Action!/Schtick/Fu

= 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 twice while Actively Defending.
 * 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)
 * Flight Move (Cost 4)
 * Free Active Defense (Cost 8)
 * 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
Cost is 1 unless otherwise noted. You may not stack Perks or Flaws unless noted.

Extra Damage or EV
Stackable 5 times Add +3 Damage or EV to any Power.

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

Cause Twin Damage
Cost 10 Power causes Damage twice.

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

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.

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

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.

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 Gain d10 AV to Action. Used before roll.

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

Add X AV
Cost 2X Max 5. Gain X AV to Action. Used before roll.

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

Add Defense
Cost 1-5. Stackable 5 times. 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 2 Add +1 EV multiplier.

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 versus Shockpoints) for 1 point.

Knockback
Cost 2 This Power inflicts +5 Knockback.

Multiple Targets
Cost 5 Power hits all adjacent targets.

Counter
Cost 5 (Hit Counter), 8 (Attack Counter), 11 (Defensive Counter) This Power is a type of Counter.

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 / 5 EV.

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

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

Extra Attribute
Rebate 0 Power gains [Attribute] Prerequisite 1. 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.

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.

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.

Example Style

 * Tiger Style Explained

=Styles=