For a given path, the powers are listed in order of prerequisite, that is, you can't take #3 unless you also took #1 and #2, etc. But you can have #1 of three different paths. The last three paths are a little more complicated, with multiple prerequisites, so I'll just list those specifically. Try to stick to powers that are "in character." For notes on powerful fu combinations, see Feng Shui / RPGs / Games / Flick Inc, a good page with useful suggestions (thank you to Ragnar for the URL).
Dark's Soft Whisper: Chi 4/Shots 3. An otherwise normal Martial Arts attack you make is completely silent; no one can hear any sounds you or your opponent(s) make during the shot that it occurs on.
Blade of Darkness: Chi 1/Shots 3. You can mold chi energy and darkness together into a spontaneously created six-inch, razor-sharp blade. The blade lasts for a number of hours equal to your Outcome. It has a Damage rating equal to your Strength +3. Intimidation checks you make while brandishing this weapon have a +3 Action Value bonus.
Gathering the Darkness: Chi X/Shots 3. Draw the darkness and shadow in the area towards like a protective cloak. Perception checks to detect your presence suffer a -X Difficulty Modifer for X minutes after you activate this fu power.
Strike From Darkness: Chi 4/Shots 3. Make a Martial Arts attack on an opponent who is unaware of your presence. If you are successful, damage you do is not reduced by opponent's Toughness.
Shelter of Darkness: Chi 7/Shots 0. When you successfully hit an opponent with a Martial Arts check, you may elect not to do damage to him. Instead, an area with the opponent as its center is plunged into absolute darkness until the end of the sequence. The area has a radius in meter equal to your Outcome. All combattants who are not somehow immune to the effects of darkness suffer a -4 AV penalty on any attack check made within, from, or into that area of darkness. At the GM's discretion, other actions that require sight also suffer the same penalty. The shot cost of this power does not include the shot cost of the attack itself.
Breath of the Dragon: Chi 3/Shots 3. Make a Martial Arts attack with a +3 bonus to your Action Value.
Claw of the Dragon: Chi 5/Shots 0. Add 4 to the Outcome of an already successful Martial Arts attack you have just made.
Wing of the Crane: Chi 2/Shots 1. Until the end of the turn, you may substitute your usual Chi rating (not your number of unspent Chi points in the current sequence) for your Strength rating when making any tests that require it, including Damage determinations.
Beak of the Crane: Chi 1/Shots 3. On a successful Martial Arts task check, you may place an opponent in a hold that renders him immobile. Every 3 shots, the immobilized opponent may make a Strength task check with your Martial Arts AV as the Difficulty; if he succeeds, he breaks free from the hold. If you do anything other than passively dodge, he also breaks free of the hold.
Talon of the Crane: Chi 3/Shots 3. On a successful Martial Arts task check, you may place an opponent in a hold that renders him immobile. Every 3 shots, the immobilized opponent may make a Strength task check with your Martial Arts AV as the Difficulty; if he succeeds, he breaks free from the hold. If you do anything other than passively dodge, he also breaks free of the hold. every time the opponent makes the Strength check, he suffers 3 Wound points.
Dim Mak: Chi 2/Shots 3. Strike an opponent barehanded; if you succeed at a Martial Arts task check, your attack ignores any armour the opponent may have.
Lightning Fist: Chi 6/Shots 3. Strike an opponent barehanded; if you succeed at a Martial Arts task check, your opponent may not use Toughness to reduce damage from your strike.
Eyes of the Fox: Chi 1/Shots 1. Study an opponent in combat; the GM must tell you the numerical value of one of the opponent's attributes, skills, or current point total. You choose which one.
Laughter of the Fox: Chi 1/Shots 3. Make a Martial Arts check; if successful, you grab a weapon from the hands of an opponent. Difficulty is the opponent's Dodge value. Unitl end of sequence, all attacks made by you with this weapon against this opponent gain a +3 AV bonus. Add 5 to the Difficulty of your check if the weapon you're grabbing is someone else signature weapon.
