yu-yu-hakusho-rpg
yu-yu-hakusho-rpg
Yu Yu Hakusho RPG
181 posts
A Yu Yu Hakusho inspired Tabletop RPG system.
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yu-yu-hakusho-rpg · 3 years ago
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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: 20ft. Size: 15ft. Effect Type: Lingering Duration Tier (DT): Mn Duration: 1 minute (10 rounds)
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 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.
Upgrades
1 point:
Size Upgrade: +5ft.
Range Upgrade: +10ft.
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yu-yu-hakusho-rpg · 3 years ago
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Corrosive (Modification)
A property that can consistently break down both living creatures and objects alike.
Modification
Techniques modified by 'Corrosive' benefit from two major things:
The first is that damage done by Corrosive Techniques ignore any form of Damage Reduction save for acid resistance itself.
The second is that, whether the Modified Technique deals damage or not, its effects quickly begin to corrode most materials it makes contact with, including weapons and armor. Any corroded objects can be easily shattered with sufficient force, and may often even break down on their own.
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yu-yu-hakusho-rpg · 3 years ago
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Psychometry (Technique)
A form of extrasensory perception characterized by the ability to make relevant associations from an object of unknown history by making physical contact with said object.
Base
Technique Type: Support Performance: Standard Action Delivery: Self Effect Type: Instant
You touch an object and witness events connected to it; you feel its history. Which vision exactly the user experiences is determined by the GM, but it usually consists of one that grants information relevant to the user and their party's objectives. Said vision tends to be somewhat cryptic, granting something like a clue, a lead, or a key piece of information, but rarely revealing the exact piece of information the user is seeking.
Psychometry can not only be used for objects, but also a small area, such as a room, the front of a building, or the section of a park. When used this way, Psychometry reveals events that have taken place in the location, relevant to the user's objectives.
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yu-yu-hakusho-rpg · 3 years ago
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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.
Modification
As a modification, the feature makes use of the Technique's existing form of Delivery to bestow its effects.
Upgrades
1 point:
Max Consumption: +2 Energy
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yu-yu-hakusho-rpg · 3 years ago
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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:15ft. 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.
Upgrades
1 point:
Range Upgrade: +5ft.
0 notes
yu-yu-hakusho-rpg · 3 years ago
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Boomerang (Modification)
The modified Projectile technique gains a trajectory similar of that to a boomerang.
Modification
Prerequisites:
[Delivery: Projectile]
Boomerang projectiles consists of two opportunities to strike, one on its way to the target and one upon its return. Should the target not be aware of the type of projectile it is, which is usually the first time it is fired, they are likely not to benefit from a Defensive Action unless they have a feat such as 'Defensive Instincts'.
There must be sufficient space for the projectile to curve for this feature to be effective.
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yu-yu-hakusho-rpg · 3 years ago
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Rust (Technique)
A Technique used to quickly rust metals, primarily used for rendering traditional armaments futile, as well as for opening alternate paths.
Base
Technique Type: Specialty Performance: Standard Action Delivery: Contact Size: 5ft. per turn (area corroded) Effect Type: Active Channeling Damage: Special* Saving Throw: User's Potency VS Target's Resistance*
Rust corrodes approximately 5ft. of metal per turn channeled. Any corroded metal can be easily shattered with sufficient force, and may often even break down on its own.
*Organisms composed of metal suffer a base of [1d12 + the user's potency] damage for every turn they fail a Saving Throw against its effects.
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yu-yu-hakusho-rpg · 3 years ago
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Heal Damage (Territory Triggered Effect)
Territory Triggered Effects are manifested only through triggers.
Acquisition Cost: 4 points
Heals a subject for 1d4 points of damage.
Upgrades
2 points:
Healing Upgrade: 1d4 changed to >> 1d8 >> 1d12 >> 1d20 (max)
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yu-yu-hakusho-rpg · 3 years ago
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Cause Damage (Territory Triggered Effect)
Territory Triggered Effects are manifested only through triggers.
Acquisition Cost: 4 points
Damages a subject for 1d4 points of damage.
Upgrades
2 points:
Damage Upgrade: 1d4 changed to >> 1d8 >> 1d12 >> 1d20 (max)
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yu-yu-hakusho-rpg · 3 years ago
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Drain Skill (Territory Triggered Effect)
Territory Triggered Effects are manifested only through triggers.
