House Rules
Aborting to Move or Pass Update 12/07/04
Learning Maneuvers Update 4/18/06
Basic Grab
Blind Fighting
Blocking
Character Creation Information Update 12/07/04
Combo Purchasing and Use (5 sections) Update 12/08/04
Crouching and Groundfighting Update 12/01/04
Dizzy, Hit Stun, and Guard Break
Dodging Fireballs (landing after shot down)
Fireballs at Fireballs
Flying Tackle
Insight during a fight
Jump: Offensive and Defensive Update 11/24/04
Knockback Added 4/15/06
Ler Dritt
Lightfeet
Maintain Balance
Medicine, Mystic New 11/09/06
Multiple Styles
Negative Honor New 11/11/06
Non-combat Use of Maneuvers Update 12/08/04
Pushing Strength (Test your might)
Raising Chi Above 10 (becoming Akuma) Update 03/22/06
Rank Advancement Update 9/29/06
Regaining Will and Chi Update 03/22/06
Revised Maneuvers & Styles Updated 4/18/06 (Spinning Pile Driver, Levitation)
Throwing Damage (when heads collide)
Special Cards (like Strikers) Update 4/28/04
Willpower spending
Weapons (2 sections) Update 10/23/05
The Whole Move/Attack Order of Play and Straight-Line Momentum Update 11/12/06
Extra Stuff
Terms Update 9/29/06
Background(s) Update
02/01/08
Merits Update 02/05/08
Flaws Update 4/20/06
Aborting to Move or Pass
If you have yet to go, you may abort your action entirely and instead
Move on the speed of the aborted action. You may move up to your Athletics
in hexes or the movement provided by the aborted action, whichever is less.
This doesn't cost Will.
You can also choose to Pass (as in actually doing nothing). This will
enable you the ability to perform an Abort action later that turn but only
if you are prompted to do so by another action attempted on your
character. If nothing happens to you, your Pass only enables to you stand
and drool. If you know you want to play an Abort card regardless, you must
do so on your played card speed instead of choosing to Pass or Move.
Abort Combos
If you abort to a maneuver, that maneuver cannot be considered the 2nd
or 3rd part of a Combo since you have broken pace. But, you may start a new
Combo with that move to which you have Aborted.
This means that if you have a Jab to Jab combo and a Jab to Jump combo and play
the first Jab, you cannot play Jab
on the second round and then abort to a Jump and get the Combo bonus for it.
However, if you have a Combo that starts with Jump, you can play the 2nd part
of that combo on the third round.
So the rule is: If you Abort out of a combo, you abort out of combo.
The two Storytellers have discussed this and agreed.
Also for the sanity of all, you may not combo from "Kipup" or "standing up." I mention this because I considered it.
Anyone can learn any maneuver provided there is a teacher, time, and suitable explanation. If a move has no Any cost and is not in a student's style, the cost for learning it is Two Power Points above the Highest Cost (to a maximum of 7 PP). This is standard and applies to either of the below methods for actually attempting to learn the maneuver.
Learning Maneuvers and Raising Techniques (General)
Use the Result Table for Methods A, B, and C. However for B and C, consider the 1 Success mark to start at the exact number of successes needed for the Insight roll (the 2 Success mark would be 1 success over what is needed, etc.)
Use the below procedures for raising a Technique as well. However, only make the Insight roll if using Method B or C. Replace "PP Cost" with "Desired Dots of Technique." You also get unlimited retries when attempting to raise a Technique (however, a failure costs 1 Week per dot). You can also make these rolls (or start trying) before you have the full amount to purchase said Technique or Maneuver; however, you must make a downpayment (minimum 4 XP, for each attempt, or 3 for a Technique) in such a situation.
Results of the Roll
If you Stall or Botch a method, you can't try that method again until after you have raised an attribute or ability that is used in the roll (like Insight or Style Lore) or the Technique related to the Maneuver.
When you fail, Stall, or Botch, you fail after trying for a number of days matching the PP cost. If you Botch, you must additionally study for a period of time depending on the number of ones that were rolled before you try again. Subtract the amount of 1s from 6 and apply that number to the Result Table. So if you roll five 1s, 6-5 is 1 so you must study for 1 month per Power Point before you may try again. If you roll 6 or more 1s, you must study for 1 year per Power Point.
Result Table:
Botch - Cannot try this method again until you've learned more
0 Successes - Stall, You've reached an impasse in your learning (Result depends on method used)
1 Success - 1 Month per Power Point
2 Successes - 1 Week per Power Point
3 Successes - 1 Day per Power Point
4 Successes - 1 Hour per Power Point
5 Successes - 1 Minute per Power Point
Method A
Student rolls Wits+Insight and the teacher rolls Int+Instruction.
Use whichever result is higher unless one of the rolls is a failure. If either roll fails, you must try again. A Botch on either roll means the student cannot learn this manevuer from that teacher. Stalls have no effect.
A sensei acquired from the Sensei Background cannot Botch or fail his Instruction roll (it is in his/her contract). Your Background sensei raises any insufficient roll to the minimum required successes.
Method B
To learn or develop a Maneuver by yourself when you have only seen or heard of the Maneuver, make two rolls:
Understand: Roll Int+Style Lore with Successes matching your PP cost for the Maneuver to understand the nature of the Maneuver. The Difficulty of this roll is 8. Roll Int+Mysteries instead if it is a Focus maneuver.
Learn: Then, Roll Wits+Insight with successes matching the PP cost.
If you fail either roll, you cannot learn the maneuver with this method and must obtain outside help.
Observe: If you have observed the maneuver before, you can attempt to recall it in clarity and reduce the difficulty of the Learn (Style Lore) roll. Roll Perception+Insight and get successes equal to your PP cost for the maneuver (equaling the PP cost reduces the difficulty from 8 to 6, and every success after reduces it by another One to a minimum of 4).
If you fail this roll, the Difficulty is raised by how many Successes you were short (maximum Difficulty is 10). You keep the result of your Observation roll for this Maneuver until you manage to succeed in this method or you raise your Perception or Insight.
Method B(a)
Practicing with a Friend
If someone is willing to repeatedly practice the maneuver with you although they do not have Instruction, you can learn by observing them. Use the Method B for this, but use standard difficulty for the Style Lore roll.
NOTE: If the maneuver is particularly simple or merely a combination of two maneuvers the character already knows (such as Air Throw when you already know Jump and Throw), the difficult of the Learn (Style Lore) roll may be reduced by two.
