Entries marked with ** still indicate they have been finished, for now.
FIFTH UPDATE: (2/01/09): New maneuvers and updates to Punch and Kick are now live. No update notes are yet available explaining all the changes but it is a mixture of simple clean-up, tweaking, and boosting up some of the weaker entries *coughTripleStrikecough*. There's also a very basic Errata page that is live simply for the purposes of not having a dead link. I also have to go back through Merits and Flaws ... again ... because I was reading over the page and started taking notes about inconsistencies and potential stacking issues. On the other hand I've also got basic notes for 6 new merits and just as many new flaws.
SIXTH UPDATE: (2/19/09): Grab maneuvers should be done within 48 hours of this update. I've also cleaned up this post so that information is easier to find.
------------------------------
The following is a list of revisions and updates that need to be finished. This is an expansion of the Revision List I posted with my last update notice but with some notes attached to it. There's ALOT of work that needs to be done - especially now that I'm playing in a game of Legend of the Five Rings and therefore have tons of new material to scour. Tehehe!
I'm also working on more Merits and Flaws to include proofreading the stuff I've already got and tweaking it as necessary. I *might* include some basic conversion rules for abilites from Vampire: The Masquerade. By basic I mean exactly that: Fortitude, Potence, and Celerity. I'm also hammering out Backgrounds which will include some abilities used in the campaign that I didn't want to post while that was still running.
Street Fighter moves that need review (copied from a text file). Headers in blue are links to finished pages.
PUNCH
** 1,000 Punch Uppercut [Dashing Punch with 2nd uppercut]
** Art of Breaking [clarify dice pool and attack method]
** Atemi Strike [modify requirements and useable styles]
** Banishing Punch [added some limits to reduce abuse]
** Bushin Lightning Elbow [reduce speed, add clarity and flavor]
** Criminal Upper [movement and damage adjusted]
** Cross Counter [needed clarity particularly concerning aborts]
** Dashing Clothesline [proofread]
** Dashing Punch [must move in straight line]
** Dashing Uppercut [efficiency check, proofread]
** Double Hit Punch [proofread]
** Double Punch [clarified]
** Dragon Punch [edited system text for grammar]
** Ducking Fierce [add Block pierce]
** Ear Pop [clarify Honor loss, add agg. damage line]
** Elbow Drop [base stats as Fist Drop but specialized for Muay Thay/Savate]
** Fingertip Attack [add conjunction line]
** Fist Drop [minor grammatical change]
** Flash Chop [proofread]
** Leaping Rake [specify claw modifier and ending position]
** Lunging Headbutt [attached cost, revised]
** Lunging Punch [proofread]
** Monkey Grab Punch [system overhaul]
** Palm Strike [proofread]
** Reverse Elbow [Elbow Strike delivered to person standing behind the fighter]
** Sho-ouken [Sakura's semi-Dragon Punch]
** Sonic Fist [proofread]
** Spinning Serpent Punch [Radial chi-powered punch w/0 move but hits all adjacent hexes]
** Triple Strike [increased damage and speed]
** Turbo Spinning Clothesline [remove Capoeira]
** Vortex Palm [proofread, check knockback]
KICK
** Air Hurricane Kick [KD vs. aerial]
** Baby Scorpion Kick [clarified mechanics]
** Barrel Roll Kick [reduced damage booster]
** Claw Catch [clarified grab]
** Crack Shot [knockdown unpreventable]
** Double Dread Kick [edited for grammar]
** Double Kick [clarified]
** Double Wheel Kick [placed prereqs in the right order]
** Falling Axe Kick [edited for grammer, savate useable]
** Flash Kick [edited for grammar and clarity]
** Flurry Kick [adjusted the prereqs and added flavor text]
** Flying Thrust Kick [edited for grammar]
** Foot Sweep [edited for grammar]
** Forward Somersault Kick [grammar, added knockback]
** Genocide Cutter [edited for clarity]
** Jugular Kick [Elena's 3-hit crouching kick, fixed move of 3]
** Kyoja [clarity, damage increased]
** Lightning Dash [Chun-Li's special dashing Lightning Leg]
** Stepping Double Kick [Kung Fu exclusive]
** Thunder Kick [grammar, added knockdown]
** Tiger Pounce [Elena's springing double-hit Sobat]
** Tornado Kick [minor grammar tweaks]
** Trap Kick [changed reverse movement value]
** Ze Sho Hohou [2nd damage portion and movement]
BLOCK
** Counterstrike [improved and clarified this a bit]
** Destructive Block [clarified vs. multi-hits, added additional styles to the useable list]
** Dodge [proofread]
** Kick Defense [specify is a block maneuver]
** Leg Catch [clarify mechanics]
** Maka Wara [only damaged on contact with arms/legs]
** Missile Reflection [MAJOR overhault to make this more consistent with real world physics]
** Mirror Image [edited to make timing clear]
** Roll With the Hit [limited stacking]
Stunt maneuver [speed +0]
Taunt [speed +0, gives temporary Glory if succeeds]
** Weapon Block [added some flavor and clarity]
** Wing Defense [stacking w/other block maneuvers]
--this also completes Custom page 1.
