damage type as the last one sustained.{%end%}
{%if ytrait == {breath}%}Breath Weapon: Projectile and Wave techniques acquired can be marked as 'Breath Weapons', meaning they are launched from the mouth and benefit from a +2 damage bonus per character level. Naturally, anything that prevents the use of one's breath attack will prevent use of said techniques.{%end%}
{%if ytrait == {vampirism}%}Vampirism: Your True Form’s Special Attack cannot be used as part of a Full Attack, nor does it gain the advantages of one of the three primary Physical Damage Types, instead healing you for an amount equal to total damage dealt with it. However, you are unable to recover HP in any other way.{%end%}
{%if ytrait == {phantom}%}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 ytrait == {projectiles}%}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%}

True Form

Enhanced Skills:
{%if type == {physically offensive}%}Deflection, Resolve: {Guard|Evasion}, Resolve: {Resistance|Willpower}{%end%}
{%if type == {physically defensive}%}Guard, Resistance, Resolve: {Evasion|Willpower}{%end%}
{%if type == {physically balanced}%}Roll on "physically balanced yokai ehanced skills" 3 times (unique results only){%end%}
{%if type == {spiritually offensive}%}Willpower, Resolve: {Evasion|Guard}, Resolve: {Resistance|Deflection}{%end%}
{%if type == {spiritually defensive}%}Willpower, Resolve: {75%?Evasion|Guard}, Resolve: {65%?Resistance|Deflection}{%end%}
{%if type == {spiritually balanced}%}Willpower, Resolve: {Evasion|Guard}, Resolve: {Resistance|Deflection}{%end%}
{%if type == {intellectually offensive}%}Cunning, Resolve: {Guard|Evasion|Deflection}, Resolve: {Resistance|Willpower}{%end%}
{%if type == {intellectually defensive}%}Deduce, Resolve: {Guard|Evasion|Deflection}, Resolve: {Resistance|Willpower}{%end%}
{%if type == {intellectually balanced}%}Resolve: {Cunning|Deduce}, Resolve: {Guard|Evasion|Deflection}, Resolve: {Resistance|Willpower}{%end%}
Special Attack:
d{$trueform_d} + Roll {$potency} + 5, Resolve: {Slashing {% tf_sa = "Slashing" %}|Piercing{% tf_sa = "Piercing" %}|Bludgeoning{% tf_sa = "Bludgeoning" %}}{%if ytrait == {venomous}%} (Venomous){%end%}

{%end%}

{%if class == {Territory Master}%}

Territory

Roll on "Territory"
{%end%}

{%if class == {Spirit Guide}%}

Spirit Guide

In this Setting, Spirit Guides don't have any connection to any form of Spirit World, and thus don't have access to any Spirit Realm Tools, buy they can Spirit Shift 2 more additional times a day than in the base Setting, and can even acquire more through upgrades (see Seer: Epiphany.)

Spirit Shifts Per Day: 3
Signature Spirit Transport: Resolve: {Surfboard|Skateboard|Hoverboard|Bycicle|Winged Sandals|Motorcycle|Cloud|Snowboard|Meteor|Large Paper Airplane|Flying Carpet|Skis|Sleigh|Unicycle|Scooter|Pogo Stick|Lifesaver|Propeller Hat|Balloons|Glider}
{%end%}

Techniques

{# Spirit Adept gets Signature Move as their first Tech instead of being rolled here. #}
{%if tech1 == {ON} and class == {Yokai}%}
Resolve: {Roll on "Combat Technique Features"|Roll on "Specialty Technique Features"|Roll on "Support Technique Features"}


{%elif tech1 == {ON} and class == {Territory Master}%}
Resolve: {12%?Roll on "Combat Technique Features"|76%?Roll on "Specialty Technique Features"|12%?Roll on "Support Technique Features"}


{%elif tech1 == {ON} and class == {Spirit Guide}%}
Resolve: {12%?Roll on "Combat Technique Features"|12%?Roll on "Specialty Technique Features"|76%?Roll on "Support Technique Features"}


{%end%}

{%if class == {Spirit Adept}%}
None yet.
{%end%}

{%if class == {Spirit Adept} and tech1 == {OFF} and tech2 == {OFF} and tech3 == {OFF} and tech4 == {OFF} and tech5 == {OFF} and tech6 == {OFF}%}
None yet.
{%end%}

{%if class == {Territory Master} and tech1 == {OFF} and tech2 == {OFF} and tech3 == {OFF} and tech4 == {OFF} and tech5 == {OFF} and tech6 == {OFF}%}
None yet.
{%end%}

{%if class == {Yokai} and tech1 == {OFF} and tech2 == {OFF} and tech3 == {OFF} and tech4 == {OFF} and tech5 == {OFF} and tech6 == {OFF}%}
None yet.
{%end%}

{%if class == {Spirit Guide} and tech1 == {OFF} and tech2 == {OFF} and tech3 == {OFF} and tech4 == {OFF} and tech5 == {OFF} and tech6 == {OFF}%}
None yet.
{%end%}