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Path of the Loose Cannon
Loyal SteelFu: 1 or 2, Shot: 3 Throw any hand-to-hand weapon at an opponent: opponent may be as far away as (3 meters x your Fu rating). This is a thrown weapon attack and suffers normal range penalties. Make a normal Martial Arts check to see if you hit; if you do, Damage is calculated as if you had hit your opponent with that weapon in normal hand-to-hand combat. Whether you hit or not, your weapon immediately flies back through the air to return to your hand. An opponent can counterattack or stunt to cause the weapon to fall short. Gathering of the CloudsFu: 1, Shot: 0 Maintain a specific continuos action for the rest of the Sequence without adding to the shot costs of other actions you take. Sudden LightningFu: 1, Shot: 0 You can draw your weapon without spending any shots. This allows you to do it at any time, such as right before you make a counterattack. Awesome DownpourFu: 1, Shot: 3 Using a single Martial Arts check, attack two Integration of the CloudsFu: 1, Shot: 0 Combine the use of two Fu powers into one action; affected powers must share a word in their titles (such as "Fox" or "Fire"), Fu powers with contradictory conditions may not be combined. Pay Path of the Might of StoneHail Strikes the UnwaryFu: 1, Shot: 1 Increase your Dodge by +3 for the current shot: this is an active defence. If your next action is an attack against one of those who attacked you but failed to hit, you get a +3 AV bonus on Martial Arts for that attack only. Palm of DeathFu: 8, Shot: 3 Make an unarmed attack against an opponent. If you manage to damage him, you set up a mystic connection between you. For the rest of the sequence, you can hurt him merely by mimicking strikes. Such attacks must be basic barehanded martial arts strikes, but substitute his normal Dodge with his Willpower. ShockwaveFu: 4, Shot: 3 Strike an object your opponent is in contact with; the ground usually works just fine. Your opponent must touch that object within Fu meters of where you strike it. This attack normally hits automatically, and inflicts a base damage equal to your Strength, absorbed by Toughness but not by armour. A target that knows some special leaping or flying power can use that to take off as you strike the ground, using his relevant Action Value (Martial Arts, Sorcery, Creature Powers et al) instead of his Toughness. Prodigious leap is a 1-shot action, but most other such powers require a 3-shot defensive action to activate. EarthquakeFu: 8, Shot: 3 Strike the ground with all your might; everybody standing on the ground within Fu meters of you automatically take damage equal to a Strength roll, absorbed by Toughness but not by armour. Earthquake can be avoided in the same manner as Shockwave. The UnnamedPalm of DeathFu: 8, Shot: 3 Make an unarmed attack against an opponent. If you manage to damage him, you set up a mystic connection between you. For the rest of the sequence, you can hurt him merely by mimicking strikes. Such attacks must be basic barehanded martial arts strikes, but substitute his normal Dodge with his Willpower. Flying Windmill KickFu: 7, Shot: 3 Make a normal kick attack with the Martial Arts skill. As long as your Action Result matched his basic Dodge (unenhanced by defensive manoeuvres), you may make another kick attack on the same opponent at 0 shot cost. You may continue doing this until you fail a task check, so the number of attacks you may launch against this single opponent is theoretically unlimited. Shadow on the WaterFu: 2, Shot: 1 You put yourself in ready position, hiding your weapon, fist or whatever from view by your opponent. You must have a suitable hiding place (underwater, in shadow, behind a cloak, in smoke) to use this schtick. The required hiding place varies with the weapon employed. Make a Martial Arts test with your opponents' Perception as the difficulty. The GM is free to adjust the difficulty depending on how you hide your weapon and how much of a surprise the manoeuvre is. You get a +3 bonus with your next attack with the hidden weapon. The effect ends at the end of the Sequence. Abundant LeapFu: 2, Shot: 3 Leap four times your normal Move rating. The leap can be horizontal or vertical. Water SwordFu: X, Shot: 1 Make a display motion in which your sword seems to become springy and flexible. Until end of Sequence, opponents suffer a penalty to their Dodge (but not active parry) values equal to X, but only for attacks made by you with this weapon. X is the amount of Fu spend doing the display. Steel WaveFu: 1, Shot: 1 Take a ribbon, rope, cord or piece of cloth, snap it tight, and keep it in constant motion, giving it the rigidity of an iron bar until the end of the Sequence. The cloth does +5 damage and is used like any other weapon. It is even possible to have a particular piece of cloth as a Signature Weapon. Rustling ReedFu: 0, Shot: 0 You have mastered a particular type of melee weapon. In your hands, this type of weapons does Strength +5 damage instead of it's normal damage value. If you have one of these weapons as a signature weapon, the bonus is cumulative. Tangle of BramblesFu: 1, Shot: 0 Entangle an opponent's weapon, forcing him to be immobile or to let go of it. Use this just after you have been attacked with a melee weapon. Make an attack against your opponent's parry or dodge; if successful, your opponent's weapons is entangled. While entangled, his dodge is equal to his Agility. He can let go of the weapon at any time, in which case you can throw it away or grab it as a free action. As a three-shot action he can try to wrest it free, making a Martial Arts check against your Martial Arts value, if successful, the weapon is freed. If this weapon is his signature weapon, he gets a +5 bonus to this roll. You must reserve your primary hand or weapon to holding your opponent's weapon entangled; if you do anything else with it, his weapon is released. Wind CatcherFu: Variable, Shot: NA Abundant Leap Wind Running You can fall very far without taking any