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Fu Schticks


Susano

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FU SCHTICKS FOR CHAMPIONS

 

Wild Martial Arts Powers Derived From The Pages Of Feng Shui

 

Way back when Magic: The Gathering was first released, a number of other companies were quick to recognize the financial opportunities evident in the realm of collectible card games (i.e. CCGs). One such company was Dædalus Entertainment with their CCG offering of Shadowfist, a riotous attempt to simulate the high-energy action evident in the world of Hong Kong cinema. It blended together ancient martial arts masters, modern Hong Kong Triad gangsters and police officers, spell-tossing sorcerers, supernatural monsters, and bizarre near-future cyborgs in a secret war for world domination. Shadowfist also had some of the best cards around, with such names as: "Back for Seconds," "Mooks" (text: Stupid brutal punks are something the world never seems to run out of.), "Dragonfighter" (text: The last honest guy in the wrong part of town.), "Student of the Bear (the character pictured is swinging around a parking meter), "Now You've Made Us Mad," "Really Big Gun," "Grenade Launcher" (text: Grenades are much more effective in the movies than in real life. This ain't real life.), "Bag Full of Guns," "Too Much Monkey Business" (with about a zillion monkeys and chimps pointing guns at the viewer), and "Masked Avenger" (text: Criminals are grass and she's the lawn mower.).

 

Soon after Shadowfist appeared, Dædalus Entertainment released Feng Shui, a role playing game based on the world described in the Shadowfist CCG. As with Shadowfist, Feng Shui was a game that didn't take itself too seriously. Feng Shui was also one of the few RPGs that managed to live up to its billing. The game simulated high-speed Hong Kong action and did it beautifully. It was a bare bones system, concerned more with fast and breathtaking action as opposed to overly detailed rules concerning character generation, combat or skill use.

 

With regards to the HERO System, Feng Shui has a lot to offer. The setting is interesting and offers a wide range of adventure ideas, while the who cross-time secret war is perfect for HERO's ability to simulate just about any type of power and/or character. Several of the supplements, especially Back for Seconds, are stuffed with NPCs, monsters, enemies, gadgets, and locations just begging to be adapted and used in virtually any type of campaign. Unfortunately, Dædalus Entertainment has gone out of business and the future of Feng Shui is very much in question.

 

[Writer's note: Feng Shui is now published by Atlas Games and its future is fairly secure. In addition, Shadowfist is once again back in production.]

 

Anyway, back to my article.

 

Among the many things presented in the Feng Shui rulebook, was a section on "Fu Schticks". In the game, one possible characteristic for a characters is "Kung Fu," or just "Fu." Fu is derived from "Chi" (Chi being another game characteristic). ch'i represents how in tune a character is with the mystical life energies of the Earth. Fu measures ones inner power and is used to fuel amazing Kung Fu powers and stunts. Naturally, someone with a great deal of inner Fu is said to have "powerful kung fu," a quote used countless times in countless Asian martial arts films.

 

Those with Fu can then use Fu Powers, selecting desired powers (or "schticks") from any one of a number of paths. These paths allow one to simulate the wilder powers seen in many Hong Kong films. These powers include leaping great distances, throwing a blinding series of blows, shattering walls with a touch, running up walls and so on (as a side note, these movies are known in Hong Kong as wuxia films -- see Ninja Hero 5th Edition for more). Many of the powers in these assorted Fu Paths have great names just begging to be used as powers in a wild martial arts game, so....

 

Taking the name of the power, as well as the description for what the power does in the Feng Shui RPG, I have translated the the schticks into HERO System terms. I will point out not all of the schticks have been adapted, as several just don't translate. Many of the schticks given below duplicate each other, an unavoidable side effect of trying to define the basic effect of many of the Feng Shui schticks. In general I tried to stick to a base 60 Active Points for the schticks, although some go over, and many are far less than 60 points. Please note the exact values of the powers are given as guidelines only, Game Masters should feel free to alter the powers to fit campaign guidelines. Additional comments will be included with each Path of a specific power. One last note: these power designs presume a STR of 20, hence the use of 4d6 of Hand Attack for most powers (with a 20 STR, 4d6 of HA will allow the character to use the power and all it's advantages as an 8d6 attack).

 

It fully reflect the nature of Feng Shui fu schticks, GMs might want to consider applying the limitation of Requires A Skill Roll. This Skill Roll should be named "Chi Centering" or something similar. If based off of a characteristic, the characteristic should be EGO. Game Masters may also want to consider adding Gestures as a limitation, since may of these schticks require the physical drawing and manipulation of ch'i energy.

 

Finally, I will point out there were two Paths I left out entirely. The first was the Path of the Immutable Clay, with such schticks as Clearing the Ground, Creative Thunder, No Medicine, Unexpected Harvest, and The Wandering Cow. These schticks concerned themselves with something called "arcanowave powers" and are too game specific to be generalized for inclusion here. The second was the Path of the Tightening Coils, with such schticks as Coil of the Snake, Eyes of the Snake, Lunge of the Snake, Slither of the Snake, and Strike of the Snake. This Path concerned itself with allowing the character to (in effect) manipulate the Feng Shui "Speed Chart," something that was quite impossible to translate to HERO System terms.

 

PATH OF THE BRILLIANT FLAME

 

This Path is very reminiscent of the sort of powers one sees in Japanese anime and video fighting games.

 

EYES OF FIRE

 

Effect: Energy Blast 10d6

Target/Area Affected: One character

Duration: Instant

Range: 250"

END Cost: 5

Skill Roll Penalty: -5

 

Description/Comments: This schtick allows the character to launch the classic "ch'i fireball" seen so often in video fighting games. As written, the flame blast originates from the eyes; one could also fling the bolt from the hand or breathe out a cloud of flame. Additional limitations for this power could be Gestures (throwing the attack) and Incantations (the name of the attack). Both of these options a very suitable for those wishing to simulate characters from video fighting games and many martial arts anime and manga.

 

Game Information: EB 10d6 (50 Active Points); No Knockback (-1/4). Total Cost: 40 points.

 

FIRE FIST

 

Effect: Energy Blast 10d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 5

Skill Roll Penalty: -5

 

Description/Comments: This schtick allows one to strike their opponent with a flaming fist of ch'i energy.

 

Game Information: EB 10d6 (50 Active Points); No Knockback (-1/4), No Range (-1/2). Total Cost: 28 points.

 

FIRE STANCE

 

Effect: Energy Blast 8d6, Damage Shield

Target/Area Affected: One character

Duration: Constant

Range: No Range

END Cost: 10

Skill Roll Penalty: -10

 

Description/Comments: This schtick allows one to surround themselves with a flaming aura of ch'i energy.

 

Game Information: EB 8d6, Continuous (+1), Damage Shield (+1/2) (100 Active Points); No Knockback (-1/4). Total Cost: 80 points.

 

FIRE STRIKE

 

Effect: Energy Blast 5d6

Target/Area Affected: One character

Duration: Uncontrolled

Range: 310"

END Cost: 6

Skill Roll Penalty: -6

 

Description/Comments: This schtick causes the desired target to burst into flames upon being struck. Shutting off the Uncontrolled advantage requires the burning character be doused in water or the flames to be smothered in some fashion (with blankets, dirt, foam, and so on.).

 

Game Information: EB 5d6, Continuous (+1), Uncontrolled (+1/2) (62 Active Points); No Knockback (-1/4), No Range (-1/2). Total Cost: 35 points.

