Power and Edge NotesEdges_Born LeaderThe 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.
Amazing Feats_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.
Valiant Sacrifice [5 Vitality Points| Free Action | Instant]
Sacrifice 5 Vitality (or Wound) Points for +1 Surge Point (Only when at Zero Surge).
Focused Spells_Fatigue (Death; 5; I) Attack; Po: When cast, the Fatigue spell charges the Hexslinger’s touch with an energy draining power that causes Fatigue on contact. Once contact with a victim is made, the negative energy is transferred and the spell ends – although a Hexslinger can hold the energy indefinitely until then. Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.
Drain Vitality (Death; 8♠; I): Drain Vitality allows the Hexslinger to drain (5 points plus the X-Roll of the casting) points of Vitality, with but an evil stare, from anyone he can see within 30’. Note that Drain Vitality only works against Vitality Points and does not effect Wound Points in any way.
Poison (Death; 13♠; I) Attack; Partial Save; Po: When cast, the Poison spell charges the Hexslinger’s touch with one of the three types of Poison (see Poisons in core rules), which can then be transferred into another living creature by touch, causing the creature to suffer the normal effects of the chosen poison. Once contact with a victim is made, the spell ends – although a Hexslinger can hold the Poison in his hands indefinitely until then. Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.
Zombie (Death; 13♠; Pmt): The Zombie spell allows the Hexslinger to create a zombie slave or skeletal servant from any dead corpse. Once created, a Zombie is completely under the control of its master and lasts until destroyed or dispelled.
Whither (Death; 18♠; I) Partial Save: The Wither spell allows the Hexslinger to drain the very life force from anyone within sight. Those targeted can make a MTN 10 or Crit Fortitude Save or take 20SL AP Damage (plus the X-Roll of the casting). Those that make the Save reduce the amount of damage by their X-Roll, and take no damage on a Crit.
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Passwall (Dimensional; 10; R) Po: Passwall allows the Hexslinger to become Incorporeal for one round, untouchable, ghostlike, and able to pass through solid objects, as if they were not there. Because the spell lasts for a complete round, only his available movement limits the distance that the Hexslinger can pass through solid objects. Getting caught in a solid object when the spell ends kills the Hexslinger instantly however – but does allow him or her to come back as a Ghost or Haunt.
As appropriate to the setting, this spell can also be used to cross the barrier between the Physical and Spirit World, much in the same way that the Manifest Edge allows other creatures to do so.
Jump (Dimensional; 13♠; I/S*): Jump allows the Hexslinger to instantly move a limited distance without actually crossing the space in between – he simply blinks from one position to the other. When using the Jump spell, the Hexslinger is limited in what he can take with him by his normal Carrying Capacity, up to Encumbered. In addition, it is not possible to Jump into a position already occupied by another creature or object. In the case where a Hexslinger attempts to do so, either inadvertently or by intention, the spell will automatically fail.
When used with a Surge Point, Jump can be held active for a Combat Scene; meaning that it can be used without further casting during each Round, simply by spending a Move Action.
The distance a Hexslinger can Jump, is limited by his Wisdom Score, as noted on the table below.
Wisdom | Jump Distance |
1-2 | | 100 ft |
3-4 | | 300 ft |
5-6 | | 1000 ft |
7-8 | | 1 mile |
9-10 | | 10 miles |
Teleport (Dimensional; 18♠; I): Teleport allows the Hexslinger to instantly move any distance, to any location he has ever been to, without actually crossing the space in between – he is suddenly gone from the one place and appears as suddenly in the other. When Teleporting, the Hexslinger can also bring a number of passengers along with him (and whatever gear they can carry among them), as long as they are in linked contact with the Hexslinger (i.e. holding hands together, with the Hexslinger physically touching at least one of them). Just how many passengers, is limited by the Hexslinger’s Wisdom Score, as outlined in the table below.
Note however, that it is not possible to Teleport into a position already occupied by another creature or object. In the case where a Hexslinger attempts to do so, either inadvertently or by intention, the spell will automatically fail.
Wisdom | Max Passengers |
1-2 | | 2 |
3-4 | | 10 |
5-6 | | 25 |
7-8 | | 50 |
9-10 | | 100 |
Gate (Dimensional; 18♠; M): Gate allows the Hexslinger to create a portal between any two points, allowing himself (and anyone else) cross through from one side to the other for as long as the gate remains open. Anyone standing between a Gate when it closes will be shunted harmlessly out one side or the other, determined randomly or by GM whim. The size of the Gate (and what can pass through it), is determined by the Hexslinger’s Wisdom Score as follows:
Wisdom | Gate Size |
1-2 | | Small |
3-4 | | Medium |
5-6 | | Large |
7-8 | | Huge |
9-10 | | Colossal |
Dismiss (Dimensional; 18♠; I) Attack/Touch; Partial Save: Dismiss allows the Hexslinger to instantly teleport a single creature (of any size) to any point he has ever been to, yet remain himself behind. Inanimate objects can also be moved with this spell, but are significantly more limited as to how much can be moved at a time. To determine how much inanimate material can be moved with this spell, substitute the Hexslinger’s Wisdom score in place of Strength on the Carrying Capacity table of the core rules and multiply the indicated Limit by 10.
