Kung Fu Schticks Page:


The Kung Fu schticks don't really need too much work – for the most part they are well-balanced and immensely fun to use. However, taking a page from Starfox's T3 Feng Shui site, I have agreed with the need to 1) reorganize some of the existing Paths, 2) correct a few of the more uselss schticks (such as Torrent of fury or Lightening Strike) and 3) add in some new Paths.

Dodge vs. Parry: Unless otherwise indicated, there is no distinction between a Dodge or a Parry – what you decide to do is purely flavor. If the text calls something a Dodge, you may substitute it for a Parry if you like.Thus, Willow Step can add 2 to an Dodge, or if you like, a Parry. You do not need to pay for the schtick twice to gain the benefit for both, unless specifically directed to.

Armed vs. Unarmed: Unless specifically indicated, all schticks can work for both armed and unarmed Martial Arts attacks. The term 'barhanded' may usually be substituted for other unarmed strikes, such as kicks. A 'normal' attack is one that is not part of another schtick.


Path of the Brilliant Flame:
This is a flashy path often used by demons and sorcerors or more esoteric practitioners of kung fu.

Special Effects Note:
If an opponent damaged by schticks on this path is wearing flammable clothing, that clothing ignites and the opponent must take 3 shots to slap the fire out or suffer 1 Wound Point each time you take a 3-shot action or until something is done about the fire. Total damage from the fire effect cannot exceed your Fu rating. Once the targets clothes have caught fire once, they are assumed to be to scorched to catch fire again. A target immune to fire (or other appropriate element for variant paths) would ignore this and all other effects of this path.

There is some similarity between the effects of this path and sorcery's Fire Blast.

There are variants of this path that use cold, lightning, sound, or other elemental effects instead. The schticks are named Lightning Strike, Thunder Strike, Cold Strike et al. A few examples of how such alternate paths could work are given below. Naturally, immunity to the relevant element would render you immune to that particular variant of this path.

Path of the Blizzard's Fury: A cold-based variant, replace "Fire" with "Cold" in all the schtick names. The special effect is that targets soak using Constitution instead of Toughness. Cold-weather clothing and nonmetallic armor is effective against this, but metal armor offers no protection.

Path of the Corrosive Fumes: An acid-based path, vile and disgusting by most standards. Replace Fire with Acid in all schtick names. It will cause additional damage through acid instead of through fire. Immunity and resistance to water, poison or acid protects against this path, but Gathering the Acid protects only against acid and poison.

Path of the Heavenly Lightning: An electricity-based variant, replace "Fire" with "Lightning" in all the schtick names. The special effect is that named targets damaged by this lightning are shocked, and lose one from their current shot.

Path of the Raging Thunder: A sound-based variant, replace "Fire" with "Thunder" in all the schtick names. It makes a terrible racket when used. The special effect is that all thunder attacks except "Thunder Strike" ignores armor. The noise required for Gathering the Thunder must be sufficient to cause damage or impairments. Explosions, airplane takeoffs and your own favorite soundtrack at full-blast volume qualifies.

Fire Strike
Fu: 1, Shot: 3
This is the fu schtick of the same name, Feng Shui, p 98.
Strike an opponent barehanded with Martial Arts; add 2 to the final Damage if the strike hits.

Fire Stance
Fu: 6, Shot: 1
Prerequisite: Fire Strike
Until end or Sequence, you surround yourself with a flaming aura. Anyone striking you in close combat is burned, with a damage value equal to your Martial Arts Action Value minus the outcome of his attack. Depending on your tradition, your own gear might be protected against this flame, but anything else near you risks catching fire. GM Note: This should be a nuisance rather than a problem.

Fire Fist
Fu: 1, Shot: 3
Prerequisite: Fire Stance
Strike an opponent barehanded with your fist wreathed in a flaming nimbus of chi energy. Damage rating of the attack is Fu +2. Even opponents somehow immune to Martial Arts attacks and/or Fu powers take full damage from the attack, unless they are also immune to the fire effect of Sorcery's Blast schtick.

Eyes of Fire
Fu: 3, Shot: 3
Prerequisite: Fire Fist
You can now damage opponents without touching them: a blast or flame emanates from your eyes, mouth or fist. Damage rating of the attack is Fu +2. Even opponents somehow immune to Martial Arts attacks and/or Fu powers take full damage from the attack, unless they are also immune to the fire effect of Sorcery's Blast schtick.

Gathering the Fire
Fu: 3, Shot X
Prerequisite: Eyes of Fire
You can stand in the middle of a raging blaze without suffering damage for any number or shots in a single Sequence. For each shot spent enveloped in flames, you gain a temporary Fu point. (The total number of shots you spend in this manner is where The X shot cost comes from.) You may choose to spend these extra Fu points at any time to pay the Fu cost of any Fu power(s); once spent, they are gone forever. They do not change your Fu rating for checks; they only give you more points to spend on Fu powers. If spent on powers in the Path of the Brilliant Flame, these points count double. The maximum number of extra Fu points that can be stored from Sequence to Sequence using this or any other Fu power is equal to your original Fu attribute. Gathering the fire can be used as a 1-shot defensive action when attacked by fire. This has an effective Fu cost of 2 (you recover 1 Fu point during the shot). Any use of this schtick negates lingering fire effects (such as the special byproduct of the schticks on this path).


Path of the Celestial Champion:
This is the path of the lone man fighting against many. In it's more advanced forms, it is the path of the champion fighting the supernatural. It is associated with the sun and heroics, but can be used for either good or evil.

Impervious as the Sun
Fu: 3, Shot 1
Make an Active Defense, with the usual +3 Dodge bonus. In addition, those that fail to strike you in close combat during this shot lose three additional shots from their shot counters.

Light Touch
Fu: 2, Shot: 3
Prerequisite: Impervious as the Sun
Make a barehanded Martial Arts attack. Regardless of your target's defenses or your Strength, this attack does a number of Wound Points equal to the attack Outcome.

Center of the Universe
Fu: 3, Shot: 0
Prerequisite: Light Touch
An enemy whose Charisma is lower than yours and who is able to choose you as his target must do so for the rest of this sequence (or until you are no longer a possible target), or refrain from attacking altogether. The effect is negated if somebody else attacks or interferes with them, or if anyone manages to hit you.

You can choose to either affect one named character, or a group of unnamed characters, with each use of this schtick. It can be used out of sequence, as a reaction to a declared attack upon another character; the attacker gets to decide what to do instead, with you as his target.

Banish Darkness
Fu: 5, Shot: 3
Prerequisite: Center of the Universe
This move is also known as The Buddha's Palm. Make a barehanded Martial Arts attack against a supernatural creature. Supernatural Creatures cannot use special invulnerabilities or even Toughness to resist damage from this attack.