Method C
To teach a maneuver to yourself, if you have the ancient scrolls that show how to perform the maneuver (etc.) or some other aid:
Understand: Roll Int+Style Lore with successes matching the PP cost to understand the maneuver. (Roll Int+Mysteries instead if it is a Focus maneuver.)
Learn: Then, Roll Wits+Insight with successes matching the PP cost.
Please note that both the Players Guide and Musashi's Page (see Links) present alternative methods, any of which I think are fine. However, I oppose any roll which allows you to pay less than the standard 4 Experience per Power Point (in the Players Guide). I very much like Musashi's rules on learning moves by observing them. Looking back, I can't help but feel that I subconciously made the above methods simplified versions of what he presents (not a bad thing since Musashi's page is perhaps the most insightful page on Street Fighter: The STG on the internet).
The Basic Grab Move
The basic grab is merely a do damage and release attack. It is not
sustained. However, stunts may be done with the grab technique, such as
trying to restrain (sustained hold) or pull someone (but these shouldn't
directly do damage).
Blind Fighting
Here's a quick easy way to use Blind Fighting. When fighting in the dark or bad visibility, roll your Blind Fighting skill alone, with successes reducing the difficulty (back to six at the lowest). Example Difficulties: Dark enough to not see clearly - Diff 7, Pitch Black (miniscule ambient light) - Diff 8, Total Darkness - 9, Performing Brain Surgery in the Dark - Diff 10.
Blocking
All Blocks are Abort Maneuvers (except those that state otherwise,
and a few mentioned below) and provide a +2 Speed bonus on the round afterwards
(unless otherwise stated). Fighters can Block after being Knocked Down
with no Speed penalty (only you're still knocked down).
Deflecting Punch is not an Abort. Grappling Defense is an Abort but
is not a Block and doesn't grant a +2 speed bonus the round thereafter.
The basic Block maneuver works against guns (taking into account that
blocking isn't only parrying but ducking and weaving) but the Block technique
is halved (rounded down) for effect.
San He works against bullets in campaigns where guns do lethal damage
and gun damage is only affected by lethal soak (i.e. a character's lethal
soak is half his stamina).
Character Creation Information
Combo Purchasing
Combo Use
In the Street Fighter videogame, a Combo is a quick attack pattern
for use against a single opponent. Each attack shocks the opponent, allowing
more hits to be made easier. Thus, targets cannot be changed when executing
a Combo (i.e. such an action ends the Combo). For game use, changing targets
is too much of a concentration break.
If a sustained hold is in a Combo, the next action in the Combo must
still be performed on the turn after initiating the sustained hold or the
Combo ends. In other words, a sustained hold cannot be used to lengthen
a Combo past 3 turns. This is according to the main rule book which states
about Combos on page 132, "This bonus is only given when the moves of a
Combo are played in order turn by turn." Also, it states, "Combo Maneuvers
are combinations of punches, kicks, or other maneuvers, which are chained
together over two or three combat turns."
With the exception of Jump, secondary "helper" maneuvers do not need
to be specified in a Combo. This includes: Lightfeet, Aura Excitation,
and PK Channeling. (This was voted by the players.)
Multiple target attacks (like Spinning Clothesline) in a combo:
Combo Breakers: A character's combo is broken (cannot be continued)
in the following instances:
Rekka-ken in Combos Crouching and Groundfighting
A Basic Maneuver (Basic Attacks, Block, Move, etc.) may be performed
as a Crouching maneuver with a -1 Speed penalty for Crouching
(putting it in a Combo negates
the -1 Speed and also gives the Combo bonus). Standing from a
Crouch has a -1 Speed penalty. Kipup will negate the penalty for standing
from a Crouch.
Moving while Crouching/Groundfighting is difficult. There is a -2 penalty
to Athletics, and a Movement action (even for those with Groundfighting)
will only give a +1 hex of movement. The Athletics penalty will; of course,
mean that the character can't perform certain Maneuvers on the ground if
their Athletics drops below the requirement.
Playing Crouching maneuvers after performing Flying Tackle suffer no
penalty with Groundfighting. Likewise, performing a Crouching maneuver
getting up from the Groundfighting position or from being knocked down carries
-2 Speed (-1 with Kipup) unless the fighter has Groundfighting. If you play a maneuver after being knocked down without geting up, you are counted as attempting to use Groundfighting unless you at least rise to a Crouching position.
Special maneuvers may be performed while Crouching only with Storyteller
approval. Purchasing a variant maneuver may be required (one might come
free with your purchase of Groundfighting or most likely only cost 1 PP
if there is minimal change to the move). Something such as 100-Hand Slap
with only upper body movement I'll go ahead and say can be done while Crouching
(just loses the one hex of movement).
Dizzy, Hit Stun, and Guard Break
Dodging Fireballs
Fireballs at Fireballs
Flying Tackle
Insight (experimental)
Jump: Offensive and Defensive
If you are making the attack, you must declare the maneuver on the speed of the Basic Attack. The only purpose for the Jump speed will be to determine if you are fast enough to make a dodge roll against projectiles that interrupt your attack.
If (before you declare your attack) you are attacked by a projectile that you can only interrupt with the Speed of the Jump, you can choose to make your Jump but you have to, now at this point, also declare your attack. It may be possible that you dodge the projectile, but that your attack, which is on a slower speed than your jump, is afterwards interrupted by another opponent's card before you land.
If you choose not to declare on your attack speed, you are choosing play your Basic Attack with Jump cards defensively. This means you cannot make the attack (although it will still count for Combo), but nstead, can only use the ability of the Jump card (movement modified by the Basic Attack card you played).
Basic Attacks used with Jump may be made into Overhead attacks
(and therefore used on Crouching opponents) with the attacker suffering the
penalties that follow. The attacker suffers the penalties of a Knockdown.
Ler Dritt
Lightfeet
Medicine,
Mystic Multiple Styles (Multiple Style Background)
Negative Honor and Aggravated Honor Loss
The Honor scale used in the game runs from -10 to +10. Negative Honor is fully possible, and there are no benefits of Negative Honor other than to measure the evil nature of a person and the amount of good they will have to do to regain their Honor (i.e. make it a positive number).
Non-combat Use of Maneuvers Pushing Strength (Test your might)
Raising Chi Above 10
Rank Advancement
I'm not the only one on the web who feels that the Rank system in Street Fighter
leaves something to be desired. Here is my new system:
A 2 Win to Advance or Demote System. For every 2 wins a
row, go up a rank. For every 2 losses in a row, go down a rank. Two
fighters must be within 4 ranks of each other for the win to be put on
record.
