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Added Character Creation Choices:

  • Cost to buy new Technique: 3 XP
  • Cost to increase Technique: New Rating x2 XP
  • Cost to buy new Special Maneuvers/Combos: Power Points x 4 XP

  • Basic Grab becomes Sustained Hold with zero damage
  • Basic Bloodsuck Maneuver (Grab) - can be slotted in while holding target in substained hold, same as basic Grab but 3BP damage
  • Basic Discipline Maneuver (Speed -1) - must specify discipline and level for combos

  • Chi can be spent in place of Willpower for fuelling disciplines
  • At the end of combats, recovery roll for Will and Chi with Road score (maximum of Will & Chi the combat was started with - no mickey-mouse fights to quickly regain Will & Chi)
  • Chi can also be recovered by spending blood 1:1
  • Recover all Will and Chi at the end of the OT month/IT year
  • Remove:

  • Esquives
  • Improved Pin
  • Pin
  • Alter:

  • Cartwheel Kick: Use Steve Wieck erratum
  • Ear Pop: In the system, add the phrase "you can use this maneuver while being grabbed by a Sustained Hold, as long as the target of the maneuver is the grabber"
  • Elbow Smash: Must be used in-hex
  • Fireball: The cold blue chi flames of this maneuver don't count as fire for the purposes of aggravated damage or inducing rötschreck.
  • Flying Fireball: The cold blue chi flames of this maneuver don't count as fire for the purposes of aggravated damage or inducing rötschreck.
  • Heart Punch: Damage +7. On vampires, it also destroys 1BP if virtual damage is at least equal to target's Stamina-2 (minimum of 1)
  • Hundred Hand Slap: Speed -1, Move Two
  • Improved Fireball: The cold blue chi flames of this maneuver don't count as fire for the purposes of aggravated damage or inducing rötschreck.
  • Inferno Strike: The cold blue chi flames of this maneuver don't count as fire for the purposes of aggravated damage or inducing rötschreck.
  • Lunging Punch: Speed -1, ignore ruling for Crouch Blocking
  • Repeating Fireball: The cold blue chi flames of this maneuver don't count as fire for the purposes of aggravated damage or inducing rötschreck.
  • Telepathy: Costs only 1 Chi per scene. Outside of combat only limited communication on the level of revealing planned combat cards
  • Yoga Flame: The cold blue chi flames of this maneuver don't count as fire for the purposes of aggravated damage or inducing rötschreck.
  • Add:

  • Alacer Wrist (Glory Times p.64) - Eight-Trigram-Boxing 2, Hashasheen 2, Snake Fist 2, Thugee 2, Kalaripayat 3, Wushu 3, Any 4
  • Arm/Wrist Lock (Glory Times p.66) - Damage Zero. Eagle's Claw 1, Dirty Fighting 2, Dog Boxing 2, Eight-Trigram-Boxing 2, Kherüülch 2, Snake Fist 2, Yoga 2, Any 3
  • Blindfight: Any 2
  • Darun Catch (Glory Times p.68) - Kushti 2, Wrestling 2, Yagli Güres 2, Any 3
  • Femina Wind (Glory Times p.69) - Hashasheen 1, Kalaripayat 1, Thugee 1, Wushu 1, Any 2
  • Jet Uppercut (Glory Times p.64f) - Bahuyuddha 4, Boxing 4, Eight-Trigram-Boxing 4, Mind & Body Boxing 4, Kalaripayat 5, Tantui 5, Wushu 5
  • Roundabout Kick (Glory Times p.66) - Dragon's Claw 2, Tantui 2, Dirty Fighting 3, Kalaripayat 3, Kherüülch 3, Wushu 3, Any 4
  • Soccer Kick (Glory Times p.66) - Any 2
  • Split Punch (Warrior's Fist 1 p.22) - Dirty Fighting 3, Kherüülch 3, Any 4
  • Taunts (Warrior's Fist 23 p.6ff) - Prerequisiste/System: Replace Disguise with Subterfuge. All skill prerequisites are lowered to 3 if higher
  • Styles by Culture:

  • Compiled list of all available styles and their maneuver lists
  • Combo School for Non-Combatants
  • Europe

