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Path of the Storm Turtle
This mystic path lends the turtle's strength and determination. It restores balance where it has been disturbed by the wasteful use of chi in sorcery. But unlike other specific paths, this one also gives the student mastery over himself, something that is useful in any situation. Inner StrengthFu: 1, 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. If used prior to a magical attack, it applies until end of Sequence. If used as a defensive action, it applies only for the current shot. Eye of the StormFu: 2 Shot: 0 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. You can use Eye of the Storm even if min 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 other schticks. Gift of the StormFu: 1 Shot: 0 Except as noted, this is the fu schtick of the same name, Feng Shui, p 104-105. 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 Chi rating) of you. In the case of Drunken Stance and the Fu powers on its path, it is the user of Gift or the Storm who must be drunk, not the new beneficiary. The Storm ReversesFu: 3, Shot: 1 Except as noted, this is the fu schtick of the same name, Feng Shui, p 104-105. Specify a new target for a Sorcery spell cast at you by an opponent. The difficulty equals the spellcaster's Magic attribute rating. Using The Storm Reverses is a defensive action. Tornado of ShelterFu: 7, Shot: 1 This is the fu schtick of the same name, Feng Shui, p 104-105. You are immune to direct effects of sorcery spells or arcanowave devices until end of Sequence. Willow StepFu: 1, Shot: 0 Your Dodge Value increases by 2 for the duration of the shot. This counts as a defensive action, and is not cumulative with other defensive actions. Walk of a Thousand StepsFu: X Shot: 1 Except as noted, this is the fu schtick of the same name, Feng Shui, p 104-105. Until the end or the Sequence, you add X (the amount of Chi you elect to spend) to the Action Value of your Martial Arts rating whenever you make an active Dodge. Clothed in LifeFu: 1, Shot: 1 This is the fu schtick of the same name, Feng Shui, p 104-105. Until end of Sequence, damage done to you by character's with lower Chi ratings than your own is reduced by 2 per strike. Armored In LifeFu: 1, Shot: 1 Until the end or the Sequence, substitute your Fu attribute for your Toughness attribute. King on the WaterFu: 3 Shot: 1 If your Charisma rating is greater than your opponent's the Fortress of RighteousnessFu: X Shot: 0 An opponent using a Fu power against you must immediately spend X Fu. If he does not have X Fu points remaining to spend, he spends all his remaining points, and his intended power fails. Laughter of the TurtleFu: 7 Shot: 1 Except as noted, this is the fu schtick of the same name, Feng Shui, p 104-105. You are immune to damage from guns until the end of the Sequence. Vengeance of the TurtleFu: 4, Shot: 3 This is the fu schtick of the same name, Feng Shui, p 104-105. If you succeed in striking a non-living vehicle barehanded or with a kick, that vehicle is destroyed. Only a single part or system of a huge vehicle (such as a train, ship or airliner) is affected. Natural OrderFu: 3, Shot: 1 This is the fu schtick of the same name, Feng Shui, p 104-105. You take no damage from a single strike from a gun or arcanowave device. Using Natural Order is a defensive action; declare it when you're targeted for attack but before the check is made. Backlash of the TurtleFu: 3 Shot: 0 Except as noted, this is the fu schtick of the same name, Feng Shui, p 104-105. A gun or arcanowave device which has just done Wound Points to you is destroyed. Signature weapons are immune to this effect. You use this schtick out of Sequence, immediately after your opponent's attack. Mirror of the TurtleFu: 3 Shot: 0 Except as noted, this is the fu schtick of the same name, Feng Shui, p 104-105. 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 gun or arcanowave device 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.
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