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.
Sensory Enhancing Trance: [1 Surge | 5 Minutes | 1 Scene]
By spending a Surge Point and entering a special trance, one can spend 5 minute to slowly increase one sense of their choice to remarkable levels for the duration of 1 Scene. The effects of this function exactly as those of the Heightened Senses Spell as follows:
- Hearing: Increasing this sense gives one a +6 bonus to all Listen rolls, but makes him susceptible to loud noises and sound based attacks. Anytime the character is caught in an explosive based Area Attack, he must make an additional Endurance Save or be Stunned. The user also suffers a -4 penalty when making a Save against the Tone spell or other similar effects.
- Sight: Increasing this sense gives one Night Vision and a +3 bonus to all Search and Spot rolls. It also makes him susceptible to any attacks specifically targeting sight, imposing a -4 penalty to any Saves rolled against such effects.
- Smell: Increasing this sense allows one to identify objects and beings by smell (provided he is already familiar with them) and to identify those who have handled an object or been in a particular area within the last 8 hours. It also allows the user to identify poisons and other impurities in food or drink and to detect (or ‘see’) invisible gases in the air (allowing him and those he warns, to stay clear of poison gas clouds).
- Touch: Increasing this sense allows one to tell the exact weight of any object he can lift and to unerringly determine whether an unconscious person is alive or dead. It also gives him a +6 bonus to all Open Locks rolls used against hard locks.
. Speak with Animals: [1 Surge | Instant | 1 Scene]
The ability to communicate and interact with Animals based on the NPC Interaction Chart. Wild Animals always start off Unfriendly, but can be bumped to Indifferent with a simple offer of food. From there, roll as normal when trying to improve their Attitude. Most Animals have INT 1, but are able to easily relay information about things they have seen, heard, or experienced recently.
Spirit Bonded Pet: [1 Surge | 1 Day | 1 Animal]
This Amazing Feat allows the character to spiritually bond with any 1 animal, in such a way that the animal becomes a faithful companion creature – willing to obey, help, and protect its master. Wild animals that are Spirit Bonded immediately become Domesticated; and all animals gain the ability to understand human speech and communicate with their owner through verbal and semantic signals.
Spirit Sight: The character can see through the curtain that separates the realms at will, allowing him to notice any unmanifested spirits, demons, or oni within his line of sight.
Squirrels: You have a dray of twelve normal squirrels that follow you around and act as if they are trained, even though they are not. The squirrels respond to simple commands (Follow, Hide, Fetch, Deliver, Wait, Guard, Pester, Find Nuts, Etc...) and take care of their own feeding.
Normally, they just hang around and chitter at stuff, following the simple commands given to them, but a Surge Point can also be spent to make them attack something as a Swarm.
Additionally, the squirrel dray automatically regenerates some of its numbers once per day.
Summon Kirin : [1 Surge | Full Action | 1 Day]
Certain ‘blessed’ individuals can spend a Surge Point and fervently petition the Ancestors to send them a celestial steed from the heavens above. In answer to their call, the clouds part and a Kirin descends to faithfully serve them for 1 Day.
Surefooted Guide: [1 Surge | Instant | 1 Day]
By spending a Surge Point and using this Feat, the character can ignore (for himself, mounts, and those with him) all terrain penalties for one day of travel.
Suspended Animation: [1 Surge | 1 Minute | Maintained]
Suspended Animation allows the Forest Ward to shut down the functions of his body, enabling him to survive indefinitely without food, water, air, or warmth (and even in the vacuum of space). While in Suspended Animation, the Forest Ward appears as dead but is actually aware of his surroundings and the passage of time, allowing him to awaken instantly whenever he desires.
Temperature: [2 Surge | 1 Minute | Concentration]
Temperature allows the Forest Ward to instantly set the overall temperature within a two-mile radius and then maintain it for as long as he desires, through concentration. There are only three options when casting the Temperature spell: Hot, Temperate, and Cold. Temperate is considered the normal temperature range and is typically the default temperature setting of the game. Hot (above 90°) and Cold (below freezing) are the two extremes of the temperature range and impose penalties as detailed in the Hazards section (see Hot and Cold in core rules).
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.
Unshakeable Tracking: [1 Surge | Instant | 1 Day]
Unshakeable Tracking allows the user to automatically follow any physical trail left by anyone or anything, less than a week old, from start to finish without losing it – regardless of the physical conditions of the trail. When used to counter Leave No Trace, it allows an Outdoor (Track) roll to be made instead of automatically succeeding/failing.
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.
Ward of The Earth: [1 Luck | Instant | 1 Day]
By spending a luck Point each day, the user of Ward of The Earth will never starve, or fail to find shelter, or be attacked by normal animals while out in the wilds. No matter the climate or terrain, some form of shelter, food, and drink will make itself available throughout the day to protect and sustain the character. Whether a small spring, rain, or morning dew for water; or edible plants, bugs, or small critters for food – something will always be there for the character to get by on. Furthermore, the character will always have an intuitive sense of which way to go to find the closest form of civilization no matter how far away it might be.
Weather Set: [6 Surge | 10 Minutes | Concentration]
Weather spell allows the Forest Ward to instantly set all aspects of the weather simultaneously (Precipitation, Temperature, and Wind) in a ten-mile radius, which then remain in effect for the next 24 hours. Once set, the weather conditions require no further concentration from the Forest Ward, although he may voluntarily end the spell at any time before its duration if desired, at which point all weather conditions return back to normal.
Weapons Master: [1 Surge| Add | Instant]
Spend a Surge Point to make a single Armor Piercing Close Quarter (Melee) attack (or) disregard the MTN normally associated with Called Shots while making a single Melee attack.
