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Joe Kilmartin


The tiny man fell, covered in burns and smelling of ichor, his white robes stained and smoking. "Promise me.." he croaked.

"What?"

"The Lost Sutras... get them to Kar Fai... too many dead already... get them to Kar Fai--ugh.."

Giu Chu looked at the stack of loose ricepaper pages the size of a phone book that were thrust at her by the dying Hand monk. She was familar with the Dragon leader through connections here in the Netherworld. There wa a shout down the passageway and she saw the first of the wave of warriors flooding towards her. The page on top was clear but what Path did it belong to? No time for that. She had a mission and a promise to keep.

Supernatural Wizard Antagonism

Chi : 3 Shot:3

Make a successful bare-handed attack against a sorcerous foe. If successful, her next magical attack will automatically backlash. When using this power, players or GMs may wish to make a note which they then pass to their opponent to be revealed at the time of the opponent's next Sorcerous attack.

Stopping to rest she took a second look, this time nearer the center of the stack. The signatures looked like the Path of the Brilliant Flame, but she'd never seen this one before.

Burning Secret Stance

Chi : X +2 Shots: 1

Surrounded by a nimbus of dancing flames all over your body, add X to your toughness. This can be fed with further chi for the duration of the sequence with no "+2" to the cost. You may alternately heal Wound Points at a rate of 3 WP for each point of Chi spent in subsequent shots while maintaining the stance. You may attack once after the stance has been activated, but after that initial attack the armor of flame dissipates.

These two are from The Path of the Foaming Feral, the kung-fu style of the Rabid Wolf Assembly, a notoriouslty evil Kung-Fu sect that was elliminated by the shaolin temple.

Editorially speaking, I think these may be really high powered and suspect that they would be later in a much longer path... dig in.

Impossible Wolf Fist

Chi : 5 Shot: 3 Make a martial arts attack, grabbing your opponent. If you damage your opponent, you hold on to him worrying the wound, causing automatic damage equal to your attack outcome with every 3-shot action after the first. If you are hit, or do anything else (including an active defence), the hold is broken and this schtick ends.

Flying Wolf Bow

Chi : 5 Shots: 3

By charging an arrow, crossbow bolt or any other missile with Chi and successfully hitting your target, the missile will continue to damage the target for an additional Wound Point per shot, bypassing Toughness, until the end of the sequence or it is physically removed. Removing the projectile requires a Medicine, Healing Chi or Sorcerous Healing roll with a Dificulty of 15. Any negative outcomes to that roll become Damage, destroying the projectile as it is taken out.

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I like this one. Nice and cinematic and wire-worky (if I do say so myself...). I can also see this one acting like a bug-zapper on jianshi. They'd be drawn to you, then *paf*.

Shining Hell Throw

Chi : 3X Shot: 0

After taking damage by an opponent in hand to hand combat, you may make a martial arts attack check, and if sucessful, you release a gout of intense Chi energy, throwing your opponant a number of metres equal to the attack Outcome and causing them X impairment til the end of the sequence. Repeated attacks add to the Impairment total until some Healing Fu is applied.

Imperial Ram Chop

Chi : 2 Shots: 2

Headbutt your opponent with a successful Martial Arts attack. If it causes damage, you may now make a second Martial Arts attack with no additional Shot Cost. (from the Path of the Cavorting Chattel).

Dripping Dream Spear

Chi : 2 Shots: 1

You may form a throwable javelin of solid, glowing Chi energy, which can be used to parry incoming attacks or as a hand-to-hand weapon and which lasts until it damages a living target or the end of the sequence (whichever comes first). It has a Damage rating of Str +X, and anyone struck by the javelin must defend with Chi or Kung Fu (whichever stronger) rather than Toughness as usual. Intimidation attacks made while brandishing the "Dream Spear" have a +3 bonus to their Action Value. (from The Path of the Celestial Judge).

Midnight Killer Kung Fu

Chi : X Shots: 1

Make a successful Martial Arts check then make a Chi check with your opponent's Perception as the difficulty. If either are unsuccessful, you will waste the Chi you had alotted (X) and your opponent will notice what you are doing, eliminating the effect. If you are out of combat and both checks succeed, then your opponent will suffer from the Damage from the Martial Arts attack *plus* the outcome of the Chi vs Per test, bypassing Toughness, X hours afterwards. Unless you notify your opponent there is no reason for them to know that this going to happen, although someone with either Healing Chi or Sorcerous ability may make a skill check against the Damage to notice something is awry. This damage can be circumvented if your opponent is cured with Healing Chi or Sorcery before it strikes. If Midnight Killer Kung Fu is performed during combat, then the damage is dealt X+4 shots after the schtick is used. (from the Path of the Silent Dead)

Three Vampire Scratch

Chi : X Shots: 2

Make a barehanded attack against an opponent for 1 pt Damage, but siphon an additional X from your opponent's Chi. At the end of the sequence both your Chi total and that of your opponent's return to normal, but any Chi that has not been spent from the Vampire pool will be inflicted upon you at a rate of 3 Wound Points per point remaining. (from the Path of the Ebon Familiarity)

Vicious Cricket Fist

Chi: 3, Shots: 2

Box your opponent's ears with both fists with a successful Martial Arts attack. The Outcome of the attack, unless healing Chi or Magics are applied, is the Impairment your opponent will suffer until the end of the sequence, losing one point of Impairment for each shot its still in action.

Example: You hit your opponent with an Outcome of 5, the shot after that they're at -5 Impairmemt, after that -4, etc... until down to 0 or the sequence ends, whichever comes first.


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