 

GATHERING THE FLAME

 

Effect: Absorption 4d6 (to END)

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 0

Skill Roll Penalty: -5

 

Description/Comments: This schtick allows a character to stand in a mass of flames and not be harmed. Options for this power include making the ED resistant (either with Damage Resistance or by replacing it with Armor) or allowing the character to buy Life Support: Immunity to Heat and Life Support: Expanded Breathing (smoke). Naturally, the Life Support power should be Linked to the Absorption, and only be active when the character is using his Absorption power.

 

Game Information: Absorption 4d6 (to END), Can Absorb A Maximum Of 40 Points Worth Of Energy (28 Active Points); Limited Phenomena (fire only; -1/2) (Total Cost: 19 points) plus +24 ED (24 Active Points); Linked (-1/4), Only To Amount Rolled By Absorption (-1/2) (Total Cost: 14 points). Total Cost: 33 points.

 

PATH OF THE BROKEN ISLAND

 

This rare Path is only known to a small group of monks who dwell on a volcanic island located to the east of Hong Kong. It concentrates on disrupting the flow of ch'i in man-made objects, turning said objects into offensive weapons. True masters of the art can also learn the Vengeance Of The Turtle schtick (see below).

 

ANGRY MOUNTAIN

 

Effect: Energy Blast 12d6, Explosion

Target/Area Affected: 12" radius

Duration: Instant

Range: No Range

END Cost: 10

Skill Roll Penalty: -10

 

Description/Comments: The character strikes the ground, creating a violent seismic tremor that knocks people down, injuring them in the process.

 

Game Information: Energy Blast 12d6, Explosion (+1/2), Hole In The Middle (the hex the character stands in when he uses the power; +1/4) (105 Active Points); Extra Time (Full Phase; -1/2), Only Affects Targets Standing On The Ground (-1/4), No Range (-1/2), Only Does Knockdown, No Knockback (-0), Side Effect (may cause considerable damage to the environment; -0). Total Cost: 47 points.

 

FIST OF DISHARMONY

 

Effect: Energy Blast 8d6, Indirect

Target/Area Affected: One character

Duration: Instant

Range: 12"

END Cost: 7

Skill Roll Penalty: -7

 

Description/Comments: By striking a wall, support, or other contiguous structure (like a pipeline), the character can cause something else to break apart and strike his desired target. Game Masters may want to apply a Limitation of Damage Depends On Materials Used (-1/2).

 

Game Information: EB 8d6, Indirect (attack can originate in any direction; +3/4) (70 Active Points); OIF (appropriate materials of opportunity; -1/2); Limited Range (12; -1/4). Total Cost: 40 points.

 

TYPHOON SEASON STRIKE

 

Effect: Dispel Resistant Defense 20d6 Linked to Energy Blast 8d6, Indirect

Target/Area Affected: One character

Duration: Instant

Range: No Range

END Cost: 12

Skill Roll Penalty: -12

 

Description/Comments: The character is capable of punching through body armor and walls to hit a target. Although the target gets the benefit of the covering DEF for the first strike, the blow destroys the armor/wall, leaving the target exposed for any follow-up blows.

 

Game Information: EB 8d6, Indirect (+1/2) (60 Active Points); Attack Must Be Made Through Barrier/Worn Rigid Body Armor (-1/2), No Range (-1/2), Target Gets DEF From Armor/Cover (-1/2) (Total Cost: 24 points) plus Dispel Resistant Defenses 16d6, any Resistant Defense power (Armor/DEF) one at a time (+1/4) (60 Active Points); Linked (-1/2), No Range (-1/2), Only Affects Rigid Body Armors Or Walls (-1/2) (Total Cost: 24 points). Total Cost: 48 points.

 

PATH OF THE CLEVER EYE

 

This Path involves a lot of trickery and deception. There are no direct offensive powers, instead the powers are more concerned with keeping the character from being hit. This Path is a good one for those trickster heroes and rogues.

 

CONTRACT OF THE FOX

 

Effect: Lightning Reflexes +6 DEX for all actions

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 0

Skill Roll Penalty: N/A

 

Description/Comments: Normally, I avoid the power Lightning Reflexes, but this is the best way to define this particular schtick.

 

Game Information: Lightning Reflexes +6 (9 Active Points); Costs Endurance (-1/2). Total Cost: 6 points.

 

EYES OF THE FOX

 

Effect: Analyze Style 18- plus Combat Skill Levels

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 0

Skill Roll Penalty: N/A

 

Description/Comments: The Analyze Skill was bought presuming a base INT of 10. Characters with a higher INT can benefit accordingly. The skill levels gained by though use of this schtick will stack with the normal benefits of use the Analyze Skill.

 

Game Information: Analyze Style 18- (17 Active Points) (17 total points) plus Combat Skill Levels: +4 with Hand-to-Hand Combat (20 Active Points), Linked (+1 Level per every two points roll is made by; -1/4) (16 total points). Total Cost: 33 points.

 

LAUGHTER OF THE FOX

 

Effect: Martial Arts Maneuver: Takeaway, +4 OCV, and +10 STR

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 1

Skill Roll Penalty: N/A

 

Description/Comments: By placing all the modifiers together, Laughter of the Fox results in a Takeaway that gives the character +4 OCV, +0 DCV, and +20 STR to take a weapon away.

 

Game Information: Martial Arts Maneuver: Takeaway (+0 OCV, + 0 DCV, Grab Weapons, +10 STR to take weapon away) (5 Active Points) and Combat Skill Levels: +4 OCV with Takeaway (8 Active Points) and +10 STR (10 Active Points); No Figured Characteristics (-1/2), STR May Only Be Used To Takeaway (-1) (4 total points). Total Cost: 17 points.

 

LUCK OF THE FOX

 

Effect: Aid Luck 4d6

Target/Area Affected: Self

Duration: Instant

Range: Self

END Cost: 8

Skill Roll Penalty: -8

 

Description/Comments: This schtick requires the character have at least 1d6 of Luck (which should almost be mandatory for anyone using this Path anyway). To really make this schtick work properly, GMs may want to use some of the variant Luck rules found in the HERO System 5th Edition rulebook. As with normal Luck, having four or more dice will allow the character to change die rolls affecting other players.

 

Game Information: Aid Luck 4d6, Fully Invisible (+1) (80 Active Points), Gestures (-1/4), Self Only (-1/2). Total Cost: 46 points.

 

THE FOX'S RETREAT

 

Effect: +5 DCV

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 2

Skill Roll Penalty: -2

 

Description/Comments: This is only the first of a wide variety of schticks that affect a character's DCV. In addition, this schtick (and many others like it) costs END to use, even though the base power normally doesn't cost END. This is to simulate the use of Fu and Chi as seen in the game Feng Shui.

 

Game Information: Combat Skill Levels: +5 DCV (25 Active Points); Costs Endurance (-1/2). Total Cost: 17 points.

 

VENGEANCE OF THE FOX

 

Effect: Hand Attack 4d6, Damage Shield, Double Knockback

Target/Area Affected: One character

Duration: Constant

Range: Self

END Cost: 6

Skill Roll Penalty: -6

 

Description/Comments: As one can see, there will be a great many variants of Damage Shield presented in these schticks.

 

Game Information: HA +4d6, Continuous (+1), Damage Shield (+1/2), Double Knockback (+3/4) (65 Active Points); Hand-to-Hand Attack (-1/2), Requires A Successful Attack Roll (-1/2). Total Cost: 32 points.

