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yu-yu-hakusho-rpg · 3 years ago
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Simple Command (Technique)
A command issued to a creature or individual is performed by them without question.
Base
Technique Type: Specialty Performance: Standard Action Delivery: Special (Audible Voice) Range: Special (Audible) Effect Type: Instant Saving Throw: User's Potency vs Target's Willpower.
Simply, a single target commanded to perform an action will follow it should they not resist it through a Saving Throw. This command can include harmful things done to either their allies or themselves, although only a single action with a clear beginning and end can be commanded, not a series of actions nor the adoption of a stance nor an attitude.
An individual commanded to perform an action gets to reroll the technique's Saving Throw for every additional turn the action has taken to complete, and as such, simpler and shorter commands tend to be more fruitful, especially on those of stronger will.
Multiple additional subjects can be made to follow a single command given by upgrading this technique.
Upgrades
2 points:
Unaware: The command issued is performed without the subject's knowledge. Both the moment the command was give and the moment it is performed are not registered in the subject's memory.
Additional Subject: +1 subject
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yu-yu-hakusho-rpg · 6 years ago
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Net (Technique)
A Technique used to immobilize or capture its target.
Base
Technique Type: Combat Performance: Standard Action Delivery: Projectile Range: 60ft. Size: 5ft. 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.
Upgrades
1 point:
Range Upgrade: +20ft.
Size Upgrade: +5ft.
2 points:
Duration Upgrade: +1 hour
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