Power and Edge NotesEdges_Acute Vision: The character has exceptionally keen eyesight. The character suffers no penalties in twilight conditions and can see as twilight in darkness.
Archer: The character is a skilled bowman.
Concentration: The character can razor focus his mind on a single task, shutting out all distractions. As long as he does nothing else, he suffers no penalties for environmental distractions while concentrating on the task at hand.
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.
Marksman: The character knows how to hit at a distance.
Mobility: The character is skilled at dodging past opponents and can move through an opponent’s space when taking Move Actions.
Photographic Memory: The character can remember things seen and heard with near perfect detail.
Rapid Shot: The character has superior speed and grace attacking at distance. He can use back-to-back Attack Actions (Attack + Attack) when making Ranged attacks, without spending Surge Points during combat.
Sensitive: The character can feel the presence of supernatural energies when they are nearby, whether magic, demons, spirits, or psychic powers. Only the proximity of these energies are felt, but not their precise location or nature (unless the Sensitive happens to be touching the source at the time).
Sharpshooter: The character has a dead aim and suffers no penalties for Small or Tiny Size; opponents with Partial Cover; who are Prone; or when firing at or into opponents engaged in Close Quarter Combat (with the character or others). For targets of Miniscule Size the penalty is reduced to MTN 10 or Crit. Further, the user can also make Called Shots without first taking an Action to line up the shot.
Sniper: The character is skilled at making impossibly long shots. The character doubles the Range Increment of any weapon used to make a Ranged (Shoot) attack.
Speed Reader: The character can read text incredibly fast, tearing through a single page in about three seconds and a 200 page book in about ten minutes.
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.
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.
Break the Code: [1 Luck | Variable | Instant]
Break the Code allows the user to spot, analyze, and break hidden codes or cyphers in both written and verbal form. The time it takes to do so, depends on how long it would normally take to get through all the material in question. A simple message on a slip of paper might take 1 Action, while deciphering an entire book is going to take a while.
Bull’s Eye: [1 Surge| Add | Instant]
Spend a Surge Point to double the X-Damage of a single Ranged attack.
Celestial Bow: [1 Surge| Full Round | Instant]
By fervent appeal to the Ansestors, on can conjure up a radiating bow (or greatbow) of glorious energy, with enough Armor Piercing Spirit Arrows to last one combat scene. The Armor Piercing Spirit Arrows are also imbued with Spirit Cutting and do +5 Damage against Undead, Spirits, Demons, and Oni – and can be boosted (on a one for one basis) with the Elemental Barb Feat if desired.
It is also possible to overlay the Spirit Bow over an existing bow, in the case where the character already has a bow and just need the flow of spirit ammo for the scene.
ComboThe 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.
Elemental Barb [1 Surge| Add | Instant]
Spend a Surge Point as desired to infuse an arrow, bolt, or spear with elemental energy for one of the following effects:
- Fire: Triple X-Damage & set target Ablaze
- Water: Double All Damage to Vitality Points against Soft Targets (animals and personnel), but 1/2 Damage to Wound Points (a Crit on the Attack roll KO’s the target)
- Air: +8 Accuracy & Crit on 10 or better
- Earth: AP Attack & Double X-Damage on 10 or better
.Flight Follows the Eye [1 Surge| Add | Instant]
By attuning one’s spirit to their Ranged attack, one can automatically hit with a Die Value of 10, anywhere within their line of sight, out to 10 times the Max Range of the Weapon – except when the opponent Crits on a Defense roll or uses Uncanny Dodge or Uncanny Parry.
Eyes of the Eagle: [1 Luck | Add | Instant]
Eyes of the Eagle allow the user to effectively Crit a Perception (Search or Spot) roll (without the need to actually roll) – yielding the best possible result given the circumstances.
Erudite Insight: [1 Luck | Free Action | Instant]
Spend a Luck Point to be able to use your General Knowledge TN for any Advanced Skill roll.
Feather Stance: [1 Surge | Free Action | 1 Scene]
The character becomes almost weightless with perfect balance. When using Feather Stance, one’s Jump Distance is doubled, they can glide through the air at a 5:1 ratio, take no damage from falls of any height, and they can even run across water; but they are also much easier to move around and suffer a -4 Penalty to all Close Quarter (Grapple) rolls.
