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Path of the Selective Master


This is really a selection of very short paths, containing only a single schtick each. Thus, none of these schticks have paths or prerequisites.

These schticks are very individualistic, and rarely form a part of any school or doctrine.

Lethal Combination

Fu: 1, Shot: 1

Make an attack as normal, and record the Fu and Shot cost of the attack, but pay only the Fu and Shot cost of Lethal Combination. As long as you can act in consecutive shots and have more shots and Fu remaining than the accumulated cost of all maneuvers you have made and are about to make in Lethal Combination this sequence, you can keep using Lethal Combination each shot. Once you elect or is forced to do something else, you must immediately pay the whole accumulated Fu and Shot cost.

Opponents can disrupt your Lethal Combination by making you spend or lose shots or Fu, so that you cannot continue to attack in consecutive shots. You cannot accumulate Fu costs so as to intentionally overexpend on Fu, but you can overexpend shots. If you overspend shots or Fu, you lose those points next sequence.

Signature Armor

Fu: 0, Shot: 0

You have a particular suit of armor that you almost always wear, and that has become something of an extension of your own personality. This works like a Signature Weapon in that it can never become lost, see FS p. 163. You also ignore any Reflex penalties the armor would normally give. It still has weight, makes noise and so on, though this does not penalize you in any way.

Signature Weapon

Fu: 0, Shot: 0

When you acquire this Fu power, specify a single hand-to-hand weapon as your signature weapon. This weapon is very much a part of your identity, and using it is second nature to you. This can be the epee awarded you by your liege for services rendered, the sword you forged as a culmination of your training, or the ax your grandmother gave you as a coming-of-age present. Mementos of dying comrades or loved ones are also common. This refers to a single, particular item, not all weapons or it's type, but can be changed or given up over the course of the campaign.

This weapon is very much a part of you. Under most circumstances, nobody will question your right to carry it, so it's there in most situations where a weapon could not normally be carried. It is also very familiar and comfortable in your hands, so any stunt or schtick to disarm, lock or otherwise impair your weapon use suffers a -5 action modifier.

Strength of Will

Fu: 0, Shot: 0

When making unarmed Martial Arts attacks, you can use your Fu rating as the damage rating of the attack rather than the normal Strength-based damage rating.

Style Secrets

Fu: 0, Shot: 0

Style Secrets is unique in that it works differently for heroes and villains in a story. Player Characters are always considered heroes, even if they are dark heroes.

A villain has an individual, unusual and secretive style. When fighting opponents who haven't fought him before, he gains a special +3 Action Value bonus. In an adventure context, the players may need to find some special training, insight or item to overcome this bonus.

A hero with Style Secrets is a master at analyzing his opponent's style, and has the discipline to train and adjust for variants in style. The second time you fight a particular opponent in a particular story, you gain a +3 bonus to Action Value. This gives a bonus against recurring villains, but is not nearly as useful as the villain variant.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Saturday, September 13, 2003.