V1.1, 3/4/02
Adaptation for FADAD of Fu powers as found in Feng Shui, Shadowfist Role Playing, by Robin D. Laws, Daedalus Entertainment Inc., 1996 (hereafter, “FS”). The goal here is to keep the power level and metaphysics in line with FADAD, but use all the cool names and special effects of Feng Shui.
Chi
"This measures your character's general level of attunement with the
mystical life force that flows from the Earth." (FS, p. 38) In FADAD,
every character has a pool of Chi points. The number of Chi points, until
expended, is equal to Potential.
Notes: Using Potential is a natural conversion if you consider the secondary attributes of the Chi attribute in Feng Shui: Fortune, Magic, and Kung Fu. Secondary attributes are by default equal to the primary attribute. Fortune is how many Fortune Dice you get to spend to add to die rolls; these are analogous to Ite', which are limited by Potential. Magic "measures the character's potential to perform magical spells." (FS p. 39) The analogous quantity in FADAD is caster level, again limited by Potential. Kung Fu is used to fuel Fu powers, so it seems natural to me to use Potential as the limiting quantity.
Chi is used up by Fu powers, and naturally replenished by cosmic life force. Chi points return at one per combat round, or 10 per minute. An additional point can be gained by spending an action using the Chi Gathering skill and getting a Fair rolled degree. Up to two additional points per round can be gained using this skill.
Chi is regained at the end of each combat round, or when chi gathering actions are taken.
Fu Powers
In FADAD, each Fu power is a separate, Very Hard skill. The prerequisite powers
for a power must be known at Poor (?) or better in order to learn that power.
Using most powers costs one action (default). Defensive type powers can be used as late actions. Some powers cost no actions, but these usually modify another act that costs one or more actions.
The chi cost of each power is listed in parentheses after the power names.
MAA = Martial Arts Attack, an attack using a martial art skill. Things like
karate punches and kicks are included. It is up to the GM what armed attacks
are included. Tonfa and nunchaku are probably ok. Swords are probably not.
Friend of Darkness (1) No penalties for darkness during this round. The degree of darkness that can be negated depends on skill: Terrible - full moonlight, Poor - overcast moonlight, Mediocre - starlight, Fair - almost complete, Good - complete, Legendary - magical darkness.
Dark's Soft Whisper (4) A MAA made the same round is completely silent (opponent is briefly silenced as well). A power roll is required, with the difficulty depending on the circumstances of the attack, usually Fair.
Blade of Darkness (1) Creates dagger, damage bonus +1. Lasts 1 hour per relative degree in a roll against Poor. Very intimidating.
Gathering the Darkness (X) Adds X/2 to hiding skills for X rounds. This skill must be at least one less than hiding skill.
Strike from Darkness (4) Make a MAA on an unaware opponent, using this skill. Opponent's Damage Capacity (Scale plus constitution) is halved.
Shelter of Darkness (7) Make an attack using this skill. If it hits, a sphere of darkness with radius of 5 feet times relative degree is centered on the opponent, which lasts one round per relative degree.
Bite of the Dragon (2) Use this skill as an unarmed attack with damage bonus +3.
Breath of the Dragon (3) If a skill check of Fair is rolled, then your next (in same or following round) MAA is at +2 skill.
Claw of the Dragon (5) On a skill check of Fair, add +2 to relative degree of a MAA you just made. Costs 0 actions.
Crane Stance (1) Make a defense roll using this skill. If your Agility is greater than your opponent's Perception, then add +2 to skill.
Wing of the Crane (2) Until end of round, Strength is equal to this skill.
Beak of the Crane (1) On a successful attack using this skill, your opponent is held immobile. The opponent may spend an action to attempt to break free, but must win a contest of Strength against the rolled degree for the attack. If you take any actions, the opponent may break free automatically.
Talon of the Crane (3) As above, but the opponent suffers a Scratch every time a Strength check is made.
Hands Without Shadow (1) A punch with this skill gives -3 to opponent's defense skill.
Dim Mak (2) A barehanded punch with this skill ignores armor.
Lightning Fist (6) A barehanded punch with this skill ignores Damage Capacity (Scale + Constitution).
The Fox's Retreat (2) When making a Dodge, also roll on this skill, and take higher of two results. Costs 0 actions.
Eyes of the Fox (1) If you make a Good skill check, the GM must tell you the level of one of an opponent's attributes, skills, or gifts, your choice. The GM should make the check in secret, and if the result is Terrible or worse, he should lie.
Laughter of the Fox (1) Make an attack using this skill. If successful, you grab a weapon from the hands of an opponent. You get +2 with this weapon against this opponent through the following round.
Vengeance of the Fox (2) If hit in melee, use this skill against any defense skill you choose. If successful, opponent is thrown 3 feet per relative degree in direction of your choice and takes his Strength + relative degree in damage. Costs 0 actions.