Declining a challenge of an equal rank or of a rank not more than 2
below yours will (may) be counted as a no show. Only one "official
challenge" with these consequences may be active at one time. In other
words, a warrior may not be challenged a second time while a challenge
is already in place. This doesn't prevent other official matches from
taking place in the time in-between however. If only one warrior shows
up to a "challenge" match, that warrior is considered the victor unless
he waives that win.
This system may have a few holes. But any tournament (not just Street Fighter related)
where a certified observer is present can be counted towards the ranking system.
And also, Shadoloo wouldn't have anything in place that might have holes or be abusable would they? Naw . . .
World Warrior System When one wins the Street Fighter tournament (a yearly event),
they receive the World Warrior title. Anyone of Rank 3 or higher who defeats a World Warrior in an official WW match receives the title. Anyone who drops two ranks while they hold the World Warrior title loses that title. If lost in this manner, bringing your rank back up to your Rank when you received the title (or 2 ranks whichever is more) wins you back the title, unless your rank was reduced to Zero in which case you must win the title again.
There is no minimum or maximum number of World Warriors; it is simply a title that says you can stand with the best.
Official Tournaments and Matches (Rules)
Regaining Will and Chi
Replacing Temporaries Which You Have Spent Permanently
Revised Maneuvers
Clarified Dislocate Limb
Clarified Spinning Clothesline:
Clarified Stunning Shout:
Clarified Zen no Mind:
You play the Zen no Mind card and pay its cost on a Speed of Wits + 0. However for Abort, Dizzy, and Kipup purposes, you are still not considered to have taken your action until you have played one of the three cards. Modified Hundred Hand Slap and Lightning Leg Revised Air Smash
Revised Backflip
Cartwheel Kick (Steve Wieck version) "You know something is amiss when the original editor of a game system
offers an alternate take on a maneuver that he was not there to edit.
He offered this version of the maneuver during some email exhanges a while
ago." - Musashi (musashi@ranter.net)
Revised Chi Push
Revised Elbow Smash Revised Groundfighting
Revised Head Bite
Levitation (Levitate)
Revised Lunging Punch
Revised & Clarified Pin / Improved Pin
Revised Repeating Fireball
Revised Shock Treatment
Revised Style Stuff Maneuvers That I'm Changing
The movement change on Flash Kick was made before I said this: Throwing Damage
Special Cards One Striker card is usable per session per player. One card is awarded after each session to each player who ends with a positive Honor modification (or for the accomplishment of special goals per the Storyteller's discretion). There is no limit to the use of cards that do not call Strikers. Strikers may be restricted to use where it is reasonable that the Striker could actually appear.
Old Method:
We have introduced new optional cards into play that can be taken with Honor roll successes
instead of Will or Chi. For the cards that I will give out, if you elect to buy
one of these cards instead of regain Will or Chi (if it is not all refreshed)
that amount of Will (Will first then Chi) doesn't return at the daily refresh rate. So you may
still be down that amount next time we play, at least until another battle and Honor roll.
Willpower
Weapons
Weapon Blocking
The Whole Move/Attack Order of Play and Straight-Line Momentum
I am enacting a new rule called Straight-Line Momentum to lessen the drawback of straight-line maneuvers (a drawback which seems overwhelming). It works as follows. When playing a SL maneuver, you must take all of the movement unless you hit something. If you hit a solid object, you may reverse direction and finish your movement.
When this chronicle began, we didn't look closely enough at the combat
system; however, we realized that we prefer our method once we noticed
the difference. For our game, Move/Attack is one phase. If you are interuppted
by your opponent moving out of range, you can continue to move and attack
if you have movement left afterwards. This makes Speed not the end all
and be all of the system.
With a Grab, you can actually attempt to weather your opponents attacks,
and then grab them instead of having to be a Speed god. This also makes
Esquives a lot more useful (because it states the system as it should be
in its description - i.e., it becomes the dodge/sidestep maneuver for the
game). Forward Flip Knee is also useful (or would be if not for the speed).
Terms (Applicable to all maneuvers original
to the Final Countdown unless otherwise stated)
Sustained Holds - A botched damage roll lets the opponent free from a hold. During the maintain/break-out roll, the values of both rolls are compared, no matter how bad either roll is. The roll cannot be botched, but 1s take aways successes and can cause a negative result. If the defender rolls more than the attacker, he escapes (even if the higher roll was a negative number).
Juggling - A maneuver that sends the victim airborne until their
initiative on the next round. Their next action will be at -2 (or -1 with
Kipup). If the victim has yet to take an action on the round juggled, they
lose their action but use that time to land instead and so suffer no penalty
next round. (This is just being Knocked Down in the air.)
New Backgrounds
Sensei (Additional Information)
Burning Blood
Description Crew Students Merits and Flaws Merits
Custom Style (2 Point) Spirit of "Your Style" (Raising Style Above 5 Dots) Polaroid Reflexes: (4 or more Points)
Photographic Reflexes: (4 or 5 Points)
Adaptive Offense (4 Point Version) Learning Reflexes (4 Point) Double-Jointed: (3 Point)
Ambidextrous: (1 Point)
Raising Tiebreak:
You can get up to two phantom dots on your Wits attribute. They are only considered for tiebreak.
Flaws
Berserk - 2 Points
When the character is at half or below health, make a Willpower roll (based on current Will) and score at least one success.
If this fails, the character will now attack without reservation. The character will not Block or play Abort cards to avoid attacks. The character will advance and attack anyone who interacts with him (anyone in proximity) although he will attack with priority those who are attacking him. Otherwise, he will concentrate all attacks on the person who is closest.
Going Berserk causes the character to lose 3 temporary honor, perhaps more depending on the guilt/severity of actions taken while Berserk.
If the Willpower roll succeeds, the fighter must make a Will roll for each time an attack/maneuver causes him damage while below half health to see if it pushes him over the edge to go Berserk.
If the Willpower roll is a Botch, the fighter must spend 1 Willpower each round either to do Damage or to soak Damage. Usually, it will only be to Soak if interrupted by an attack that will cause the Berserk fighter to lose his attack.
He continues attacking until:
Rival - 1 (an equal) or 2 Points (your better)
Moves can be added/inserted into an existing
two-part Combo for 1 PP per move as can the ability of combined dizzying.
The order of existing moves can't be changed. Also, a maneuver in
a combo can replaced with another for 1 PP (but if you just buy another
you get to keep the old version).
