Action!/Schtick/Fu/Construction

= Basics = 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= 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.

Only Unarmed
Provides 4 free points

Only Group of Weapons
Provides 2 free points. Max 3 Weapons and Unarmed.

Attacks and Powers

 * 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)

Cost 0

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

Cost 1

 * 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

 * 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
You may not stack Perks or Flaws unless noted.

Extra Damage or EV
Progression 1.

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

After Hit
Cost 2 Power is now used after a hit.

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

Add Attribute to Damage, EV or Attribute
Cost 3, +1 for Strength, +1 if Strength is boosted Boost chosen item with chosen Attribute.

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

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

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

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

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

Cause Shaken
Cost 5 Power inflicts Shaken.

Cause Twin Damage
Cost 10 Power causes Damage twice.

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

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

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

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

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

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

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

Extra EV multiplier
Cost 10 Add +1 EV multiplier.

Knockback
Cost 2 This Power inflicts +5 Knockback.

Knockdown
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
Cost 5 Power hits all adjacent targets.

No Action Penalty
Cost 4 Action incurs no Action Penalty.

Other Attribute
Cost 1 Change prerequisite attribute to another Attribute besides Focus.

Style Bonus AV
Progression 8 Bonus AV versus a specific style.

Style Bonus Damage or EV
Progression 1/3 Bonus versus a specific style.

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

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

No Wounds
Power causes no Wounds.

No Shock
Power causes no Shock points.

Restrict Power
May only be used in conjunction with another Power.

Lowered Damage or EV
Power has -4 Damage or EV.

Lowered EV multiplier
Power has a -1 EV multiplier.

Incur Action Penalty
Power incurs an extra -2 Action Penalty when used.

Requires Move
Power requires a previous Move.

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

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

Once per sequence
You may only perform this Maneuver once per Sequence.

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

Activation roll
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
Stackable Power requires an extra Action to perform.

Slow Action
Stackable Power now requires an Action type one step worse.

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