An aggressive path emphasizing movement. The master of this path soars like the wind over any battlefield, impervious as the clouds and terrible as the lightning.
This used to be an even more versatile path, but a schtism dvided it into two separate paths - this one, and DrivingRain.
When calculating jump distances, add the vertical and horizontal parts of the jump together, and distance upwards counts double. So a leap two meters up and four meters forward counts as an eight-meter jump.
Prodigious Leap
Fu: 1, Shot: 0
You can make incredibly quick leaps. Each leap can be no longer than your Move. You can leap whenever your shot comes up, but only once each action and not on zero-shot actions.
Prodigious Leap gives you a +2 Active Defense against being outmaneuvered as an Active Defense. It can also be used to jump to or from a vehicle in a vehicle chase.
Flying Windmill Kick
Fu: X, Shot: 3
Jump up to your Move and then make a normal kick attack with a Fu cost of 1. You can continue to make additional kick attacks in the same shot against the same opponent, at an additional Fu cost of one each, but with no shot cost. X is thus equal to the total number of kick attacks you made, and is set only after you have finished the Flying Windmill Kick. If all your attacks miss, you may overshoot and land somewhere awkward.
Wind Running
Fu: X, Shot: 3
You can run X times your Move in meters, and you can run on any surface, even ones that could not normally carry your weight. Examples include water, thread-thin lines or the leaves of trees. More exotic examples are the stream of bullets from an enemy, along a vaulted roof, or atop the flames of a blaze but these require Martial Arts stunt rolls. You can also run up or down short vertical surfaces. You cannot pass through solid objects in this way. At the end of the move, you may make a normal MartialArts attack.
Flying Sword
Fu: 3, Shot: 3
Strike an opponent by jumping at him, a minimum distance equal to your Move is required. You may move up to your full Move as a running start. If you hit, add your Move rating to Damage dealt. If you miss, you may overshoot and land somewhere awkward.
Abundant Leap
Fu: 1, Shot: 1
You can leap incredible distances. Naturally, you do this in slow motion. Each shot, you move a distance equal to twice your Move rating at the cost of one Fu. If you do this during several consecutive shots, you need not land in between; you do it all in one great bound.
If the genre permits, this is effectively flight - you can soar and change direction in midair if you want.