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becomingtoday · 11 months
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Reflections On Reflecting
There is always more to learn about ourselves and the world around us. The more we reflect, the more we grow.
With the annual remembrance marking my birth yesterday I found myself doing more than a certain amount of reflecting. Actually I was reconciling what has really been the past 6-weeks of deep reflection and remedy that I have been undergoing and processing. Let’s talk a bit about the process and the answers I found, on this edition of “Becoming Today”. Reflection is a powerful tool that can…
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yu-yu-hakusho-rpg · 3 years
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Mirror Technique Effects (Technique)
While being channeled, any non-damaging effects bestowed on its user are also bestowed on the person that caused them.
Base
Technique Type: Combat / Support Performance: Standard Action Delivery: Self Effect Type: Passive Channeling Duration Tier (DT): Mn Duration: 1 minute (10 rounds) Saving Throw: Same as the Mirrored Technique.
While channeling this Technique, any number of effects being applied by to the user by a someone else's Technique are also applied on their owner, be them helpful or harmful. That being said, the owner has an opportunity to resist such effects with a Saving Throw of their own where applicable.
Mirror Effects does not mirror physical consequences that are related to impact and momentum, even if they are caused by direct consequence of the technique (for example, any Knockdown or Pushback caused by physically-oriented Techniques). Territory effects are also excluded from interacting with this technique.
When it comes to Instant and Lingering effects, the incoming technique's effects can be mirrored on the owner even if they were resisted by the target, but they do indeed need to have at least prompted a Saving Throw or an immunity check.
Channeled effects are cancelled on both the target and their owner the moment the latter ceases channeling them.
Modification
Prerequisites: [Delivery: Self] [Duration Tier: Mn or less]
As a modification, this feature's effects are activated alongside the Technique's other Self effects.
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kikkofindaeas · 7 years
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Treflect
Caprioespiatory = Depistage responsability from effective = Sostitute of Impost
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yu-yu-hakusho-rpg · 4 years
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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.
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yu-yu-hakusho-rpg · 4 years
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Absorb and Release (Technique)
Absorbs the effects of one Melee, Projectile, or Wave Technique, allowing the user to later release them towards a target of their choosing.
Base
Technique Type: Combat, Specialty, Support Performance: Defensive Action (to absorb), Standard Action (to release)
When a Technique is about to make contact with the user, they may activate Absorb & Release as Defensive Action. Upon doing so, rather than undergoing the Technique's effects, they store them within themselves. These stored effects can then be released by the user as at no energy cost by using a Standard Action.
Although effects do not have to be released in the same exact manner as they were first conjured up, they do nevertheless follow the same method of Delivery. Naturally, when expelled, the effects behave according to the same properties of the Technique they hail from.
By default, only 1 Technique can be absorbed at a time, an amount that can be increased through upgrades.
Upgrades
1 points:
Absorption Slots: +1
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yu-yu-hakusho-rpg · 5 years
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Reflect (Technique)
A Technique that sends back Projectile and Wave Techniques back to their users.
Base
Technique Type: Combat Performance: Defensive Action Delivery: Contact (targets Techniques) Effect Type: Instant
Like any other Technique Feature, the way this Technique is manifested is designed by the user upon acquisition, the only requirement being that, since it is a Contact Technique, the projectiles or waves that are being reflected are within reach of the user.
Reflected projectiles and waves have their traveled distance reset upon contact with the Technique, meaning that, unless affected by any other factors, they will always have enough distance left in them to return to their originator. The targets of any reflected Techniques may perform the usual Defensive Actions available.
Homing Techniques, upon being affected by Reflect, change their target to be their previous owner.
Modification
Requirement: [Performance: Defensive Action]
As a Modification, Reflect adds its effects on top of those of the existing Defensive Action executed Technique.
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yu-yu-hakusho-rpg · 5 years
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Mirror Pain (Technique)
A defensive Technique which makes it so that any damage done to the user is also inflicted on the aggressor.
Base
Technique Type: Combat Performance: Defensive Action Delivery: Self Effect Type: Instant
Used as a Defensive Action, Mirror Pain accepts all incoming damage but also applies it to the aggressor. Unlike other Defensive Actions, Mirror Pain can be used on Techniques with any type of Delivery (such as Selective Techniques). Additionally, Mirror Pain can be used on Techniques with lingering damaging effects to also apply the same lingering damage on the aggressor, complete with its same duration. Likewise, a Passive or Actively Channeled Technique affected by Mirror Pain will continue to reflect damage on any consecutive turns linked to the initial application, without the user having to expend additional energy.
Mirror Pain only reflects back damage that is successfully applied to its user. Any damage ignored or avoided by the user due to natural resistances or the effects of other Techniques is not applied to the aggressor.
Damage reflected keeps its same typing, any resistances to it applying as usual.
Modification
Requirement: [Performance: Defensive Action]
As a Modification, Mirror Pain adds its effects on top of those of the existing Defensive Action executed Technique.
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