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.
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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