Path of the Clever Eye:
This path focuses on using trickery and luck to gain mastery over foes – often employed by ninjas and others who favor cunning over brute force.

The Fox's Retreat
Fu: 1, Shot: 1
This is the fu schtick of the same name, Feng Shui, p 96. Add +5 to your Dodge value. Counts as a defensive action.

Eyes of the Fox
Fu: 1, Shot: 1
Prerequisite: The Fox's Retreat
This is the fu schtick of the same name, Feng Shui, p 96. Study a character in combat: the GM must tell you the numerical value of one of the character's attributes, skills, or current point totals. You choose which one.

Laughter of the Fox
Fu: 1, Shot: 3
Prerequisite: Eyes of the Fox
This is the fu schtick of the same name, Feng Shui, p 96. Make a Martial Arts check: if successful you grab a weapon from the hands of an opponent. Difficulty is Opponent's Dodge or active parry value. Until end of Sequence all attacks made by you with this weapon against this opponent gain a +3 Action Value bonus. Add 5 to the difficulty of your check if the weapon you're grabbing at is someone else's signature weapon.

Vengeance of the Fox
Fu: 2, Shot: 0
Prerequisite: Laughter of the Fox
This is the fu schtick of the same name, Feng Shui, p 96. When you are hit by an opponent in hand-to-hand combat you may make a Martial Arts attack check. If successful, the opponent is thrown a number of meters equal to the Outcome of the attack in the direction of your choice. Opponent suffers Damage equal to his Strength + the Outcome. You cannot counterattack against a counterattack. A target that is thrown loses one shot for each meter he is hurled while regaining his bearings.

Luck of the Fox
Fu: 2, Shot: 1
Prerequisite: Vengeance of the Fox
Execute a maneuver that draws chi energy from the world around you. You get an extra fortune point, that you must spend during the current sequence. Does only work in combat or action scenes, where initiative is relevant.

Contract of the Fox
Fu: 7, Shot: 0
Prerequisite: Luck of the Fox
Use immediately after Initiative is rolled. You have a first shot equal to the highest first shot rolled plus one.


Path of the Dancing Waves:
Trickery, fluid motion and irresistible waves of attacks, these are the secrets of this path.

NOTE:
All references to a rope in the schtick descriptions also applies to all types of flexible objects, such as pieces of cloth, sheets, whips, scarves, chains, or even very long hair. If you lack any type of rope, you can use your clothes this way, but they will be ruined.

Water Stance
Fu: 1, Shot: 1
You make your body soft and sinuous to overcome any obstruction penalties when lying prone, bound, in water or otherwise unable to move. Quicksand and insecure footing can also be mastered. Ignore such penalties or impairments until the end of the Sequence. You cannot ignore wound penalties.

If you cannot move your limbs to use weapons, you can still tackle for Strength damage as long as you have any freedom of movement at all. Water Stance and your Martial Arts instead of Strength or Agility to escape holds, glutinous goo, Silk Bonds, Beak of the Crane and similar entanglements. While held, you can still make the aforementioned body tackles for Strength damage, and you can start up Water Stance after being held.

Examples of penalties you can ignore: Characters that cannot move freely have their Move ratings halved and normally pay an additional shot for all actions. The penalty when bound is a one-point impairment for each bound limb.

Steel Cloth
Fu: 1, Shot: 3
Prerequisite: Water Stance
A rope in your hands becomes as rigid as steel. This is a Martial Arts attack that does Strength +4 damage.

Silk Bonds
Fu: 2, Shot: 3
Prerequisite: Steel Cloth
Use a rope to tie up an opponent in combat. A simple success entangles your opponent. Your target loses a number of shots equal to the Outcome. Now you stick together, and only the stronger of you can move, and only at half rate. Any further attacks or appropriate stunts you make against an entangled target get a special +3 bonus, and this is cumulative for several uses of Silk Bonds. If the Outcome of Silk Bonds matches the target's Agility, he is tied up and cannot move.

Severing the rope (any hit will do) frees your victim. He does not regain lost shots, but all other penalties from Silk Bonds cease. As long as you keep hold of the rope, you can use your Martial Arts as the Dodge rating of the rope; you can make a separate Active Defence to protect you and the rope, but there is no shot cost penalty. Bullets and blunt attacks that could not readily cut a rope suffer a -3 penalty.

Wave Mastery
Fu: 1, Shot: 0
Prerequisite: Silk Bonds
Exercise perfect control over a rope, extending your reach out to your Fu in meters. This works as if you had longer arms, you can punch and do martial arts attacks with Wave Mastery instead of your fists. You cannot wield weapons, nor can you use Fu schticks that can only be used unarmed. You can grapple, snatch objects, tie the rope and many other stunts. You can also try to hinder people from moving or actively defend anywhere in the area you can reach, just as if you were standing within arm's reach. You must pay the Fu cost for Wave Mastery for each such stunt you wish to make, in addition to the normal Fu and Shot cost of the action.

Maelstrom
Fu: 5, Shot: 3
Prerequisite: Wave Mastery
Spin and twist around with a rope, forming a whirling zone of death. The maelstrom billows out, forming a rough circle in a 3 meter diameter around you. It does your Strength in damage, and attacks all who you move by during this action. Those who are hit are thrown out of the way and lose three shots while regaining their bearings.


Path of the Driving Rain:
A highly acrobatic fighting style, as unpredictable as rain in a storm.

Acrobatic Strike
Fu: 1, Shot: 3
You make a barehanded Martial Arts attack while performing an acrobatic manoeuvre. Until your next action you count as actively dodging, and get the +3 bonus to Dodge. This dodge bonus even works against Hands Without Shadow. It stops at the end of the Sequence or when you take any action, including an active defence, a counterattack, or any zero-shot action.

Cyclone Kick
Fu: X, Shot: 3
You make a whirling attack against multiple opponents, actually walking on them as you kick them. You may attack opponents who are standing in an area with a diameter equal to half your Move. With the first Fu point, you may attack one opponent; you may continue to make attacks on later opponents in the area for one Fu point each (no extra shot cost). You may not attack the same target twice.

Flying Windmill Kick
Fu: X, Shot: 3
Prerequisite: Prodigious Leap
Jump up to your Move and then make a normal kick attack with a Fu cost of 1. You can continue to make additional kick attacks in the same shot against the same opponent, at an additional Fu cost of one each, but with no shot cost. X in the Fu cost is equal to the total number of kick attacks you made, and is set only after you have finished the Flying Bicycle kick. If all your attacks miss, you may overshoot and land somewhere awkward.

