Power and Edge Notes
Edges_
Base of Operations: The character has a well-known base of operations, where he can relax or attend to his own affairs (as long as no one is after him).
Blind Fight: The character can engage in Close Quarter Combat without having to see his opponents. He suffers no penalty for vision when using Close Quarter Skills.
Born Leader: The character has the natural ability to encourage, motivate, and push others beyond their normal limitations. The character gains a second set of Surge Points (equal to his own), which he can give to others within the sound of his voice. Unlike his personal Surge Points, these are not limited to being spent just one per round.
Indomitable Spirit: The character has extraordinary mental tenacity. Any time the character fails a Willpower Save, he gets a second Save on the next round to try again.
Rapid Strike: The character is lightning quick in close quarter combat. He can use back-to-back Attack Actions (Attack + Attack) when making Close Quarter attacks, without spending Surge Points during combat.
Stunning Attack: The character knows how to make disabling strikes to vulnerable pressure points. Whenever the character makes a successful Close Quarter (Unarmed) attack that causes damage, the target must make a Fortitude Save or be Stunned for one round.
Amazing Feats_
Amazing Celerity: [1 Surge | Free Action | 1 Scene]
The Amazing Celerity Feat causes an explosive speed in user. The effects allow for very quick gross motor movement, which doubles the user’s Normal Movement speed and grants an additional Defense Action each round.
Body Maiming Style: [1 Surge | Add | 1 Scene]
By focusing a Surge Point into a successful Attack roll of 10 or higher, the user can temporarily Maim an opponent for the remainder of the Combat Scene. Choose one of the following Flaws for each temporary Maiming:
> Bum Leg - Stacks with itself to create No Use of Both Legs
> Impaired Vision - Stacks with itself to create Complete Blindness
> One Arm - Stacks with itself to create No Use of Both Arms
> Distinctive Features (Scar) - Permanent, even after Combat
Brass Body Technique: [1 Surge | Free Action | Instant]
The character can channel Ki Energy throughout his body to harden his skin like brass just before a wounding attack would land. This allows the character to counter all Wound Point loss from a single physical attack source in exchange for the Surge Point (Minimum Damage Option still applies). Brass Body Technique does not prevent Vitality Point Loss however.
Combo: The Combo AF allows the character to tie together previously employed Edges and AFs into single Combo Move that has no Surge or Luck Point Cost. The particular Edges and/or AFs strung together, must be ones that have already been used (and paid for) during the Combat Scene. The time it takes to execute any particular Combo is equal to the lengthiest component in the Combo itself - and only one Combo can be executed per day for each time this AF is taken.
Convincing Lie: [1 Surge | Free Action | 1 Scene]
By spending a Surge Point and attuning oneself to the spirit of duplicity, one may tell the most outrageous lies imaginable without normal detection. When telling a plausible lie, all those that hear it will automatically believe that it’s true and think nothing of it (until proven wrong, if ever). When told a completely ridiculous lie however, they are allowed to make a MTN 10 Evaluate (Sense Motive) roll to suspect something is off in the telling. Those that fail to notice anything amiss, will believe the ridiculous story a full ten minutes after hearing it and then suddenly realize that they have been deceived.
Crashing Mirror Technique: [1 Surge| Add | Instant]
This Amazing Feat causes a phantom mirror image attack to trace immediately after the successful strike of any Close Quarter (Melee or Unarmed) attack – in effect hitting the target twice with the same blow! When used, the target takes double the full damage of the attack mirrored.
Death Touch: [1 Surge| Add | Instant]
Spend a Surge Point with an Extra Success on a single Unarmed attack to instantly Disable the Opponent.
Flawless Decorum [1 Luck | Free Action | 1 Scene]
By attuning one’s spirit to protocol, one can smoothly navigate any social situation with perfect ease, intuitively knowing the expectations and customs of the participants and making no mistakes or faux-pas. It can be used in the place of a Socialize roll like a Crit to automatically get the best results possible, given the circumstances in question.
Grievous Injury Technique [1 Surge| Add | Instant]
The character can spend a Surge Point to change any Attack-based Extra Success (successful roll of ten or higher) into a Crit instead.
Heavy Hitter: [1 Surge| Free Action | 1 Scene]
With this Amazing Feat, the character can Double Base Strength for all Close Quarter Attack Damage for one Combat Scene.
Heroic Surge: The character can explode with a burst of adrenalin, allowing him to spend as many of his Surge Points per round as he likes, without the usual one per round restriction.
Inspire Heroism: [1 Surge | Full Round | 1 Scene]
By spending a Surge Point and showing bold-faced courage in the face of danger, one can shore up himself and allies against nearly all the effects intimidation and panic for one Scene. While Inspire Heroism is in effect, any Fear Effect that would cause Panic (or greater) simply causes Shaken instead – while Intimidation and Fear Effects that would normally cause Shaken are completely ignored.
Ki Master: The Ki Master understands and manipulates the flow of Ki Energy present in the body to fuel all sorts of Amazing Feats. This is represented by a Ki Energy pool, equal to 1.5 times his own Surge Points (round down).
Ki Energy can be used in place of Surge Points for the sole purpose of powering Amazing Feats. Surge Points can still be used as well, though Ki Energy cannot be used the other way around (for normal Surge Point Options). Unlike Surge Points, Ki Energy fully refreshes on its own at the start of each day.
Ki Spike: [1 Surge| Full Round | 1 Scene]
By greatly focusing one's Ki, one can create an invisible spike of spirit energy from the palm of their hand and use it with Unarmed Attacks. The Ki Spike is imbued with Spirit Cutting and does 2+L AP Damage.