Vengeance of the Fox: Chi 2/Shots 0. When you are hit by an opponent in hand-to-hand combat, you may make a Martial Arts attack check. If successful, the opponent is thrown a number of meters equal to the Outcome of the attack in the direction of your choice. Opponent suffers Damage equal to his Strenght + the Outcome.
Luck of the Fox: Chi 1/Shots 3. Execute a manoeuvre that draws chi energy from the world around you. You may spend Chi points as Fortune points until the end of the sequence, suffering 5 Wound points each time you do so.
Contract of the Fox: Chi 8/Shots 0. Use immediately after Initiative is rolled. You have a first shot equal to the highest first shot rolled.
Slither of the Snake: Chi X/Shots 1. X unnamed characters, if they have a choice of targets, can't select you as their target until after the end of sequence when all is normal again. If all characters on one side of a fight are using Slither of the Snake, the power is neutralized for all of them.
Strike of the Snake: Chi 3/Shots 0. Reduce any 3 shot action which requires a Martial Arts task check to a 1 shot action.
Coil of the Snake: Chi X/Shots 0. You may execute a Martial Arts attack on the current shot even if it isn't a shot you can attack on. X = the difference between the current shot number and your next shot number. This does not affect when your next shot number occurs; it's strictly a bonus attack, not an alteration to initiative. It also does not change any costs of the Martial Arts attack you make.
Lunge of the Snake: Chi 3/Shots 0. Add 3 to the result of an Initiative roll.
Fire Stance: Chi 6/Shots 1. Until end of sequence, any opponent striking you barehanded suffers 1 Wound point per strike. These Wound points are not reduced by Toughness.
Fire Fist: Chi 3/Shots 3. Strike an opponent barehanded with your fist wreathed in a flaming nimbus of chi energy. Damage rating of attack is 10. Even opponents somehow immune to Martial Arts attacks and/or fu powers take full Damage from attack, unless they are also immune to the fire effect of the Sorcery Blast schtick.
Eyes of Fire: Chi 3+X/Shots 3. As per Fire Fist, but you can now damage opponents without touching them: a blast of flame emanates from your eyes. X = number of meters between you and opponent.
Gathering the Fire: Chi 3/Shots X. You can stand in the middle of a raging blaze without suffering damage for any number of shots in a single sequence. For each shot spent enveloped in flames, you gain a temporary Chi point. (The total number of shots you spend in this manner is where the X shot cost comes from.) You may choose to spend these at any time to pay the chi cost for any fu power(s); oce spent, they are gone forever. They do not change your Chi rating for checks; they only give you more points to spend on fu powers. If spent on powers in this path, those powers are at half cost.
Creative Thunder: Chi 1/Shots 3. Strike a character wearing Arcanowave . If your Martial Arts task check succeeds, add the current Difficulty for the character's next sanity check to the Outcome.
The Wandering Cow: Chi X/Shots 1. When you suffer a Arcanowave effect that would force you to make a sanity check at the end of the scene, spend Chi equal to the Difficulty of that check if it were held immediately. You may then apply an equal number as an Action Value bonus to the next action you take. The sanity check still occurs normally at the end of the scene.
No Medicine: Chi 3/Shots 8. Lay hands on an individual (including yourself) who will have to make a sanity check at the end of the scene due to a Arcanowave effect. Make a Martial Arts check with the difficulty being that of the sanity check were it held immediately. If you succeed in the check, the current Difficulty of the victim's sanity check restarts at 0. If you fail in the check, you must make a sanity check at the end of the scene, with the victim's current Difficulty added to your own, if any. The victim's Difficulty is not changed in this case.
Unexpected Harvest: Chi 0/Shots 0. If you have just completed a successful use of the No Medicine fu power, you may convert the dissipated Arcanowave energy into a one-time store of chi energy. Make a Martial Arts check, using the same Difficulty as the No Medicine check. If successful, you gain a number of Chi equal to that of the Difficulty; once the Chi is spent, it cannot be recovered. These bonus Chi points remain with you until spent, but they do not add to your Chi attribute rating.