Rain of Fury
Fu: 2, Shot: 0
Immediately after executing a barehanded martial arts attack, you may make another attack on the same opponent with no shot cost. You may continue to do this as long as your Fu holds out.

Torrent of Fury
Fu: 8, Shot: 1
Take a dramatic acrobatic stance that costs 1 shot. For the rest of the Sequence, you may move at your normal Move rating and/or make a normal barehanded Martial Arts attack as an additional 1-shot action, at no Fu cost. You may only attack each opponent once with Torrent of Fury.


Path of the Empty Bottle:
You have mastered the esoteric art of fighting drunkenly. This makes your movements very distracting and hard to anticipate.

NOTE: You need not actually be drunk to use this path, but it certainly helps. This path is often considered frivolous, and practitioners may be derided as drunks or wastrels, but in battle it can be very powerful indeed. Characters who know schticks from this path can fight while drunk, ignore the alcohol impairments to their Martial Arts skill. All other skills are impaired normally.

Drinking Rules: You are considered Sober if you have had a number of drunks less than your Constitution score. You are considered Drunk when you have imbibed a number of drinks equal to your Constitution – bigger, healthier people take more to get drunk than smaller, sicklier people. When you are drunk all activities take a -1 Impairment. If you keep on drinking and become Intoxicated (GM's discretion as to when) you will suffer -2 Impairment. If you keep on drinking and become Sloshed you will pass out (GM's discrection as to when). Being Drunk lasts either a scene or a session, depending on the timing. Being Intoxicated or Sloshed can last longer, depending. The GM will warn the player if you are about to become Sloshed.

Drunken Stance
Fu: 1, Shot: 1
You weave and trip drunkenly about for the rest of the Sequence.

If you are Drunk, your opponent must make a Perception check in order to attack you: making this check uses up one of your opponent's shots. The Difficulty of the Perception check equals the higher of your Fu or Constitution.

If you are Sober, there is no check, but it still costs a shot.

You are also a master of the ancient and esoteric art of speed-drinking. You call consume one drink of alcohol per shot (no Fu cost). If you wish, your first drink will automatically place your condition as Drunk - the alcohol hits your bloodstream immediately, taking full effect on you as soon as you chug it down.

When using Drunken Stance, you can ignore Impairment due to alcohol to Martial Arts, Intimidation, Body, Perception or Reflexes checks.

Drunken Fist
Fu: X, Shot: 3
Prerequisite: Drunken Stance
Strike an opponent barehanded, subtracting X (an amount of Fu you elect to spend) from his Dodge Action Value for your Martial Arts check.

Wily Stupor
Fu: X, Shot: 1
Prerequisite: Drunken Fist
Add 2X (twice the amount of Fu you elect to spend) to your Toughness when a successful attack is made against you. Using Wily Stupor is an Active Defensive.

Aberrant Spasm
Fu: 3, Shot: 1
Prerequisite: Wily Stupor
Duck and weave unpredictably in combat as an Active Defense. Simultaneously with your opponent's attack check (Guns, Martial Arts, Sorcery, whatever), make one of your own and select any character within 3 meters as the possible target of his attack. Your Difficulty is your opponent's Action Result or the new target's Dodge value, whichever is higher. If you make it, the new target suffers Damage equal to your Outcome plus the damage rating of your opponent's weapon, while you escape unharmed.

Drunken Dragon
Fu: X Shot: 1
Prerequisite: Aberrant Spasm
Spray flaming alcohol to a range of X meters for a base damage equal to your Fu +2. You must consume alcohol that is sufficiently concentrated to be flammable immediately before this; since you already know Speed Drinking, a single shot is long enough to get one serving ready to burn. The flame is ignited by your energetic chi; no match is required.


Path of the Empty Mind:
By emptying your own mind of distracting thoughts, you can increase your sensitivity to the outside world, and perhaps even disappear from the perceptions of others.

Read Intent
Fu: 2, Shot: 0
Make a Martial Arts check against the Willpower or Intrusion of your target, or the distance in meters, whichever is greater. If successful, you know they are there and get a basic idea about their intentions; aggressive, defensive, or neutral. You can use this schtick when you are about to be surprised, a success negates surprise.

Focus
Fu: 0, Shot: X
Prerequisite: Read Intent
Reduce the Fu cost of your next Fu maneuver by 2X. A Fu schtick can never have a negative Fu cost.

Empty Mind
Fu: 2, Shot: 1
Prerequisite: Focus
You may substitute your Martial Arts Action Value for your Willpower for the rest of the Sequence.

Empty-Strike
Fu: 3, Shot: 3
Prerequisite: Empty Mind
You can make an armed or unarmed Martial Arts attack without giving your opponent any warning. Your expression, aura and body won't give the attack away. This means your opponent cannot use Parry or Dodge, either passively or actively. Your attack difficulty is his Agility. You cannot use your Strength in such an attack, as this would instantly give you away. The damage of the attack is thus zero, only the Outcome generates damage. The damage bonus from a weapon (or fist/kick), however, will add to the damage.

The Void
Fu: 3, Shot: 1
Prerequisite: Empty-Strike
As a defensive action, you seem to vanish from the mind's eye. As opponents pour more and more Chi into attacking you, you become more and more elusive. You can avoid any single chi-based attack. The difficulty is the opponent's Willpower rating. This includes Fu, Animal, Sorcery, Arcanowave, or Creature Powers schticks and enchanted items used to attack.

No Presence
Fu: 2X, Shot: 1
Prerequisite: The Void
By suppressing your aura, you can escape attention. For X shots, people will fail to notice you, as long as your Martial Arts Action Result matches their Willpower. Spending less than four Fu (X = 2 or a duration of two shots) is rather pointless, as you don't get to take any action before turning visible. As long as you are invisible, you can attack by surprise. When not counting initiative, this power will only allow short dashes from cover to cover. You can sneak across open spaces in rushes no longer than your Move in meters with no penalty to Intrusion.


Path of the Extended Fist:
Originally by David Eber.

Students of this path learn how harness their Fu into a tangible force that can be used to strike an opponent without actually touching him, and to defend in the same manner. Masters of this path are said to be able to kill an opponent with barely any movement at all.

Extended Touch
Fu: 1, Shot: 3
Push an opponent by making a Martial Arts check. If successful, the opponent is thrown a number of meters equal to the Outcome in the direction of your choice. A target that is thrown loses one shot for each meter he is hurled while regaining his bearings. If Extended Touch succeeds, he loses at least three shots.