Acquisition Cost: 4 points Duration: 1 minute (10 rounds)
Temporarily drains a subject's Skill by 3 per times triggered.
Upgrades
2 points:
Duration Upgrade: +1 minute (+10 rounds)
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yu-yu-hakusho-rpg · 3 years ago
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Boost Skill (Territory Triggered Effects)
Territory Triggered Effects are manifested only through triggers.
Acquisition Cost: 4 points Duration: 1 minute (10 rounds)
Temporarily boosts a subject's Skill by 3 per times triggered.
Upgrades
2 points:
Duration Upgrade: +1 minute (+10 rounds)
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yu-yu-hakusho-rpg · 3 years ago
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Drain Potency (Territory Triggered Effects)
Territory Triggered Effects are manifested only through triggers.
Acquisition Cost: 4 points Duration: 1 minute (10 rounds)
Temporarily drains a subject's Potency by 3 per times triggered.
Upgrades
2 points:
Duration Upgrade: +1 minute (+10 rounds)
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yu-yu-hakusho-rpg · 3 years ago
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Boost Potency (Territory Triggered Effect)
Territory Triggered Effects are manifested only through triggers.
Acquisition Cost: 4 points Duration: 1 minute (10 rounds)
Temporarily boosts a subject's Potency by 3 per times triggered.
Upgrades
2 points:
Duration Upgrade: +1 minute (+10 rounds)
0 notes
yu-yu-hakusho-rpg · 3 years ago
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Drain Attribute (Territory Triggered Effect)
Territory Features Effects are manifested only through triggers.
Acquisition Cost: 4 points Duration: 1 minute (10 rounds)
Temporarily drains a subject's Attribute by 1 per times triggered. As consequence, all other aspects that contain said Attribute in their formula are also drained by the same amount.
Upgrades
2 points:
Duration Upgrade:
+1 minute (+10 rounds)
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yu-yu-hakusho-rpg · 3 years ago
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Boost Attribute (Territory Triggered Effect)
Territory Triggered Effects are manifested only through triggers.
Acquisition Cost: 4 points Duration: 1 minute (10 rounds)
Temporarily boosts a subject's Attribute by 1 per times triggered. As consequence, all other aspects that contain said Attribute in their formula are also boosted by the same amount.
Upgrades
2 points:
Duration Upgrade: +1 minute (+10 rounds)
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yu-yu-hakusho-rpg · 3 years ago
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Spirited Combat (Technique)
This technique is the gateway to add special properties to the user's unarmed combat, starting with having all of the user's unarmed attacks be considered energy imbued.
Base
Technique Type: Combat Performance: Standard Action Delivery: Self Reach: Same as unarmed. Effect Type: Passive Channeling Duration Tier (DT): S Duration: 3 rounds
Simply, while channeled, this technique considers all of the user's unarmed attacks as Energy Imbued Attacks, but it's main purpose is perhaps to function as a gateway to add Modifications and Upgrades to a character's unarmed combat in general. All modifications added to this Technique trigger their effects only once per target struck in a single turn, regardless of the individual number of attacks performed on any individual target. Of course, any such effects being transferred still require Saving Throws to be successful. A Yokai's Special Attack is also considered to benefit from any Upgrades and  Modifications this Technique might have.
Upgrades
2 points:
Increased Reach: Adds +5ft. of reach to unarmed attacks, increasing it further by 5ft. more per times upgraded.
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yu-yu-hakusho-rpg · 3 years ago
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Seal Action (Technique)
Prevents the a target from using a specific action or Technique.
Base
Technique Type: Support Performance: Standard Action Delivery: Selective Range: 20ft. Effect Type: Lingering Duration Tier (DT): S Duration: 3 rounds Saving Throw: User's [Potency] vs target's [Resistance]
The user of this technique can prevent a target from using a specific type of action by successfully triumphing against their Saving Throw.
The actions the user may Seal are the following:
Unarmed fighting.
Attacking with a specific weapon.
Use of any of the following Skills: Guard, Deflection, Evasion, Cunning, Deduce
A specific technique. (The user must already have knowledge behind its nature, or have already witnessed one instance of it. Channeled techniques are interrupted upon being sealed, but lingering effects remain.)
The use of a special feature (such as one of the Yokai's physical traits, or the Spirit Guide's ethereal shift).
A Territory Master's Territory.
More than one action can be sealed, but it must be done so individually.
Upgrades
1 point:
Range Upgrade:+10ft.
2 points:
Duration: +3 rounds
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