 

PATH OF THE EMPTY BOTTLE

 

This Path is almost certainly derived from the antics of Jackie Chan in his films Drunken Master and Drunken Master II. Personally, I think the second film is one of the best all-time martial arts films ever made (although the nomination for the best keeps changing -- right now Kung Fu Hustle is tops on my list). Anyway, Drunken Master II pretty much has everything; including fun characters, excellent costumes, great sets for the fights, Jackie Chan, Ken Lo, insane stunts, and some awesome fight scenes.

 

Players using this Path are required to buy Life Support: Immunity to Alcohol for 3 points. The character can drink down all the beer, wine, and other liquor he wants, but won't suffer any ill effects (he will still get physically drunk, though). In fact, masters of The Empty Bottle tend to drink while fighting! Thus, purchasing Drunken Style Kung Fu is almost a must. Note all maneuvers have the Limitation Character Must Have Recently Imbibed Alcohol (-1/2). This means the character needs to drink a sufficient quantity of wine, liquor, or beer before trying to use these schticks. The exact amount is up to the GM, but certainly needs to be more than a single glass of wine or just one bottle of beer.

 

ABERRANT SPASM

 

Effect: Hand Attack 4d6, Damage Shield

Target/Area Affected: One character

Duration: Constant

Range: Self

END Cost: 5

Skill Roll Penalty: -5

 

Description/Comments: If struck, the character drunkenly punches back, and far more accurately than one would expect!

 

Game Information: HA +4d6, Continuous (+1), Damage Shield (+1/2) (50 Active Points); Hand-to-Hand Attack (-1/2), Character Must Have Recently Imbibed Alcohol (-1/2). Total Cost: 25 points.

 

DRUNKEN FIST

 

Effect: +4 OCV

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 2

Skill Roll Penalty: -2

 

Description/Comments: Being drunk means the character bobs and weaves unpredictably, and this is hard to defend against.

 

Game Information: Combat Skill Levels: +4 OCV with Hand-to-Hand (20 Active Points); Costs Endurance (-1/2), Character Must Have Recently Imbibed Alcohol (-1/2). Total Coast: 10 points.

 

DRUNKEN STANCE

 

Effect: +5 DCV

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 2

Skill Roll Penalty: -2

 

Description/Comments: The Extra Time is only to activate the power, after that the character can maintain his extra levels for as long as needed

 

Game Information: Combat Skill Levels: +5 DCV (25 Active Points); Costs Endurance (-1/2), Extra Time (Full Phase; -1/4), Character Must Have Recently Imbibed Alcohol (-1/2). Total Cost: 11 points.

 

SPASMODIC LEAP

 

Effect: +5 DCV, Only Versus Ranged Attacks

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 2

Skill Roll Penalty: -2

 

Description/Comments: In effect, the character bobs and weaves to such an extent people just can't get a bead on him. You can combine this with Drunken Stance and become virtually unhittable by ranged attacks.

 

Game Information: Combat Skill Levels: +5 DCV (25 Active Points); Costs Endurance (-1/2), Character Must Have Recently Imbibed Alcohol (-1/2), Only Versus Ranged Attacks (-1/2). Total Cost: 10 points.

 

WILY STUPOR

 

Effect: Physical Damage Reduction, 50%

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 2

Skill Roll Penalty: -2

 

Description/Comments: This schtick can be adjusted greatly in order to fit a wide variety of needs. Options include raising the Damage Reduction to 3/4, making the Damage Reduction Resistant, or make the Damage Reduction Stun Only (-1/2). The Damage Reduction should not have the Must Be Aware Of Attack limitation applied, as it seems to go against the idea of drunken fighting.

 

Game Information: Physical Damage Reduction, 50% (20 Active Points); Costs Endurance (-1/2), Character Must Have Recently Imbibed Alcohol (-1/2). Total Cost: 10 points.

 

PATH OF THE HANDS OF LIGHT

 

This Path -- as well as the Path of the Sharpened Scales -- is directly concerned with hitting and putting down an opponent. It is a good Path for bruisers, enforcers, and tough guys -- both good and bad.

 

DIM MAK

 

Effect: Hand Attack 5d6, Indirect

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 3

Skill Roll Penalty: -3

 

Description/Comments: This is not the legendary "death touch" as described in The Ultimate Martial Artist, instead the user manipulates his ch'i to transmit blows through objects -- in this case, rigid body armors. Note this is a "house rule" version of Indirect. This effect can be seen in the movie Bloodsport where Jean Claude van Damme's character of Frank Dux strikes a stack of bricks, shattering the bottom-most one only.

 

Game Information: HA +5d6, Indirect (+1/4) (31 Active Points); Attack Must Be Made Through Worn Rigid Body Armor (-1/2), Hand-to-Hand Attack (-1/2), No Knockback (-1/4). Total Cost: 14 points.

 

HANDS WITHOUT SHADOW

 

Effect: Hand Attack +4d6, Area Of Effect (One Hex Accurate)

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 3

Skill Roll Penalty: -3

 

Description/Comments: According to Feng Shui, this schtick cannot be dodged. Thus, using Area of Effect: One Hex Accurate seemed the best choice, forcing the target to dive for cover instead. Game Masters may want to apply a -1/2 Limitation of "Can be Blocked," allowing characters to block the blow but not dodge it.

 

Game Information: HA +4d6, Area of Effect (One Hex Accurate; +1/2) (30 Active Points); Hand-to-Hand Attack (-1/2). Total Cost: 20 points.

 

LIGHTNING FIST

 

Effect: Hand Attack 4d6, Armor Piercing

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 3

Skill Roll Penalty: -3

 

Description/Comments: This schtick allows the user to damage even the toughest of targets.

 

Game Information: HA +4d6, Armor Piercing (+1/2) (30 Active Points); Hand-to-Hand Attack (-1/2). Total Cost: 20 points.

 

PATH OF THE HEALTHY TIGER

 

This Path is devoted mainly to the manipulation of the pressure points (or nerve clusters) of the human body. Many of the schticks in this Path have the limitation of Gestures. In the case of this Path, the Gestures are a series of quick jabs at specific pressure points. In addition, it can't be just one spot on the body, it has to be several, and onlookers may be able to discern what power is being used by which points are struck (the on-looking character must have a Knowledge Skill such as KS: Path of the Healthy Tiger, KS: Chinese Healing, or something similar, to be able to make such a roll). Character who purchase powers from this Path may want to look at Shaolin Tiger Kung Fu was well.

 

CLAW OF THE TIGER

 

Effect: Hand Attack +3d6 or HKA 1d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 1

Skill Roll Penalty: -1

 

Description/Comments: This is a strong powerful blow. Game Masters may want to use the HKA version to allow characters to rip through clothing and thin armors with their bare hands, a typical stunt in many Hong Kong martial arts movies.

 

Game Information: HA +3d6. Total Cost: 15 points. or HKA 1d6. Total Cost: 15 points.

 

CORNERS OF THE MOUTH

 

Effect: Aid END 6d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 12

Skill Roll Penalty: -12

 

Description/Comments: As an option, this schtick might require Gestures. Game Masters may also want to consider removing the Invisible Power Effects advantage, or at the very least, allow anyone with a Detect Ch'i power to "see" the massive flow of ch'i from one character to another.

 

Game Information: Aid END 6d6, Invisible Power Effects (Fully Invisible; +1) (120 Active Points); Extra Time (Full Phase; -1/2), Others Only (-1/2), Target Must Have Reachable Pressure Points (-1/2). Total Cost: 48 points.

