FU SCHTICKS FOR THE HERO System

PATH OF THE STORM TURTLE

This Path is well suited for aged martial arts masters as it has a broad mixture of powers, most of which are defensive in nature. This Path allows characters to defend against guns, spells, and other fu powers and schticks.

ARMORED IN LIFE

Effect: Aid PD 4d6
Target: Self
Duration: Instant
Range: Self
END Cost: 5
Skill Roll Penalty: -5

Description: This schtick allows the character to become physically more durable.

Game Information: Aid PD 4d6, Invisible Power Effects (Fully Invisible; +1) (48 Active Points); Only to Aid Self (-1). Total Cost: 24 points.

Options:

  1. Stronger Armor: Increase to Aid 6d6. 72 Active Points; total cost 36 points.
  2. Weaker Armor: Decrease to Aid 2d6. 24 Active Points; total cost 12 points.

BACKLASH OF THE TURTLE

Effect: Dispel RKA 10d6, Trigger
Target: One character
Duration: Instant
Range: 300 meters
END Cost: 7
Skill Roll Penalty: -7

Description: This schtick allows the character to use his chi to instantly attempt to destroy any gun used against the character. You can only destroy guns with this power; it will not work against arrows, thrown knives, shuriken, energy weapons, spells, or other fu powers. The Trigger can be reset by spending a 1/2 Phase and the proper amount of END.

Game Information: Dispel RKA 10d6, Trigger (being hit with gunfire; Activating the Trigger is an Action that takes no time, Trigger requires a Half Phase Action to reset;; +1/2), Area Of Effect Accurate (1m Radius; +1/2), No Range Modifier (+1/2), (75 Active Points); Only Affects Firearms (-1). Total Cost: 37 points.

Options:

  1. Stronger Backlash: Increase to Dispel RKA 12d6. 90 Active Points; total cost 45 points.
  2. Weaker Armor: Decrease to Dispel RKA 8d6. 60 Active Points; total cost 30 points.

CLOTHED IN LIFE

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

Description: By concentrating his chi, the character can resist physical assault.

Game Information: Physical Damage Reduction, 50% (20 Active Points); Costs Endurance (-1/2). Total Cost: 13 points.

Options:

  1. Stronger Clothes: Increase to Physical Damage Reduction, 75%. 40 Active Points; total cost 27 points.
  2. Weaker Clothes: Decrease to Physical Damage Reduction, 25%. 10 Active Points; total cost 7 points.

EYE OF THE STORM

Effect: Dispel Magic 12d6
Target: Self
Duration: Constant
Range: No Range
END Cost: 5
Skill Roll Penalty: -5

Description: The character uses his chi to disrupt the energies inherent in magical spells and rituals. The No Range Limitation means the Dispel can only be used on powers affecting the character and cannot be used to defend others.

Game Information: Dispel Magic 12d6, Any Magic power one at a time (+1/2) (54 Active Points); No Range (-1/2). Total Cost: 36 points.

Options:

  1. Stronger Eye: Increase to Dispel 16d6. 72 Active Points; total cost 48 points.
  2. Weaker Eye: Decrease to Dispel 8d6. 36 Active Points; total cost 24 points.

FORTRESS OF RIGHTEOUSNESS

Effect: Dispel Fu Schticks 12d6
Target: Self
Duration: Constant
Range: No Range
END Cost: 5
Skill Roll Penalty: -5

Description: The character uses his chi to disrupt the energies inherent in Fu Scthicks. The No Range Limitation means the Dispel can only be used on powers affecting the character and cannot be used to defend others.

Game Information: Dispel Fu Schticks 12d6, Any Fu Schtick one at a time (+1/2) (54 Active Points); No Range (-1/2). Total Cost: 36 points.

Options:

  1. Stronger Fortress: Increase to Dispel 16d6. 72 Active Points; total cost 48 points.
  2. Weaker Fortress: Decrease to Dispel 8d6. 36 Active Points; total cost 24 points.

GIFT OF THE STORM

Effect: Aid Characteristic 4d6
Target: One character
Duration: Instant
Range: Touch
END Cost: 4
Skill Roll Penalty: -4

Description: By manipulating the target’s pressure points, the character can open up the flow of chi and grant them increased physical abilities for a short time.

