FU SCHTICKS FOR THE HERO System

PATH OF THE EMPTY BOTTLE

Jackie Chan in Drunken Master II

This Path is almost certainly derived from the antics of Jackie Chan in his films Drunken Master and Drunken Master II. Players using this Path are required to buy Life Support (Immunity: Alcohol) for 3 points. The character can drink down all the beer, wine, and other liquor he wants, but won't suffer any ill effects (he’ll still get physically drunk, though). In fact, masters of The Empty Bottle tend to drink while fighting! Thus, purchasing Drunken Style Kung Fu is almost a must. All maneuvers have the Limitation Character Must Have Recently Imbibed Alcohol (-1/2). This means the character needs to drink a sufficient quantity of wine, liquor, or beer before trying to use these schticks. The exact amount is up to the GM, but certainly needs to be more than a single glass of wine or just one bottle of beer.

ABERRANT SPASM

Effect: HA +4d6, Damage Shield
Target: One character
Duration: Constant
Range: Touch
END Cost: 3
Skill Roll Penalty: -3

Description: If struck, the character drunkenly punches back, and far more accurately than one would expect!

Game Information: HA +4d6, Area Of Effect (1m Surface; Damage Shield; +1/4), Constant (+1/2) (35 Active Points); Character Must Have Recently Imbibed Alcohol (-1/2), Hand-To-Hand Attack (-1/4). Total Cost: 20 points.

Options:

  1. Stronger Spasm: Increase to HA +6d6. 52 Active Points; total cost 30 points.
  2. Weaker Spasm: Decrease to HA +2d6. 17 Active Points; total cost 10 points.

DRUNKEN FIST

Effect: +4 OCV with HTH strikes
Target: Self
Duration: Constant
Range: Self
END Cost: 2
Skill Roll Penalty: -2

Description: Being drunk means the character bobs and weaves unpredictably, and this is hard to defend against.

Game Information: +4 OCV with HTH strikes (20 Active Points); Costs Endurance (-1/2), Character Must Have Recently Imbibed Alcohol (-1/2). Total Coast: 10 points.

Options:

  1. Stronger Fist: Increase to +6 with HTH. 30 Active Points; total cost 15 points.
  2. Weaker Fist: Decrease to +2 with HTH. 10 Active Points; total cost 5 points.

DRUNKEN STANCE

Effect: +5 DCV
Target: Self
Duration: Constant
Range: Self
END Cost: 2
Skill Roll Penalty: -2

Description: Being drunk means the character bobs and weaves unpredictably, and is hard to hit.

Game Information: +5 DCV (25 Active Points); Costs Endurance (-1/2), Character Must Have Recently Imbibed Alcohol (-1/2), Extra Time (Full Phase, Only to Activate, -1/4). Total Cost: 11 points.

Options:

  1. Stronger Stance: Increase to +7 DCV. 35 Active Points; total cost 15 points.
  2. Weaker Stance: Decrease to +3 DCV. 15 Active Points; total cost 7 points.

SPASMODIC LEAP

Effect: +5 DCV, Only Versus Ranged Attacks
Target: Self
Duration: Constant
Range: Self
END Cost: 2
Skill Roll Penalty: -2

Description: In effect, the character bobs and weaves to such an extent people just can't get a bead on him. You can combine this with Drunken Stance and become virtually unhittable by ranged attacks.

Game Information: Combat Skill Levels: +5 DCV (25 Active Points); Costs Endurance (-1/2), Character Must Have Recently Imbibed Alcohol (-1/2), Only Versus Ranged Attacks (-1/2). Total Cost: 10 points.

Options:

  1. Stronger Leap: Increase to +7 DCV. 35 Active Points; total cost 12 points.
  2. Weaker Leap: Decrease to +3 DCV. 15 Active Points; total cost 7 points.

WILY STUPOR

Effect: Physical Damage Reduction, 50%
Target: Self
Duration: Constant
Range: Self
END Cost: 2
Skill Roll Penalty: -2

Description: Fortified with alcohol, the character is apparently immune to physical abuse, or at least very hard to hurt.

Game Information: Physical Damage Reduction, 50% (20 Active Points); Costs Endurance (-1/2), Character Must Have Recently Imbibed Alcohol (-1/2). Total Cost: 10 points.

Options:

  1. Stronger Stupor: Increase to Damage Reduction 75%. 40 Active Points; total cost 20 points.
  2. Weaker Stupor: Decrease to Damage Reduction 25%. 10 Active Points; total cost 5 points.

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