Fu Paths
Path of the Playful Rhythm
The Path of the Playful Rhythm is based on the Brazilian art form known as Capoeira. It consists largely of broad, sweeping kicks that could come from nearly any angle. Cartwheels, flips, and handstands all come naturally to a Capoeira master. Any character involved in this path will likely want to carry around a boom box featuring the best of the rocking dance beats to fight along to. Inspiration for this comes largely from the movie "Only the Strong", which I highly recommend you rent if this Path piques your interest. Or you could just go to an arcade, find the game "Tekken 3", and play the character of Eddy Gordo for a few rounds.
v2.2

Flying Dodge
Chi Cost: 2
Shot Cost: 1
Execute a back flip or cartwheel to make you difficult to hit. Gain +5 to your Dodge (as a defensive action) or to attempt to break any kind of hold. Use this power at -1 Chi cost if there is a snappy dance rhythm playing within ear shot.
Prerequisite: none
Path: Jumping Stance
Jumping Stance
Chi Cost: 3
Shot Cost: 1
For the duration of the sequence, you perform a series of quick and rhythmic dance steps. If you successfully damage an opponent with a Martial Arts attack, the shot cost to make your next Martial Arts attack against that opponent is reduced by 1, provided that attack is during the same sequence.
Prerequisite: Flying Dodge
Path: Tornado Kick, Whirlwind Strike
Whirlwind Strike
Chi Cost: 3
Shot Cost: 0
If you actively Dodge in hand-to-hand combat and the opponent misses, you may respond with an immediate Martial Arts attack. This attack has no effect on your current shot. If dance music is playing within ear shot, add the amount the opponent missed by to your AV for the attack.
Prerequisite: Jumping Stance
Path: Storm Dance
Tornado Kick
Chi Cost: X
Shot Cost: 3
Make a wild Martial Arts kick attack; opponent suffers normal Damage as well as X Impairment for a number of shots equal to your Outcome. Normally X has a maximum equal to the number of schticks you have in this path. If dance music is playing within ear shot, X has no maximum.
Prerequisite: Jumping Stance
Path: Satellite Sweep
Satellite Sweep
Chi Cost: 5
Shot Cost: 3
Using a single Martial Arts check, make two kick attacks. They can both be against the same target or against two targets provided that the two targets are both within kicking range to each other. Each attack deals Damage separately. This attack does not suffer from normal penalties for attacking multiple opponents. If dance music is playing within ear shot, opponent(s) suffer +3 Damage per leg.
Prerequisite: Tornado Kick
Path: Entering Heaven, Storm Dance
Entering Heaven
Chi Cost: 6
Shot Cost: 3
Leap towards your opponent with a powerful Martial Arts kick attack; damage value for the strike is equal to your Martial Arts Action Value. If dance music is playing within ear shot, opponent is knocked down and loses a number of shots equal to your Outcome.
Prerequisite: Satellite Sweep
Storm Dance
Chi Cost: X
Shot Cost: 0
If dance music is playing within ear shot, add X to the result of an Initiative roll.
Prerequisite: Satellite Sweep, Whirlwind Strike
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Path of the Stalwart Yell
Based on the Kaijutsu, the art of the Kiai, this Path features Fu powers that make use of the power of the character's voice and Willpower. All effects are achieved by yelling, shouting, crying out, screaming, shrieking, and just generally making a heckuva lot of noise in someone's direction. Victims could be knocked over, disoriented, hurt, and even killed.
v1.2
Casting the Stone
Chi Cost: X
Shot Cost: 3
Yell at X opponents in an attempt to hurl them away. The range is equal to your Chi rating in meters. Make a Martial Arts check; they are forced backward a number of meters equal to the Outcome of the check times 2.
Prerequisite: none
Path: Forceful Impact
Bewildering Cry
Chi Cost: 2
Shot Cost: 3
Yell at your opponent in an attempt to stun them. Make a Martial Arts check against your opponent. If successful, victim is stunned and cannot take any actions (other then passive defense) for shots equal to the Outcome of the check.
Prerequisite: none
Path: Forceful Impact
Forceful Impact
Chi Cost: 3
Shot Cost: 3
Yell at your opponent in an attempt to physically rattle them. Make a Willpower check against a Difficulty equal to victim's Constitution. If successful, victim takes damage equal to your Chi rating plus the Outcome of the attack. This damage is not reduced by Toughness.