Game Information: Aid Characteristics 4d6, Any single Characteristic one at a time (+1/2) (36 Active Points); Only to Aid Others (-1/2), Target Must Have Reachable Pressure Points (-1/2), Extra Time (Full Phase, -1/2), Gestures (must strike target's pressure points; -1/4). Total Cost: 13 points.

Options:

  1. Stronger Gift: Increase to Aid 6d6. 54 Active Points; total cost 20 points.
  2. Weaker Gift: Decrease to Aid 2d6. 18 Active Points; total cost 6 points.

INNER STRENGTH

Effect: Mental Defense
Target: Self
Duration: Constant
Range: Self
END Cost: 0
Skill Roll Penalty: NA

Description: The character has become at one with himself and can shrug off many forms of mental intrusion. Because this schtick is Nonpersistent, it cannot be maintained while sleeping and turns off if the character is Stunned or unconscious.

Game Information: Mental Defense (15 points total) (15 Active Points); Nonpersistent (-1/4). Total Cost: 12 points.

Options:

  1. Greater Inner Strength: Increase to Mental Defense (20 points total). 20 Active Points; total cost 16 points.
  2. Lesser Inner Strength: Decrease to Mental Defense (10 points total). 10 Active Points; total cost 8 points.
Jet Li in Hero

KING ON THE WATER

Effect: +8 DCV
Target: Self
Duration: Constant
Range: Self
END Cost: 4
Skill Roll Penalty: -4

Description: With this schtick the character uses sheet force of will to make himself harder to hit. The character must select either an EGO or PRE Roll at time of creation and can’t change it later. Game Masters may want the player to make the Skill Roll each Phase (an additional -1/2 Limitation).

Game Information: +8 DCV (40 Active Points); Costs Endurance (-1/2), Extra Time (Full Phase, Only to Activate, -1/4), Requires A Roll (EGO or PRE -1 per 20 Active Points modifier; character gains +1 DCV for every 1 point Roll is made by; see text; -1/4). Total Cost: 20 points.

Options:

  1. Stronger King On The Water: Increase to +10 DCV. 50 Active Points; total cost 25 points.
  2. Weaker King On The Water: Decrease to +6 DCV. 30 Active Points; total cost 15 points.

LAUGHTER OF THE TURTLE

Effect: Damage Negation (-10 DCs Physical)
Target: Self
Duration: Constant
Range: Self
END Cost: 5
Skill Roll Penalty: -5

Description: The character can simply ignore gunfire.

Game Information: Damage Negation (-10 DCs Physical) (50 Active Points); Costs Endurance (-1/2), Only Works Against Firearms (-1/2). Total Cost: 25 points.

Options:

  1. Stronger Laugh: Increase to Damage Negation (-12 DCs Physical). 60 Active Points; total cost 30 points.
  2. Weaker Laugh: Decrease to Damage Negation (-8 DCs Physical). 40 Active Points; total cost 20 points.

MIRROR OF THE TURTLE

Effect: Blast 10d6, Damage Shield
Target: One character
Duration: Constant
Range: No Range
END Cost: 9
Skill Roll Penalty: -9

Description: Using his command ooverf his chi, the character reflects back any damage done to him by an attacker. This is reflected in the use of the Standard Effect rule. Thus, if the character is struck with a 6d6 punching doing 6 BODY and 19 STUN (before defenses) then the character hits his target for 6 BODY and 19 STUN. If a character is struck by more dice then he has in Blast, subtract dice (largest first) until the remainder equal his dice in Blast.

Game Information: Blast 10d6, Area Of Effect (1m Surface; Damage Shield; +1/4), Constant (+1/2) (87 Active Points); Character Must Take Damage From An Attack In Order To Use Mirror Of The Turtle (-1/2), Requires A Successful To-Hit Roll (-1/2), No Range (-1/2), Standard Effect (damage done to target equals damage taken [before defenses]; -0). Total Cost: 35 points.

Options:

  1. Stronger Mirror: Increase to Blast 12d6. 105 Active Points; total cost 42 points.
  2. Weaker Mirror: Decrease to Blast 8d6. 70 Active Points; total cost 28 points.

NATURAL ORDER

Effect: Damage Negation (-10 DCs Physical)
Target: Self
Duration: Instant
Range: Self
END Cost: 5
Skill Roll Penalty: -5

Description: The character can simply ignore gunfire, but only for a Phase.

