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Path of the Empty Bottle
You have mastered the esotheric art of fighting drunkenly. This makes your movements very distracting and hard to anticipate. 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. Drunken StanceFu: 1, Shot: 1 This is the fu schtick of the same name, Feng Shui, p101. You weave and trip drunkenly about for the rest of the Sequence. 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 your intoxication impairment level. You are also a master of the ancient and esoteric art of speed-drinking. You call consume a serving of alcohol per shot (no Fu cost). The alcohol hits your bloodstream immediately, taking full effect on you as soon as you chug it down, ignoring your normal Constitution buffer. Drunken FistFu: X, Shot: 3 This is the fu schtick of the same name, Feng Shui, p101. Strike an opponent Wily StuporFu: X, Shot: 1 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 a defensive action. Aberrant SpasmFu: 3, Shot: 1 This is the fu schtick of the same name, Feng Shui, p101. Duck and weave unpredictably in combat as a defensive action. After your opponent's Martial Arts check, 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. The new target suffers Damage equal to your Outcome plus the damage rating of your opponent's weapon, while you escape unharmed. Spasmodic LeapFu: 3, Shot: 1 This is the fu schtick of the same name, Feng Shui, p101. Until end of Sequence, any opponents wishing to draw a bead on you with guns or other ranged weapons must make a successful Perception check similar to that noted for Drunken Stance. If they fail the Perception check, they must spend 6 shots firing at you without hope of success. The Difficulty of the Perception check equals your intoxication impairment level. Opponents who fail the check may not act (except to reload) for three shots, after the six shots of firing end.
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