Focused Defense
Fu: 3, Shot: 1
Prerequisite: Extended Touch
Focus your Fu defensively, deflecting blows without any physical contact. Use this when you are about to be damaged by an attack. Make a Martial Arts roll with the final damage (damage rating + Outcome) of his attack as the difficulty. If you make this roll, you are not affected by that attack. Attacks that inflict no damage cannot be deflected.

Extended Strike
Fu: X, Shot: 3
Prerequisite: Focused Defense
Attack an opponent bare-handed from a distance by focusing your Fu into a strike. The range of your strike in meters is equal to 3X. Damage is normal for the type of attack.

No-Strike
Fu: 4, Shot: 0
Prerequisite: Extended Strike
You may do damage to an opponent with the slightest of movements, wounding them even as you defend yourself from their attack.

Use this power when an opponent unsuccessfully attacks you in hand-to-hand combat. He immediately takes damage as if you had struck him, apply his negative outcome as positive outcome on your attack. Damage is your Fu rating (not points).

Activate this power when your opponent attacks, after he makes his task check. Example: Chou, with an AV of 15, is fighting Lin, with a DV of 15. Chou attacks and ends up with an Action Result of 13. Chou decides to use No-Strike. Chou takes damage equal to Lin's Fu +2, 2 being the difference between Chou's Action Result of 13 and the difficulty, which is 15.

Shield of Pure Soul
Fu: X, Shot: 1
Prerequisite: No-Strike
Create a protective sphere of Fu energy around you. Gain an armor bonus equal to X, where X is the amount of Fu you elect to spend. This bonus lasts until the end of the Sequence. There is no Agility penalty for using this power. Attacks which are absorbed by Shield of Pure Soul are actually deflected away without ever touching you.


Path of the Falling Leaf:
This path emulates the slow swaying of trees and the uncertainty of the falling leaf, combining subtle defenses with sudden and tricky attacks. Practitioners often use weapons, and advanced techniques use two weapons moving independently like tree branches in the storm.

Willow Strike
Fu: 1, Shot: 3
An extended attack, adding +3 to the action value. You cannot expend any shots or Fu until your next shot comes up.

Willow Stance
Fu: 2, Shot: 0
Prerequisite: Willow Strike
Make an attack against an opponent who has just missed you with a melee attack. This has no effect on your current shot. You cannot counterattack against a counterattack.

Branches in the Wind
Fu: 1, Shot: 0
Prerequisite: Willow Stance
Improve your Dodge by +3 for the current shot, against melee attacks only. This counts as an active defense, and is not cumulative with other active defenses.

Storm of Branches
Fu: 2, Shot: 0
Prerequisite: Branches in the Wind
Use just after you have made an unsuccessful attack. Make another attack against the same target, but with a different weapon or limb. No active defense or other defensive modifiers work against Storm of Branches, the difficulty is always the target's base Dodge.


Path of the Hand of Light:
This path emphasizes quick quick and brutal unarmed strikes.

Hands Without Shadow
Fu: 1, Shot: 3
This is the fu schtick of the same name, Feng Shui, p 96. Make a Martial Arts attack against which your opponent can't use an active defense. If you kick with this, it's simply a No-Shadow Kick.

Dim Mak
Fu: 2, Shot: 3
Prerequisite: Hands Without Shadow
Strike an opponent bare handed; if you succeed at a Martial Arts task check your attack ignores any armor the opponent may have. You can also do other stunts, such as strike at a wall to damage a man leaning against the other side or destroy a specific brick in a pile.

Lightning Fist
Fu: 3, Shot: 3
Prerequisite: Dim Mak
Strike an opponent bare handed; if you succeed with your Martial Arts task check opponent may not use Toughness to reduce damage from your strike.


Path of the Healthy Tiger:
This is the path of the tiger's fury and the tiger's power.

This path is divided into several sub-branches. The first sub-branch is the healing tiger, the wise guardian and potent healer. The second sub-path is the vengeful tiger, the warrior who scorns his opponents and punishes any attack against himself. The third sub-part is the ferocious tiger. It concentrates on wild ferocity and a never-ending series of strikes.

Path of the Healing Tiger
Flow Restoration
Fu: 0, Shot: 1
Release a subject affected by the Fu power Point Blockage from paralysis as well as other forms of paralysis or chi-flow impairment that affects the body, such as the Blast effects Paralysis or Soul Twist. You must be able to touch subject.

Corners of the Mouth
Fu: 0, Shot: 1
Prerequisite: Flow Restoration
Make a wisecrack, quotation or other "wise" remark. A target within Fu meters (this can be yourself) gains 1 Fu point. Excess Fu points fade at the end of the sequence. This can be done at any time, even out of sequence. A particular character can only receive extra Fu from one master's use of Corners of the Mouth in one sequence; several masters' Fu only cause confusion. Targets may refuse the extra Fu.

Healing Chi
Fu: X, Shot: 3
Prerequisite: Corners of the Mouth
Transfer chi and life force to another by touch. Patient recovers Wound Points equal to the Fu points you spend. You can only do this during a fight, but it does not prevent further healing. If used between fights, you can restore Wound points equal to a Martial Arts roll in a way similar to the Healing sorcery schtick, this counts as supernatural healing. You can only heal yourself between fights. See the Healing & Health rules.

Point Blockage
Fu: 5, Shot: 3
Prerequisite: Healing Chi
Strike an opponent barehanded in such a manner as to block the flow of chi through his body and paralyze him. You must make a successful Martial Arts check. Compare your Fu plus the Outcome to the target's Willpower. Each point of superiority cause the target the loss of one shot from his shot counter. If the loss matches the target's greatest Chi attribute, he is paralyzed. The victim retains all of his senses while paralyzed. If attacked he breaks the paralysis, but may only use his Agility for Dodge. If a supposed friend makes that first attack, his Dodge is zero because of surprise. At the end of each sequence of paralysis, he may make a Willpower roll against your Fu to break free. Against a helpless foe, you can apply Point Blockage to keep them paralyzed for a long time, taking them prisoner.

Shadowfist
Fu: 8, Shot: 3
Prerequisite: Point Blockage
Strike an opponent barehanded. You must make a successful Martial Arts check. Add the Outcome to your Fu and subtract the target's Chi or Fu (whichever is higher). Opponent's Fortune, Fu and Magic are each reduced by this value for the rest of the session. Any points spent by the victim are assumed to come from those lost, so his new Chi values becomes the upper limit on remaining Fu, Magic and Fortune points.

Path of the Vengeful Tiger
Claw of the Tiger
Fu: 1, Shot: 3
Strike an opponent barehanded; damage value for the strike is your Strength +3. If you make a counterattack as allowed by Tiger Stance, Unyielding Tiger Stance or Vengeance of the Tiger, you can use Claw of the Tiger for this counterattack with no additional Fu cost.