 

FLOW RESTORATION

 

Effect: Dispel Point Blockage 27d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 8

Skill Roll Penalty: -8

 

Description/Comments: This schtick has one purpose, to counteract Point Blockage. This power uses the Standard Effect Rule, which means the Dispel rolls a "60" every time, which is exactly how many Active Points Point Blockage has.

 

Game Information: Dispel Point Blockage 27d6, Set Effect Rule (-0) (81 Active Points); Extra Time (Full Phase; -1/2), Gestures (-1/4), No Range (-1/2). Total Cost: 36 points.

 

HEALING CH'I

 

Effect: Simplified Healing 6d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 6

Skill Roll Penalty: -6

 

Description/Comments: This schtick can be used on one's self as well as others. Game Masters may want to consider how exactly this schtick heals others. It may be the user opens up a flow of ch'i in the body, allowing for instant regeneration of damaged tissue, or it just might make the character "feel better" without actually repairing the damage. In the latter case, the GM may want to apply a Side Effect, with the effect being all damage taken returns after a set period of time.

 

Game Information: Simplified Healing 6d6 (60 Active Points); Extra Time (Full Phase; -1/2), Gestures (-1/4), Target Must Have Reachable Pressure Points (-1/2). Total Cost: 27 points.

 

POINT BLOCKAGE

 

Effect: Entangle 4d6, 4 DEF

Target/Area Affected: One character

Duration: Instant

Range: No Range

END Cost: 8

Skill Roll Penalty: -8

 

Description/Comments: This schtick blocks the flow of ch'i through a target and renders them unable to move. Game Masters may want to give the Entangle Invisible Power Effects, since the character should be frozen for no obvious reasons. If this is done, Flow Restoration should be balanced accordingly. A great example of this type of power in use was seen in the film Fong Sai Yuk II, starring Jet Li. Note the Entangle works against the target's CON instead of their STR. This may or may not be an advantage. In a superhero game a character's STR is usually much greater than their CON, in a more heroic level campaign, the two values are usually much closer (and CON might exceed STR).

 

Game Information: Entangle 4d6, 4 DEF, Takes No Damage From Attacks (+1/2), Invisible To Sight Group (+1/2) (80 Active Points); Cannot Form Barriers (-1/4), Can Be Escaped Automatically With A Successful Chinese Healing Roll (-1/4), No Range (-1/2), Target Must Have Reachable Pressure Points (-1/2), Works Against CON Not STR (-0). Total Cost: 32 points.

 

SHADOWFIST

 

Effect: Drain DEX 4d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 4

Skill Roll Penalty: -4

 

Description/Comments: This schtick disrupts the flow of ch'i through a target. This power does not require Gestures as it is only a single strike. Game Masters may want to give this schtick the Invisible Power Effects advantage as normally the power requires just a touch. If one wants visible power effects there may be a flare of ch'i energy or something similar.

 

Game Information: Drain DEX 4d6 (40 Active Points); Only Versus Humans/Target Must Have Reachable Pressure Points (-1/2). Total Cost: 27 points.

 

STORM OF THE TIGER

 

Effect: Hand Attack 8d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 8

Skill Roll Penalty: -4

 

Description/Comments: This schtick allows the character to unleash powerful and devastating blows.

 

Game Information: HA +8d6 (40 Active Points); Increased Endurance Cost (x2 END; -1/2), Hand-To-Hand Attack (-1/2). Total Cost: 20 points.

 

TIGER STANCE

 

Effect: Hand Attack +4d6, Damage Shield

Target/Area Affected: One character

Duration: Constant

Range: Touch

END Cost: 5

Skill Roll Penalty: -5

 

Description/Comments: This schtick requires that the character take damage from a blow before being able to respond.

 

Game Information: HA +4d6, Continuous (+1), Damage Shield (+1/2) (50 Active Points); Hand-To-Hand Attack (-1/2), Character Must Take Damage From Initial Attack (-1/2), Requires A Successful To-Hit Roll (-1/2). Total Cost: 20 points.

 

UNYIELDING TIGER STANCE

 

Effect: Hand Attack +4d6, Damage Shield

Target/Area Affected: One character

Duration: Constant

Range: Touch

END Cost: 5

Skill Roll Penalty: -5

 

Description/Comments: This is simply a basic Damage Shield with no special modifiers.

 

Game Information: HA +4d6, Continuous (+1), Damage Shield (+1/2) (50 Active Points); Hand-To-Hand Attack (-1/2), Requires A Successful To-Hit Roll (-1/2). Total Cost: 25 points.

 

VENGEANCE OF THE TIGER

 

Effect: Hand Attack +4d6, Damage Shield

Target/Area Affected: One character

Duration: Constant

Range: Touch

END Cost: 5

Skill Roll Penalty: -7

 

Description/Comments: This schtick resembles the Tiger Stance technique in that the character needs to take damage first, but the character also gets an OCV bonus for his return strike based on how much damage he initially took (after defenses).

 

Game Information: HA +4d6, Continuous (+1), Damage Shield (+1/2) (50 Active Points); Hand-To-Hand Attack (-1/2), Character Must Take Damage From Initial Attack (-1/2), Requires A Successful To-Hit Roll (-1/2) (Total Cost: 20 points) plus Combat Skill Levels: +5 OCV with Vengeance Of The Tiger (25 Active Points), Linked (+1 OCV per 5 STUN taken after defenses; -1/2). (Total Cost: 17 points). Total Cost: 37 points.

 

PATH OF THE LEAPING MONKEY

 

This Path is based around the antics of monkeys. Naturally, Acrobatics is a must for practitioners of this Path. It is also recommended that anyone who follows this Path also know Monkey Style (Tai Sing) Kung Fu.

 

DANCE OF THE MONKEY

 

Effect: +10 Combat Levels with Move-By

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 5

Skill Roll Penalty: -5

 

Description/Comments: This schtick allows the character to leap into the air and rebound off of several opponents.

 

Game Information: Combat Skill Levels: +10 with Move-By (50 Active Points); Costs Endurance (-1/2). Total Cost: 33 points.

 

LAUGHTER OF THE MONKEY

 

Effect: Missile Deflection and Reflection

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 0

Skill Roll Penalty: -3

 

Description/Comments: This schtick allows the character to snatch objects hurled at him out of the air and quickly fling them back at his attacker.

 

Game Information: Missile Deflection & Reflection (thrown objects; back at attacker), +5 OCV (35 Active Points). Total Cost: 35 points.

 

TAUNT OF THE MONKEY

 

Effect: Acting and +3 DCV

Target/Area Affected: Self

Duration: Persistent

Range: Self

END Cost: 0

Skill Roll Penalty: N/A

 

Description/Comments: With this schtick the character capers about, making himself look like an easy target. Of course, looks can be deceiving. The GM may allow the character to gain +1 DCV for every point (or every two points) the character makes his Acting roll by.

 

Game Information: Acting, +2 to Acting Skill (7 Active Points) (Total Cost: 7 points) and Combat Skill Levels: +3 to DCV (15 Active Points); Extra Time (Full Phase; -1/2), Requires An Acting Skill Roll (-1/2) (Total Cost: 7 points). Total Cost: 14 points.

 

PATH OF THE LEAPING STORM

 

This Path emphasizes movement and sword use, making it the Path of wuxia martial artists. Thus, it is all but required for characters wishing to use this Path to be a swordsman and have a basic martial arts package representing their sword skills. In addition, this Path can be used to simulate certain Japanese swords styles seen in some of the more wilder chanbara films. Chanbara movies are Japan's answer to the American western and Hong Kong's wuixa films and are wild and rollicking sword (and sometimes sorcery) romps that bear little resemblance to life in feudal Japan -- but are a lot of fun.

