FU SCHTICKS FOR THE HERO System

PATH OF THE CLEVER EYE

This Path involves a lot of trickery and deception. There are no direct offensive powers, instead the schticks are more concerned with keeping the character from being hit. This Path is a good one for those trickster heroes and rogues.

CONTRACT OF THE FOX

Effect: Lightning Reflexes +6 DEX for all actions
Target: Self
Duration: Persistent
Range: Self
END Cost: 1
Skill Roll Penalty: N/A

Description: While not especially agile, the character’s reactions are second to none.

Game Information: Lightning Reflexes (+6 DEX to act first with All Actions) (6 Active Points); Costs Endurance (-1/2). Total cost: 4 points.

Options:

  1. Stronger Contract: Increase to +8 DEX. 8 Active Points; total cost 5 points.
  2. Weaker Contract: Decrease to +4 DEX. 4 Active Points; total cost 3 points.

EYES OF THE FOX

Effect: Analyze Style 16- plus Combat Skill Levels
Target: Self
Duration: Persistent/Constant
Range: Self
END Cost: 0
Skill Roll Penalty: N/A

Description: The Analyze Skill was bought presuming a base INT of 10. Characters with a higher INT can benefit accordingly. The Skill Levels gained though use of this schtick stack with the any benefits by using Analyze to begin with.

Game Information: Analyze Style 16- (total cost: 13 points) plus +4 with HTH Combat (32 Active Points); Requires A Roll (Analyze Style; +1 for every 2 points the roll is made by; -1/2) (total cost: 21 points). Total cost: 34 points.

Options:

  1. Stronger Eyes: Increase to Analyze Style 18- + +6 with HTH Combat. 17 + 48 Active Points; total cost 17 +32 = 49 points.
  2. Weak Power: Decrease to Analyze Style 14- + +2 with HTH Combat. 9 + 16 Active Points; total cost 9 +11 = 20 points.

LAUGHTER OF THE FOX

Effect: Takeaway plus +4 OCV with Takeaway plus +10 STR with Takeaway
Target: Self
Duration: Constant
Range: Self
END Cost: 0
Skill Roll Penalty: N/A

Description: The character purchases the Takeaway maneuver and adds it to his other martial arts maneuvers. He should be allowed to purchase Takeaway even if his current martial arts style doesn’t have the maneuver.

By placing all the modifiers together, Laughter of the Fox results in a Takeaway that gives the character +4 OCV, +0 DCV, and +20 STR to take a weapon away.

Game Information: Martial Arts Maneuver: Takeaway (+0 OCV, + 0 DCV, Grab Weapon, +10 STR to take weapon away) (total cost: 5 points) plus +4 OCV with Takeaway (total cost: 8 points) plus +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); Only For Use With Takeaway Maneuver (-2) (total cost: 5 points). Total Cost: 18 points.

Options:

  1. Stronger Laugh: Increase to +6 OCV + +15 STR. 12 + 22 Active Points; total cost 7 + 12 (+5) = 24 points.
  2. Weaker Laugh: Decrease to +2 OCV + +5 STR. 4 + 7 Active Points; total cost 2 + 6 (+5) = 11 points

LUCK OF THE FOX

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

Description: The character is able to use his chi to influence the laws of probability in his favor, vastly increasing his already lucky nature. This schtick requires the character have at least 1d6 of Luck (which should almost be mandatory for anyone using this Path anyway.) To make this schtick work properly, GMs may want to use some of the variant Luck rules found in The HERO System Advanced Player’s Guide. As with normal Luck, having four or more dice will allow the character to change die rolls affecting other players.

Game Information: Aid Luck 4d6, Invisible Power Effects (Fully Invisible; +1) (48 Active Points); Gestures (-1/4), Only to Aid Self (-1). Total Cost: 21 points.

Options:

  1. Stronger Luck: Increase to Aid 6d6. 72 Active Points; total cost 21 points.
  2. Weaker Luck: Decrease to Aid 2d6; total cost 11 points.

THE FOX'S RETREAT

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

Description: The character is able to dodge almost any attack directed at him, although this can get exhausting after a while.

Game Information: Combat Skill Levels: +5 DCV (25 Active Points); Costs Endurance (-1/2). Total Cost: 17 points.

Options:

  1. Stronger Retreat: Increase to +7 DCV. 35 Active Points; total cost 23 points.
  2. Weak Retreat: Decrease to +3 DCV. 15 Active Points; total cost 10 points.

VENGEANCE OF THE FOX

Effect: HA +4d6, Damage Shield, Double Knockback
Target: One character
Duration: Constant
Range: Touch
END Cost: 4
Skill Roll Penalty: -4

Description: If attacked, the character can responds immediately, launching a strike of his own in return.

Game Information: HA +4d6, Area Of Effect (1m Surface; Damage Shield; +1/4), Constant (+1/2), Double Knockback (+1/2) (45 Active Points); Requires A Successful To-Hit Roll (-1/2), Hand-To-Hand Attack (-1/4). Total Cost: 26 points.

Options:

  1. Stronger Vengeance: Increase to HA +6d6. 67 Active Points; total cost 38 points.
  2. Weaker Vengeance: Decrease to HA +2d6. 22 Active Points; total cost 12 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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