Tiger Stance
Fu: 1, Shot: 0
Prerequisite: Claw of the Tiger
Immediately after you are damaged by an opponent in hand-to-hand combat, you may launch a free Martial Arts attack on that opponent. This has no effect on your current Shot. You cannot counterattack against a counterattack, but you can use Claw of the Tiger for a counterattack with no extra Fu cost.

Unyielding Tiger Stance
Fu: 2, Shot: 0
Prerequisite: Tiger Stance
When you are attacked in hand-to-hand combat, you may respond with a simultaneous Martial Arts attack. This has no effect on your current Shot. You cannot counterattack against a counterattack, but you can use Claw of the Tiger for a counterattack with no extra Fu cost.

Vengeance of the Tiger
Fu: 4, Shot: 3
Prerequisite: Unyielding Tiger Stance
Path: Storm of the Tiger
When you are wounded in hand-to-hand combat, you may immediately launch a Martial Arts counterattack against the opponent who just wounded you, using any Wound Points you suffer from that one attack (after reduction for Toughness) as a bonus to your Action Value. You cannot counterattack against a counterattack, but can use Claw of the Tiger for a counterattack with no extra Fu cost.

Storm of the Tiger
Fu: X, Shot: 0
Prerequisite: Vengeance of the Tiger, Shadowfist (from Path of the Healing Tiger)
Path: None
X is any amount of Fu you elect to spend. Add 2X to the Damage of a bare-handed strike you have just made. This can be used after you have determined the Outcome of your attack.

Path of the Ferocious Tiger
The schticks below are a part of the Path of the Healthy Tiger, but are often considered a path of their own, along with the prerequisite, Claw of the Tiger, and may be known by an auxilliary name – the Path of the Fearsome Panther.

Claw Frenzy
Fu: 1, Shot: 0
Prerequisite: Claw of the Tiger
This is a variant Claw of the Tiger with no shot cost. Immediately after using Claw of the Tiger, you can make an extra Claw Frenzy attack against the same opponent with no shot cost. You make this attack with your secondary hand, and like Claw of the Tiger, it must be a barehanded attack, which will do Strength +3 damage.

Tiger Roll
Fu: 5, Shot: 3
Prerequisite: Claw Frenzy
Roll along the ground in a straight line up to your normal Move. If you move into a solid obstacle, like a wall, pillar or an opponent you hit but fail to knock back, you may bounce of it and change direction for the remainder of your Move. Bash anyone along this path with a damage value of Strength, and they are also thrown aside by the force of the impact a number of meters equal to the number of Wound Points taken. A target that is thrown loses one shot for each meter he is hurled while regaining his bearings.

Tiger Rake
Fu: 2, Shot: 0
Prerequisite: Tiger Roll
This is a continuation of the Claw of the Tiger - Claw Frenzy combination. Immediately after you launch a Claw Frenzy, you may launch a rake attack with both feet for a that does damage of Strength +5.


Path of the Laughing Monkey:
A very acrobatic, unpredictable style relying on rolls and flips. It looks very strange, even funny, and lacks every last shred of dignity.

Monkey Roll
Fu: 1, Shot: 1
Dodge by rolling along the ground under most attacks. You make a normal Move, even through a tight formation of enemies or obstacles. You can even roll up walls or trees up to your Move in meters.

If you have been damaged by an hand to hand attack, you can use Monkey Roll to reduce the damage. You may activate Monkey Roll out of sequence after damage. This counts as an Active Defense. For each meter you roll away from your attacker, reduce the damage by one. You cannot roll more meters than your Move. If the attack is a throw or causes shot loss instead of or in addition to damage, you can reduce the shots lost in the same way as you reduce damage – one lost shot per point of your Move.

Monkey Toss
Fu: 3, Shot: 3
Prerequisite: Monkey Roll
Grab an opponent and roll along the ground with him, finally tossing him away. This is a Martial Arts attack that does damage equal to your Strength, soaked by his Strength. If you do any damage at all, you can make an additional normal Move, and take your opponent along for the ride. You then let go and throw him a number of meters equal to the Wound Points inflicted in a direction of your choice. A target that is thrown loses one shot for each meter he is hurled while regaining his bearings.

Monkey's Dance
Fu: Special, Shot: 1
Prerequisite: Monkey Toss
Just after you fail to do a stunt, such as a leap, attack or other dangerous action, spend a shot displaying anger, frustration, disappointment, pain or just making a fool of yourself, and recover 3 Fu points. You cannot go over your normal maximum Fu points in this way. You do this out of sequence, right after the failed maneuver. You cannot do almost-impossible stunts or shave off shots when using Monkey's Dance; only serious attempts to do something important count). The very name of this maneuver is a taunt against the more formal styles, with precise stances and stuff. If the GM determines that the failed stunt was not suitably dangerous or important enough, he can veto your use of this schtick.

King Monkey
Fu: 3, Shot: 1
Prerequisite: Monkey's Dance
You do a series of confusing and distracting moves, taunts, shrieks and poses. This gives you a +3 bonus on your Martial Arts actions for the remainder of the sequence.

The effect ends prematurely if you are damaged by an attack (or lose shots as a result) or use a schtick that is not part of the Path of the Leaping Monkey (although Transformed Monkey Schticks and the Path of the Empty Bottle are the exceptions).

This bonus applies to all stunts, including attacks and defences. You can also add the bonus to any attempt to bluff, overawe or strike a pose. You cannot benefit from several uses of King Monkey simultaneously. You cannot maintain King Monkey from sequence to sequence.


Path of the Leaping Storm:
An beautiful yet aggressive path emphasizing movement. The master of this path soars like the wind over any battlefield, impervious as the clouds and terrible as the lightning.

When calculating jump distances, don't worry about fighting gravity for vertical distances – this is Wuxia.

Prodigious Leap
Fu: 1, Shot: 0
You can make incredibly quick leaps. For the rest of the sequence you can make a leap equal to your Move rating in meters for one shot.

Wind Running
Fu: 2, Shot: 0
Prerequisite: Prodigious Leap
For the rest of the sequence you can run on any surface, even ones that could not normally carry your weight. Examples include water, thread-thin lines or the leaves of trees. More exotic examples are the stream of bullets from an enemy, along a vaulted roof, or atop the flames of a blaze but these require Martial Arts stunt rolls. You can also run up or down short vertical surfaces. You cannot pass through solid objects in this way.

