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Kung
Fu Schticks Page:
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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These
modifications were adapted from the T3
Feng Shui rules and are Copyright © 1998 and onwards, Carl
Cramér.
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