  • Boxing: Use Boxing.
  • Dirty Fighting: Use Special Forces.
  • Wrestling: Use Sanbo.
  • Northern Chinese (Jin / Kara-Kithai / Xi Xia)

  • Eagle's-Claw-Kung-Fu (Yingzhaoquan): Use Native American Wrestling. Remove Spinning Clothesline and Shockwave. Add Arm/Wrist Lock (1) and Eagle's Claw (1), which allows any basic punch to be made at -1 damage in exchange for a +2 speed to any Grab next turn.
  • Eight-Trigram-Boxing (Baguazhang): Use Kung Fu (Chi 5, Will 2). Remove Kicks. Add Grabs from Native American Wrestling. Add Alacer Wrist (2), Arm/Wrist Lock (2), Boshi-Ken (2), Psychokinetic Channeling (4), Shikan-Ken (3) and Shuto (2).
  • Kung Fu: Use Kung Fu.
  • Mind & Body Boxing (Xingyiquan): Use Boxing (Chi 6, Will 1). Remove Grabs. Add Air Throw (2), Back Breaker (2), Levitation (4), Mind Reading (3), Psychic Vise (5), Psychokinetic Channeling (4), Shikan-Ken (3), Stunning Shout (2), Suplex (1) and Telepathy (2). When the boxer uses an unbalancing attack (or throw), it does not look like a throw – only a touch is necessary (Names for Grabs: Unbalancing, Taking the Root, Cutting the Root.)
  • Tai Chi: Use Kung Fu (Chi 6, Will 1). Remove Kicks. Add Focus maneuvers from Kabaddi, except Extendible Limbs. Add Psychokinetic Channeling (4).
  • Southern Chinese (Song)

  • Dog Boxing (Gouquan): Use Capoeira. Remove Backflip and Musical Accompaniment. Add Grab maneuvers from Special Forces.
  • Dragon's Claw (Lung Ying): Use Shotokan Karate.
  • Drunken Master (Zuiquan): Use Capoeira. Remove Head Butt and Musical Accompaniment. Add Deflecting Punch (1), Displacement (4), Feigning Incapacity (1), Feigning Weakness (1), Inspire Pity (1) and Maka Wara (3).
  • Monkey Kung Fu (Houquan): Use Kung Fu. Remove Dragon Punch, Dim Mak, and Rekka Ken. Add Beast Roll (3), Exhort Overconfidence (1), Maneuver Challenge (1), Rolling Attack (3), and Vertical Rolling Attack (2).
  • Majestic Crow Kung Fu (Wuyajuequan): Use Majestic Crow Kung Fu.
  • Snake Fist (Shequan): Use Kabaddi. Remove Head Butt maneuvers and all Fireball maneuvers. Add Alacer Wrist (2), Backflip Kick (2), Dim Mak (4), Displacement (3) and Flying Heel Stomp (3).
  • Wushu: Use Wushu
  • Indians

  • Bahuyuddha: Use Boxing.
  • Kalaripayat: Use Wushu. Remove Rekka Ken and Great Wall of China. Increase Lightning Legs to (5). Add Dim Mak (4), Dashing Punch (5), Dashing Uppercut (1), Ear Pop (2) and Heart Punch (4).
  • Kushti (Indian Wrestling): Use Sanbo
  • Mushtiyuddha: Use Thai Kickboxing.
  • Thugee: Use Spanish Ninjutsu.
  • Yoga: Use Kabaddi.
  • Mongols

  • Bökh (Mongolian Wrestling): Use Native American Wrestling.
  • Kherüülch: Use Special Forces
  • Yagli Güres (Turkish Wrestling): Use Sanbo
  • Saracenes (Abbasid / Ayyubid / Khwarazmian / Zengid)

  • Baraqa: Use Ler Drit.
  • Hashasheen: Use Spanish Ninjutsu.
  • Tantui: Use Western Kickboxing.
  • Varzesh-e Pahlavani (Persian Wrestling): Use Sumo Wrestling. Add Ground Fighting (3), Spinning Clothesline (4), Turbo Spinning Clothesline (2) and Zen No Mind (3).