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yu-yu-hakusho-rpg · 3 years
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Powered By (Modification)
The modified technique is powered by a specific, natural energy source, making it stronger in its presence, but weaker otherwise.
Modification
Prerequisites:
[Technique that utilizes Potency]
Upon acquisition, the player chooses one of the following energy sources:
Direct Sunlight
Direct Moonlight
Complete Darkness
The Woods/The Jungle
The Desert
The Sea
Winterlands
Sacred Grounds
Cursed Grounds
Toxic Environment
Fog/Mist
When the user of this technique finds themselves in the presence of their chosen energy source, any of the technique's formulas that utilize Potency receive a +5 bonus.
Upgrades
1 points:
Powered Solely By: Increases the bonus granted to +10, but makes the technique unusable without its power source.
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zzregentdecor-blog · 2 years
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Small home decor items
The absolute most sharp things are floor coverings and carpets. These perfect things make our floor more appealing and comfortable simultaneously. What's more, they safeguard our floor materials against stains. Let us not fail to remember that washing a rug is more agreeable than scouring those floor stains. Who doesn't adore having a beautified home? An improved home adds such a lot of life to a residing home products  space and can truly help your temperament. It is generally great strolling through the entryway in the wake of a difficult day and adoring all that you find in your home. Your home stylistic theme causes it to feel like home to you. So many advantages can emerge out of finishing your home, yet here are the main three:
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Beautifying Your Home is Good for Your Mental Health. You invest a ton of energy in your home consistently. It sets the temperament for your day and can assist with getting you propelled. At the point when you confess all and lovely home, you can in a flash unwind and be calmed by your environmental elements. Notwithstanding, when your house is muddled and scattered, it can make the contrary difference. By enriching, you can accomplish an ideal tone and temperament in your home that can keep you feeling cheerful and light.
 The Value of Your Home Increases. At the point when you keep awake to date on the style in your home, the worth of your home will increment. Then again, in the event that you fall behind and let your home become unpopular, the worth of your home will diminish. It is ideal to keep awake to date with your home stylistic theme so that at whatever point you are prepared to sell, you will have something less to stress over.
3. One choice is to draw a story plan as it was done in the good 'ol days, with paper, a pencil and a ruler. In any case, most expert originators use drafting programming like AutoCAD. In the middle between those two limits are applications that expect tEnhancements Can Improve Functionality. By enriching your home, you can likewise work on the usefulness and association of your residing space. Whenever you adorn, you need to clean the space first. This can drive you to look hard and long at a space and enhance it to work with you and not against you.
Improving your house is a wise speculation for your home and for you. Utilize home stylistic layout for your potential benefit and brighten your home to work on both your residing space and your life. Make your home yours and track down bliss in it! Assuming that you really want a spot to begin, call us at Beach Houze Paint and Design Studio Inc. furthermore, let us assist you with finishing your home.First, adorning homes could help cover configuration blemishes and modify homes to fit the necessities and ways of life of the proprietor. It could likewise be feasible to give inside spaces the ideal format. There could be quantities of components of plan and embellishment which help the cycle going from frill, for example, mats to paint tones, toss cushions, furniture and lighting.
It Increases the Value of Your Home
Whether you intend to sell your property soon or not, you want to keep up with the worth of your home. Without any enrichments and upkeep, you will see the worth of your home lessen with time. The best thing is to refurbish as often as possible with the goal that you will not have a lot of work to do at whatever point you are prepared to sell the property.
2. Further developed Hospitality
This advantage is a critical one, particularly assuming you are exceptionally friendly and get visitors oftentimes. Enlivening isn't just for individual entertainment. You likewise do it to make your home agreeable for visitors to remain. Whenever you improve your home, you don't need to be stressed over facilitating visitors as your home will generally be prepared to get guests.
Matching the size of furniture to the size of a room is basic. A profound sectional couch can undoubtedly overwhelm a little room and smooth seats can become mixed up in a totally open space. Before you begin planning, measure the length and width of each room you mean to adorn, alongside the roof level and components that could disrupt the general flow - steps, segments, radiators and different checks. It's likewise really smart to quantify window openings, alongside the divider space underneath, above and to the sides of every one, to prepare for window covers.
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dinesh22-blr-blog · 5 years
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Candidates should take up this ninety-day plan devised by iasstrategy.com, tenhance their chances of qualifying the preliminary level of the IAS Examination. The ninety-day study plan should include aspirants have to constantly and comprehensively revise to keep their knowledge fresh an accessible prior to the exam. Considering the immense syllabus and topics in consideration,knowledge retention and recall requires review and revision.
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yu-yu-hakusho-rpg · 3 years
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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: 60ft. 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.
Upgrades
1 point:
Range Upgrade: +30ft.
2 points:
Powerful Takeoff: Adjacent subjects are challenged by a powerful shockwave generated by the force of the jump. Said subjects must roll a Guard check pinned against the user's Potency to avoid getting pushed back and becoming Downed. 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 result of the rolled Potency).
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yu-yu-hakusho-rpg · 5 years
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Hasten (Technique)
The target of this Technique is supernaturally sped up.
Base
Technique Type: Support Performance: Full Round Action Delivery: Selective Range: 20ft. Effect Type: Lingering Duration Tier (DT): S Duration: 3 rounds
Haste is a Technique that does several things depending on its target.