Abundant Leap
Fu: 2, Shot: 0
Prerequisite: Wing Running
You can leap incredible distances for the rest of the sequence. You can make a leap equal to 2xMove for one shot. If you do this during several consecutive shots, you need not land in between; you do it all in one great bound. You must, however, be able to land between sequences.

Leap of the Clouds
Fu:5, Shot: 0
Prerequisite: Abundant leap
You are able to soar and leap to the point that you are practically flying around. For the rest of the sequence you can move through the air at will. You can move a number of meters equal to 3xMove for one shot and you do not need to land at all, even between sequences. In the movies when you see the Old Masters leaping over the hilltops, this is the schtick they are using.


Path of the Master's Word:
Inspired by the work of Trip.
Charisma, control, mastery, serenity. All are important to the student of this path, for he seeks to master the very essence of human relations, his voice.

Roar of the Lion
Fu: 2, Shot: 0
You manifest your chi in a stunning and terrifying yell, shocking your foe and breaking his nerve. You can substitute your Martial Arts AV as your Intimidation AV against in a single Intimidation attempt.

Laughter of the Dragon
Fu: 3, Shot: 1
Prerequisite: Roar of the Lion
With a great rush of breath and chi, you overawe someone near to you and knock him away. The target can be no further than your Fu in meters to be affected. Make a Charisma roll vs his Willpower; he is thrown back one meter per point of Outcome. A target that is thrown loses one shot for each meter he is hurled while regaining his bearings.

The Imperial Whisper
Fu: 3, Shot: 3
Prerequisite: Laughter of the Dragon
The Imperial Whisper allows you to give a command which cannot be disobeyed. In practical terms, this means you can give one simple, direct, non-conditional order or task that must be done. You cannot order him how he is to fulfill the task, nor can you order him into inaction, so an order to "attack silently" or "stand still" is meaningless. The command generally cannot be longer than three words. Typical examples are "kill your pals" or "Cut my bonds". Within these limitations, the target does his best to obey the spirit of your instructions, without nefarious twists.

The range is your Charisma in meters, and you must match his Willpower or Dodge with a Martial Arts roll. The compulsion last's one of his shots per point of Outcome. An Outcome of zero allows only instantaneous actions. The target must understand the language you speak, but this is seldom an issue in Feng Shui. Anyone closer to you than the target will be able to overhear the command. This is similar to Influence, Damage Immunity to that prevents The Imperial Whisper.

The Great Shout
Fu: 6, Shot: 3
Prerequisite: The Imperial Whisper
By focusing your chi, you can emit a shout of such power and precision as to shatter solid objects. The Great Shout is treated as a ranged attack (your Martial Arts vs. your target's dodge) with a range of your Fu in meters and damage equal to your Fu. The target may not use Toughness or armor to defend against this attack. Most brittle inanimate objects, even solid stone boulders, will shatter gratifyingly under such treatment, and you can count on every window within range being broken regardless of your target.


Path of the Mystic Shell:
This is one of the succesor paths to the original Path of the Storm Turtle. In order to reduce complexity and the number of prerequisites you have to learn, I have split that path up into four separate paths; Path of the Sheltering Storm, Path of the Vengeful Turtle, Path of the Willow King and Path of the Mystic Shell.

Clothed in Life
Fu: 1, Shot: 1
Until end of Sequence, damage done to you by character's with lower Fu ratings than your own is reduced by 2 per strike.

Armored In Life
Fu: 1, Shot: 1
Prerequisite: Clothed in Life
Until the end or the Sequence, substitute your Fu attribute for your Toughness attribute.

Gift of the Storm
Fu: 1 Shot: 0
Prerequisite: Armored in Life
As you use another Fu power, you may designate another character as the beneficiary (not the target) of it's effect. Treat that character as "you" in the Fu power's description. That other character must be a willing participant, and must be within (3 m x your Fu rating) of you. In the case of Drunken Stance and the Fu powers on its path, it is the new beneficiary who must be drunk.

Fortress of Righteousness
Fu: X Shot: 0
Prerequisite: Gift of the Storm
A Fu power used to attack you fails; the attack has no effect. X is the Fu cost of the negated power.

Challenge of the Turtle
Fu: X Shot: 1
Prerequisite: Fortress of Righteousness
Everyone in your immediate vicinity, friend and for alike, is focused in a mental struggle and must immediately spend X Fu points. There is no additional effect if they lack enough Fu points to spend.


Path of the Passive Wings:
A beautiful, stylized art, but nonetheless full of power and vitality. This path is associated with dance, and is common among dancers and courtiers. It is considered feminine and passive in some circles.

Crane Stance
Fu: 1, Shot: 1
If the opponent attempting to hit you has a Perception rating lower than your Agility rating, your Martial Arts Dodge or Parry increases by 5. Otherwise the bonus is the standard +3. Using Crane Stance is an active defense.

Wing of the Crane
Fu: 2, Shot: 1
Prerequisite: Crane Stance
Until the end of the sequence you may substitute your usual Fu rating (not your number of unspent Fu points in the current Sequence) for your Strength rating when making any tests that require it, including damage determinations.

Beak of the Crane
Fu: 1, Shot: 3
Prerequisite: Wing of the Crane
On a successful Martial Arts task check you may place an opponent in a hold that renders him immobile. The only physical action he may make while held is a Strength task check with your Martial Arts Action Value as the Difficulty; if he succeed, he breaks free from the hold. If you do any physical action other than passively dodge, he also breaks free of the hold. If you voluntarily release your victim in order to attack him, his Dodge against that attack is equal to his Agility. Physical actions includes all attacks and most spells, creature powers and stunts. Social interactions are still possible, but a held target is at a natural disadvantage that gives them a -5 penalty. Internal powers of body control (such as Transformation) may be used to substitute for Strength when trying to escape.

Talon of the Crane
Fu: 3, Shot: 3
Prerequisite: Beak of the Crane
This is identical in effect to Beak of the Crane, above, except that every time the opponent makes the Strength check or tries to take any other action he suffers 3 Wound Points which cannot be reduced through Toughness.


Path of the Selective Master:

Signature Armor
Fu: 0, Shot: 0
You have a particular suit of armor that you almost always wear, and that has become something of an extension of your own personality. This works like a Signature Weapon in that it can never become lost, see FS p. 163. You also ignore any Reflex penalties the armor would normally give. It still has weight, makes noise and so on, though this does not penalize you in any way.

