Edge & Power Notes
Evasion
The character has superior agility and grace when dodging attacks. He can use the Full Defense Action (Defend + Defend) without spending Surge Points during combat. +2 Defense (Dodge).
Forensic Analysis [1 Luck | Variable | Instant]
By examining the physical evidence of an event, the character can reconstruct the physical process behind that event. For example, finding a body with a knife wound, the character can tell what sort of knife was used, from what direction the blow was struck and so on. This effect need not be limited to bodies and the scenes of crimes – characters can likewise reconstruct the evidence left behind by liaisons, examine the details of a campsite, etc.
Insightful Profiler [1 Luck | 1 Minute | Instant]
An Insightful Profiler can look over a scene – like a murder or recently abandoned vehicle – and mentally develop a psychological profile of the types that made the scene. Information gleaned would be rough sense of age, gender, social standing, likely profession, and other ‘vague details’.
While the information by itself is not terribly helpful, by having it, the Insightful Profiler will automatically recognize a profiled individual or group the moment he sees them.
Zen-Mastery
Allows equal use of both sides of Feng-Shui with no Luck or Surge Point Penalty for using the ‘wrong’ side. Furthermore, it now opens the Lucky Edge up for Multiple buys, with the following restriction: [m – Multiples limited by Wisdom Score: 5-6 x2; 7-8 x3; 9-10 x4)]
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Alter Chance: allows the Feng-Shui or Discord Master to alter the die result (the actual number rolled on the die) for a single roll by +/–4. Doing so requires one Action of Lopan study and a Luck Point, although it can be used to affect anyone’s roll (including the GM’s – who does not have to roll openly, but should take the result in the character’s best favor). Note that the die roll does not have to be adjusted if the natural result is better than an adjustment up or down.
Chart Fate: allows the Feng-Shui or Discord Master to cause things to happen to himself and others, bending chance and destiny to his own will, through the ultimate knowledge and study of the Lopan. This can allow anything to happen, from all of his enemies dying one-by-one in various accidents in the home, to the Feng-Shui Master (or anyone he chooses) becoming ruler of a planet by popular vote of the people. This power is very much wish fulfillment – and as such, must be carefully abdicated by the GM. The simpler things usually happen in a short amount of time, but the greater the demand on fate, the longer it will take to happen (and sometimes with unexpected results).
Curse: takes an Action to use and bestows the Unlucky Flaw on a single target each time it is used. Once bestowed, the Unlucky Flaw can only be removed by buying it off with XP, or by receiving four Luck Points from a Feng-Shui Master using the Harmony power. This power can also be used on a ship, building, or other generalized location to Curse the area and impose –2 Penalty to all die rolls made in that location. Only a Feng-Shui Master using the Harmony power and four Luck Points can lift a Curse from a ship, building, or other location.
Danger Sense: gives a Feng-Shui Master advanced warning of any imminent danger to himself (like an ambush), although it doesn’t give him specific information about what the danger is or where it will originate. While in effect however, the Feng-Shui Master gets a +2 bonus to Initiative and Reaction Saves, and cannot be caught Flat-Footed except on a Botched Initiative roll. Danger Sense lasts as long as the Feng-Shui Master has his Lopan in hand.
Discord: messes with another’s aura, placing it in temporary opposition to the natural flow of fate, luck, and Chi. It takes an Action to use Discord against a single target, following which, the victim suffers a –2 Penalty on all die rolls for the next 24 fours. Discord can be countered at anytime however, by receiving a Luck Point from a Feng-Shui Master using the Harmony power.
Divine Location: allows the Feng-Shui Master to concentrate on his Lopan, in order to determine the direction to and vector (direction of movement) of any object or person he has ever touched. This ability does not provide information about the target’s range, although the Feng-Shui Master could triangulate a more exact position by using the ability from several different locations, charting each reading to the point they intersect.
Jinx: can be used as a Limited Free Action, but requires a Luck Point to activate. When used, it causes another to automatically fail whatever Action they are trying to do at the time. Victims can spend a Luck Point of their own to shrug off the Jinx, but doing so only removes the automatic failure and not the possibility of failure normally associated with the task (in this case roll or reroll as normal). While using Jinx is a Free Action, it can still only be used once per Round, unless a Surge Point is spent to 'force the issue' on the target. When the issue is forced, it requires 2 Luck Points to counter, provided the victim has them to spare.
Harmony: and a Gatestone allow the Feng-Shui Master to attune himself more keenly than ever to the forces of fate and destiny, increasing his Total Luck Points by +4 for as long as a Gatestone remains in his possession. In addition, the Feng-Shui Master can now spend Free Actions (when desired) to give one or more of his own Luck Points to others for immediate use.
Karma Drain: and a Gatestone allow the Discord Master to actually steal Luck Points from another, causing the target to lose up to four Luck Points a pop - which are then passed to the Discord Master as Temporary Luck Points. Stealing a Luck Point requires a line of sight to the victim and an Action of Lopan manipulation. Needless to say, Luck Points can only be stolen from those who actually have any in the first Place.
Killjoy: allows the Discord Master to spend a Luck Point, as an Action, in order to Double the Cost of another’s use of Luck for one Scene. In other words, the target must spend 2 Luck Points to get the benefit of having spent 1.
Read Aura: allows the Feng-Shui Master to spend a Round to study the Lopan in such a way as to reveal the nature and condition of anyone he concentrates on. Information gleaned from the Lopan includes whether the target has a good heart or is evilly inclined; what the target’s three highest skills are (but not their level); whether the target has Psychic, Feng-Shui, or other Powers; the target’s current health status, including internal injuries, diseases, common mental disorders (including Psychosis), drug use, poisons, radiation, implants, and memory loss; and when the target is lying.
Summon: allows the Feng-Shui Master to cause people to come to him (or a specific location) through happenstance and chance, completely unaware that they are going to arrive, unless they themselves are also looking for the Feng-Shui Master or his location. How long it takes, or the circuitous course of events that will lead the person to arrive is up to the GM, although the closer a person is when summoned, the faster he will arrive. This can be a few days to weeks, months, or even years, depending on distance and countless other factors. Both non-specific persons and individuals can be summoned, such as the closest hacker in the area, or ‘Mean Joe’ the current Bounty Head. In order to summon a specific individual however, it must be someone the Feng-Shui Master has seen before and is familiar with. In the case where the target of a Summons cannot get to the Feng-Shui Master, or is intentionally hiding, then the Summons works in reverse and the Feng-Shui Master is led to them in the same manner as outlined above.
Flaws
Code of Honor (Defend the weak; Evil done for "the right reasons" is still wrong; it is never necessary to hurt another living thing (vegetarian))
The character has a personal set of rules that he will not break, no matter what. Typical codes are against killing, harming women or children, attacking from behind, never suffering an insult without answering in blood, etc.
Heroic
The character is a sucker for those in need. He hates to see anyone suffer and can never turn down a sincere plea for help.
Kid
The character is a child, 8-15 years old, which most people won’t take very seriously. Typical kids are also undersized (see Short) and are restricted by age from certain activities, wherever such laws are actually enforced. -3 Face Skill and -3 Socialize (Interrogation) rolls.
Short
The character is well below average height, having trouble looking over high objects and moving quickly. +2 Stealth (Hide) rolls and -5 Movement.