Knockback: On a Close Quarter (Melee or Unarmed) Attack roll of 10 or higher when Heavy Hitter is in use, one can choose to knock his opponent back a number of feet equal to (5 times the X-Roll) and the opponent must make Reflex Save or fall prone. On a Crit, the opponent is also KO’d. Furthermore, a Surge Point can now be spent following any successful Heavy Hitter hit (damaging or not) to knock the target back the full 50 ft.
Martial Arts Master: [1 Surge| Add | Instant]
Spend a Surge Point to make a single Armor Piercing Close Quarter (Unarmed) attack (or) disregard the MTN normally associated with Called Shots while making a single Close Quarter (Unarmed) attack.
Multi Attack: The character can take two Close Quarter attacks per Attack Action, sacrificing accuracy for speed. Multi Attacks cannot Crit, suffer a -2 Penalty on each attack, and cannot be used with Called Shots or any other roll that requires a MTN to succeed.
Retributive Strike: The creature gets to make one final (free) +5 attack when defeated or killed.
Righteous Indignation: [1 Surge | Full Round | 1 Scene]
By spending a Surge Point and standing firm against one’s enemies, the master of Righteous Indignation can cow them with a sense of their own folly – effectively Intimidating all that would stand against him without the need for a roll.
Ripple Across Pond: [1 Surge| Add | Instant]
Using Ripple Across Pond, a character can make a 30x ft ranged Close Quarter (Melee or Unarmed) attack – by sending arcs of focused Ki energy out from each swing of his weapon or by pushing the energy through his hands.
Savage Blow: [1 Surge| Add | Instant]
Spend a Surge Point to double the X-Damage of a single Close Quarter (Melee or Unarmed) attack.
Shrug Poison or Disease: [1 Surge | Free Action | Instant]
Buy burning a surge point, the character can effectively Crit a Save against any poison or disease without needing to roll.
Spirit Cutting: [1 Surge| Add | 1 Attack]
By spending a Surge Point, the character can make any damaging attack (that would normally pass harmlessly through) affect an incorporeal or unmanifested Spirit or other such creature.
True Strike: [1 Surge| Add | Instant]
Automatically hit on a Close Quarter (Melee or Unarmed) attack with an effective Die Value of 10 – except when the opponent Crits on a Defense roll or uses Uncanny Dodge or Uncanny Parry.
Uncanny Dodge: [1 Surge| Free Action | Instant]
Spend a Surge Point to automatically Dodge any one attack, or area attack, even if the attack does not require a roll to hit. This includes both physical and mental attacks, such as those produced by spell effects, psionics, and feng-shui powers.
Valiant Sacrifice: [5 Vitality Points| Free Action | Instant]
Sacrifice 5 Vitality (or Wound) Points for +1 Surge Point (Only when at Zero Surge).
Vengeful Counter Stance: [1 Surge| Add to Defense Actions | 1 Scene]
By spending a Surge Point and using Vengeful Counter Stance, one can preemptively use a Defense Action on a round-to-round basis to Counterattack all Close Quarter Attacks coming his way with Defense (Parry). Unlike normal Parry rolls, Vengeful Counter Stance can be used unarmed as well as armed, and any successful Parry in this case, does the weapon's normal Damage plus X-Roll as if a successful strike had been made with the weapon. Note that while these damaging Parries can Crit, they are not subject to other Edge or Amazing Feat enhancements.
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Berserker Rage [1 Scene]: The character can spend 1 Action to enter a ferocious battle frenzy for the duration of 1 combat Scene, doing +4 Damage, gaining +10 Vitality Points, Immunity to all Fear and Pain Effects, and +1 Additional Attack Action per Round! During this time however, the user can only make Close Quarter Combat Attacks, never Dodges or Parries, is incapable of speech, and cannot use Feng-Shui, Magic, or any Mental Skills or Powers of any kind (INT, WIS, PRE).
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Demon: The Demon spell allows the Hexslinger to summon one of four kinds of Demons: a Fiend (physical, monstrous, and violent); a Succubus (physical, human-looking, and subtle); an Unclean Spirit (incorporeal, ghostly, and possessing); or an Oni (physical, cunning, and dangerous). Once summoned, a Fiend, Succubus, and Unclean Spirit will remain for 24 hours, or until destroyed, or hit with Dispel Magic. An Oni on the other hand, just serves for 24 hours and is then free to do what it wants (including killing the summoner if it is capable and so desires) and is not affected by Dispel Magic in the same way as the other Demon Types (hitting an Oni with Dispel Magic, or it's summoner, just frees it all the earlier). During the 24 hours the Demon is 'under control', it will grudgingly obey the Hexslinger, but only to the letter of his commands and will continually try to warp them to its own will.
In order to ensure that a Demon does what the Hexslinger intends, the Hexslinger must successfully Intimidate or Taunt the Demon every time he directs it to do something – or the Demon will twist the command in some way as to cause the Hexslinger grief. A Botch on one of these rolls is exceptionally bad, as it instantly frees the Demon from the service of the Hexslinger and allows it to either turn on the Hexslinger or run rampant.
Further, a Hexslinger can only have one Demon in his service at any particular time, but can swap one out for another simply by recasting the spell (which is a bad idea when dealing with Oni). Since Demons are not truly mortal, a particular Demon can be resummoned over and over again, even after it has been physically destroyed, thus allowing the Hexslinger to develop a familiar relationship with one – though this is usually only done for a particular Succubus that the Hexslinger has become enthralled with…
See Creature Appendix for Fiend, Succubus, and Unclean Spirit stats. See Mythic Nippon Appendix for Oni stats.
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Blessing of The Ancestors_
Ancestor’s Rebuke [1 Surge | Add | Instant]
This feat allows the user to double the Total Damage of a single successful Attack against Undead, Spirits, Demons, and Oni.