Action!/Schtick/Fu/Construction

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Lei Kung Fu.jpg

Basics[edit | edit source]

Most Kung Fu schticks have a Focus requirement, others have other requirements. You may not use Kung Fu schticks with higher requirement than you possess. All Kung Fu Schticks fall into one of several categories:

  • Focus, Luck, Presence, Power, Shot, Wound: Spend a [Pool] point to receive the benefits of this Schtick. Duration is normally one sequence.
  • Passive: This Schtick is always in effect.
  • Action: This Schtick is a maneuver that requires an Action.
  • Move: This Schtick may be activated as a part of a Move.
  • Hit Counter: Free counterattack when hit.
  • Attack Counter: Free counterattack when attacked.
  • Defensive Counter: Counterattack when attacked, Counterattack hits before Attack.
  • Passive Defense: This Schtick may be activated as a part of a Passive Defense.
  • Active Defense: This Schtick may be activated as a part of an Active Defense.
  • Stance: This Schtick is a Stance, and may not be combined with any other Stances.

Style Construction[edit | edit source]

All Styles consist of a number of Kung Fu Schticks.

Each Schtick gains a number of free levels to "buy" Kung Fu powers equal to its numerical position (1st=1 point, 2nd=2 points, etc). This also raises its minimum Kung Fu requirement to the same (3rd has a minimum requirement of 3). It must also have a higher requirement than any earlier Schtick.

Style Restrictions[edit | edit source]

Only Unarmed[edit | edit source]

Provides 4 free points

Only Group of Weapons[edit | edit source]

Provides 2 free points.
Max 3 Weapons and Unarmed.

Attacks and Powers[edit | edit source]

  • Light Attack, -1 Damage, Knockdown roll (Cost 0)
  • Standard Attack, +2 Damage, +0 EV (Cost 0)
  • Heavy Attack, +5 Damage (Cost 1)
  • Full Move and Attack (Cost 2)
  • Triple Move (Cost 1)
  • Jump Move (Cost 2)
  • Free Move (Cost 3)
  • Flight Move (Cost 4)
  • Free Active Defense (Cost 8)
  • Move: Active Defense (Cost 3)
  • Passive Defense (Cost 8)
  • Switching Stances as an Action (Cost 2 per other Stance)
  • Switching Stances as a Free Action (Cost 5 per other Stance)
  • Multiple Stances Active (Cost 10X)
  • Free Interaction with Attack (Cost 2)
  • Passive Power (Cost 4)
  • Ignore Impairment (Cost 4)
  • Ignore Knockdown (Cost 1)
  • Ignore Knockback (Cost 2)
  • Extra Attack (Cost 8)
  • Action: Healing (2 Shock points) (Cost 2)
  • Action: Healing ([Attribute] Shock points) (Cost 5, Strength+1)
  • Passive Healing (2 Shock points) (Cost 5)
  • Passive Healing ([Attribute] Shock points) (Cost 8, Strength+1)
  • Action: Healing (1 Wound & [Attribute] Sp) (Cost 8, Strength+1)
  • Passive Healing (1 Wound & [Attribute] Sp) (Cost 11, Strength+1)
  • Action: Regain Pool point (Cost 6)

Possible Attack variants[edit | edit source]

Cost 0[edit | edit source]

  • Attack -1 D, Knockdown roll
  • Attack +2 D

Cost 1[edit | edit source]

  • Attack -5 D, +1 EV multiplier, Knockdown roll
  • Attack -2, +1 EV multiplier
  • Attack -1 D, Sp Knockdown
  • Attack +2 D, Knockdown roll
  • Attack +5 D

Cost 2[edit | edit source]

  • Attack -5 D, +1 EV multiplier, Sp Knockdown
  • Attack -5 D, Hit Knockdown
  • Attack -1 D, Knockdown roll, +1 EV multiplier
  • Attack +2 D, +1 EV multiplier
  • Attack +2 D, Sp Knockdown
  • Attack +5 D, Knockdown roll
  • Attack +8 D
  • Attack +8 D


Perks[edit | edit source]

You may not stack Perks or Flaws unless noted.

Extra Damage or EV[edit | edit source]

Progression 1.

Active Defense[edit | edit source]

Cost 3
A Power that normally requires an Action now requires an Active Defense.

After Hit[edit | edit source]

Cost 2
Power is now used after a hit.

Add Attribute to AV[edit | edit source]

Cost 10, +2 for Strength.
Boost Action AVs with chosen Attribute.

Add Attribute to Damage, EV or Attribute[edit | edit source]

Cost 3, +1 for Strength, +1 if Strength is boosted
Boost chosen item with chosen Attribute.

Add d10 to Action[edit | edit source]

Cost 10
Focus: Gain d10 AV to Action. Used before roll.

Add d10 Effect[edit | edit source]

Cost 5
Gain d10 EV to Action. Used after roll.

Add X AV[edit | edit source]

Progression 10
Gain X AV to Action. Used before roll.

Cause Action Penalty / Impairment[edit | edit source]

Cost 4
Power causes 1 point of Action penalty/Impairment if you cause 1 Wound.

Change Attribute base[edit | edit source]

Cost 1
Effect is now based on other Attribute. All Effects that have (+1 for Strength) or (+1 if Strength is boosted) have Strength exchanged for the new Attribute.