Signature Weapon
Fu: 0, Shot: 0
When you acquire this Fu power, specify a single hand-to-hand weapon as your signature weapon. This weapon is very much a part of your identity, and using it is second nature to you. This can be the nine-ring broadsword awarded you by your liege for services rendered, the ninja-to you forged as a culmination of your training, or the ax your grandmother gave you as a coming-of-age present. Mementos of dying comrades or loved ones are also common. This refers to a single, particular item, not all weapons or it's type, but can be changed or given up over the course of the campaign. This weapon is very much a part of you. Under most circumstances, nobody will question your right to carry it, so it's there in most situations where a weapon could not normally be carried. It is also very familiar and comfortable in your hands, so any stunt or schtick to disarm, lock or otherwise impair your weapon use suffers a -5 action modifier. Singature weapons increase their base damage by 3.


Path of the Shadow's Companion:

Friend of Darkness
Fu: 1, Shot: 1
You can see normally in the absence of light; in darkness, mist, magical darkness or even through thin barriers or when blindfolded. This perception reaches a number of meters equal to your Martial Arts Action Value. You get no Action Value penalties or Impairments for impaired vision; effect lasts until end of Sequence.

Dark's Soft Whisper
Fu: 4, Shot: 3
Prerequisite: Friend of Darkness
An otherwise normal Martial Arts attack you make is completely silent; no one can hear any sounds you or your opponent(s) make during the Sequence that it occurs.

Blade of Darkness
Fu: 1, Shot: 3
Prerequisite: Dark's Soft Whisper
This is the fu schtick of the same name, Feng Shui, p 94. You can mold chi energy and darkness together into a spontaneously created six-inch, razor-sharp blade (or any other small one-hand-held weapon).

The blade lasts a number of hours equal to your Outcome. It has a Damage rating equal to your Strength +3. Intimidation checks you make while brandishing this weapon have a +3 Action Value bonus. This ability is highly useful when you're unable to smuggle a physical weapon into a secure area. When striking with this weapon, the Fu costs of attacks on this list (Dark's Soft Whisper, Strike from Darkness, Shelter of Darkness) is halved, rounding fractions up.

Gathering the Darkness
Fu: X, Shot: 3
Prerequisite: Blade of Darkness
Draw the darkness and shadows in the area towards you like a protective cloak. Perception checks to detect your presence suffer a -X difficulty modifier for X minutes after you activate this Fu power as long as you are not discovered and stay in dark areas. This helps you when you are sneaking, but a fumble is still a fumble.

Strike from Darkness
Fu: 4, Shot: 3
Prerequisite: Gathering the Darkness
This is the fu schtick of the same name, Feng Shui, p 94. Make a Martial Arts attack on an opponent who is unaware of your presence or intent to attack. If you are successful, damage you do is not reduced by opponent's Toughness.

Shelter of Darkness
Fu: 7, Shot: 0
Prerequisite: Strike from Darkness
When you successfully hit a wall, object or opponent with a Martial Arts check, you may elect to use this power, in addition to the normal effect of the strike. An area with your target as it's center is plunged into absolute darkness until the end of the Sequence. The area has a diameter in meters equal to your Outcome. All combatants who are not somehow immune to the effects of darkness suffer two points of impairment and a further -2 Action Value penalty on any ranged attack check made within, from, or into that area of darkness. At the GM's discretion, other actions that require sight also suffer the same penalty. The shot cost of Shelter of Darkness does not include the shot cost of the attack itself.


Path of the Sharpened Scales
This is a very spiritual, Fu-intensive path, said to confer the indomitable power of the dragon. It is known among focused, spiritual people such as warrior monks, who often know other schticks as well.

Bite of the Dragon
Fu: 2, Shot: 0
Add +2 to the damage of a Martial Arts attack you are about to make. The shot cost of this schtick does not include the shot cost of the attack.

Breath of the Dragon
Fu: 3, Shot: 3
Prerequisite: Bite of the Dragon
This is the fu schtick of the same name, Feng Shui, p 95. Make a Martial Arts attack with a +3 bonus to your Action Value.

Claw of the Dragon
Fu: 5, Shot: 0
Prerequisite: Breath of the Dragon
This is the fu schtick of the same name, Feng Shui, p 95. Add 4 to the Outcome of an already successful Martial Arts attack you have just made.


Path of the Sheltering Storm:
This is one of the succesor paths to the original Path of the Storm Turtle. In order to reduce complexity and the number of prerequisites you have to learn, I have split that path up into four separate paths; Path of the Sheltering Storm, Path of the Vengeful Turtle, Path of the Willow King and Path of the Mystic Shell.

Inner Strength
Fu: 2, Shot: 1
You can use your Martial Arts action value instead of your normal attributes when resisting the effects of sorcery spells. This applies to any attribute, but Toughness and Willpower are the most common. This is an Active Defensive action and applies only to one spell or magical attack.

Eye of the Storm
Fu: 2 Shot: 3
Prerequisite: Inner Strength
Neutralize the lingering effects of any single magic spell cast against you. Does not reduce Wound Points caused by spells up to that point but halts any further damage from occurring once the spell is neutralized. It does remove all Drain, Paralysis or Hindrance points. You can use Eye of the Storm even if mind controlled or otherwise unable to act rationally. Does not negate permanent magical effects. See the Sorcery rules, particularly the Permanency and Remove Curse effects of Metamagic and Fertility.

The Storm Reverses
Fu: 3, Shot: 0
Prerequisite: The Storm Reverses
You can bounce a Sorcery spell that just missed you, sending it against a new target, using your Martial Arts as the Action Value. All factors of the spell (area, damage, et.al.) remain the same. If you wish to reverese an area spell, you must firs volunteer to be the first target.

Tornado of Shelter
Fu: 7, Shot: 1
Prerequisite: Tornado of Shelter
You are immune to direct effects of sorcery spells until end of the Sequence.


Path of the Tightening Coils

Eyes of the Snake
Fu: 2, Shot: 1
This is the fu schtick of the same name, Feng Shui, p 97. Execute a series of distracting moves: the shot costs of all attacks made against you are increased by 1 until end of Sequence. Does not apply to area attacks.

Slither of the Snake
Fu:2, Shot: 1
Prerequisite: Eyes of the Snake
X Unnamed characters, if they have a choice of targets for their action action, can't select you as their target until after the end of the Sequence when all is normal again. If all characters on one side are using Slither of the Snake, the power is neutralized for all of them.

Strike of the Snake
This is the fu schtick of the same name, Feng Shui, p 97.
Fu: 3, Shot: 0
Prerequisite: Slither of the Snake
Reduce any 3-shot action which requires a Martial Arts check to a 1-shot action.