Wind: [2-3 Surge | 1 Minute | Concentration]
Wind allows the Forest Ward to instantly set the overall direction and speed of the wind within a two-mile radius and then maintain it for as long as he desires, through concentration. Wind speed can be set to any of the following: Calm, Light Breeze, Steady Breeze, Windy, Gusty, Storm Winds, or (with an additional Surge) even Hurricane. See the Hazards section of core rules for the effects of high wind and how it effects the movement of fire and smoke.
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Tsunami Wave: Creates an 8 ft high, 12 ft wide, wave of saltwater that slams into everything in a 50 ft Line – doing 5S + X-Roll Damage to all within and automatically knocking anything, without the Untippable AF, Back (5ft times X-Roll) & Prone in the process. Furthermore, the Tsunami Wave acts as an Engine of Destruction, doing Triple X-Roll Damage to all nonliving objects, including Golems and Animated Objects.
Fill the Sails: [1 Surge | Instant | 1 Scene]
This Amazing Feat allows one to triple the ship’s normal speed or to sail it at normal speed against the prevailing winds.
Feather Fall: As long as both fans are out at the time, the character can use them to gently spiral down to the ground from any height and suffer no harm.
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Restore Vitality: Restore Vitality instantly restores 10 Vitality Points each time it is used and counters the Conditions of Fatigued, Exhausted, Unconscious, Nauseated, and the special Disabled status induced by Surgery.
Close Wounds: Close Wounds instantly restores a flat (no X-Roll) 5 Wound Points each time it is used, Stabilizing Dying characters and taking Disabled characters back to Wounded.
Initiative: Unlike other spells, the Initiative spell can be cast as a Free Action, but only once at the beginning of each combat. If successful, the Hexslinger’s cannot be Stunned by an Ambush and does not roll Initiative as normal for the Combat, but instead starts on a ‘20’ in the First Wave, as if he had rolled a Crit (getting +1 Actions on the first round).
Physical Boost: Physical Boost allows the Hexslinger to double his STR, CON, DEX, and Base Movement for one Scene. Vitality and Wound Points are recalculated from the new totals, but are lost (as Damage) when the effect wears off.
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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.
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BackgroundThe Kuwabara family's patriarch was a simple man, with a simple task. He was a samurai, and was ever-loyal to his daimyo. Morio Kuwabara was a strong, educated man, he spent his time fathering his children and protecting Sendai. As a father, he spent his time home camping and training his elder son, Sen, to be a samurai too, hoping the life skills he'd learn would be enough for when he'd die. He gave Sen a headband to wear, with the family name encrusted on the top. As a warrior, he was skilled and proud, but when the Chinese invaded, he was one of the first to die.
Udo Kuwabara's needy mother soon remarried to a rich Chinese 'hero' named, "Shing Wu". Shing often physically abused Udo and his elder brother, Sen, and tried to prevent both of them from becoming samurai. He also tried consistently to throw away Sen's headband out, but Udo always made sure to find it. Udo and Sen Kuwabara tolerated his antics for 9 months, where Sen would secretly teach Udo to fight like a samurai, meanwhile learning sciences using stolen school text books. Convinced that Udo would need real training to become a true samurai, Sen convinced Udo to run away with him to the forest that he used to go to with his father. There, he taught Udo to fight, making make-shift weapons for him to use to hunt game. Fortunately for Udo, animals seemed to like him more than others, so trapping them was simple enough, and didn't require much of his clumsy finesse. Udo liked hunting, but he loved interacting with the animals, rather than straight off killing all of them. Sen also taught him how to heal wounds, stop poison, even perform surgery on wounded animals. Udo stayed there for many years, through warm and cold climates, to confronting many different animals. Udo spent all his days climbing trees, sparring, and (although it confused his brother) talking to animals. Nevertheless. Sen was impressed with young Kuwabara's improvement, and constantly praised him. Sen often warned him of the dangers of the outside world, and to be wary when the time came to go back.
Of course, good things don't last long, Sen caught a deadly fever and even Udo's medical talents weren't able to save him, he left his brother with the his last words, "See the rest of the world, and serve the daimyo like our father would... Bring Honor, to our name". He left him with a headband with 'Kuwabara' written at the top.
Udo, spent a month or so meditating, speaking to himself and consulting animal friends. At the end of 40 days and 40 nights, he got up, and left the forest.
He journeyed outside, thinking what he'll experience will be tough and scary, after all, he hasn't seen anyone but his brother in years. he joined the samurai school, where he got odd looks because of his bluntness, odd talking to himself habit, and crude humour. He never understood society, but he was never able to get it to understand him either, so he gave up. He continued studying life and earth sciences (probably in hopes he could return one day) and building his physical strength, never stopping to talk to another student who would likely insult his bad breath, or something ridiculous like that. Plus, he knew multiple schoolmates who were open lechers and thieves, it truly wasn't worth it to expose himself to that. Although he loved his brother, he wasn't sure what he meant by, "see the rest of the world," the rest of the world didn't seem to be worth seeing. Animals seemed to be a whole lot better friends, a whole lot let nasty. So he talked to himself (and at times to random passing animals,) laughed at his own jokes, and became a loner,
Now, Udo Kuwabara strives to give honor to his family name, and make sure everyone knows that that he did it. He also wishes to kill his bastard step-father who moved back to Edo, China, with his mother, but before he does this, he needs sanctify his family name. And last of all, he searches for a true, worthwhile friend, though this is the least if his priorities. Udo holds his father's headband proudly, and made several replicas to leave wherever he goes.
Other Notes -Odd humor
-Socially Awkward
-Talks to himself
-Seeks revenge on Chinese 'hero' Shing Wu, his step-father.
-Shing Wu coincidentally also killed Udo's father, Morio Kuwabara.