FU SCHTICKS FOR THE HERO System

PATH OF FLYING STEEL

This Path is common among ninja and similar characters as it specializes in thrown weapons.

BITE OF STEEL

Effect: Armor Piercing for up to 1d6+1 RKA
Target: One character
Duration: Instant
Range: Varies, usually based on STR
END Cost: 0
Skill Roll Penalty: -1

Description: The character is skilled at finding weak points in a foe’s armor and other defenses. He can use this schtick with any thrown weapon (knives, shuriken, and the like) of up to 1d6+1 RKA. Game Masters should also allow this schtick to apply to HKA weapons with the Ranged or Range Based On STR Advantages.

Game Information: Armor Piercing (+1/4) for up to 1d6+1 RKA, Reduced Endurance (0 END; +1/2) (7 Active Points); OIF (weapons of opportunity; -1/2). Total cost: 5 points.

Options:

  1. Stronger Bite: Increase to RKA 2d6. 10 Active Points; total cost 5 points.
  2. Weaker Bite: Decrease to RKA 1/2d6. 3 Active Points; total cost 2 points.

HAIL OF STEEL

Effect: Autofire (2 shots) for up to 1d6+1 RKA
Target: One character
Duration: Instant
Range: Varies, usually based on STR
END Cost: 0
Skill Roll Penalty: -1

Description: The character has perfected the art of hurling two weapons at once, instead of just one. He can use this schtick with any thrown weapon (knives, shuriken, and the like) of up to 1d6+1 RKA. Game Masters should also allow this schtick to apply to HKA weapons with the Ranged or Range Based On STR Advantages.

Game Information: Autofire (2 shots; +1/4) for up to 1d6+1 RKA, Reduced Endurance (0 END; +1) (10 Active Points); OIF (weapons of opportunity; -1/2). Total cost: 7 points.

Options:

  1. Stronger Hail: Increase to RKA 2d6. 14 Active Points; total cost 9 points.
  2. Weaker Hail: Decrease to RKA 1/2d6. 4 Active Points; total cost 3 points.

PRISON OF STEEL

Effect: Entangle 4d6, 4 PD/4 ED, Backlash, Takes No Damage From Attacks
Target: One character
Duration: Instant
Range: Based On STR
END Cost: 8
Skill Roll Penalty: -8

Description: By hurling a knife, sword, or any other weapon with a fairly long blade, the character can pin a foe’s arm or leg to a nearby wall or other, similar, surface. Pinned characters can withdraw the blade by making a STR versus STR check (using the thrower’s STR). If they try to just pull their limb free, and fail, they’ll do their STR in Killing Damage to themselves. Lenient GMs can allow players to pin characters by throwing the blade their the target’s clothing (such as a shirt sleeve, cloak, or sash). Any weapon used to pin a character can’t be used again until the character is freed.

Game Masters may wish to Link this power to the thrown weapon’s RKA or state it to be a Multiple attack. Game Masters may also require the initial weapon attack to due BODY to the target in order for this Entangle to work.

Game Information: Entangle 4d6, 4 PD/4 ED, Backlash (see text; +1/2), Takes No Damage From Attacks (+1/2) (80 Active Points); Set Effect (Limbs Only) (-1), Does Not Prevent The Use Of Accessible Foci (-1), Susceptible (Entangle can be removed simply by pulling weapon out of character/wall [see text]; -1), OIF (edged weapon of opportunity; -1/2), Lockout (weapon used to "create" Entangle must remain with Entangled character; -1/2), Range Based On STR (-1/4), Must Have Suitable Surface To Pin Target Too (-1/4). Total cost: 14 points.

Options:

  1. Stronger Prison: Increase to Entangle 5d6. 100 Active Points; total cost 18 points.
  2. Weaker Prison: Decrease to Entangle 3d6. 60 Active Points; total cost 11 points.

TEETH OF STEEL

Effect: RKA 1/2d6, Autofire (5 shots)
Target: One character
Duration: Instant
Range: No Range
END Cost: 5 Recoverable Charges
Skill Roll Penalty: -1

Description: The character spits a cloud of steel needles into his target’s face. This attack is best used against surprised, Stunned, or otherwise disadvantaged foes, although it can make for a nasty surprise in the middle of combat.

Game Information: RKA 1/2d6, Autofire (5 shots; +1/2) (15 Active Points); OAF (mouthful of steel needles; -1), No Range (-1/2), -1 Decreased STUN Multiplier (-1/4), 5 Recoverable Charges (-1/4). Total cost: 5 points.

Options:

  1. Stronger Teeth: Increase to Autofire (10 shots) and 10 Recoverable Charges. 22 Active Points; total cost 8 points.
  2. Weaker Teeth: Decrease to Autofire (3 shots) and 3 Recoverable Charges. 12 Active Points; total cost 3 points.


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