 

A wonderful example of this Path in action can be seen in John Carpenter's film Big Trouble in Little China, where Wang Chi is seen dueling Rain. In true wuxia film fashion, the two leap across the screen, slashing at each other with their swords. Wang Chi also runs up a wall, and hurls his sword into his opponent -- all schticks mentioned in this Path.

 

ABUNDANT LEAP

 

Effect: Leaping +24"

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 3

Skill Roll Penalty: -3

 

Description/Comments: This power is a more powerful version of Prodigious Leap (see below).

 

Game Information: Leaping +24", Accurate (29 Active Points). Total Cost: 29 points.

 

AWESOME DOWNPOUR

 

Effect: HA +4d6, Autofire (2 shots)

Target/Area Affected: Two characters

Duration: Instant

Range: Touch

END Cost: 2

Skill Roll Penalty: -2

 

Description/Comments: This is a rapid series of blows, delivered to two adjacent opponents. Thus, the Autofire advantage only allows the character to hit two people and cannot be used to hit one person twice.

 

Game Information: HA +4d6, Autofire (2 shots; +1/4) (25 Active Points); Hand-to-Hand Attack (-1/2), Autofire Cannot Be Used For Suppress, Shots Must Be Directed At Two Separate Targets (-1/2). Total Cost: 12 points.

 

FLYING SWORD

 

Effect: Leaping +12"

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 2

Skill Roll Penalty: -4

 

Description/Comments: Leaping at your opponent with sword outstretched is a staple of wuxia films. The OIF (Sword Of Opportunity) limitation means the use of this schtick requires a sword, but not any specific one.

 

Game Information: Leaping +12," Accurate (17 Active Points); OIF (sword of opportunity; -1/2), No Noncombat Leap (-1/4), Forward Movement Only (-1). (Total Cost: 6 points) plus Combat Skill Levels: +4 OCV with Move By or Move Through (20 Active Points); Linked (-1/4). (Total Cost: 16 points). Total Cost: 22 points.

 

FLYING WINDMILL KICK

 

Effect: HA +4d6, Autofire (10 shots)

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 2

Skill Roll Penalty: -5

 

Description/Comments: This is a rapid series of kicks, delivered in a blur of motion. Street Fighter II fans will recognize this schtick as a variant of Chun Li's Lightning Leg Kick. In Feng Shui if you hit with this attack, you can roll to hit again, and it you hit you can do it again -- and again and again and again.... Theoretically one can land an infinite number of blows with this schtick.

 

Game Information: HA +4d6, Autofire (10 shots; +1), Reduced Endurance (1/2 END; +1/2) (50 Active Points); Extra Time (Full Phase; -1/2), Hand-to-Hand Attack (-1/2). (Total Cost: 25 points) and Combat Skill Levels: +5 OCV with Flying Windmill Kick (10 Active Points) (Total Cost: 10 points). Total Cost: 35 points.

 

GATHERING OF THE CLOUDS

 

Effect: Continuous Advantage for any schtick up to 60 Active Points

Target/Area Affected: Varies

Duration: Continuous

Range: Varies

END Cost: 6

Skill Roll Penalty: -6

 

Description/Comments: This powerful schtick allows the character to make any other schtick in this Path (or any other Path) a Continuous one.

 

Game Information: Continuous (+1) for any Power up to 60 Active Points. Total Cost: 60 points.

 

INTEGRATION OF THE CLOUDS

 

Effect: Multiple Power Attack

Target/Area Affected: Self

Duration: Varies

Range: Varies

END Cost: Varies

Skill Roll Penalty: Varies

 

Description/Comments: With this schtick the character can combine any two schticks in to a single Multiple Power Attack. The only requirement is the schticks share a common name element (in other words, you can combine Flying Sword with the Flying Windmill Kick and really go to town on some poor sob). In Feng Shui I think you have to already know (i.e. have bought) the schticks you want to combine into one action; in a HERO System game, I think this requirement is a given.

 

Game Information: See text above.

 

LOYAL STEEL

 

Effect: HKA 2d6

Target/Area Affected: One character

Duration: Instant

Range: Based on STR

Charges: 1

Skill Roll Penalty: -4

 

Description/Comments: The effect of this schtick is the character hurls his sword (or other hand-to-hand) weapon at a target. The weapon then returns to the wielder's hand. This schtick has the same OIF (Sword Of Opportunity) limitations as Flying Sword.

 

Game Information: HKA 2d6, Ranged (+1/2) (45 Active Points); 1 Recoverable Charge (-1 1/4), OIF (sword of opportunity; -1/2), Range Based On STR (-1/4). Total Cost: 15 points.

 

PRODIGIOUS LEAP

 

Effect: Leaping +12"

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 2

Skill Roll Penalty: -2

 

Description/Comments: The lesser version of Abundant Leap (see above).

 

Game Information: Leaping +12", Accurate (17 Active Points). Total Cost: 17 points.

 

RAIN OF FURY

 

Effect: HA +4d6, Autofire (2 Shots)

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 2

Skill Roll Penalty: -2

 

Description/Comments: The Feng Shui version of this schtick allows a character to instantly attack a character after making an initial attack versus the same character. On could build it as a two-shot Autofire attack (as I did here), or as the Follow-Through-Attack Talent. Certainly the latter version would be more in line with certain wuxia films.

 

Game Information: HA +4d6, Autofire (2 Shots; +1/4) (25 Active Points); Hand-to-Hand Attack (-1/2), All Shots Must Go Against The Same Target (-0). Total Cost: 17 points.

 

TORRENT OF FURY

 

Effect: HA +4d6, Area Of Effect (Radius)

Target/Area Affected: 2" Radius

Duration: Instant

Range: Touch

END Cost: 4

Skill Roll Penalty: -4

 

Description/Comments: This schtick is a somewhat difficult to define in HERO System terms. In effect it allows the character to hit any number of targets in his vicinity. The idea behind this version of the power is the character can hit anyone adjacent to him. Other versions of this schtick could Link a set number of inches of Running to the basic power, with the Special Effect being the character runs through a crowd, striking anyone and everyone in his Path (although in this case you might want to make it Area Of Effect: Line).

 

Game Information: HA +4d6, Area Of Effect (2" Radius; +1), Selective (+1/4) (45 Active Points); Extra Time (Full Phase; -1/2), Hand-to-Hand Attack (-1/2). Total Cost: 22 points.

 

VERTICAL CHARGE

 

Effect: Clinging

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: N/A

Skill Roll Penalty: -1

 

Description/Comments: This schtick allows characters to run up walls and the like. Game Masters may want to Link this power to a character's Running, meaning the character must keep moving while using this power and cannot simply cling to a wall and wait. Game Masters may also want to use the OIF (Sword Of Opportunity) Limitation seen in Flying Sword and Loyal Steel.

 

Game Information: Clinging (normal STR) (10 Active Points); Cannot Resist KB Or Throws (-1/4), No Ceiling Movement Or Angles Of Less Than 80° (-1/4). Total Cost: 7 points.

 

WATER SWORD

 

Effect: Aid DEX 4d6

Target/Area Affected: Self

Duration: Instant

Range: Self

END Cost: 8

Skill Roll Penalty: -8

 

Description/Comments: The character makes a dramatic and flashy series of movements with his sword, distracting and confusing opponents.