Flight Follows the Eye: [1 Surge| Add | Instant]
By attuning one’s spirit to their Ranged attack, one can automatically hit with a Die Value of 10, anywhere within their line of sight, out to 10 times the Max Range of the Weapon – except when the opponent Crits on a Defense roll or uses Uncanny Dodge or Uncanny Parry.
Great Leap: [1 Surge | Move Action | Instant]
The character can leap vertically up to (10 ft x STR) High and five times that amount horizontally. He takes no damage from falls up to his vertically jumping height and half damage from any remaining.
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.
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.
Iron Fist Style [1 Surge| 1 Action | 1 Scene]
By attuning one’s spirit to Earth, one can temporarily transform their closed fists and forearms into hardened iron. These then act like maces for the combat scene, allow the character to ignore damage from others that successfully parry him, use his own Close Quarter (Unarmed) to parry, and doing 2+SL Damage with a +0 Accuracy. One or both fists can be turned to iron with this feat; the toss up being the Two Weapon Bonus to Parry or being able to hold things in the other hand…
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.
Multi Shot: The character can take two Ranged attacks per Attack Action, sacrificing accuracy for speed. Multi Shots 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.
One For Each: [1 Surge| Full Round | Instant]
By attuning one’s spirit to their Ranged (shoot or throw) attack, one may keep shooting or throwing at additional targets beyond the first, in the same round, until out of ammo or a target is missed. Roll separately for each target.
Rain of Shooting Stars: [1 Surge| Add | Instant]
By attuning one’s spirit to their Ranged attack, they can cause any projectile to shatter mid-flight into a thousand sparkling shards of spirit energy – saturating an area 30 ft in diameter. The attack is rolled as normal to get the Damage (and scatter on a miss) but is only avoidable when the opponent Crits on a Defense roll or uses Uncanny Dodge or Uncanny Parry. The projectile is destroyed by the use of this Feat. Undead, Spirits, Demons, and Oni take Double All Damage from this attack.
Spider Climb: [1 Surge | Move Action | 1 Round]
When tied to Movement for the Round, Spider Climb allows the character to move or run across the surface of any plane capable of supporting his weight. Further, while in effect, users do not need to make Acrobatics (Balance) or Athletics (Climb) rolls.
Spirit Arrows: [1 Surge| 1 Action | 1 Scene]
By attuning one’s spirit to their bow, one can conjure arrows of pure spirit with each draw of the string. Each Spirit Arrow is imbued with Spirit Cutting and does +5 Damage against Undead, Spirits, Demons, and Oni – but acts otherwise like a normal arrow.
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.
Through The Heart: [1 Surge| Add | Instant]
Spend a Surge Point with an Extra Success on a single Ranged attack to instantly Disable the Opponent.
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.
Uncanny Shot [1 Surge| Add | Instant]
Spend a Surge Point to make a single Armor Piercing Ranged attack (or) disregard the MTN normally associated with Called Shots while making a single Ranged attack.
Valiant Sacrifice [5 Vitality Points| Free Action | Instant]
Sacrifice 5 Vitality (or Wound) Points for +1 Surge Point (Only when at Zero Surge).
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Heightened Senses (Body; 5; S) Po
Heightened Senses allows the Hexslinger to greatly increase one of his normal senses for a Scene as follows:
Hearing: Increasing this sense gives the Hexslinger 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 Fortitude Save or be Stunned. The Hexslinger also suffers a –4 penalty when making a Save against the Tone spell or other similar effects.
Sight: Increasing this sense gives the Hexslinger 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 the Hexslinger 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 Hexslinger 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 the Hexslinger 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.
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Words of PowerYour very words hold power to harm your enemies. Usable in one of two ways -
- Area Effect, 100ft Cone - Speak boldly to do a number of points of AP Stun Damage equal to your Presence Score to any that can hear you. No roll to hit is needed.
- Rolled Attack - Your words take physical Kanji form to slam into an enemy (whether they can hear you or not). Roll Face (Intimidate) to Hit, doing Presence + X-Roll AP Stun Damage.
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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 |
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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.