Of Note: 2nd Move of Combo is at +2 Speed, 3rd Move of Combo is at +4 Speed
However because some may disagree, if the Combo is purchased with the stipulation that the target MUST be different between each maneuver of the combo, then it is OK and can be a good strategy versus multiple opponents.
Essentially, a Combo is broken if, for any reason, one of the Moves cannot
be performed (a move's effect being negated by an opponents action doesn't count)
Botching a Maneuver doesn't break a Combo, but it does give the -2
Speed penalty. Being put in a Sustained Hold after doing the Combo move
in that round and breaking it in between rounds before the next move in
a Combo, slows down the combo by only -1 Speed.
One of the most powerful maneuvers in the original book is Rekka-ken, though it does admittedly suck away your Willpower mightily quick. For game balance, Rekka-ken does not stack its Speed bonus from purchased Combos if used in one. For this reason, it only makes sense to use it as the First or Second maneuver in a Combo (because the third maneuver in a combo gets +4 Speed).
Crouching is a Basic Maneuver you can play with other cards (so make a card for it).
Characters suffer from one of these when they take more damage than their
Stamina in a single round from a one hit attack or on the same round when the
damage from a dizzy combo combines to equal more than their Stamina. This Three Class system has been designed so that everyone equally
loses only one action when they take more damage than their Stamina. Maneuvers such as Heart Punch always Dizzy (because it's the whole purpose) instead of Hit Stun/Guard Crush when the appropriate damage is done.
Dizzy The character is dizzied (may take no action) for the entire
next round when they have already completed their action in the current round.
(You have either completed your Movement/Jump action or managed to make a
damage test against an opponent in the current round.)
Hit Stun If the character has yet to go in the current round, he
loses his action in the current round but may act normally next round.
(You didn't get to make the damage test of your attack or begin your Movement/Jump/Block action.)
Guard Crush If you were blocking, you are dizzied for the remainder of the current round
and the next round or until you suffer any amount of damage.
To jump a fireball, roll your Dex+Athletics. This is contested by the attacker's Wits+Focus.
If a character fails to dodge a fireball,
he doesn't necessarily land back in his starting hex or the one he was
jumping to. I've devised two ways to figure this out (unless the Storyteller
wants to arbitrarily decide).
First Method:
The jumper rolls Athletics. The number
of successes is the hexes traveled. Add extra dice if using Accelerated
Jump, Balance, or Lightfeet (one extra dice per hex that would have been
traveled above the character's Athletics). Will spent for successes in
dodging will also add to this roll.
Second Method:
This is determined by the Dodge roll itself.
Attacker rolls Wits+Focus vs the defender's Dex+Athletics (the usual to-hit/dodge
roll). If the jumper is shot down, the difference between the attacker's
roll and defender's roll is reduced from the defender's movement (move
the remaining movement towards jumper's declared destination, not really
a choice). If the defender rolls five and the attacker rolls 7, the defender's
move is reduced by 2. If the defender rolls 3 and the attacker 7, the defender's
move is reduced by 4.
Fireballs may be fired at other fireballs.
(An Improved Fireball, Inferno Strike, or Yoga Flame may be used to counter
all Repeating Fireballs aimed at the defender rather than just one). The
total damage from the attacks are compared. The difference is what gets
through to either the attacker or defender (whoever's attack won). For
quickness of play, using this roll will automatically enact the Optional
Soaking Rules (defender rolls Stamina/Soak versus damage taken, successes
take away from damage rolled).
I believe the most likely source of the Flying Tackle "+2 bonus to
Grabs on the round afterwards" comes from the fact that you are already
on top of your enemy. There is also the question of whether this bonus
counts as a combo or can be increased by adding a combo to it. I've ruled
that a combo can be added to it; however, should the enemy stand back up
in the same round that they are knocked down, the +2 bonus from Flying
Tackle is lost (becaues you are no longer on top of the enemy). Also, the
penalty for needing stand the round after being knocked down apply to both
parties in most cases (i.e., in all cases unless the storyteller
wishes to rule otherwise) unless the attacker wishes to engage in Groundfighting.
Here are some Grabs that Flying Tackle cannot provide any bonus
for because the victim must be standing (or higher) beforehand (or
the attacker must be jumping to do it): Air Suplex, Air Throw, Choke Throw,
Hair Throw, Head Twist, Power Flip, Rushing Slam, Spider, Thigh Press,
Talon Snatch (Hooligan Roll), and Swing DDT.
Here's a use for Insight during combat. In between turns, Insight may
be used to foresee the opponent's next move. Simply play your Insight card
and declare it after everyone has played their cards but before anyone
declares their speed or card. Insight has no speed as it technically occurs
between rounds. Select an opponent, and roll Wits plus Insight. The number
of successes will give you a hint as to the opponent's next move. After
you use Insight, play your card for the round and combat can begin as normal.
The difficulty is based on the dice subtracted from the next action
of the character performing Insight. For two dice subtracted, difficulty
is 8. For four dice subtracted, difficulty is 6 (this is the most extreme
allowed). Example information that can be learned:
Successes: 1 - Attack or Defense or whether in a combo or how hurt
the enemy is
Successes: 2 - Two bits of information (from the list of 1 Success)
Successes: 3 - Technique that will be used or whether it is fast or
slow (move with penalty or bonus)
Successes: 4 - Can recognize the maneuver if the you've seen the opponent
use it previously. (or learn both facts from the 3 Success list)
Successes: 5 - The speed of the maneuver or other info.
Insight vs. Insight: Two people using Insight against each other
would subtract their successes from each other, the left over point(s)
going to the victor.
When you play a Basic Attack with a Jump card, both cards retain their own Speed. This gives you several options. This is not a new house rule, merely better documentation for it.
As far as I'm concerned, Ler Dritt has access to:
Fireball (3)
Levitation (4)
Yoga Teleport (5)
Ler Dritt also has several brand new Maneuvers.
This is based on the anime and later videogames.
The following also applies to Ler Dritt:
* Flying Heel Stomp (can reverse direction after attack or can move straight up and remain airborne until next attack).
Lightfeet provides no bonus abiilty to maneuvers with a set static
Movement (i.e., None, One, Two, etc). Doing so changes the "rules of the
game." Originally, I said it applies to all moves except those with no
movement (but you can't spend Will on maneuver with a set static Movement).
However, I see that this maneuver would still provide a great disparity
in power among the various set Movement maneuvers (for example: Elbow Smash
gains some advantage while Suplex gains a lot more) so I've decided to
nip it in the bud entirely.