 

Game Information: Aid DEX 4d6, Invisible Power Effects (Fully Invisible; +1) (80 Active Points); OIF (sword of opportunity; -1/2), Extra Time (Full Phase; -1/2), Gestures (-1/4), Only For Increasing OCV and DCV (-1/4), Self Only (-1/2). Total Cost: 27 points.

 

PATH OF THE PASSIVE WINGS

 

As the name implies, this Path is not concerned with damaging opponents. Instead, it concentrates more on evasion and restraint. It is a good Path for those Shaolin monk-type characters as well as pacifists. Characters who select this Path are advised to look into purchasing Shaolin Crane Kung Fu.

 

BEAK OF THE CRANE

 

Effect: Entangle 4d6

Target/Area Affected: One character

Duration: Constant

Range: Touch

END Cost: 6

Skill Roll Penalty: -6

 

Description/Comments: This schtick is meant to represent a "super Martial Grab." I used Entangle instead of a juiced-up version of Grab because an Entangle will fully immobilize the target while a Martial Grab normally only binds one or two limbs. Note the character most hold onto the target (i.e. keep the Grab active) in order to maintain the Entangle.

 

Game Information: Entangle 4d6, 4 DEF, Takes No Damage From Attacks (+1/2) (60 Active Points); No Range (-1/2), Cannot Form Barriers (-1/4), Must Follow Grab/Martial Grab And Character Must Retain Grab Or Entangle Is Automatically Broken (-1/2), Target Must Have Reachable Pressure Points (-1/2). Total Cost: 22 points.

 

CRANE STANCE

 

Effect: +5 DCV

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 2

Skill Roll Penalty: -2

 

Description/Comments: As an option, the character may gain +1 DCV for every two points the skill roll is made by.

 

Game Information: Combat Skill Levels: +5 DCV (25 Active Points); Costs Endurance (-1/2), Linked (to Dodge; -1/4), Requires a DEX or Acrobatics Skill Roll (-1/2). Total Cost: 11 points.

 

TALON OF THE CRANE

 

Effect: Entangle 4d6, Backlash

Target/Area Affected: One character

Duration: Constant

Range: Touch

END Cost: 8

Skill Roll Penalty: -8

 

Description/Comments: This schtick is virtually identical to Beak of the Crane except it has the Backlash Advantage.

 

Game Information: Entangle 4d6, 4 DEF, Backlash (+1/2), Takes No Damage From Attacks (+1/2), (80 Active Points); No Range (-1/2), Cannot Form Barriers (-1/4), Must Follow Grab/Martial Grab And Character Must Retain Grab Or Entangle Is Automatically Broken (-1/2), Target Must Have Reachable Pressure Points (-1/2). Total Cost: 29 points.

 

WING OF THE CRANE

 

Effect: Aid STR 4d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 8

Skill Roll Penalty: -8

 

Description/Comments: As an option, this schtick may use an Activation Roll, where the Activation is equal to the character's EGO roll.

 

Game Information: Aid STR 4d6, Invisible Power Effects (Fully Invisible; +1) (80 Active Points); Requires an EGO Roll (-1/2), Self Only (-1/2). Total Cost: 40 points.

 

PATH OF THE PREYING MANTIS

 

The schticks in this Path are derived from Preying Mantis Kung Fu, which is the recommended martial arts style for anyone planning on using this Path.

 

BLINDING MANTIS STRIKE

 

Effect: Eye Gouge

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 0

Skill Roll Penalty: N/A

 

Description/Comments: A simple strike to an opponent's eyes. By adding the modifier, it becomes a +0 OCV, -1 DCV strike.

 

Game Information: Martial Arts Maneuver: Eye Gouge (-1 OCV, -1 DCV, 2d6 Sight Group Flash) (4 Active Points) and Combat Skill Levels: +1 OCV with Eye Gouge (2 Active Points). Total Cost: 6 points.

 

MANTIS HOOK

 

Effect: HA +6d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 0

Skill Roll Penalty: -4

 

Description/Comments: The idea behind this schtick has the Mantis practitioner hook his hand around an attacker's arm. As the attacker withdraws his arm, he pulls the Mantis practitioner's hand in, allowing for a powerful strike.

 

Game Information: HA +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Hand-to-Hand Attack (-1/2), HA Dice Can Only Be Used The Phase Following A HTH Attack Against The Character (-1/2), HA Dice Limited To 1/2 Of Attacker's STR Damage (-1/2). Total Cost: 18 points.

 

MANTIS STANCE

 

Effect: +3 OCV with Martial Block

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 0

Skill Roll Penalty: N/A

 

Description/Comments: This is the required starting schtick for this Path.

 

Game Information: Combat Skill Levels: +3 OCV with Martial Block. Total Cost: 6 points.

 

STRIKE OF THE MANTIS

 

Effect: HA +5d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 4

Skill Roll Penalty: -2

 

Description/Comments: A simple, but powerful blow.

 

Game Information: HA +5d6 (25 Active Points); Increased Endurance Cost (x2 END; -1/2), Hand-to-Hand Attack (-1/2). Total Cost: 12 points.

 

PATH OF THE RAGING BEAR

 

FURY OF THE BEAR

 

Effect: HA +5d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 0

Skill Roll Penalty: -4

 

Description/Comments: This shtick allows a character to pick up any hand-to-hand weapon and hit someone with it -- hard. However, the weapon will fragment on impact.

 

Game Information: HA +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); OIF (weapon of opportunity; -1/2), Side Effects (weapon is destroyed; -1/2). Total Cost: 18 points.

 

SLUMBER OF THE BEAR

 

Effect: Aid PD 4d6

Target/Area Affected: Self

Duration: Instant

Range: Self

END Cost: 9

Skill Roll Penalty: -9

 

Description/Comments: This schtick allows the character to absorb a great deal of punishment and keep on fighting.

 

Game Information: Aid PD 4d6, Can Add Maximum Of 30 Points, Invisible Power Effects (Fully Invisible; +1) (86 Active Points); Self Only (-1/2). Total Cost: 57 points.

 

STRENGTH OF THE BEAR

 

Effect: Dispel Weapons 13d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 6

Skill Roll Penalty: -6

 

Description/Comments: This shtick allows the character to immediately attempt to destroy any weapon used to hit him. The Trigger can be reset by spending a 1/2 Phase and the proper amount of END.

 

Game Information: Dispel Weapons 13d6, any Attack Power one at a time (+1/4), Trigger (being hit with any hand-to-hand weapon; +1/4) (58 Active Points); No Range (-1/2). Total Cost: 39 points.

 

THE BEAR AWAKENED

 

Effect: +3 with Hand-to-Hand

Target/Area Affected: Self

Duration: Persistent

Range: Self

END Cost: 0

Skill Roll Penalty: N/A

 

Description/Comments: This shtick only affects those characters who are faster (DEX-wise) than the character using The Bear Awakened. Note, Lightning Reflexes should not be affected by this schtick unless the opponent in question bought Lighting Reflexes with all of his maneuvers.

 

Game Information: Combat Skill Levels: +3 with Hand-to-Hand (15 Active Points); Cost Endurance (-1/2), Only Versus Faster Opponents (-1/2). Total Cost: 7 points.

 

THE BEAR UNDYING

 

Effect: Healing 6d6

Target/Area Affected: Self

Duration: Instant

Range: Self

Charges: 1 (+12 END)

Skill Roll Penalty: -12

 

Description/Comments: Using this schtick should be monitored closely by the GM. Some sort of Side Effect is possible (such as losing all healed BODY after a set time period), to make The Bear Undying more costly and/or difficult to use.