Luck of the Fox (1) You may use Chi as Ite' through the end of the following round. Make a skill roll for every point so spent: you take 1 damage for every level less than Great.
Contract of the Fox (8) This may be used right after all parties roll initiative for a combat. Your initiative is equal to the highest initiative result. Costs 0 actions.
Eyes of the Snake (2) If a Fair skill check is made, then all attacks on you are at -1/2 through the following round.
Slither of the Snake (X) If a Fair skill check is made, X opponents with Potential one-third or less (round down) of yours may not attack you if they have a choice of targets. If everyone on your side is using this, there is no benefit for any of you.
Strike of the Snake (6) A MAA costs 0 actions. Use the lesser of the MAA skill and this skill. Costs 0 actions.
Coil of the Snake (X) At any point in a round, make a skill roll. X = difference between this roll and original initiative roll. You may choose to use the new roll as your initiative result for this round. Costs 0 actions. May only be used once per round.
Lunge of the Snake (3) In addition to normal initiative roll, make skill roll. Take higher of two as initiative result. Costs 0 actions.
Fire Strike (1) Make a barehanded attack with this skill. In addition to normal damage, the opponent's flammable clothing catches fire, doing progressive damage of 1/round. It takes one action to slap out the flames.
Fire Stance (6) On a Fair skill roll, any opponent striking you barehanded suffers a Scratch for every hit. Lasts through following round.
Fire Fist (3) Attack with this skill, damage bonus is +6 from fire.
Eyes of Fire (3 + X) As Fire Fist, but range is X yards.
Gathering the Fire (3) tbd
Signature Weapon Doesn't really seem necessary, what with Specialization and all.
Deals with arcanowave effects and mutations, which have no clear parallel in FADAD.
Drunken Stance (1) For an opponent to attack you, an opponent must spend an action making a Perception roll. The difficulty of the roll is this skill, or X-4, where X is the number of drinks you've had in the last half-hour, whichever is less. This is also your speed drinking skill. For every action spent drinking, make a skill roll with Terrible difficulty. The relative degree is the number of drinks chugged, as limited by availability.
Drunken Fist (X) tbd
Wily Stupor (X) tbd
Aberrant Spasm (3) tbd
Spasmodic Leap (3)
Claw of the Tiger (1) Use this skill to make a barehanded attack with damage bonus +3.
Tiger Stance (1) When you take damage from hand-to-hand combat, if a Fair skill check is made then you may make a MAA on the opponent who damaged you. Costs 0 actions. The MAA also costs 0 actions.
Unyielding Tiger Stance (2) Right after you are attacked in hand-to-hand combat, you may respond with a simultaneous MAA if you make a Fair skill check. Costs 0 actions. The MAA also costs 0 actions.
Vengeance of the Tiger (4) If you get wounded in hand-to-hand combat, you may immediately launch a MAA against the opponent who just wounded you if you make a Fair skill check. Add the number of damage points you took (after subtracting DDM) to your MAA skill. Then make a constitution check with the difficulty depending on the wound suffered: Scratch - Mediocre, Hurt - Fair, Very Hurt - Great, Incapacitated or worse - don't bother. If failed, you are exhausted and may only take one action per round for one round per damage taken.
Flow Restoration (0) Cures paralysis of Point Blockage (see below).
Requires touching the subject. Skill roll must be equal to or greater than
Point Blockage roll.
Corners of the Mouth (X) Make a Fair skill check and spend X Chi while touching subject, who then gains X Chi. The subject loses these bonus Chi at the end of the following round.
Healing Chi (special) Takes 2 actions. Heals one wound by one level, if a successful skill roll is made with difficulty based on wound level: Scratch - Poor (1 Chi), Hurt - Mediocre (3 Chi), Very Hurt - Fair (4 Chi), Incapacitated - Good (6 Chi), Near Death - Great (8 Chi and GM's approval). The Healing Chi roll must also exceed any Dodge taken by the patient. If the skill roll is sub-Terrible or a -3 or -4 on the dice, the patient suffers a Hurt.
Point Blockage (5) Use this skill to strike an opponent. If you hit, compare your Potential +4dF to your opponent's Potential +4dF. If your total is higher, the opponent is paralyzed for a number of rounds equal to the difference. If victim is aware of an attack while paralyzed, the same contest of Potentials is repeated. If opponent wins, paralysis wears off.
Shadowfist (0) If you hit an opponent barehanded with this skill and win a contest of Potentials, then your opponent permanently loses two levels in all MAA skills and the ability to use one fu power of your choice. You lose permanently lose one level of Potential. These losses can be recovered through training and experience.
Storm of the Tiger (X) After making a barehanded MAA, if a Fair skill
check is made you may add X to the damage. Prerequisites are Shadowfist and
Vengeance of the Tiger.
The prerequisites for this path are a bit tricky, so refer to the diagram on p. 104 in FS.
Inner Strength (1) Until end of following turn substitute this skill for your Magic Resistance attribute.