For those who totally disagree, I will present to you the guy who dashes
with all his grabs (movement of 4 when spending Will with Lightfeet) who
paid 5 PP to gain +3 to all his grabs (with 1 Will) compared to the guy
with Siberian Bear Crusher who paid 5 PP for just that one maneuver. Obviously
in this light, Lightfeet represents a glaring loophole in the character
construction system.
Also, it would be hypocritical to allow Musical Accompaniment to add
to the Move of maneuvers with a static Move (though I don't have the problem
with it I have with Lightfeet).
Maintain Balance
For a cost of 4 PP, Kipup can be upgraded to Maintain Balance. Roll
Athletics whenever knocked down, if the roll equals or is greater than
the damage taken from the attack, the fighter is instantly back on his
feet with no speed penalty although any actions lost from KD are still
lost. Kipup combined with the Balance (Focus) power also gives this benefit.
In the martial arts world of this game, most skills will tend to have
somewhat of the character of the setting. Thusly, the Medicine skill can be used
to treat ailments of the Chi, chakras, and the effects of Atemi strikes. To
treat a mystical ailment, the Medicine skill is restricted to equal dots of
one's Mysteries knowledge. The effects of Atemi strikes do not fall into this
category; however, one can try to unparalyze themselves if their entire body is
paralyzed by atemi strikes. Roll Focus+Medicine with Medicine restricted to
equal dots your Mysteries.
Every character is assumed to start out with 5 dots in their style
(this is an Optional Background Rule). This can be split up among several
styles during play and extra dots purchased as a Background. This costs
5 XP times the current rating during play (5 XP for the first dot).
The first limitation is that only Maneuvers from the style with the
least dots may be purchased during character creation. A character can
only buy Maneuvers from the style with PP costs that are not more than
the dots in that style Background. This is always absolute.
Also, Technique requirement is a similar restriction. The background
dots must equal the Maneuver's Technique dot requirements to purchase it.
In some cases, the Technique requirement can be filled by having dots in
another style. For any style, the Technique list with the most Maneuvers
(more than one if tied) is the Technique requirement that can be matched
to other styles.
(For example, someone has Shotokan Karate Background at 4 dots. This
matches the PP cost and Focus requirement of Flaming Dragon Punch but not
its Punch Technique requirement of 5. However, the fighter also has a Boxing
Background at 5. Since Punch is the biggest maneuver list from Boxing,
it's Punch requirement can be used for the Punch Technique requirement
of other styles.)
Also, the character cannot buy Any cost Maneuvers with a higher PP
cost than his highest Style Background. If a move in none of your styles has no any cost (consider the highest cost the Any cost for purposes of this determination before applying the +2 PP penalty for there not being an Any cost).
Aggravated Honor Loss caused by certain nefarious powers is when the damage causes your Honor to become Negative. Negative Honor gained in such a fashion has a letter A put under it to denote the cause. This Negative Honor is considered Demon Chi - not in that you gain any usable Chi from it, but it is considered such for purposes of removal and in how it affects your character's behavior (see Raising Your Chi Above 10 - The Danger).
When not in actual combat (or an action scene), I do not charge Will or Chi for non-combat use of maneuvers and powers, unless they have a specified non-combat cost or you use such a maneuver for more than one round consecutively (likely to be enforced if used for a whole scene).
When: Only when dramatically appropriate (such as lifting a truck off a loved one, not to be used simply to boost your strength for combat)
How: Spend 2 Will and roll your permanent Willpower. Add successes to your Strength for rounds equal to the character's Willpower. After Strength expires, roll Stamina and the results match the successes that follow:
No Successes or less - Pass out for hours equal to Strength gained
One - Pass out after one round, and at -4 Strength for hours equal to Strength gained
Two - At -3 Strength for hours equal to Strength gained
Three - Minus 2 Strength for hours equal to Strength gained
Four - Minus 2 Strength for 30 minutes per Strength gained
Five or more - Minus 1 Strength for 30 minutes per Strength gained
If you are willing to risk insanity or permanent possession by evil spirits, raising your Chi above 10 is a great idea. Your must have Focus 7 to try for an 11 or 12 rating. You need Focus 8 to try for a 13 or 14 rating and so forth. The Point cost per Dot raises by one for each Chi past 10 being purchased. To get to 11, you must pay 2 Points per current Dot.
Example:
11 Chi costs 20 Experience, 12 Chi costs 33 Experience, 13 Chi costs 48 Experience, 14 Chi costs 65, and so on.
That becomes your Permanent Chi Rating. However, you actually get more Temporary Chi than that.
With an 11 rating, you now have 15 Temporary Chi. With a 12, you get 20. With a 13, you get 30. And with a 14 rating, you now have 40 Temporary Chi.
The Danger (Side Effect):
Every time you raise your Chi a Dot past 10, roll your permanent Chi versus your permanent Willpower. You may not spend Willpower on this roll!
If your Chi roll is higher than your Willpower roll, you either go insane or are taken over by an evil force (50-50 chance as to which). If this happens, the new Chi you have gained is considered Demon Chi. The Storyteller gets to choose the nature of consequence, but it should be as contrary to the character's nature as possible (or as debilitating).
If your Honor is 10 (and you have maintained it at 10 for a minimum of eight years or so), you may add 10 dice to your Willpower roll. If you have maintained an Honor of 8 or 9, you gain 5 dice.
The results of failure might be undoable but would likely involve somehow ridding oneself of the extra Chi that you worked so hard to gain (without reimbursement).
Characters regain 1 Will and 1 Chi from each night of full sleep. This can explain how those with no honor ever gain any back.
Also, I've approved a Meditation skill/ability which may be used once per day. Dice equal to the Meditate skill are rolled and the meditation requires 1 hour. A number of additional dice may be added equal to the character's Focus technique. For each die added from Focus, the meditation requires +1 hour to perform. Each success gains back 1 Chi. This replaces the regaining of the 1 Chi per full night of sleep. A successful Meditation may be used to replace a night's sleep though this requires a minimum of 2 hours. If you fail this roll, all die pools are reduced by Two until you get a full night's rest by normal means (or you successfully attempt to meditate again after 24 hours have passed).
If you should ever spend a permanent Chi or Will, it costs 10 XP to buy it back. This is regardless of how many dots you currently have in that temporary.
Dislocated Limb: Breakout rolls are -2 dice if one limb is dislocated. You may not make any resisted rolls for that limb if it alone is being affected (such as against a Joint Break).
