Karakorum Home Sitemap Background Beyond Karakorum Karakorum by Night Character Creation House Rules Designer Notes: Discipline XP SF:STG Links

  • Health levels as in Street Fighter
  • Replace combat rules with those of Street Fighter: the Story-Telling Game

  • Melee technique (all melee weapons - knives and daggers also covered by Punch technique if higher)
  • Archery technique
  • Punch technique also covers knives and daggers (or Melee, if higher)

  • Gain 5 XP per in-game year. Spending them for disciplines requires extra effort
  • There are DXP (Discipline Experience Points) that can only be spent for disciplines. Spending them for clan disciplines requires no explanation at all. Spending them for bodily out-of-clan discplines (Celerity, Fortitude, Potence) requires little explanation. Depending on your initial discipline spread, you start with 0-15DXP. You gain 19 DXP each time after 9 years, 20, 33 and 48 years after having joined the game. For the designer notes, see here
  • Skills:

    Remove:
  • Archery (covered by Archery Technique)
  • Athletics (covered by the Athletics Technique)
  • Brawl (covered by Punch, Kick, Block and Grab Techniques - punch also covers knives and daggers)
  • Melee (covered by Melee Technique - Punch also covers knives and daggers)
  • Folklore
  • Occultism (covered by Focus Technique)
  • New Background: Martial Arts

  • 0: Only access to "Any" maneuvers - Chi 1, Willpower 6
  • 1: Access to 2 maneuvers of a particular style - Willpower an Chi as per your style
  • 2: Access to two more (total of 4) maneuvers of a particular style
  • 3: Full access to a particular style
  • 4: Dto, furthermore access to 2 maneuvers of an additional style, plus access to every maneuver of any foreign style at highest power point cost +2 (see Jeet Kune Do)
  • 5: Dto, furthermore access to 4 maneuvers of an additional style, plus access to every maneuver of any foreign style at highest power point cost +1 (see Jeet Kune Do)
  • Disciplines

    Celerity:

  • Automatically increase Move by Celerity/2 (excluding fixed move maneuvers like Elbow Smash)
  • Spend 1BP to:
    a.) Increase Move by full Celerity (excluding fixed move maneuvers like Elbow Smash)
    b.) Increase Speed by Celerity/2
    c.) Add 1 (Celerity 3-4), 2 (Celerity 5-6) or 3 (Celerity 7+) to the Move of fixed move maneuvers like Elbow Smash

  • Fortitude:

    Add Fortitude/2 (rounded up) to Soak; spend 1BP to use full Fortitude instead. Fortitude is not negated by Ear Pop and similar maneuvers negating Stamina.

    Potence:

    As per regular V20DA rules

    Weapons

    Fire Lance

    Speed: +0
    Damage: 8*
    Move: +1

    A spear-like staff with a bamboo tube at its end, loaded with gun powder and shrapnell to be pressed against the foe and fired like a mix of a shotgun and a flame thrower. A fire lance is fairly pricey (R1) and is a disposable single use weapon.
    A fire lance does a fixed damage of 8 (difficulty for the damage roll 8). On at least one success, the Fire Lance also deals two levels of aggravated fire damage (soak difficulty 7). On a botch, the attacker suffers one level of aggravated fire damage (soak difficulty 7).

    Stake

    Speed: -1
    Damage: "+7"
    Move: -2

    A stake works like the Heart Punch maneuver, but instead of dizzying doing damage at least equal to Stamina causes the target to become staked