Once cast, the Hexslinger must then touch his intended target to Dismiss it. Touching a target that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack. In addition, the target can make a Willpower Save to avoid being Dismissed, but gains a level of Fatigue from the effort if successful.
Only the whole creature can be affected by the spell – no, you can’s just teleport away someone’s head. Inanimate objects on the other hand, can be affected piecemeal by weight – you could dismiss an entire building a couple of tons at a time.
The Hexslinger should take some care when using this spell however, as creatures killed by the clever use of Dismiss return as Ghosts and can haunt the caster or seek Resurrection from someone else.
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Stunning Grasp (Energy; 5; I) Attack; Po: When cast, the Stunning Grasp spell charges the Hexslinger’s touch with a powerful electric charge that Stuns on contact. Once contact with a victim is made, the energy is transferred and the spell ends – although a Hexslinger can hold the energy indefinitely until then. Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.
Crackling Aura (Energy; 8♠; S) Partial Save; Po: The Crackling Aura spell surrounds the Hexslinger in a nimbus of arcing electrical energy that radiates 5’ from his person. Anyone coming into this area takes a flat (no X-Roll) 4L AP Damage per round and must make an Endurance Save or be Stunned.
Static Shock (Energy; 8♠; Until Discharged): With the Static Shock spell, the Hexslinger causes a powerful surge of static electricity to build up in any one metal object within his line of sight. The energy then remains in the object until a living creature comes within 10’ of it, at which point the energy is discharged from the object to the creature, who takes 8L AP Damage (plus the X-Roll of the casting) and must make an Endurance Save or be Stunned.
If there are already living creatures within 10’ of the object when the spell is cast, then the nearest creature not actually touching the object takes the shock. Any creature in physically contact with the object when the spell is cast is considered a part of the object and is not in danger of being hit by the energy, unless they break contact with the object before the energy is released.
Plasma Burst (Energy; 13♠; I) Partial Save: The Plasma Burst spell causes the air around the Hexslinger to spontaneously erupt in a chaotic burst of electrical energy, causing everything within 30’ of the Hexslinger to take 10L AP Damage (plus the X-Roll of the casting) and to make an Endurance Save or be Stunned. In addition, a Plasma Burst will also fry any electronic equipment within the area of effect, except for that which is in physical contact with the Hexslinger at the moment the spell is cast.
Lightning Bolt (Energy; 18♠; I) Partial Save: The Lightning Bolt spell causes a devastating bolt of lightning to leap out from the caster at any target within 100’. As long as the Hexslinger has an uninterrupted line of sight to the target, the Lightning Bolt will hit (no Attack Roll required), doing 18L AP Damage (plus the X-Roll of the casting) and forcing an Endurance Save to avoid being Stunned.
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Light Touch (Air; 10; M): Light Touch allows the Hexslinger to telekinetically pick up and move any object (or creature) up to 50 pounds, within line of sight. The object moves at a Base Movement of (5’ x INT) and can be double moved (two Actions) if desired, but not ‘Run’. Creatures caught with this ability can still change facing and attack (if in range), but have no control over their own Movement. Light Touch can be maintained over multiple rounds with concentration.
Heavy Hand (Air; 8♠; M): Heavy Hand allows the Hexslinger to telekinetically pick up and move any object (or person), within line of sight, up to a number of pounds limited only by the Hexslinger’s Wisdom Score. To determine how much weight can be moved with this spell, substitute the Hexslinger’s Wisdom score in place of Strength on the Carrying Capacity table of the core rules and multiply the indicated Limit by 10. The object can be moved at a Base Movement of (5’ x WIS) and can be double moved (two Actions) if desired, but not ‘Run’. People caught with this ability can still change facing and attack (if in range), but have no control over their own Movement. Heavy Hand can be maintained over multiple rounds with concentration.
Flight (Air; 8♠; M) Po: Flight allows the Hexslinger to fly through the air at a Base Movement of 30’. He may also ‘Run’ his flight if desired going up to (30’ x INT).
Deflection (Air; 13♠; I): Deflection can be cast as a Defensive Action and allows the Hexslinger to stop dead (or deflect to the side) any incoming attack or blast, as long as the attack is coming at him from the front. This includes all Close Quarter Combat attacks and Ranged Combat attacks, as well as vehicle Ramming attacks, and Area Attacks that originate within 45° to either side of his facing (although it does not prevent poison gas or Fire Hazards from effecting him after the initial blast).
