FU SCHTICKS FOR THE HERO System

PATH OF VISIBLE RESONANCE

This Path uses chi to manipulate sound. Thus, it is impossible to use the Schticks in this Path in a quiet manner, as a Schtick in use produces deep bass tones and thumbing vibrations in the ground and air. Characters who practice this Path should either have Flash Defense for the Hearing Group or Personal Immunity on their Schticks.

DOWNBEAT

Effect: Hearing Group Flash 8d6, Area Of Effect (3m Radius)
Target: 3m Radius
Duration: Instant
Range: 10 meters
END Cost: 3
Skill Roll Penalty: -3

Description: The character releases a sonic pulse capable of deafening several targets close together.

Game Information: Hearing Group Flash 8d6, Area Of Effect (3m Radius; +1/4) (30 Active Points); Limited Range (10 meters; -1/4), Perceivable (powers are easily audible over long distances; -1/4). Total Cost: 20 points.

Options:

  1. Stronger DownBeat: Increase to Hearing Group Flash 10d6. 37 Active Points; total cost 25 points.
  2. Weaker DownBeat: Decrease to Hearing Group Flash 6d6. 22 Active Points; total cost 15 points.

EARDRUM

Effect: Major Transform 8d6 (transform hearing person into deaf person)
Target: One character
Duration: Instant
Range: No Range
END Cost: 12
Skill Roll Penalty: -12

Description: Using techniques similar to SoundQuake, the character releases a pulse of sound into this target, permanently deafening them.

Game Information: Major Transform 8d6 (transform hearing person into deaf person, healed by certain medical procedures), Partial Transform (+1/2) (120 Active Points); Limited Target (humans; -1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Perceivable (powers are easily audible over long distances; -1/4). Total Cost: 44 points.

Options:

  1. Stronger EarDrum: Increase to Major Transform 10d6. 150 Active Points; total cost 54 points.
  2. Weaker EarDrum: Decrease to Major Transform 6d6. 90 Active Points; total cost 33 points.

FLOWJAM

Effect: Change Environment (-4 to Hearing Group PER Rolls, -4 INT Rolls and all INT-Based Skill Rolls)
Target: 18m Radius
Duration: Constant
Range: No Range
END Cost: 3
Skill Roll Penalty: -7

Description: By generating a constant sub-sonic tone, the character can make it nearly impossible for others to hear, concentrate, or even think.

Game Information: Change Environment (-4 to Hearing Group PER Rolls, -4 INT Rolls and all INT-Based Skill Rolls), Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Area Of Effect (18m Radius; +1) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2), Perceivable (powers are easily audible over long distances; -1/4). Total Cost: 23 points.

Options:

  1. Stronger FlowJam: Increase to Change Environment (-6 to Hearing Group PER Rolls, -6 INT Rolls and all INT-Based Skill Rolls). 105 Active Points; total cost 35 points.
  2. Weaker FlowJam: Decrease to Change Environment (-2 to Hearing Group PER Rolls, -2 INT Rolls and all INT-Based Skill Rolls). 35 Active Points; total cost 12 points.

SOUNDQUAKE

Effect: HKA 2d6, Area Of Effect (6m Radius), Penetrating
Target: 6m Radius
Duration: Instant
Range: Touch
END Cost: 6
Skill Roll Penalty: -6

Description: Forming a resonance within his body, the character slaps his hand against his target and releases a sub-sonic pulse, usually reducing his target to rubble. The Area Of Effect should be centered on the character’s striking hand, not his body, allowing the character to collapse whole sections of wall, destroy large vehicles, and bring down buildings. The character can’t hurt living things with this Schtick, and can only use it on buildings, wall, vehicles, and the like. It’s up to the GM wether this Schtick will work on androids, robots, and Mechanon.

Game Information: HKA 2d6, Area Of Effect (6m Radius; +1/2), Penetrating (+1/2) (60 Active Points); Only Versus Non-Living/Rigid Objects (buildings, wall, vehicles, and so on; -1), Extra Time (Full Phase, -1/2), No STR Bonus (-1/2), No Knockback (-1/4), Perceivable (powers are easily audible over long distances; -1/4). Total Cost: 17 points.

Options:

  1. Stronger SoundQuake: Increase to HKA 3d6. 90 Active Points; total cost 26 points.
  2. Weaker SoundQuake: Decrease to HKA 1d6. 30 Active Points; total cost 8 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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