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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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via 100 Underground Empire
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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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Bargain (Technique)
Cancel a particular harmful effect by sacrificing an amount of life force equal to the potency of the technique it hailed from.
Technique Type: Specialty Performance: Defensive Action (special) Delivery: Self Effect Type: Instant As a special form of Defensive Action, used not pre-emptively to a threat but rather after it has already made successful contact, the user of this technique may, upon being afflicted by an effect other than damage, immediately cancel said effect by offering up and amount of HP equal to the Potency Roll of the Technique or other miscellaneous source it hails from.
Should the technique not originally prompt a Potency Roll from the aggressor, it does so for the purposes of this Technique. All effects hailing from a single source can be cancelled with one application of this technique.
Effects hailing from Territories cannot be cancelled this way.
This technique does not consume an energy charge.
This technique cannot be modified.
#tspecialty#tdefensiveaction#tself#tinstant#tcancel#tdefenses#tpain#tprotection#tresistance#tsacrifice
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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
#tspecialty#tstandardaction#tinstant#tuserpot#ttargetwill#tauditory#tcreature#thostage#ttatctical#ttrickery
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Checkpoint (Technique)
A temporal Technique that reverts the user to a state they were in a previous point in time.
Base
Technique Type: Specialty Performance: Full Round Action (to create checkpoint) Delivery: Self Effect Type: Instant (Special)
On the round the user activates this Technique, they write down their current amount of HP, the remaining amount of turns on any Lingering effects, and other miscellaneous details of their current state. Afterwards, they choose within how many turns (up to a maximum of 3) they will revert back to this 'checkpoint'. At the start of said turn, the user will immediately return to the state they were in, all except their current position & their currently remaining Energy, which are unaffected by the effects of this Technique. Channeled Techniques are interrupted by the 'time leap' of Checkpoint, and the user's own are also not considered re-initiated were they active at the chosen point.
For the effects of this Technique to revert the user to a past state, they must both be alive and conscious. Multiple checkpoints can be in effect at the same time, but they cannot be set to trigger during the same turn.
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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).
#tcombat#tmovement#tself#tinstant#tcombo#tcharge#tenhance#tknockback#tninja#tpositioning#tshinobi#tstrike#ttackle
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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
1 point:
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.
2 points:
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.
#tcombat#tdefensiveaction#tinstant#tprotection#treflect#twind#tcounter#tdefenses#tdeflection#tair#tdowned
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Alternate Space (Technique)
Allows the user to cross into a dimension of reality that overlaps with our own, specifically one that shares the same environment.
Base
Technique Type: Specialty, Support Performance: Full Round Action Delivery: Self Effect Type: Instant
Upon casting this Technique, the individual shifts into another layer of reality, one that overlaps with what is known to mortals as the "real world". In this alternate space, minerals, the soil, and similar earthly features exist as they do in the "real world", including those that have been constructed into buildings and pathways. While these features can be touched, they cannot, however, be moved or influenced in any way.
Elements such as water, fire, ice, and energy do not exist in this alternate world (lakes, for example, appear simply as large craters), although they can be conjured up through abilities, techniques, etc. Just as their "real world" counterparts, these summoned elements do not manifest themselves on the other side.
When it comes to life-forms, this slice of reality is mostly barren— although that is ultimately left up to the GM's discretion— but the flora that exist in the "real world" also simultaneously exists in this realm as well. With that being said, just like with earthly materials, although it can be touched, it cannot be moved in any way.
Techniques performed in this alternate space appear solely in alternate space, and cannot target individuals in the "real world" (and vise versa).
Any other user with this same technique feature— whether it is its base feature or a modification— ends up in this same layer of reality upon using it.
The energy of individuals in this realm can be sensed from the "real world".
To return to the "real world", the player must perform this Technique again.
#tspecialty#tsupport#tmovement#tself#tinstant#tdimensional#tethereal#tpositioning#tshinobi#tninja#tstealth#ttactical#ttravel
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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.
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Unlock (Technique)
A Technique used to unlock seemingly anything, so long as it functions through mechanisms.
Base
Technique Type: Specialty, Support Performance: Standard Action Delivery: Selective Range: 20ft. Effect Type: Instant
Regardless of its mechanical complexity and craftsmanship, this Technique will unlock the targeted item. The effects only work on things that have been mechanically locked, regardless of material (i.e., it won't unlock anything supernaturally sealed).
Unlock is useful not just to open up incredibly advanced locks, but also any whose size or nature make it difficult to do so (e.g. colossal locks, rusted, or intangible locks).
Modification
Requirement: [N/A]
As a modification, this feature makes use of the Technique’s Delivery to employ its effects.
If the Technique targets an individual, a random, locked object in their possession is opened unless the user declares a specific one that should be targeted.
Upgrades
1 point:
Range Upgrade: +10ft. range.
Targeting Upgrade: Affects 1 additional target per use.