Fling (Air; 18♠; I) Indirect Save: Fling allows the Hexslinger to telekinetically pick up any object (or person) up to 5000 pounds and hurl it through the air with great force. Objects are treated as if they had fallen 100’ (30SL Damage, no X-Roll) whether they are thrown strait up or into another object (Tumble may be used as normal to reduce this damage). Objects or people may also be targeted by something telekinetically hurled at them. In this case, resolve the attack as a Targeted Area Attack that only affects the individual targeted (defend against the attack as per the standard Area Attack rules outlined in the core rules).
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Send Thoughts (Mind; 10; M) Po: Send Thoughts allows the Hexslinger to open a mental line of two-way communication with anyone he can see or with anyone he knows personally, as long as they are in planetary range (on the same planet, in orbit, or within a similar distance while in space).
Read Minds (Mind; 10; I) Save; Po: Read Minds allows the Hexslinger to read the surface thoughts of anyone within his line of sight. Doing so reveals what a target is currently thinking, allowing the Hexslinger to detect lies and bluffs instantly and prevents the target from surprising the Hexslinger in any way. If the Hexslinger questions the target in conjunction with this ability, he can manipulate what the target thinks about by simply bringing it up in conversation. Targets actively trying not to think about (and thus reveal) something must make a Willpower Save to do so, although the Hexslinger will instantly know that they are hiding something, and can simply cast Read Minds again to force another Save out of the target.
Mental Invisibility (Mind; 8♠; M) Partial Save: Mental Invisibility allows the Hexslinger to block his presence and actions from the minds of everyone within his line of sight, effectively becoming invisible. People and animals will not notice the Hexslinger or anything he is doing (including opening and closing of doors), unless he causes a ruckus, or directly interacts with them by touching or attacking them. When such is the case, the victim and those nearby become aware of the Hexslinger’s presence, but still cannot see him, unless they make a MTN 10 or Crit Willpower Save.
Psionic Blast (Mind; 13♠; I) Partial Save: Psionic Blast allows the Hexslinger to mentally attack the mind of anyone within his line of sight, causing a sudden chaotic overload of their mental processes. Those targeted by a Psionic Blast must make a MTN 10 or Crit Willpower Save or take 10SL AP Damage (plus the X-Roll of the casting). Those that make the Save reduce the amount of damage by their X-Roll, and take no damage on a Crit.
Mind Control (Mind; 13♠; M or I) Save: Mind Control allows the Hexslinger to mentally control the actions of anyone within his line of sight or to instill a task in the target’s subconscious that he will unwittingly do his best to carry out. Only one target can be directly controlled or given a task with each casting of the spell. There is no limit to the number of targets the Hexslinger can control or have carrying out tasks at any given time, so long as each was the result of a separate Mind Control spell. Targets directly controlled can make a MTN 15 or Crit Willpower Save each round to break the control, while those instilled with tasks can make a one time MTN 10 or Crit Willpower Save to ignore the task completely.
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Shield (Protection; 10; S): The Shield spell creates an invisible shield of force that automatically positions itself between the Hexslinger and any perceived danger, granting him continuous Partial Cover to any attack he is aware of and a +4 bonus to Dodge.
Unbreakable (Protection; 8♠; S): When cast, the Unbreakable spell causes the Hexslinger’s skin and bones to take on a steel-like resilience, granting him an Armor Value of 15/–4. In addition to the normal Armor protection offered, the Unbreakable spell can even block 5 points of Armor Piercing Damage (including damage from mental attacks), but has no effect against Drain Damage incurred from the casting of spells.
Magic Ward (Protection; 8♠; 1 Year): The Magic Ward spell allows the Hexslinger to designate a physical area where magic cannot function. Once cast, the Magic Ward remains for one year without any further action from the Hexslinger and can only be dispelled with a MTN 15 or Crit Dispel Magic roll. The size of the area to be warded is dependant on how many successful back-to-back castings of the Magic Ward spell the Hexslinger can manage. Successfully casting the spell once is sufficient to ward a small area, ten feet in diameter; successfully casting the spell twice in a row wards an entire room (or Large Size equivalent); successfully casting the spell three times in a row wards an entire house (or Huge Size equivalent); while successfully casting the spell four times in a row wards an entire housing complex (or Colossal Size equivalent).
Note that Legacy Magic items will not function in a Magic Ward, but are not destroyed or nullified by them, as they are by Dispel Magic.
Dispel Magic (Protection; 13♠; I): A successfully cast Dispel Magic automatically snuffs out the effects of any one spell. It can be used to dispel preexisting effects, nullify Legacy Magic items, or interrupt a spell as it is cast when used in conjunction with the Interrupt Option of Surge.
Reflect Magic (Protection; 13♠; I)
The Reflect Magic spell can be cast with either a Defensive Action or in conjunction with the Interrupt Option of Surge and automatically bounces any spell being cast back at its caster.