Fighting with a Dislocated or Broken limb:
If you spend 1 Will you can make an attack without penalty on the attack speed and roll. However, you automatically suffer half the damage done by your attack (with a dislocation) or the same damage (with a broken limb).
Do not get the free damage test before you move. S.Clothesline as presented in the main book is unbalanced. The number of damage tests are now equal to Movement.
Can either choose to sacrifice one hex of movement for a damage test at start-up (in starting hex) or can Move/Attack. You do not have to purchase differently working Spinning Clotheslines.
Either method is exactly as how we have been playing. I am only adding the option to not sacrifice the first hex of movement.
Can affect extra people for each Focus past 5 (F6 +1, F7 +2, F8 +4, Cumulative). So if you have Focus 7, you can Stunning Shout four street fighters of standing simultaneously by concentrating your kiai.
While true that it is left up the storyteller for when Stunning Shout may affect groups of thugs, this bonus rule allows it to affect more than one character who is not a mere thug.
A card played with Zen no Mind may start a combo but never be the second or third part of a combo. However, you can combo Zen no Mind itself.
If two people are playing Zen no Mind and tie break becomes an issue, the three tie break qualities are Focus then Perception then Meditate.
After you do either of these attacks, you can play it again on the following turn for no Willpower cost and without the maneuver's speed penalty (they become Speed +0 Maneuvers). However if you do, you cannot play the same maneuver again on the third round (i.e. the second following round).
Air Smash is an Overhead maneuver.
Power Points: Same
Prerequisites: Same
Description: Same.
System: Move in a straight line away from opponent. Once you perform this maneuver, you can try to dodge all attacks attempted on you during the rest of the round. Roll Dex+Athletics versus Speed Attribute (Dex,Wits) of Attack + Technique. If you roll higher or tie, you dodge it with no damage. You get +2 Speed on the following round if you avoided all hits.
Cost: 1 Willpower
Speed: +3
Damage: None
Move: +2
[Please see his page - linked above - for more discussion.]
Power Points: Capoeira, Martial Dance, Ninjutsu, Wu Shu 2; Any 3
Prerequisites: Kick 2, Athletics 2
Description: The fighter travels in a series of accelerating
cartwheels towards his target, ending with a powerful kick.
System: The attacker must move in a straight line to the enemy.
Each hex moved by the attacker adds +1 damage to the final kick.
Cost: 1 Willpower
Speed: -1
Damage: +1 per hex travelled
Move: +2
Prerequisites: Same
Power Points: Same
System: A good example of a maneuver written by someone with no understanding of the game system. Soak roll? WTF?
Range is equal to Focus. Damage is Int+Focus like a Focus maneuver (because it is one).
Additional Chi up to your Focus may be added. Each Chi adds +1 die to the damage pool.
The maneuver's dice pool may be exchanged as follows:
For each -1 die, a hex of range may be added.
For each -1 die, a hex of knock back is added.
San He negates all effects of this maneuver.
You can Jump this attack like a Fireball.
Cost: 1 Chi
Speed: -2
Damage: +4
Move: None
Elbow Smash has no Movement.
Although I will not force this one on my players, I'm going to make an effort to have all NPCs operate with Elbow Smash having no Movement. Simply, Elbow Smash is far too good (+2 Speed and Damage for no Will or Chi). Even the fact that it has one movement means that there is not an overwhelming reason as to why it isn't better than Cannon Drill. ES's one movement isn't much of a weakness when its Speed bonus means that often it can't be avoided even with a Jump. Taking away all its movement means that at least it can't be used to escape grabs.
Prerequisites: Athletics 3
Power Points: Jiu Jitsu/Judo, Sambo, NAW, Wrestling, Commando
Sambo, Pankration 2; Special Forces 3; Any 4
When two fighters are knocked down, the fighter trained to fighting
on the ground has the upper hand. He knows how to move, how to grapple,
how to make the other guy's life pain.
System: A fighter who attempts to fight after being knocked
down who tries to fight without getting up suffers a -1 Speed and -2 Damage
penalty. No combos of his will work on the ground either (unless he has
Groundfighting or they are specified as such). Likewise, standing while
trying to hit someone on the ground with an attack that is questionable
(as to whether it can hit a low target) suffers a -1 Speed, -2 damage (non-crouching
punches, etc).
Some maneuvers simply can't be performed lying down, Dragon Punch comes
to mind. Also, playing grabs on standing people is not logistical unless
it is a maneuver that takes out their legs specifically.
The Ground Fighter, anyone else trying to fight while staying knocked
down, or those who are crouching have -2 to their Athletics, and a Move
action will only give +1 Movement. Groundfighting may be purchased for
+1 PP to negate the Athletics penalty.
Prerequisites: Same
Power Points: Same
System: Same as regular Head Bite.
Cost: None
Speed: +1
Damage: -1
Move: One
System: Levitation lasts a number of rounds equal to your Focus or until you are knocked from the air. Stays in effect. You can play other cards on the rounds that follow.
While you are levitating, you use the Movement of your Levitate instead of the Maneuvers you play, except in cases where the maneuver has a static Movement (such as One or None).
Prerequisites: Same
Power Points: Same
System: Crouching. Causes Knock down. Does not ignore any form of Block.
Cost: Same
Speed: Same
Damage: Same
Move: Same
Prerequisites: Same
Power Points: Same
System Changes: Adds +2 to Maintain Holds instead of +3.
Improved Pin may only be used on opponents who are standing and not dizzied if
they are adjacent or in the same hex. The maneuver's full move may only be
used to pin opponents who are knocked down or dizzied.
Prerequisites: Improved Fireball
Power Points: Any 5
System: Same as regular Repeating Fireball, except number of Fireballs is calculated as Focus minus one.
Cost: Same as regular Repeating Fireball
Speed: Same as regular Repeating Fireball
Damage: Same as regular Repeating Fireball
Move: Same as regular Repeating Fireball
Prerequisites: Focus 3
Power Points: Any 4
Description: Same as Shock Treatment description.
System: This power affects anyone in the character's hex or
an adjacent hex (except the character using the power). Someone hitting
the character with Extendible Limbs from outside the range will not be
affected. All victims are knocked back one hex. This power stays in effect
the whole round once played.
The character may decide when this maneuver is purchased whether or
not is Crouching. An alternate version of this power may be purchased which
costs 2 Chi, Knocks Down victims who are not Blocking, and does affect
Extendible Limbs. Also alternatively, damage may be raised by One per every
-1 to Speed (maximum final stats: -2 Speed, +5 Damage).
Cost: 1 Chi
Speed: +0
Damage: +3
Move: None
Savate (Players Handbook): There are no special Savate shoes that add to damage.