Game Information: Damage Negation (-10 DCs Physical) (50 Active Points); Costs Endurance (-1/2), Only Works Against Firearms (-1/2), Instant (-1/2), Nonpersistent (-1/4). Total Cost: 18 points.

Options:

  1. Stronger Order: Increase to Damage Negation (-12 DCs Physical). 60 Active Points; total cost 22 points.
  2. Weaker Order: Decrease to Damage Negation (-8 DCs Physical). 40 Active Points; total cost 14 points.

THE STORM REVERSES

Effect: Reflection (50 Active Points' worth)
Target: Self
Duration: Instant
Range: Self
END Cost: 3
Skill Roll Penalty: -2

Description: The character uses his chi to reflect Fu Schticks or magical powers back at his attacker.

Game Information: Reflection (50 Active Points' worth) (34 Active Points); Fu Schticks Or Magical Powers Only (-1/2). Total Cost: 23 points.

Options:

  1. Stronger Storm: Increase to Reflection (60 Active Points' worth). 40 Active Points; total cost 27 points.
  2. Weaker Storm: Decrease to Reflection (40 Active Points' worth). 28 Active Points; total cost 14 points.

TORNADO OF SHELTER

Effect: Physical and Energy Damage Reduction, Resistant 50%
Target: Self
Duration: Persistent
Range: Self
END Cost: 0
Skill Roll Penalty: N/A

Description: The character’s control of his chi is such that foes find him nearly impossible to hurt with either Fu Schticks or magic spells.

Game Information: Physical Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Fu Schticks And Magic (-1/2) (total cost: 20) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Fu Schticks And Magic (-1/2) (total cost: 20). Total Cost: 40 points.

Options:

  1. Stronger Tornado: Increase to Damage Reduction, Resistant 75%. 60 + 60 Active Points; total cost 40 +40 = 80 points.
  2. Weaker Tornado: Decrease to Damage Reduction, Resistant 25%. 15 + 15 Active Points; total cost 10 +10 = 20 points.

VENGEANCE OF THE TURTLE

Effect: HKA 5d6
Target: One vehicle
Duration: Instant
Range: Touch
END Cost: 7
Skill Roll Penalty: -7

Description: The character can destroy vehicles with just a casual slap of his hand.

Game Information: HKA 5d6 (75 Active Points); Only Versus Vehicles (-1), No STR Bonus (-1/2), No Knockback (-1/4). Total Cost: 27 points.

Options:

  1. Stronger Vengeance: Increase to HKA 6d6. 90 Active Points; total cost 33 points.
  2. Weaker Vengeance: Decrease to HKA 4d6. 60 Active Points; total cost 22 points.

WALK OF 1000 STEPS

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

Description: By moving quickly while dodging, the character makes himself almost impossible to hit.
Game Information: +5 DCV (25 Active Points); Character Must Half-Move And Dodge (-1), Costs Endurance (-1/2). Total Cost: 10 points.

Options:

  1. Stronger Walk: Increase +7 DCV. 35 Active Points; total cost 14 points.
  2. Weaker Walk: Decrease to +7 DCV. 15 Active Points; total cost 6 points.

WILLOW STEP

Effect: +2 DCV
Target: Self
Duration: Constant
Range: Self
END Cost: 1
Skill Roll Penalty: -1

Description: The Willow Step is a form of active defense, and can be used at any time and in conjunction with any other maneuver or fu schtick.

Game Information: +2 DCV (10 Active Points); Costs Endurance (-1/2). Total Cost: 7 points.

Options:

  1. Stronger Walk: Increase +3 DCV. 15 Active Points; total cost 10 points.
  2. Weaker Walk: Decrease to +1 DCV. 5 Active Points; total cost 3 points.

Path Of The Brilliant Flame | Path Of The Broken Island | Path Of The Clever Eye | Path Of The Empty Bottle | Path Of Flying Steel | Path Of The Hands Of Light | Path Of The Healthy Tiger | Path Of The Leaping Monkey | Path Of The Leaping Storm | Path Of The Passive Wings | Path Of The Preying Mantis | Path Of The Raging Bear | Path Of The Selective Master | Path Of The Shadow's Companion | Path Of The Sharpened Scales | Path Of The Storm Turtle | Path Of Visible Resonance

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