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Fu Summary


"You have come to me asking that I be your guide along the path of Tae-Kwon-Leap, but be warned. To learn its ways, you must learn the ways of your own soul."

- The Frantics, Tae-Kwon-Leap

Learning Fu Powers

In order to purchase a Fu power, the character must have a Martial Arts score of at least 12, but need not have a Fu attribute.

Nomenclature

I have used Fu instead of Chi throughout, finding this nomenclature less confusing. Notes in green are additions or changes to the Feng Shui rules. Notes in red are deleted left in the text only to show what is changed.

Zero-shot actions

A Fu power with a shot cost of zero can never have it's shot cost modified. Generally, a zero-shot action can be made at any time and combined with any other action. But see Response Actions, below.

Stances

A Fu power that lasts "Until the end of the Sequence" that was in use last Sequence can be paid for at the beginning of the next Sequence. This is declared just after initiative is rolled, regardless of your First Shot. You still pay the normal Shot and Fu costs.

Response Actions

Some actions, mainly counterattacks, are made in response to some enemy action. There are some restictions on response actions; you cannot make more than one response to a single enemy action, and you cannot make a response action as a reaction to another's use of a response action. Thus, tyou cannot counterattack against a counterattack.

Throws

A throw is a martial arts maneovre that hurls a foe. A foe thus hurled must spend some time recovering, and thus looses one shot from his shot counter fr each meter he is thrown. Such lost shots never carry over to the next sequence.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Fri, May 26, 2000.