This Path uses chi to manipulate sound. Thus, it is impossible to use the Schticks in this Path in a quiet manner, as a Schtick in use produces deep bass tones and thumbing vibrations in the ground and air. Characters who practice this Path should either have Flash Defense for the Hearing Group or Personal Immunity on their Schticks.
Description: The character releases a sonic pulse capable of deafening several targets close together.
Game Information: Hearing Group Flash 8d6, Area Of Effect (3m Radius; +1/4) (30 Active Points); Limited Range (10 meters; -1/4), Perceivable (powers are easily audible over long distances; -1/4). Total Cost: 20 points.
Description: Using techniques similar to SoundQuake, the character releases a pulse of sound into this target, permanently deafening them.
Game Information: Major Transform 8d6 (transform hearing person into deaf person, healed by certain medical procedures), Partial Transform (+1/2) (120 Active Points); Limited Target (humans; -1/2), No Range (-1/2), Extra Time (Full Phase, -1/2), Perceivable (powers are easily audible over long distances; -1/4). Total Cost: 44 points.
Description: By generating a constant sub-sonic tone, the character can make it nearly impossible for others to hear, concentrate, or even think.
Game Information: Change Environment (-4 to Hearing Group PER Rolls, -4 INT Rolls and all INT-Based Skill Rolls), Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Area Of Effect (18m Radius; +1) (70 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2), Perceivable (powers are easily audible over long distances; -1/4). Total Cost: 23 points.
Description: Forming a resonance within his body, the character slaps his hand against his target and releases a sub-sonic pulse, usually reducing his target to rubble. The Area Of Effect should be centered on the character’s striking hand, not his body, allowing the character to collapse whole sections of wall, destroy large vehicles, and bring down buildings. The character can’t hurt living things with this Schtick, and can only use it on buildings, wall, vehicles, and the like. It’s up to the GM wether this Schtick will work on androids, robots, and Mechanon.
Game Information: HKA 2d6, Area Of Effect (6m Radius; +1/2), Penetrating (+1/2) (60 Active Points); Only Versus Non-Living/Rigid Objects (buildings, wall, vehicles, and so on; -1), Extra Time (Full Phase, -1/2), No STR Bonus (-1/2), No Knockback (-1/4), Perceivable (powers are easily audible over long distances; -1/4). Total Cost: 17 points.
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