Clearing the Ground: Chi 8/Shots 15. Cure a willing subject who suffer a derangement from Arcanowave exposure, returning the subject to his state before any sanity checks occurred. To do so, take the character's current value on the Sanity Outcome chart, treat it as a positive rather than negative number, and make it the Difficulty for a Martial Arts check. If you succeed, the subject is cured. If you fail, the subject remains deranged, and you yourself must make a sanity check at the end of the scene, adding the Difficulty of the check you have just made to the Difficulty of the sanity check.
Drunken Fist: Chi X/Shots 3. Strike an opponent barehanded, subtracting X (an amount of Chi you elect to spend) from his Dodge AV for your Martial Arts check. In order to use this power, your character must have sonsumed a number of beers equal to his Constitution rating, or a number of servings of wine or liquor equal to half his Constitution rating, no more than half an hour before the beginning of the fight.
Wily Stupor: Chi X/Shots 1. Add X (an amount of Chi you elect to spend) to your Toughness when a successful attack is made against ou. Using Wily Stupor is a defensive action. In order to use this power, your character must have sonsumed a number of beers equal to his Constitution rating, or a number of servings of wine or liquor equal to half his Constitution rating, no more than half an hour before the beginning of the fight.
Aberrant Spasm: Chi 3/Shots 1. Duck and weave unpredictably in combat as a defensive action. After your opponent's Martial Arts check, make one of your own and select any character within 3 meters as the possible target of his attack. Your Difficulty is your opponent's Action Result plus half of the new target's Dodge value, rounding up. The new target suffers Damage equal to your Outcome plus the damage rating of your opponent's weapon. In order to use this power, your character must have sonsumed a number of beers equal to his Constitution rating, or a number of servings of wine or liquor equal to half his Constitution rating, no more than half an hour before the beginning of the fight.
Spasmodic Leap: Chi 3/Shots 1. Until end of sequence, any opponents wishing to draw a bead on you with ranged weapons must make a successful Perception check. If they fail the Perception check, they must spen 6 shots firing at you without hope of success. The Difficulty of the Perception check equals the number of servings of alcohol you have consumed in the last six hours; a beer counts as half a serving for this purpose while a dose of wine or liquor counts as a full serving. Opponents who fail the check may not act for 3 shots, after the 6 shots of firning end.
Tiger Stance: Chi 1/Shots 0. Immediately after you are damaged by an opponent in hand-to-hand combat, you may lauch a free Martial Arts attack on that opponent. This has no effect on your current Shot. Prerequisite: Claw of the Tiger.
UnyieldingTiger Stance: Chi 2/Shots 0. When you are attacked in hand-to-hand combat, you may respond with a simultaneous Martial Arts attack. This has no effect on your current Shot. Prerequisite: Tiger Stance.
Vengeance of the Tiger: Chi 4/Shots: special. When you are wounded in hand-to-hand combat, you may immediately lauch a Martial Arts counterattack against the opponent who has just wounded you, using any Wound points you suffer from that one attack (after reduction for Toughness) as a bonus to your AV. You must then make a Constitution check with the Wound points you have just suffered as your Difficulty; if the outcome is negative, you are exhausted and cannot act for a number of shots equal to that Outcome. If you pass the check, you must wait 3 shots before acting again. Prerequisite: Unyielding Tiger Stance.
Storm of the Tiger: Chi X/Shots 0. X is any mount of Chi you elect to spend. Add X twice to the Damage of a bare-handed strike you have just made. Prerequisite: Tiger Stance, Shadowfist.
Flow Restoration: Chi 0/Shots 1. Release a subject affected by the fu power Point Blockage from paralysis; you must be able to touch subject. Prerequisite: none.
Corners of the Mouth: Chi X/Shots 1. Spend any amount of Chi (X) while touching subject; subject gains that amount of Chi and may spend it at any time during the current sequence. At the end of current sequence both your Chi total and the subject's return to normal, and any unspent Chi is wasted. Prerequisite: Flow Restoration.
