This rare Path is only known to a small group of monks who dwell on a volcanic island located east of Hong Kong. It concentrates on disrupting the flow of chi in man-made objects, turning them into offensive weapons. True masters of the art can also learn the Vengeance Of The Turtle schtick (see below).
Description: The character strikes the ground, creating a violent seismic tremor that knocks people down, injuring them in the process.
Game Information: Blast 12d6, Area Of Effect (24m Radius Explosion; +1/2), Hole In The Middle (fixed size; 1 meter radius around the character when he uses this power; +1/4) (105 Active Points); Extra Time (Full Phase, -1/2), No Range (-1/2), Only Affects Targets Standing On The Ground (-1/4), Only Does Knockdown, No Knockback (-0), Side Effects (may cause considerable damage to the environment; -0). Total cost: 47 points.
Description: By striking a wall, support, or other contiguous structure (like a pipeline), the character can cause something else to break apart and strike his desired target. Game Masters may want to apply a Limitation of Damage Depends On Materials Used (-1/2), in which the exact number of damage dice depend on the DEF and BODY of the object the character initially struck.
Game Information: Blast 8d6, Indirect (Source Point can vary from use to use, but always comes out of a structure near the target; +1/2) (60 Active Points); OIF (appropriate materials of opportunity; -1/2), Limited Range (limited to size of material/structure; -1/4), Only Versus Properly Positioned Targets (-1/2), Side Effects (may cause considerable damage to the environment; -0). Total cost: 27 points.
Description: The character is capable of punching through body armor and walls to hit a target. Although the target gets the benefit of the covering DEF for the first strike, the blow destroys the armor/wall, leaving the target exposed for any follow-up blows.
Game Information: Blast 10d6, Indirect (by passes rigid body armor and/or walls; +1/4) (62 Active Points); Attack Must Be Made Through Barrier/Worn Body Armor (-1/2), Target Gets DEF From Barrier/Worn Rigid Body Armor (-1/2), No Range (-1/2) (total cost: 25 points) plus Dispel Resistant Defenses 14d6, rigid body armor, walls, and the like (Barrier or Resistant Protection; +1/2) (63 Active Points); No Range (-1/2), Linked (Blast; -1/4) (total cost: 36 points). Total cost: 61 points.
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