damage, much like a parachutist. The Fu cost is 1 for every hundred meters fallen, and you must spend all this Fu in each sequence you are falling. You will always land at the end of a sequence. Every full hundred meters fallen take one sequence, so after a fall of less than 100 meters you land at the end of the sequence, a fall of 100-199 meters you land at the end of the next sequence and so on. With a Martial Arts stunt, you can land where you want; you can travel no further horizontally than you fall vertically. Path of Mythic HeroismLegendary GuiseFu: , Shot: You can appear to supernatural creatures as another supernatural creature. You will not attract attention because of your non-supernatural nature, but if somebody is looking for you specifically, Deceit and Intrusion is needed to stay out of trouble. Path of the Dancing CloudIntended to simulate the abilities of Warriors and Air Sailors from Earthdawn. Acrobatic StrikeFu: 1, Shot: 3 You make a Martial Arts attack while performing an acrobatic manoeuvre. Until your next action you count as actively dodging, and get the +3 bonus to Dodge. You cannot parry or do anything to improve your Dodge during this time, but your dodge bonus counts against Hands Without Shadow. Air DanceFu: 2, Shot: 0 Use this schtick before rolling for initiative in a sequence. For that sequence you walk on air, about 1" above the ground. This adds +3 to your initiative for the sequence, but you cannot do anything but defensive actions during the last three shots of the sequence. Down StrikeFu: 1, Shot: 0 You can safely dive to the ground a distance up to twice your original Fu attribute in meters. If you dive down from at least two meters above the head of an opponent, you can add +5 to the damage of an attack you make against him this shot. Gliding StrideFu: 4, Shot: 1 You can walk on air for the rest of the sequence, but only at half normal Move. Count horizontal and lateral movement separately, and upward movement counts double (you are actually walking in ascending circles). You cannot walk higher than three times your original Fu in meters. If you are airborne at the beginning of a sequence, you must use this schtick when your first shot comes up, or you will gently float to the ground. Missile TwisterFu: 3, Shot: 3 You summon a whirlwind that spins around you for the rest of the Sequence. This increases your Dodge by three, or by five against ranged attacks. Path of the Heavenly LightThis path may be to fantastic for many settings. Light Dance Chi: 1 Shots: 1This maneuver can only be performed when wielding a dagger, sword or having some other reflective object. Lamé clothing or polished fingernails will work. You leap, spin, and land in a combat stance, all the while surrounded by dazzling and confusing spots of light. Any accumulated bonus to hit you or penalty to your Dodge is spoiled. Typical examples include aimed guns, the Fu schticks Shadow on the Water, Water Sword or Vertical Charge as well as the Monkey animal schtick Bounce. Aura Chi: 3 Shots: 1You are surrounded by a clearly glowing aura for the rest of the sequence, that shatters darkness and blinds opponents. To hit you, an attacker must have an attack outcome of at least three. If he has this level of outcome, his full outcome is still added to the damage of his attack. Star Blade Chi: 2 Shots: 1You shape a blade out of solidified light. This blade does Fu +2 damage and remains until the end of the sequence or until you throw or let go of it. Starbrow Chi: 3 Shots: 1A bright light issues from your forehead, as if you were carrying a star there. The light brightly illuminates a sphere with a radius equal to your original Fu for the rest of the sequence. Supernatural creatures within this sphere suffer a -2 impairment, and all attempts to hide there have a minimum difficulty equal to your Martial Arts action value. Rainbow Chi: 1 Shots: 3You seem to aim and fire a bow made of shimmering light. With this bow, you can fire a previously-created Star Blade as if it was a normal arrow, using the normal damage value of the Star Blade. Use Guns skill for this attack, and you can use gun schticks. Blink of an Eye Chi: 8 Shots: 1You mysteriously travel to any spot you can clearly see, even when using a mirror. The difficulty of the Martial Arts stunt is the distance to that spot in meters. You can travel through tiny peepholes and solid but transparent objects, such as a wall of glass. Path of Rolling ThunderDancing Leaves Chi: 3 Shots: 1Twirling in a flurry of wind, you create an obscuring cloud of dust, mist, blowing leaves or something similar, with a radius equal to your Fu in meters. Any ranged attacks in or through this area suffer a -2 penalty for soft cover (FS p 159) during the rest of the sequence. The wind stays where you created it, it does not follow you around. Thunder Strike Fu Cost: 3 Shots: 3Concentrate your chi as an electric charge when you attack. The target suffers Fu electrical damage as a separate attack in addition to any damage that attack may inflict. Do not add damage for the outcome to this additional damage. The target must be immune to the Sorcery effect of Lightning in order to be immune to this additional damage. Thunderclap Fu cost: 5, Shot: 3Powerful magic. You clap your hand together and unleash the sound of thunder. The tremors caused by the thunderclap will stun enemies and can be heard for leagues. Make a roll using your Fu attribute (not unspent Fu points) and compare the result to each target's Fu. For each point of outcome, the target loses one shot. Everyone closer to you than your Fu in meters is affected. Lightning Dance Fu Cost: 8 Shots: 7Perform an intricate dance, drumming the ground with your hands and feet. A bolt of lightning strikes out of the clear sky, and attacks a target of your choice with a damage rating of Fu+10**. Use Martial Arts to hit, with normal range penalties. This will short out electrical systems and cause power failure in several blocks if directed at a power line.
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