Healing Chi: Chi: special/Shots 10. In a lightning-quick series of moves, jab crucial acupressure points of a wounded patient in order to dramatically speed up his natural healing process. Make a Martial Arts check and subtract the Action Result from the patient's curren Wound point total; there is no such thing as negative Wound points and no way to save up healing to apply against future wounds. If you are Damaged yourself when performing a Healing Chi, apply any Wound points you suffer during this period as a penalty to your AV. If your Action Result is negative, recipient suffers a further 5 Wound points. Prerequisite: Corners of the Mouth.
Point Blockage: Chi 5/Shots 3. Strike an opponent in unarmed combat in such a manner as to block the flow of chi through his body and paralyze him. You must make a successful Martial Arts check, and then must make a Chi check with your opponent's Chi rating as the Difficulty. If you make both checks, opponent is paralyzed and remains so for a number of shots equal to the Outcome of the Chi check. The victim retains all of his senses while under this effect. If he realizes that an attack of any sort is aimed at him while paralyzed, he can make a Chi or Kung Fu check (his choice) with your Chi or Kung Fu rating (whichever is higher) as the Difficulty. If successful, he is freed. Prerequisite: Healing Chi.
Shadowfist: Chi: special/Shots 3. Strike an opponent barehanded. If you succeed at a Martial Arts task check, you do not do normal dammage. Instead, make a Chi or Kung Fu task check with an opponent's Chi, Kung Fu, or Will (whichever is higher) as the Difficulty. If this check succeeds, permanently reduce your Chi or Kung Fu rating by 1; opponent' Martial Arts AV is permanently reduced by 5 and opponent permanently loses the ability to use a fu power of your choice. Prerequisite: Point Blockage.
Armored in Life: Chi 3/Shots 3. Until end of sequence, add 3 to your Toughness for the purpose of determining Wound points suffered from successful attacks. Prerequisite: Clothed in Life.
Inner Strength: Chi 1/Shots 1. Substitute your Kung Fu secondary attribute for your Magic secondary attribute when determining the difficulty of magic spells cast against you. Prerequisite: none.
Eye of the Storm: Chi 2/Shots 3. Neutralize the lingering effects of any single magic spell cast against you. Does not affect Wound points caused by spells up to that point but halts any further damage from occurring once the spell is neutralized. Prerequisite: Inner Strength.
Gift of the Storm: Chi 1/Shots 0. As you use another fu power, you may designate another cahracter as the beneficiary (not the target) of its effect. Treat that character as "you" in the fu power's description. That other character must be a willing participant, and must be within (3 m x your Chi rating) of you. In the case of Drunken Stance and the fu powers on its path, it is the user of the Gift of the Storm who must be drunk, not the new beneficiary. Prerequisite: Eye of the Storm.
The Storm Reverses: Chi X/Shots 1. Specify a new target for a magic spell cast at you by an opponent. X equals the opponent's Magic rating. Using The Storm Reverses is a defensive action. Prerequisite: Gift of the Storm.
Tornado of Shelter: Chi 7/Shots 3. You are immune to damage from magic spells or Tattoos until end of sequence. Prerequisite: The Storm Reverses, King on the Water.
Willow Step: Chi 1/Shots 0. Your Dodge value increases by 2 for the duration of the shot. Prerequisite: none.
Walk of a Thousand Steps: Chi X/Shots 3. Until end of sequence, you add X (the amount of Chi you elect to spend) to the AV of your Martial Arts rating whenever you make an active Dodge. Prerequisite: Willow Step.
King on the Water: Chi 3/Shots 3. If your Charisma rating is greater than your opponent's, the next attack he makes against you automatically fails. Prerequisite: Walk of a Thousand Steps.
Fortress of Righteousness: Chi X/Shots 3. A fu power used by an opponent in striking you is neutralized. X is the cost of the neutralized power. Opponent still spends Chi and Shot costs of neutralized power. Using Fortress of Righteousness is a defensive action. Prerequisite: King on the Water.