#tspecialty#tsupport#tmodification#tstandardaction#tselective#tinstant#tthief#tsteal#tespionage#tkey#tobject#titems#tdoors#trogue
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Swipe (Technique)
An ability used to quickly and stealthily snatch possessions off of others.
Base
Technique Type: Specialty Performance: Standard Action Delivery: Contact Reach: +5ft Effect Type: Instant
For this Technique to work, the user must have an idea of what it is that they’re attempting to swipe off of their target. The more information they have on the item, the more accurate the Technique is.
The moment they perform the Technique, the GM asks for the mental image the character has of the target item (color, size, shape, texture, etc). They then assign a percentile to the accuracy of the description, and roll the appropriate die to see if it is successful (typically a d10). A completely accurate description guarantees success.
Whether the Technique is successful or not is a separate matter from whether the targeted individual becomes aware of what’s happened or not. To determine so, the user rolls as if having performed an Energy Imbued Unarmed Attack (which represents the Technique’s execution). If it is lower than the target's Sense, they have become aware of what transpired. If it is higher, they remain unaware.
Modification
Requirement: [N/A]
As a modification, the feature makes use of the Technique's Delivery to employ its effects.
Upgrades
1 point:
Reach Upgrade: +5ft
#tspecialty#tstandardaction#tcontact#tinstant#tthief#tstealth#tsteal#titems#tninja#tobject#tshinobi#ttrickery#tepsionage#trogue
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Purify (Technique)
Purify cleanses its target from a wide variety of potentially harmful things, including common adventuring threats such as poison.
Base
Technique Type: Support Performance: Standard Action Delivery: Selective Range: 20ft. Effect Type: Instant
When attempting to remove any harmful effect from a subject, the user of Purify prompts opposing Potency rolls with the subject who inflicted them. If no particular individual caused the effects, the user's Potency is instead pinned against the appropriate DC according to the effect's strength.
Purify cleanses the target from poison, disease, addiction, curses, as well as any others effects of a similar nature. Purify is as much useful for using on individuals as it is for using on consumables, items, and locations.
Modification
Requirement: [Delivery: Wave, Field, Selective]
As a modification, the feature makes use of the Technique's Delivery to clense those affected.
Upgrades
1 point:
Range Upgrade: +10ft.
#tsupport#tmodification#tstandardaction#tselective#tinstant#trestorative#tcancel#tcleanse#tremoval#thealth#trecovery#trestoration#trevert#thindering
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Copy Technique (Technique)
A Technique that allows the user to temporarily make use of other individuals' Techniques.
Base
Technique Type: Combat / Specialty / Support Performance: Prepared Action Delivery: Selective (Targets Techniques) Range: 30ft. Effect Type: Instant
Copy Technique can be acquired as either a Combat, Specialty, or Support Technique, allowing the user to Copy a Technique that shares the same typing.
As a Prepared Action, the user may target a valid Technique whose performer or emerging effects are within range, temporarily adding it to their toolkit. For it to succeed, the user must succeed in a Potency check pinned against that of the owner of the Technique being copied. A copied Technique is stored with the same Modifications and Upgrades that the original owner’s had (which should be written down at the moment it is copied), but it utilizes the copycat's own Potency and Skill Points when it comes to Saving Throws and the likes. A copied Technique can only be performed once, but the number of uses available can be upgraded.*
Copy Technique requires an Energy charge to be expended for Copying a Technique and then an additional one for when it’s performed.
Copy Technique can only be modified by Features which target Techniques.
Modification
Requirement: [Delivery: Selective (Targets Techniques)]
As a modification, the effects of Copy Technique can be mixed with other Technique-targeting Features.
Upgrades
1 point:
Range Upgrade: 30ft.
Additional Use*: +1 Additional Use
2 points:
Additional Typing: Allows you to copy Techniques from an additional type.
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Store (Technique)
Allows the user to summon or dismiss an item.
Base
Technique Type: Specialty / Support Performance: Standard Action Delivery: Contact (Targets Objects) Size: 5ft. Effect Type: Instant
The user of this Technique can store an object no larger than 5ft. in an alternate location outside of traditional space by using a Standard Action to touch it. The object can be stored for an unlimited amount of time, and may be brought back at any time as a Standard Action. Bringing back an object materializes it right beside the user. The action of storing the object, not bringing it back, is the one that consumes an Energy charge.
Containers with other objects in them cannot be stored with this Technique, only the container itself if it is empty. In other words, this Technique specifically targets 1 distinct object (unless upgraded to affect more).
If the Technique's user falls unconscious, Stored objects are instantly materialized beside them.
Upgrades
2 points:
Number of Targets Upgrade: +1 additional object
Object Size Upgrade: +5ft.
#tdimensional#tespionage#ttactical#tspecialty#tsupport#tstandardaction#tcontact#tinstant#titems#tobject#trogue
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