While it remains active on individuals, its primary effects are the following: -The target's Movement is doubled. -The target may perform 1 extra attack with their Full Attack. -The target's Defensive Actions benefit from a +2 bonus. -For each round, the duration of any Conditions, Techniques, or other effects affecting the target are treated as if 2 rounds had elapsed instead (not counting those of Hasten itself). -The effects of any Conditions or Techniques that are applied on the target are treated as if 2 rounds had elapsed instead (i.e. the target is affected by 2 rounds worth of effects). -Effects that would last for 1 round are resolved almost immediately, being advantageous in some cases (hindering effects, etc.) and disadvantageous in others (protective effects, etc.) -The effects of any Channeled Techniques being performed by the target can be applied at double its rate (i.e. the user has the option to apply 2 rounds worth of Channeled effects. Naturally, the duration is reduced by the same amount).
While it remains active on objects or surfaces it's primary effects are the following: -For each round, the duration of any effects affecting the target are treated as if 2 rounds had elapsed instead. -The speed at which the target carries out any of its processes is doubled.
Modification
Requirement: [Effect Type: Passive Channeling/Active Channeling/Lingering][Duration Tier: S]
As a modification, the feature makes use of the Technique's Delivery to apply its effects alongside all others.
Upgrades
1 point:
Range Upgrade: +10ft.
2 points:
Duration Upgrade: +3 rounds
4 points:
Greater Haste:
-Movement/speed is tripled instead of doubled.
-2 additional attacks with Full Attack instead of 1.
-3 rounds of effects and Channeled Techniques instead of 2.
-Defensive Actions benefit from +4 bonus.
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yu-yu-hakusho-rpg · 5 years
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Fusion (Technique)
Allows the user the fuse with either an ally or a physical object.
Base
Technique Type: Specialty Performance: Full Round Action Delivery: Contact Effect Type: Lingering Duration: Until dismissed, dispelled, or knocked-out.
Fused individuals have some pretty interesting advantages. Fist off, each of the fusion's Skills, Sense, Potency, and Movement are those of the highest of the two fused individuals. Additionally, their fused self has access to both individuals' Techniques, Class features, and Feats. As for turn order, if both subjects had already rolled for Initiative by the time the fusion happens, they act on the turn of the one who initiated the Technique.
Fusing does come with its downsides. Any damage done to the compounded subject is applied to both characters separately (if their fused body was damaged for 5 HP, then 5 HP is subtracted from both characters). In addition to that, Energy works in the same way, any expenditure of energy by the fused individual being used up from both characters' separate energy pool. After separating, individuals who were fused also remain with any adverse effects and wounds they had whilst fused together, however, the same applies to any favorable effects.
When it comes to fusing with objects, the user gains the more prominent physical aspects and features of the object, gaining full control over them. Any physical hardness typically needed to be surpassed to damage the object (i.e., Damage Reduction) is now required to damage the individual. Many Circumstantial Bonuses and Actions may be available depending on which object they have fused with (these can be suggested by the player, along with any reasoning as to why it makes sense, but whether they are applied or not is left to the GM). An individual may only fuse with an object of roughly their same size or smaller. This size limitation can be increased with upgrades.
Fusion cannot typically be Modified.
Upgrades
2 points:
Object Size Upgrade: Increases the limit of how big an object the user may fuse with by 5ft.
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yu-yu-hakusho-rpg · 5 years
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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.
Modification
Requirement: [Delivery: Self], [Duration Tier: S]
As a modification, the feature grants its user its effects in addition to those of the other Self-targeting features.
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yu-yu-hakusho-rpg · 5 years
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Enhance Technique (Technique)
Enhances a targeted Technique as a Prepared Action.
Technique Type: Support Performance: Prepared Action Delivery: Selective Range: 20ft. Effect Type: Instant
As a Prepared Action, this Technique can be used to temporarily enhance another user's Technique, causing it to be treated as if it had been assigned 2 additional Customization Points for Upgrades.
It is prudent to look up the temporary Upgrades you'll be assigning to the Technique in advance so as to not slow/interrupt the flow of the game or any encounters.
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yu-yu-hakusho-rpg · 5 years
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Rage (Technique)
At the cost of the user's self-control and mental prowess, their physical attributes are significantly increased.
Base
Technique Type: Combat Performance: Full Round Action Delivery: Self Effect Type: Lingering Duration Tier (DT): Mn Duration: 1 minute (10 rounds)
First and foremost, an individual in Rage has their Guard, Deflection, Evasion, and Resistance increased by 10, while their Deduce, Cunning and Willpower are decreased by just as much. Additionally, their melee Attack and Grapple attempts are also increased by 10, while the Damage Output of actions affected by the force of physical input (including Techniques) gains the benefit of a +1d4 bonus for every point of Physique the user has.
Secondly, in their Rage, the individual is locked into performing destructive physical actions, whether they are Standard Actions or a Full Round Action. When it comes to Techniques, they may only perform Combat Techniques with a Delivery of [Contact], and which are clearly applying physical force (i.e, no Techniques such as Life Drain).
A Raging individual targets either those closest to them or those calling the most attention.
The effects of Rage can be cancelled out by Techniques such as Calm.
Modification
Requirement: [Delivery: Self], [Duration Tier: Mn or less]
As a modification, the feature activates its effects alongside those of the existing self-targeting Feature.
Upgrades
2 points:
Duration Upgrade: +1 minute (+10 rounds)
3 points:
Trigger: This upgrade allows the user to designate a trigger, a specific set of circumstances that cause the Technique to activate as a Free Action. The trigger must be balanced; it cannot be something designed to be consistently and conveniently triggered by an ally or the user themselves as a free way of activating this Technique with little to no repercussions (i.e. no metagaming). This is left up to the GM's discretion.
4 points:
Anger Management: The raging individual may now select its targets (which includes objects), but is still locked into performing destructive physical actions during their turn.
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