This Path involves a lot of trickery and deception. There are no direct offensive powers, instead the schticks are more concerned with keeping the character from being hit. This Path is a good one for those trickster heroes and rogues.
Description: While not especially agile, the character’s reactions are second to none.
Game Information: Lightning Reflexes (+6 DEX to act first with All Actions) (6 Active Points); Costs Endurance (-1/2). Total cost: 4 points.
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Description: The Analyze Skill was bought presuming a base INT of 10. Characters with a higher INT can benefit accordingly. The Skill Levels gained though use of this schtick stack with the any benefits by using Analyze to begin with.
Game Information: Analyze Style 16- (total cost: 13 points) plus +4 with HTH Combat (32 Active Points); Requires A Roll (Analyze Style; +1 for every 2 points the roll is made by; -1/2) (total cost: 21 points). Total cost: 34 points.
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Description: The character purchases the Takeaway maneuver and adds it to his other martial arts maneuvers. He should be allowed to purchase Takeaway even if his current martial arts style doesn’t have the maneuver.
By placing all the modifiers together, Laughter of the Fox results in a Takeaway that gives the character +4 OCV, +0 DCV, and +20 STR to take a weapon away.
Game Information: Martial Arts Maneuver: Takeaway (+0 OCV, + 0 DCV, Grab Weapon, +10 STR to take weapon away) (total cost: 5 points) plus +4 OCV with Takeaway (total cost: 8 points) plus +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); Only For Use With Takeaway Maneuver (-2) (total cost: 5 points). Total Cost: 18 points.
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Description: The character is able to use his chi to influence the laws of probability in his favor, vastly increasing his already lucky nature. This schtick requires the character have at least 1d6 of Luck (which should almost be mandatory for anyone using this Path anyway.) To make this schtick work properly, GMs may want to use some of the variant Luck rules found in The HERO System Advanced Player’s Guide. As with normal Luck, having four or more dice will allow the character to change die rolls affecting other players.
Game Information: Aid Luck 4d6, Invisible Power Effects (Fully Invisible; +1) (48 Active Points); Gestures (-1/4), Only to Aid Self (-1). Total Cost: 21 points.
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Description: The character is able to dodge almost any attack directed at him, although this can get exhausting after a while.
Game Information: Combat Skill Levels: +5 DCV (25 Active Points); Costs Endurance (-1/2). Total Cost: 17 points.
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Description: If attacked, the character can responds immediately, launching a strike of his own in return.
Game Information: HA +4d6, Area Of Effect (1m Surface; Damage Shield; +1/4), Constant (+1/2), Double Knockback (+1/2) (45 Active Points); Requires A Successful To-Hit Roll (-1/2), Hand-To-Hand Attack (-1/4). Total Cost: 26 points.
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