 

Game Information: Simplified Healing 6d6, Invisible Power Effects (Fully Invisible; +1) (120 Active Points); 1 Charge (-2), Costs Endurance (-1/2), Extra Time (Full Phase; -1/2), Self Only (-1/2). Total Cost: 27 points.

 

PATH OF THE SELECTIVE MASTER

 

This Path has but a single schtick in it, but then, it doesn't really need any others.

 

SIGNATURE WEAPON

 

Effect: Deadly Blow

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: N/A

Skill Roll Penalty: N/A

 

Description/Comments: The character has a specific weapon, be it a knife, sword, gun, bow, or so on, that has special significance to him. The character must have paid Character Points for this weapon, and cannot use the Independent Limitation as part of item's write-up. Conversely, while the weapon is an OAF and is capable of being taken away for a time, the GM should avoid permanently destroying the character's Signature Weapon. Game Masters should allow a character to buy this schtick more than once (in order to do more damage with the desired Signature Weapon) and should also allow it to be bought for more than one weapon -- provided the weapons are a matched set (twin pistols, matching swords, or a daisho for example).

 

Game Information: Deadly Blow (HKA +1d6 with weapon of character's choice; OAF (-1), Any Circumstances (-0)). Total Cost: 7 points.

 

PATH OF THE SHADOW'S COMPANION

 

This Path involves the manipulation of darkness and shadows. It is perfect for ninja and other characters who are at home in the dark. It also has some of the more unusual shticks of any of the Paths.

 

BLADE OF DARKNESS

 

Effect: HKA 2d6

Target/Area Affected: One character

Duration: Constant

Range: Touch

END Cost: 3

Skill Roll Penalty: -3

 

Description/Comments: This schtick forms a black blade of darkness near the user's hand. The blade can be blocked, but it cannot be removed.

 

Game Information: HKA 2d6 (30 Active Points). Total Cost: 30 points.

 

DARK'S SOFT WHISPER

 

Effect: Darkness to Hearing Group or Invisibility to Hearing Group

Target/Area Affected: 4" Radius or Self

Duration: Constant

Range: Self

END Cost: 5 or 2

Skill Roll Penalty: -5 or -2

 

Description/Comments: The idea behind this schtick is to make yourself (or your local area) devoid of sound.

 

Game Information:

Darkness To Hearing Group 4" radius, Personal Immunity (+1/4) (50 Active Points); No Range (-1/2). Total Cost: 33 points.

or

Invisibility To Hearing Group, No Fringe (20 Active Points). Total Cost: 20 points.

 

FRIEND OF DARKNESS

 

Effect: Spatial Awareness

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 3

Skill Roll Penalty: -3

 

Description/Comments: This schtick allows one to operate in even total darkness without any difficulties.

 

Game Information: Spatial Awareness, 360-Degree Perception (27 Active Points); Costs Endurance (-1/2). Total Cost: 18 points.

 

GATHERING THE DARKNESS

 

Effect: Sight Group Images

Target/Area Affected: 2" Radius

Duration: Constant

Range: Self

END Cost: 4

Skill Roll Penalty: -4

 

Description/Comments: This schtick allows the character to draw shadows around himself, effectively cloaking the character and making him hard to see.

 

Game Information: Sight Group Images, -5 to PER Rolls, Increased Size (2" radius; +1/4), Personal Immunity (+1/4) (37 Active Points); No Range (-1/2), Requires Available Shadows (-1/2). Total Cost: 18 points.

 

SHELTER OF DARKNESS

 

Effect: Darkness to Sight Group or Flash 8d6 versus Sight Group

Target/Area Affected: 2" Radius or One character

Duration: Constant

Range: Touch

END Cost: 4 or 6

Skill Roll Penalty: -4 or -6

 

Description/Comments: The schtick plunges the target into darkness. The power requires the character to physically strike his opponent.

 

Game Information: Darkness To Sight Group, 2" Radius, Usable As Attack (+1) (40 Active Points). Total Cost: 40 points.

or

Flash 8d6 versus Sight Group, NND (defense is Power Defense; +1/2) (60 Active Points); No Range (-1/2), Does Not Work Against Desolidified Characters (-1/4). Total Cost: 34 points.

 

STRIKE FROM DARKNESS

 

Effect: HA +6d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 4

Skill Roll Penalty: -4

 

Description/Comments: This is a devastating blow that is capable hurting even the toughest of targets.

 

Game Information: HA +6d6, Armor Piercing or Penetrating (choice; +1/2) (45 Active Points); Hand-to-Hand Attack (-1/2). Total Cost: 30 points.

 

PATH OF THE SHARPENED SCALES

 

This Path -- as well as the Path of the Hands of Light -- is directly concerned with hitting and putting down an opponent. It is a good Path for bruisers, enforcers and tough guys -- both good and bad. As a side note, Bruce Lee was known as "The Little Dragon" and thus, this Path is a good choice for players (and characters) who are fans of Bruce.

 

BITE OF THE DRAGON

 

Effect: HA +2d6 or HKA 1d6

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 0 or 1

Skill Roll Penalty: -1

 

Description/Comments: This is a basic strike. As with Claw of the Tiger, GMs may want to use the HKA version to allow characters to rip through clothing and thin armors with their bare hands; a typical stunt in many older Hong Kong martial arts movies.

 

Game Information: HA +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-to-Hand Attack (-1/2). Total Cost: 10 points.

or

HKA 1d6 (15 Active Points Real). Total Cost: 15 points.

 

BREATH OF THE DRAGON

 

Effect: +3 OCV with Hand-To-Hand Combat or HA +4d6, Double Knockback

Target/Area Affected: Self or One character

Duration: Constant or Instant

Range: Self or Touch

END Cost: 0 or 3

Skill Roll Penalty: -1 or -3

 

Description/Comments: The alternative version of this schtick has no relation to the Feng Shui power, and was derived solely from the name of the schtick.

 

Game Information:

Combat Skill Levels: +3 OCV with Hand-To-Hand Combat (15 Active Points); Costs Endurance (-1/2). Total Cost: 10 points.

or

HA +4d6, Double Knockback (+3/4) (35 Active Points); Hand-to-Hand Attack (-1/2). Total Cost: 23 points.

 

CLAW OF THE DRAGON

 

Effect: HA +4d6, Armor Piercing

Target/Area Affected: One character

Duration: Instant

Range: Touch

END Cost: 3

Skill Roll Penalty: -3

 

Description/Comments: An alternative version of this schtick would be to have a large Hand Attack or HKA that could only be used following a Grab.

 

Game Information: HA +4d6, Armor Piercing (+1/2) (30 Active Points); Hand-to-Hand Attack (-1/2). Total Cost: 20 points.

 

PATH OF THE STORM TURTLE:

 

This Path is well suited for aged martial arts masters as it has a broad mixture of powers, most of which are defensive in nature. Thus this Path allows one to defend against guns, spells, and other fu powers and schticks.

 

ARMORED IN LIFE

 

Effect: Aid PD 4d6

Target/Area Affected: Self

Duration: Instant

Range: Self

END Cost: 9

Skill Roll Penalty: -9

 

Description/Comments: One of many defensive schticks found in the Path, Armored In Life allows one to become physically more durable.

 

Game Information: Aid PD 4d6, Can Add Maximum Of 30 Points, Invisible Power Effects (Fully Invisible; +1) (86 Active Points); Self Only (-1/2). Total Cost: 57 points.