Change Damage Type[edit | edit source]

Cost 1
Damage type is changed from Physical Damage to any other type of Damage. Normal types include:

  • Fire
  • Holy
  • Unholy
  • Ice
  • Wind
  • Lightning
  • Earth
  • Chi (Magic / Soul)
  • Life
  • Death

Cause Impairment[edit | edit source]

Cost 1-16
1: Power causes 1 impairment 1 Sequence.
2: Power causes 1 impairment EV Sequences.
4: Power causes -1/5 EV impairment 1 Sequence.
5: Power causes -1/4 EV impairment 1 Sequence.
6: Power causes -1/3 EV impairment 1 Sequence.
7: Power causes -1/2 EV impairment 1 Sequence.
8: Power causes -1/1 EV impairment 1 Sequence.
8: Power causes -1/5 EV impairment EV Sequences.
10: Power causes -1/4 EV impairment EV Sequences.
12: Power causes -1/3 EV impairment EV Sequences.
14: Power causes -1/2 EV impairment EV Sequences.
16: Power causes -1/1 EV impairment EV Sequences.

Cause Secondary Damage[edit | edit source]

Cost 8
Power causes another Pool point loss (not Wounds) per [Wound Threshold] EV.

Cause Shaken[edit | edit source]

Cost 5
Power inflicts Shaken.

Cause Twin Damage[edit | edit source]

Cost 10
Power causes Damage twice.

Counter[edit | edit source]

Cost 5 (Hit Counter), 8 (Attack Counter), 11 (Defensive Counter)
This Power is a type of Counter. Hit Counter is a Counter you can perform when you are hit. Attack Counter means a Counter when you are attacked, which hits simultaneously. Defensive Counter means you Attack when attacked, before the attacker.

Damage Shield[edit | edit source]

Cost 4
Power now does damage to opponents that Attack you in Close Combat.

Drain Health[edit | edit source]

Cost 1-4+1 for Strength
1 SP / 1 EV.
4: No Maximum.
3: up to [Attribute] SP.
2: up to 5 SP.
1: up to 2 SP.

Drain Wounds[edit | edit source]

Cost 4, 2 for only the first Wound.
1 Wound / [Wound Threshold] EV.

Drain Pool Point[edit | edit source]

Cost 5, 3 for only the first Wound. 1 Chosen Pool Point / [Wound Threshold] EV.

Ignore Action Penalty[edit | edit source]

Cost 2 per Action Penalty ignored, Max 4
Action ignores 1 point of Action Penalty.

Ignore All Action Penalties[edit | edit source]

Cost 10
Action ignores all Action Penalties. Action incurs one point of Action penalty as normal.

Add Defense[edit | edit source]

Progression 5.
Tier 1: Your Passive or Active Martial Arts Defense is raised by 1.

Add Attribute to Passive AV[edit | edit source]

Cost 9, +3 for Strength.
Boost AV with chosen Attribute.

Extra EV multiplier[edit | edit source]

Cost 10
Add +1 EV multiplier.

Knockback[edit | edit source]

Cost 2
This Power inflicts +5 Knockback.

Knockdown[edit | edit source]

Cost 2(4 for hit, 1 for a roll)
This Power inflicts an automatic Knockdown if any Shockpoints are inflicted, on any hit for 4 points or requires a Knockdown roll (Stunt+Agility or Willpower+Focus versus 10+Shockpoints) for 1 point.

Multiple Targets[edit | edit source]

Cost 5
Power hits all adjacent targets.

No Action Penalty[edit | edit source]

Cost 4
Action incurs no Action Penalty.

Other Attribute[edit | edit source]

Cost 1
Change prerequisite attribute to another Attribute besides Focus.

Style Bonus AV[edit | edit source]

Progression 8
Bonus AV versus a specific style.

Style Bonus Damage or EV[edit | edit source]

Progression 1/3
Bonus versus a specific style.

Flaws[edit | edit source]

Rebate is 1 unless otherwise noted. You may not stack any Perks or Flaws.

Extra Attribute[edit | edit source]

Rebate 0
Power gains [Attribute] Prerequisite 5. You may raise this to gain more points.

No Wounds[edit | edit source]

Power causes no Wounds.

No Shock[edit | edit source]

Power causes no Shock points.

Restrict Power[edit | edit source]

May only be used in conjunction with another Power.

Lowered Damage or EV[edit | edit source]

Power has -4 Damage or EV.

Lowered EV multiplier[edit | edit source]

Power has a -1 EV multiplier.

Incur Action Penalty[edit | edit source]

Power incurs an extra -2 Action Penalty when used.

Requires Move[edit | edit source]

Power requires a previous Move.

No Move[edit | edit source]

No Move may be performed during the Action that this Power is performed.

Exclusive Power[edit | edit source]

Rebate 2
No other Power may be performed during the Action that this Power is performed.

Once per sequence[edit | edit source]

You may only perform this Maneuver once per Sequence.

Stance[edit | edit source]

Rebate 5
You may only have 1 Stance active, but it may be activated at start of Sequence.

Activation roll[edit | edit source]

Rebate 1, +2 per Action required. Power gains [Activation roll:] and requires an Activation roll with chosen Skill Difficulty [Position x5]. If it requires an Action as well, the rebate is increased by 2 points per Action required.

Slow Power[edit | edit source]

Stackable
Power requires an extra Action to perform.

Slow Action[edit | edit source]

Stackable
Power now requires an Action type one step worse.

Power Action New Power Action
Free Defensive
Defensive Move
Move Action

Point Expenditure[edit | edit source]

Rebate 5, 1 for Shockpoints
Power gains [Point Expenditure:] as a Flaw.