Prerequisite: Casting the Stone, Bewildering Cry
Path: Shriek of Death
Warning Wail
Chi Cost: X
Shot Cost: 1
Yell at your opponent in an attempt to unnerve them. Make a Martial Arts check against a Difficulty equal to opponent's Constitution. If successful, you gain a Dodge bonus of X (any amount of Chi you elect to spend) against any opponent with a Willpower lower than your own.
Prerequisite: none
Path: Noisy Bombardment
Noisy Bombardment
Chi Cost: 5 + X
Shot Cost: 3
Emit a booming roar to deafen anyone in the immediate area. Make a Martial Arts check; anyone with a Constitution check lower than the Action Result suffers 1 point of Impairment for a number of sequences equal to their Perception ratings. Range is a radius equal to your Chi rating in meters, centered on you. By spending X Chi, you can exclude X individual(s) from the effect.
Prerequisite: Warning Wail
Path: Shout of Terror
Shout of Terror
Chi Cost: X
Shot Cost: 3
During combat, yell at X opponents to intimidate them. Range is a radius equal to your Chi rating in meters, centered on you. Immediately make an Intimidation check (even if you don't have the skill) with a +3 bonus with the Difficulty being the highest Willpower among them. If successful, target opponent(s) will stop fighting and run away as fast as they can. This may only be done once per sequence. At the end of the sequence, the GM may make a Willpower check of those affected to see if they regain their nerve and return to the combat. If successful, they are immune to any further Intimidation checks from that character.
Prerequisite: Noisy Bombardment
Path: Bellow of Destruction
Bellow of Destruction
Chi Cost: X
Shot Cost: 3
Yell at an inanimate substance to try and break it. Make a Willpower check with a +X bonus (any amount of Chi you elect to spend) against a Difficulty based on the type of substance: glass, paper: 6, clay, cloth: 9, bone, wood: 12, metal, rock: 15. If successful, target substance fractures from the intense vibrations and becomes unusable. X must be at least 1 or higher.
Prerequisite: Shout of Terror
Path: Shriek of Death
Shriek of Death
Chi Cost: 7
Shot Cost: special
Yell at a single opponent. You may take no other actions this sequence. Make a Martial Arts check against a Difficulty equal to victim's Willpower times 2. If successful, victim takes 15 + X points of damage. X = the Outcome of the check.
Prerequisite: Forceful Impact, Bellow of Destruction
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Path of the Sumo Champion
This was a tricky one to begin since I didn't know whether to make a Fu Path or create a Sumo Wrestler character archetype. Eventually I decided on what the below has to offer, but I don't think an archetype is out of the question. The object of a Sumo match is to either knock the opponent out of the ring or off their feet. Sumo wrestlers are huge, but are also incredibly fast, agile, and powerful. Despite the fact that all the Fu powers are based on what you might see in a Sumo match, the character using them doesn't necessarily has to look like a Sumo wrestler, but it certainly helps!
v1.2
Palm Strike
Chi Cost: 1
Shot Cost: 3
Slap your opponent bare-handed with Martial Arts; opponent suffers normal damage and gains -1 AV to the next action they make if it’s during the same sequence. Multiple Palm Strikes are cumulative.
Prerequisite: none
Path: Shikiri Stance
Shikiri Stance
Chi Cost: 3
Shot Cost: 1
You stand your ground and become rooted on the spot. You gain 2 points of Toughness, and any effect that would cause you to fall over or be knocked backwards automatically fails. Counts as a defensive action.
Prerequisite: Palm Strike
Path: Ring Toss
Ring Toss
Chi Cost: 3
Shot Cost: 3
Attack an opponent bare-handed with Martial Arts. If successful, you grapple your opponent and hurl them away. Opponent suffers damage equal to your Strength + Outcome and must spend a number of shots equal to your Outcome recovering and getting back to their feet. They may only passively Dodge during this time.
Prerequisite: Shikiri Stance
Path: Speed of Lightning
Speed of Lightning
Chi Cost: 5
Shot Cost: 0
Immediately after Initiative is rolled, make a Martial Arts check using the highest Initiative rolled for the sequence as the Difficulty. If successful, add your Outcome times 2 to your Initiative. May not be used if the highest Initiative rolled is your own.
Prerequisite: Ring Toss
Path: Hundred-Hand Slap
Hundred-Hand Slap
Chi Cost: 6
Shot Cost: 3
Attack your opponent with a flurry of open palm strikes; opponent suffers twice the normal damage from your attack.
Prerequisite: Speed of Lightning
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