That was just plain stupid.
Jiu Jitsu (Contenders): No style may grant maneuvers free of Power Point cost.
Cost is instead (1).
Dragon Punch: If not against an Aerial opponent, it is only Aerial after the damage test if used against an adjacent opponent. Also applies to Flaming Dragon Punch, Shinryuu Ken, Flash Kick, Dragon Kick, and Genocide Cutter.
Flash Kick now has a Move of One. Damage is +8.
Hurricane Kick: If there are no other targets, the fighter may choose which direction someone in his hex gets put. Applies to anything that says, "like Hurricane Kick." If only used against one opponent, costs only 1 Will to use.
Spinning Pile Driver: Damage modifier increased to +8.
Storm Hammer: Storm Hammer only costs 1 Willpower since its Movement is One.
Whirlwind Kick: This maneuver does not require straight-line movement. If only used against one opponent, costs only 1 Will to use.
Maneuvers (that aren't ranged Focus attacks) with no Movement that are used in the 2nd or 3rd part of a Combo are allowed one facing change unless an Aerial maneuver is used to move into the blind (rear) hex.
If thrown into an immovable object, the thrown person takes damage dice equal
to the hexes he had left to go on top of the throw damage (don't figure Stamina again).
This damage doesn't combine with the throw damage for purposes of Dizzy.
This is my preferred method of determining damage when one person is
Thrown into another: The person Thrown takes the damage from the Throw.
If the person Thrown has less Stamina than the person hit,
he will take damage dice equal to the number of hexes he had left to go (minimum of one dice).
This is on top of the damage done by the throw.
The person hit takes damage dice equal to the hexes the thrown person had left to travel plus the difference in their stamina if the thrown person's is higher
(minus the hit person's Soak).
The person hit must roll his Stamina (plus Block if Blocking) versus
the thrown person's Stamina to prevent being Knocked Down too. San He will
prevent a KD in this case.
I'm going to interpret the rules of this game (from page 64 of the
main book) as meaning only a fighter can only employ one maneuver which
uses Will in any given turn of combat. I feel this rule will help the game
be a bit more balanced. As a house rule, a character is always allowed
to spend 1 Will for either Soak or Success in any given combat turn (in
addition to possibly using a maneuver with a Will cost). When you spend
a Will to Soak damage, I remove a Success from the damage roll rather than
add 1 to your Soak.
I have created a table of Weapon modifiers that make much more sense
(is more realistic) than the table presented in the Contenders supplement.
This came at the request of my players. Click
Revised
Weapon List to view it.
When Blocking other weapons, a weapon's Damage bonus may be added to
the Soak (not applicable vs. Firearms or for Firearms.) Also, use character's
Stamina + Block for parrying, not the weapon technique as listed in Contenders.
Example: If you're holding a weapon, you may add the weapon to your Soak,
and if attacked in the same round with a Punch too, use your normal Blocking
Soak versus that attack.
If your weapon technique is not at least 1 in the weapon, your Blocking soak with the weapon is -2.
First (for the record), a SL maneuver can only hit people in the forward arc (front three hexes). Secondly - if your target uses movement to dodge your attack and move back to attack you, his movement to dodge your attack may preclude him from counterattacking. If your target Interupts and moves out of the way, you immediately resume the Movement portion of your maneuver if he declares an attack, regardless of your target interupting on a higher Speed, which has the additional effect of automatically ending the opponent's action for the remainder of the Turn. This is because the effort to Dodge the attack causes your opponent to miss you. Of course if you had no remaining movement or the opponent's attack can hit you at Range or Reach, you are still screwed.
I think this method requires just as much thought and strategy (if
not more) than the one presented in the book.
Limited Turn Maneuver - Instead of being Straight-Line, only
the three hexes in the direction the character is facing may be used (so
it will take a lot of movement to manage a 360 degree turn). This should
mainly be applied to momentum using attacks that aren't Aerial maneuvers.
I will generally apply this to any Running, Dashing-type maneuver (Flying
Tackle for example).
Aerial Maneuver - An airborne maneuver that will miss Crouching
opponents and ground hazards.
Crouching Maneuver - A maneuver that will miss Aerial opponents
(to either hit or be hit by them).
Overhead Maneuver - An Overhead maneuver will hit Crouching
opponents (combined with Aerial to be of benefit).
Knockdown - If the opponent suffers damage and is not blocking,
he is knocked down and either loses the action this current turn to stand
up or is -2 Speed on the next turn. Optionally, he can try to fight from
the ground with penalties. Grabs will ignore Blocks. Thus, Grabs that Knockdown
will do so to Blocking opponents.
Knockback - Knocks the opponent back a hex if he takes damage
and is not blocking.
Cannot Hit Aerial - A move that cannot hit an aerial opponent
cannot hit an opponent while they perform an Aerial maneuver (they can be hit before or afterwads). Someone hitting the character with an aerial maneuver may be struck when they come into contact with the character's hex (but not before, i.e. afterwards). If your attack allows a Dodge versus Fireballs, you may attempt to dodge an attack that Cannot Hit Aerial to make it miss. You cannot still make your attack when you dodge attacks of this type.
When rolling to learn a maneuver (see above) from the sensei you have from this Background, you may add your dots in Sensei to your roll.
Also, your dots in sensei determine the sensei's dice pool for teaching you. This dice pool equals 6 + Background. If your sensei is remote, you may add +1 die for that. An idea: You can increase your dots in sensei during gameplay by completing missions for him. You can take this Background multiple times, once for each sensei you have.
You are descended from a family with a great history. Legendary power burned in the blood of your ancestors, and that power has now been transfered to you. Will you use that power to be a Hero or a Destroyer of Ages?
Note that with this great power, comes both knowledge and consequences that are doled out by the Storyteller according to the level of your Burning Blood.
System
The cost of this Background is 5 per dot during character creation only. New Ruling: Only 2 Dots of this are allowed. Anymore is gross and unbalancing. Select Fire, Ice, or Electricity as your power (corresponding to various Focus maneuvers). The dots in your background add to your "effective" (but not actual) Focus for determining Technique for purchasing requirements and calculating damage.
If an attack makes multiple hits, the bonus dice from Burning Blood are divided as evenly as possible amongst the hits (i.e. Burning Blood of 1 would add 1 die to the first hit of a Repeating Fireball).
Background may not be raised above 5 2. If allowed, this may be increased during gameplay at the cost of 10 Experience per current dot. If you combine this power with Seventh Sense, everyone will think you are a munchkin and no one will like you.