Natural Order: Chi 3/Shots 1. You take no damage from a single strike from a ranged weapon or Tattoo attack. Using Natural Order is a defensive action; declare it when you're targetted for attack but before the check is made. Prerequisite: none.
Backlash of the Turtle: Chi 3/Shots 3. A ranged weapon which has just done Wound points to you is destroyed. Signature Weapons are immune to this effect. Prerequisite: Natural Order.
Mirror of the Turtle: Chi 3/Shots 3. Make a MArtial Arts check with the number of Wound points (after redcution for Toughness) you have just suffered from a single hit from a ranged weapon or Tattoo attack as your Difficulty. If you succeed, the opponent that wounded you takes an equal amount of Wound points which are not reduced by Toughness. Prerequisite: Backlash of the Turtle.
Laughter of the Turtle: Chi 7/Shots 3. You are immune to damage from ranged weapons until end of sequence. Prerequisite: Mirror of the Turtle, King on the Water.
Vengeance of the Turtle: Chi 4/Shots 3. If you succeed in striking a non-living vehicle barehanded or with a kick, that vehicle is destroyed. Prerequisite: Laughter of the Turtle.
Awesome Downpour: Chi 1/Shots 3.Using a single Martial Arts check, attack two named characters who are within 3 m of one another, using the highest of the two Dodge values as the Difficulty. Both opponents take the same amount of damage. Prerequisite: Gathering the Clouds.
Rain of Fury: Chi 2/Shots 0. Immediately after amking an attack on one unnamed opponent, you make another attack on the same opponent with no shot cost. Prerequisite: Awesome Downpour.
Torrent of Fury: Chi 8/Shots special. Spend all your shots at once to launch a series of attacks against a number of opponents. Each time you succeed at a Martial Arts task check, you can immediately make an additional attack on another opponent. You may attack each individual opponent only once per sequence. Prerequisite: Rain of Fury, Vertical Charge.
Integration of the Clouds: Chi 1/Shots 0. Combine the use of two fu powers into one action; affected powers must share a word in their title (such as "Fox" or "Fire".) Fu powers with contradictory conditions may not be combined. Pay chi cost for both, but only the highest shot cost. Prerequisite: Torrent of Fury.
Prodigious Leap: Chi 1/Shots 1. Leap twice your normal Move rating. The leap can be horizontal or vertical. Prerequisite: none.
Flying Windmill Kick: Chi 7/Shots 5. Make a normal kick attack with the Martial Arts skill. If the task check is successful, you may make another attack on the same opponent at 0 shot cost. You may continue doing this until you fail a task check, so the number of attacks you may launch against this single opponent is theoretically unlimited. Prerequisite: Prodigious Leap.
Abundant Leap: Chi 2/Shots 3. Leap four time your normal Move rating. The leap can be horizontal or vertical. Prerequisite: Prodigious Leap.
Flying Sword: Chi 3/Shots 3. Strike an opponent by flying at him with sword outstretched; if you hit, add your Move rating to Damage dealt. Prerequisite: Abundant Leap.
Water Sword: Chi 5/Shots 1. Make a display motion in which your sword seems to become springy and flexible. Until end of sequence, opponents suffer a -2 penalty to their Dodge values, but only for attacks made by you. Prerequisite: Flying Sword.
Loyal Steel: Chi 1/Shots 3. Throw any hand-to-hand weapon at an opponent; opponent may be as far away as (3 m x your chi rating). Make a normal Martial Arts check to see if you hit; if you do, Damage is calculated as if you had hit your opponent with that weapon in normal hand-to-hand combat. Whether you hit or not, your weapon immediately flies back through the air to return to your hand. Prerequisite: Flying Sword.
Vertical Charge: Chi 3/Shots X. Run up a vertical surface, such as a tree trunk or a wall. You choose a shot cost for the action; add this shot cost to your Martial Art AV for a sword attack made immediately after using this power. Prerequisite: Flying Sword.
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