Eye of the Storm (2) You may make a saving throw against any spell or psionic power with lingering effects on you, using this skill for your Magic Resistance attribute.
Gift of the Storm (1) When you use another fu power, if a skill check is Fair or better, you may designate another character 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 sight of you. For Empty Bottle powers, the Gift of the Storm user must drink, not the target.. Costs 0 actions.
The Storm Reverses (X) If you make a Fair skill check, specify a new target for a magic spell cast at you by an opponent. X is the spell's level.
Willow Step (1) If you make a Fair skill check, a Dodge attempt is improved by +1. Costs 0 actions.
Walk of a Thousand Steps (X) If you make a Fair skill check, add X/2 (round down) to any defensive action using Dodge or any MAA skill.
Clothed in Life (1) If a Fair skill check is made, until the end of the following round, you have +1 DDM for attacks done to you by characters with lower Potential than your own.
Armored in Life (3) If a Fair skill check is made, until the end of the following round, add +2 to DDM.
King on the Water (3) If you make a Fair skill check, and your Charisma attribute is higher than your opponent's, then the next attack he makes on you automatically fails.
Tornado of Shelter (7) If you make a Fair skill check, you are immune to damage from magic spells or psionics through the following round.
Fortress of Righteousness (X) Used when an opponent uses a fu power to strike you. If your skill check is equal or higher than your opponent's Fu power skill, then your opponent's use of that Fu power is neutralized. The cost of this power is the cost of the neutralized power.
Natural Order (3) If targeted by a magic item's (including smokepowder and melee weapons but not spells) attack, and you make a Fair skill check, then the attack does no damage to you.
Backlash of the Turtle (3) If you make a Fair skill check, a magic item (including smokepowder and melee weapons but not spells) which has just (in current or previous round) injured you is neutralized for one day or destroyed (GM's discretion). Artifacts are immune to this power.
Mirror of the Turtle (3) Make a skill check with the difficulty depending on the level of wound you just took from a magic item attack (including smokepowder and melee weapons but not spells): Scratch - Poor, Hurt - Fair, Very Hurt - Good, Incapacitated - Great, Near Death - Superb. If you succeed, whoever wounded you takes an equivalent wound.
Laughter of the Turtle (7) If you make a Fair skill check, you are immune to damage from magic items (including smokepowder and melee weapons but not spells) through the following round.
Vengeance of the Turtle (4) If you make a Fair skill check and can manage to strike barehanded or kick a non-living vehicle, that vehicle is destroyed or disabled. Spelljamming vessels generally have their helm disabled for one day per relative degree. Seagoing vessels generally spring a leak and sink within a few minutes.
The prerequisites for this path are a bit tricky, so refer to the diagram on p. 106 of FS.
Gathering of the Clouds (1) If you make a Fair skill check, you may take an action while maintaining concentration on something else, such as a spell. Costs 0 actions.
Awesome Downpour (1) If you make a Fair skill check, a single MAA action may target two characters within 10 feet of one another, using the highest of the two defense results of the two. Damage is figured for both using that defense result.
Rain of Fury (2) If you make a Fair skill check, immediately after making one MAA on an opponent with Potential 1/3 or less of yours (round down), you may make another MAA with no action cost. Costs 0 actions.
Prodigious Leap (1) If you make a skill check, you can jump really far, horizontally or vertically. The difficulty depends on the distance: Poor - 5 feet, Mediocre - 10 feet, Fair - 15 feet, Good - 20 feet, Great - 25 feet, Superb - 30 feet, etc. If you tie the difficulty of the distance, then you land clumsily and fall down.
Flying Windmill Kick (7) Make a kick attack using this skill. If you hit, you may make another such attack on the same opponent, with no action cost. You may continue doing this until you miss. The difficulty is the opponent's defense from the first attack. Costs 2 actions.
Abundant Leap (2) As for Prodigious Leap, but double the listed distances.
Flying Sword (3) If you hit with a sword when flying at an opponent (using this skill), add 3 to ODM.
Water Sword (X) If you make a Fair skill check, opponents suffer a -X/3 penalty to defend against you through the following round.
Loyal Steel (1) Throw a weapon at a target at up to 10 feet per level of Potential you have. Make the attack using this skill, determining damage as if you were holding the weapon. Weapon returns to your hand unless your result is sub-Terrible.
Vertical Charge (3) This lets you move up a vertical surface. Uses X actions. Add X to skill in a sword attack made immediately after these actions (can be in following round). You must make X Fair skill checks for this to work.
Torrent of Fury (8) If you make a Fair skill check, you may launch a series of attacks against several opponents. Each time you hit with a MAA, you get an additional attack on another opponent. Each opponent may only be targeted once.
Integration of the Clouds (1) If you make a Fair skill check, you combine
two fu powers into one action. Affected powers must share a word in their
titles (such as "Stance" or "Leap"). Chi cost for both must
be paid, plus cost of this power. Costs 0 actions.