11: You do not realize your true potential.
21: You are one with the power.
31: You feel the pull of destiny guiding you.
42: History repeats itself. Past mysteries are revealed to you.
52: An unavoidable conflict of great consequence looms near, with the true meaning of terror on one side and freedom from the chains of fate on the other.
Need ensigns for your submarine or airship? You could simply hire a crew with sufficient resources. This gets you a crew of specialized non-combatants who are loyal and like you. They will work for you as long as you can pay them (though a few may stick with you through tough times). When times are tough, they will return to you when you have enough to pay them again. For more powerful crew members, Allies or Staff are recommended. Although crew can be effective against other non-combatants, a real Street Fighter will make short work of them.
* - 4
** - 16
*** - 32
**** - 64
***** - 128
As Allies background only more numerous and possibly less powerful.
Only proteges can learn maneuvers from you that cost more than three Power Points (or powers that confer special abilities past level 3 - such as Mystic Arts).
Students get/have 1 XP for every 2 XP you have.
They cannot spend their Power Points (7) or all of their Technique dots (some are assigned; see Below) starting out, you must teach them in game play so they can spend them.
They start with a dot in each technique that you possess.
They do not get Freebie points, but they can sell back attributes for them.
(It's recommended you make 1 generic student character sheet for the non-proteges and have all the students reflect that sheet, including results of learning rolls.)
Students as Player Characters: If the student is a player character of another player character, the sensei character should have dots in the ally background instead, and the student character should (can) be made as a normal character. However, it is recommended to use this method if the Student is a player character of another character of the same player. Students built under the guidelines of the Student Background receive XP as the sensei receives XP. They can also receive XP normally if played as a player character.
* - 2 students
** - 4 students including a possible protege
*** - 8 students including two possible proteges
**** - 16 students including three possible proteges
***** - 32 students including four possible proteges
I don't see why the number of Merits a character buys should be limited; however, the Flaws cannot be worth more than 7 Freebie points (to limit the number of Freebie Points a character is worth in the beginning).
To have a custom style means that knowing no martial art style, you have set out to create your own. (You begin the game with your sole style being
Custom Style.) You create this style over time during the game with maneuver costs being approved by the Storyteller. You cannot purchase the Sensei Background or the Multiple Style Background during character creation. Other than maneuvers you have during character creation, you must seek out maneuvers during game play.
A Custom Style has a limit of containing 60 Power Points (4+8+12+16+20) worth of maneuvers (calculated on the idea that an average style may have 4 maneuvers of each PP cost). Base the PP cost according to listed costs of other styles. When you want to add a maneuver, assume the PP cost is that of the higest
listed, not including the Any cost. Any successes on your Learning roll that are over what is needed can lower that cost, but to a minimum of the cheapest PP cost listed for an existing Style.
Rugal Bernstein has a Custom Style.
This rule has been created because somewhat might want more than 5 dots in a style even though it served no real purpose. So now you if you do, you become the "spirit" of your style. This dot cannot be obtained during character creation (or perhaps for 5 Freebie Points).
Now that you are the very spirit of the style, you can add your dots (as extra dice) in your style on Insight, Instruction, and Style Lore rolls related to your style.
The character's mind and body remembers every detail of attacks that strike him. He can hold in memory 1 Maneuver at a time and can repeat this move from memory once. He only has to meet the Technique requirements of the Maneuver. The enemy must score at least one success for you to commit their maneuver to
memory.
Additional points put into this merit allow you to perform the attack in memory
one additional time per point (or to have more than one maneuver in memory). Example:
With the 5 point version, you can either perform one maneuver in memory twice or
have two different maneuvers in memory.
Any Maneuver the character is attacked with (that makes at least once
success - successes not required if you Blocked it) can be learned from memory as if from a Sensei. Use the Sensei method and act as if the roll for the sensei part was the required minimum.
5 Point Version: You only need to see the maneuver performed (in person),
though you must be spending the round studying it and doing nothing else.
"I have seen through your defense. You are now an open book to me."
When you spend a Will for a success against any foe playing a card that adds to
soak, your Damage difficulty drops by One in addition to the automatic success.
(5 Point Version)
Also once per story, you can apply this merit to one foe whom you've faced.
Your fight with this foe must have been one-on-one combat.
If you've fought the foe three times before, this automatically succeeds.
Otherwise, you must make an Int+Insight roll and roll successes equal to the
foe's block technique
(you need one less success for each subsequent time you face this foe) and you
must face the
foe again to re-roll a failed attempt. Even if the initial roll is failed, the
foe
is still considered targeted for future learning by this merit.
Your base difficulties to roll damage vs. this foe becomes 5 instead of 6
(difficulty drops by one).
The opponent can negate this by spending a Will for the scene (to give it his
all) or by raising his Block technique (he will have to be re-designated by this
merit).
"You cannot use the same attack against me twice!"
Each time you are attacked with the same maneuver from an opponent you become
better at defending against it. This ability re-sets each scene.
System: Each time an opponent hits you with a maneuver, you get a token for that
maneuver (up to 4).
Tokens do two things.
When you make a contested roll (Jump, Evasion, etc.) against this maneuver, the
tokens reduce the difficulty of your roll (to a maximum of 2).
When you play any maneuver that adds to soak (i.e. Block) against this maneuver,
you can also add the tokens to your Soak.
You get +2 dice for breakout rolls and to resist limb-breaking. You are allowed a resistance roll against dislocating attacks that don't normally allow a resisted roll, treated as a break-out roll and Dex may be subsituted if Disengage is known.
When applicable, your off-hand is not -2 dice (for attacks with a single damage test is when this penalty would be applied). Also if one arm is dislocated, you can still use the other with no penalty.
To purchase a phantom dot costs the same as purchasing the next dot of Wits, only your Wits is considered one lower (the XP cost per dot remains based on your actual Wits).
If you should happen to raise your actual Wits, you must pay back taxes on your phantom dots if you wish to keep them. Refigure the price of your phantom dots (as if you were adding them to your new Wits) and pay the difference compared to what you originally paid.
(more Flaws and Merits can be found at the SF Alpha - see
Links)
Enemy - 1 (less powerful), 2 (equally strong), or 3 Points (more powerful)
The character has an enemy which seeks to kill, capture, or otherwise harm for some nefarious reason. This can be a lone assassin, vengeful foe, or an evil organization.
The character has a rival (not necessarily in the Street Fighting circuit if the character has other interests). A rival is not the same as an enemy.