 

BACKLASH OF THE TURTLE

 

Effect: Dispel RKA 16d6

Target/Area Affected: One character

Duration: Instant

Range: 300"

END Cost: 6

Skill Roll Penalty: -6

 

Description/Comments: In effect, this schtick allows one to instantly attempt to destroy any gun used against the character. One can only destroy guns with this power; it will not work against arrows, thrown knives, shuriken, energy weapons, spells, or other fu powers. The Trigger can be reset by spending a 1/2 Phase and the proper amount of END.

 

Game Information: Dispel RKA 16d6, Trigger (being hit with gunfire; +1/4) (60 Active Points), Only Affects Firearms (-1). Total Cost: 30 points.

 

CLOTHED IN LIFE

 

Effect: Physical Damage Reduction, 50%

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 2

Skill Roll Penalty: -2

 

Description/Comments: Another schtick of a defensive nature.

 

Game Information: Physical Damage Reduction, 50% (20 Active Points); Costs Endurance (-1/2). Total Cost: 13 points.

 

EYE OF THE STORM

 

Effect: Dispel Magic 16d6

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 6

Skill Roll Penalty: -6

 

Description/Comments: The No Range Limitation means the Dispel can only be used on powers affecting the character. This Dispel cannot be used to defend others.

 

Game Information: Dispel Magic 16d6, any Magic Power one at a time (+1/4) (60 Active Points); No Range (-1/2). Total Cost: 40 points.

 

FORTRESS OF RIGHTEOUSNESS

 

Effect: Dispel: Dispel Fu Powers 16d6

Target/Area Affected: One character

Duration: Constant

Range: Touch

END Cost: 6

Skill Roll Penalty: -6

 

Description/Comments: See Eye of the Storm for further information on how the Limitation No Range affects this power.

 

Game Information: Dispel Fu Powers 16d6, any Fu Power one at a time (+1/4) (60 Active Points); No Range (-1/2). Total Cost: 40 points.

 

GIFT OF THE STORM

 

Effect: Aid Characteristic 4d6

Target/Area Affected: Self

Duration: Instant

Range: Self

END Cost: 9

Skill Roll Penalty: -9

 

Description/Comments: Game Masters may want to apply the Gestures Limitation to this schtick.

 

Game Information: Aid Characteristic 4d6, any single Characteristic one at a time (+1/4), Invisible Power Effects (Fully Invisible; +1) (90 Active Points) Total Cost: 90 points.

 

INNER STRENGTH

 

Effect: Mental Defense

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 0

Skill Roll Penalty: -1

 

Description/Comments: Because the Mental Defense is Nonpersistent, it cannot be maintained while sleeping and turns off if the character is stunned or unconscious.

 

Game Information: Mental Defense (12 points) (12 Active Points); Nonpersistant (-1/4). Total Cost: 10 points.

 

KING ON THE WATER

 

Effect: Combat Skill Levels: +10 DCV

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 5

Skill Roll Penalty: -0

 

Description/Comments: In effect, using this schtick means the character is making people miss by sheer force of will. As with other powers on this list that require Skill Rolls, the GM may allow the character to gain +1 DCV for every point (or every two points) he makes his roll by.

 

Game Information: Combat Skill Levels: +10 DCV (50 Active Points); Costs Endurance (-1/2), Requires a Skill Roll (either EGO or PRE, player decides at time of character creation, no active point modifier; -0), Cannot Move On Phase Power Is Used (-1/4). Total Cost: 29 points.

 

LAUGHTER OF THE TURTLE

 

Effect: Armor (18 PD)

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 3

Skill Roll Penalty: -3

 

Description/Comments: Game Masters may consider adding the Advantage Invisible Power Effects to this power since the character's defensive abilities shouldn't be visibly obvious.

 

Game Information: Armor (18 PD) (27 Active Points); Costs Endurance (-1/2), Only Versus Firearms (-1/2). Total Cost: 13 points.

 

MIRROR OF THE TURTLE

 

Effect: HA +4d6, Damage Shield

Target/Area Affected: One character

Duration: Constant

Range: Touch

END Cost: 5

Skill Roll Penalty: -5

 

Description/Comments: This Damage Shield only does as much damage to the attacker as the initial attack did to the character. Also, the character must first take some damage before responding.

 

Game Information: HA +4d6, Continuous (+1), Damage Shield (+1/2), Standard Effect (damage done to target equals damage taken; -0) (50 Active Points); Hand-To-Hand Attack (-1/2), Character Must Take Damage From Initial Attack (-1/2), Requires A Successful To-Hit Roll (-1/2). Total Cost: 20 points.

 

Natural Order

 

Effect: Armor (18 PD); Only Versus Firearms

Target/Area Affected: Self

Duration: Instant

Range: Self

END Cost: 3

Skill Roll Penalty: -3

 

Description/Comments: Similar to Laughter Of The Turtle, Natural Order only affects firearms, and only lasts for a single Phase (at best).

 

Game Information: Armor (18 PD) (27 Active Points); Costs Endurance (-1/2), Instant (-1/2), Only Versus Firearms (-1/2). Total Cost: 11 points.

 

THE STORM REVERSES

 

Effect: Missile Deflection & Reflection versus all Ranged Attacks

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 5

Skill Roll Penalty: -5

 

Description/Comments: The Missile Deflection will not work against arrows, bullets, thrown weapons, or super powers. It will, however, Deflect and Reflect the Loyal Steel schtick.

 

Game Information: Missile Deflection & Reflection (all Ranged attacks, at any target) (50 Active Points); Costs Endurance (-1/2), Magical Or Fu Powers Only (-1/2). Total Cost: 33 points.

 

TORNADO OF SHELTER

 

Effect: Energy Damage Reduction, Resistant 75%

Target/Area Affected: Self

Duration: Persistent

Range: Self

END Cost: 0

Skill Roll Penalty: N/A

 

Description/Comments: Because of the nature of magical and fu powers, GMs may want the character to purchase Physical Damage Reduction as well. Or simple buy "Magical" Damage Reduction.

 

Game Information: Energy Damage Reduction, Resistant 75% (60 Active Points), Magical Or Fu Powers Only (-1/2). Total Cost: 40 points.

 

VENGEANCE OF THE TURTLE

 

Effect: HKA 5d6

Target/Area Affected: One vehicle

Duration: Instant

Range: Touch

END Cost: 7

Skill Roll Penalty: -7

 

Description/Comments: Game Masters may want to replace the No STR Bonus Limitation with HKA Bonus Calculated From EGO Not STR. This Limitation is also -1/2.

 

Game Information: HKA 5d6 (75 Active Points); No Knockback (-1/4), No STR Bonus (-1/2), Only Affects Vehicles (-1). Total Cost: 27 points.

 

WALK OF 1000 STEPS

 

Effect: Combat Skill Levels: +5 DCV

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 2

Skill Roll Penalty: -2

 

Description/Comments: A character must perform a Half Move and Dodge before using this schtick.

 

Game Information: Combat Skill Levels: +5 DCV (25 Active Points); Costs Endurance (-1/2) Linked (to Dodge; -1/4), Requires a Half Move (-1/2). Total Cost: 11 points.

 

WILLOW STEP

 

Effect: Combat Skill Levels: +2

Target/Area Affected: Self

Duration: Constant

Range: Self

END Cost: 1

Skill Roll Penalty: -1

 

Description/Comments: This schtick can be used at any time and in conjunction with any other maneuver or fu schtick.

 

Game Information: Combat Skill Levels: +2 DCV (10 Active Points); Costs Endurance (-1/2). Total Cost: 7 points.

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