Coil of the Snake
This is the fu schtick of the same name, Feng Shui, p 97.
Fu: X, Shot: 0
Prerequisite: Coil of the Snake
You may execute a 3-shot Martial Arts attack on the current shot even if it isn't a shot you can normally act on. X = The difference between the current shot number and your next shot number. This does not affect when your next shot number occurs; it's strictly a bonus attack, not an alteration of initiative. It also does not change any costs of the Martial Arts attack you make. You can only do this once per Sequence.

Lunge of the Snake
Fu: 3, Shot: 0
Prerequisite: Lunge of the Snake
This is the fu schtick of the same name, Feng Shui, p 97. Add 3 to the result of an Initiative Roll.


Path of the Vengeful Turtle:
This is one of the successor paths to the original Path of the Storm Turtle. In order to reduce complexity and the number of prerequisites you have to learn, I have split that path up into four separate paths; Path of the Sheltering Storm, Path of the Vengeful Turtle, Path of the Willow King and Path of the Mystic Shell. This path functions specifically against technological artifacts. This includes all guns (including bows and crossbows), all Arcanowave Devices and high-tech melee weapons and armor, such as Power Swords and Power Armor.

Natural Order
Fu: 3, Shot: 1
You can use your Martial Arts action value instead of your normal attributes when resisting the effects from a technological artifacts. This applies to any attribute, but Toughness and Willpower are the most common. If used prior to such an attack, it applies until end of Sequence. If used as a defensive action, it applies only for the current shot.

Backlash of the Turtle
Fu: 3 Shot: 0
Prerequisite: Natural Order
A technological artifact which has just done Wound Points to you is destroyed, as long as it's Tougness rating is less than your Martial Arts skill value. Signature weapons jam instead of being destroyed. You use this schtick out of Sequence, immediately after your opponent's attack. This is a Response Action.

Mirror of the Turtle
Fu: 3 Shot: 0
Prerequisite: Backlash of the Turtle
Make a Martial Arts check with the number of Wound Points (after any reductions for Toughness) you have just suffered from a single hit from a technological artifact as your Difficulty. If you succeed, the opponent that wounded you takes an equal amount of Wound Points which are not reduced by Toughness. You use this schtick out of Sequence, immediately after your opponent's attack. This is a Response Action.

Laughter of the Turtle
Fu: 7 Shot: 1
Prerequisite: Mirror of the Turtle
You are immune to damage from technological artifacts until the end of the Sequence.

Vengeance of the Turtle
Fu: 4, Shot: 3
Prerequisite: Laughter of the Turtle
Strike a technological artifact or vehicle barehanded or with a kick. Vengeance of the Turtle does damage equal to your Strength +5, and the artifact or vehicle may not use Toughness to reduce this damage. Any damage will reduce the target's Toughness by 1; damage matching Toughness will cause a crash; most cars will be reduced to mush. In the case of small and medium artifacts or vehicles, don't bother calculating damage, simply assume they are destroyed.


Path of the Willow King:
This is one of the succesor paths to the original Path of the Storm Turtle. In order to reduce complexity and the number of prerequisites you have to learn, I have split that path up into four separate paths; Path of the Sheltering Storm, Path of the Vengeful Turtle, Path of the Willow King and Path of the Mystic Shell.

Willow Step
Fu: 1, Shot: 0
Your Dodge Value increases by 2 for the duration of the shot.

Walk of a Thousand Steps
Fu: X Shot: 1
Prerequisite: Willow Step
Until the end or the Sequence, you add X (the amount of Fu you elect to spend) to the Action Value of your Martial Arts rating whenever you make an active Dodge.

King on the Water
Fu: 3 Shot: 1
Prerequisite: Walk of a Thousand Steps
If your Charisma rating is greater than your opponent's the attack he makes against you automatically fails. Using King on the Water is an Active Defensive; declare it when you're targeted for attack but before the check is made.


Path of the Virtuous Steel:
This is the path of the armed warrior, particularly one who fights against multiple foes and the supernatural.

While the Path assumes use of a sword, you use any martial weapon with the Path. This path splits after Flying Sword into two small sub-paths – the Path of Blurred Steel, which focuses on blinding displays of whirring swordsmanship and the Path of Celestial Steel which focuses on mastering the inherent strength of the sword as a pure form.

Virtuous Parry
Fu: 1, Shot: 0
Prerequisite: Blade Without Shadow
Your Parry Value increases by 2 for the duration of the shot. This counts as an Active Defensive, and is not cumulative with other defensive actions.

Leaping Sword
Fu: 3, Shot: 3
Prerequisite: Virtuous Parry
Strike an opponent with a weapon by jumping at him. You may move up to your Move in order to close with your foe. You can add your Move score to your Strength for the purposes of determining damage.

Loyal Steel
Fu 1, Shots 3
Prerequisite: Flying Sword
Throw any hand to hand weapon at an opponent up to a distance of your Fu x3 meters. Make a normal Martial Arts attack and resolve it as if you were in hand to hand combat. Irregardless of whether you hit your foe or not, your sword returns to your hand at the end of the 3 shots. You can also use this to recall to your hand any weapon you own (up to a distance of Fu x3 meters). If a foe has disarmed you and now has your blade you can make a contested disarm again (Signature Weapons add +5 to the roll).

Flying Sword
Fu: 3, Shots X
Prerequisite: Flying Sword
You can fly toward a foe with your blade and attack. You can move up to your Move x2 toward your foe. You cannot fly more than half your Move above the ground however. Make a martial arts attack, and add X to your Martial Arts AV where X is the number of Shots you elect to spend.

Sub-Path of Blurred Steel:
Fivefold Stance

Fu: 2, Shot: 0
Prerequisite: Leaping Sword
Immediately after executing an armed martial arts attack, you may make another armed attack on the same opponent with no shot cost. You may continue to do this as long as your Fu holds out.

Thousand Blossom Strike
Fu: 8, Shot: 1
Prerequisite: Fivefold Stance
Take a dramatic acrobatic stance. For the rest of the Sequence, you may move at your normal Move rating and/or make a normal Martial Arts attack as a 1-shot action, at no Fu cost. You may only attack each opponent once with Torrent of Fury.

Sub-Path of Celestial Steel
Water Sword

Fu: 2, Shot: 3
Prerequisite: Leaping Sword
Make a motion in which your weapon seems to become springy and flexible. Chose a single opponent. That opponent cannot prevent this attack by using active defenses, counterattacks or zero-shot reactions.

Righteous Blade of Heaven
Fu: 5, Shot: 3
Prerequisite: Water Sword
Make an armed Martial Arts attack against a supernatural creature. Supernatural Creatures cannot use special invulnerabilities or even Toughness to resist damage from this attack.



These modifications were adapted from the T3 Feng Shui rules and are Copyright © 1998 and onwards, Carl Cramér.


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