GRAB
** Aerial Backbreaker [like Air Throw except damage via Backbreaker]
** Ankle Smasher [Kick Defense hook]
** Back Body Drop [add Grappling Defense hook]
** Barrel Roll Throw [adjusted mechanics of this throw]
** Bite [inflicts aggravated damage]
** Butterfly Drum [clarity]
** Choke Throw [requires Neck Choke]
** Disengage [original wording was confusing]
** Fish Hook [clarity]
** Grab [the basic maneuver which has long been ill-defined]
** Ground Leglock [Ground Fighting addition, adjusted requirements]
** Hangman's Noose [needs to be looked over]
** Headlock Kicks [increased speed and damage]
** Head Twist [adjusted dizzy modifier]
** Hooligan Combo [specify where the damage comes from]
** Jaw Spin [KD in same hex]
** Joint Break [added Lua/Sanbo to style list, expanded effects to include neck breaks, added flavor text, defined healing times and penalties]
** Joint Lock [added Lua/Sanbo/Judo/Jiu Jitsu styles removed Pin requirement, made harder to soak]
** Judo Throw [added many new useable styles, flavor text and adjusted the mechanics to make it more friendly]
** Judo Power Throw [increased speed]
** Leglock [basic leglock hold]
** Leg Scoop [added Capoeira and KD]
** Leg Smash [hold w/legs and use lower body strength to force opponent against objects/ground]
** Leg Twist [as an upgrade to Hooligan Combo, ditto]
** Leverage [added Chin Na, added some bonuses when used alongside other maneuvers]
** Mandara Twist [Kick Defense hook re-write]
** Monkey Flip [clarity]
** Schoolboy [increased damage slightly]
** Scissor Sweep [added dex check]
** Soul Drain [define the base damage instead of using an 'as basic grab' line]
** Soul Shock [added knockback]
** Spinning Neck Lock [added more requirements, aerial]
** Spinning Wristlock [Punch Defense hook re-write]
** Sunset Flip [added Leglock as a maneuver so adjusted this maneuver to work with it]
** Tonga Death Grip [attack penalty for the person in the hold due to intense pain]
--changed all entries which listed North American Wrestling to Native American Wrestling
ATHLETICS
** Claw Driver [one of Vega's special moves in SF4]
** Displacement [deleted some redundant text]
** Flamingo Stance [added Dex/Athl check, clarity]
** Kick-Up [removed turn delay]
** Lunging Wheel [knockdown for both unpreventable]
** Spinning Kippup [this one was always an ambiguous thorn in the sytem but now should be more practical]
** Torrent Crash [changed move change to 4 hexes]
-- this also completes Custom page 2.
FOCUS
** Astral Projection [out of body experience]
** Comatose [enter a comatose state to awaken later]
** Crashing Wave [increased wave width]
** Cryokinesis [change shock roll from Focus to Focus + Mysteries w/optional defensive skill at increased difficulty]
** Elemental Guardian [change wall of text to a nice table]
** Guided Fireball [requires complete concentration and drains 1 chi per turn maintained]
** Psycho Crusher [change to match actual useage - line attack]
** Quicksand [attach cost of 2 Chi + 1 per additional hex]
** Raging Storm [proofread, custom entry has extra line break]
** Sword Eater [proofread]
** Teleport Slide [needs native speed/move mod, use dmg from kick maneuver, be cheap to buy]
** Zen No Mind [cannot be used with conjunctions]
-- this also completes Custom Page 3.
WEAPON
** Ankle Cutter [same problems Ankle Smasher has]
Art of Destruction [mirror changes to A.ofB.]
** Backhand Fighting [allow knife skills]
** Bandit Chain [proofread, clarify Breakfall]
** Batting Hero [remove abort line, proofread]
** Baton Smash [original description was written before changing to an all non-soak roll ruleset, may be a standing or crouching maneuver]
Blade Toss [weapon throwing that isn't scythe/knife]
** Choke Chain [lower requirements, proofread]
** Circular Reason [baton maneuver, revised rules]
** Crescent Overhead [changed 2nd strike to Punch]
** Crescent Rush [clarify, modify backhand rules]
C.V.B. [proofread, consider knockback and parry rules]
Daikyo Burning [modify damage to the weapon, proofread]
** Deflecting Parry [small upgrade to parry it provides the full soak bonus vs. multi-hit attacks]
** Deflecting Strike [needs a full re-write because it's use is ultimately redundant, add speed penalty to other duelist due to the deflection]
Double Strike [proofread, remove willpower cost]
Double Weapon Strike [needs name change and rewrite]
Ni-jihan Press [Sodom's sai grab and ground slam]
** Parry [needs clarification, soak bonus only applies to the first incoming swing]
** Phoenix Blade [weapon mod only applies to 1st hit]
Reflection Slice [contested Ref+Grab vs. weapon attack roll in order to grab the weapon followed by second attack roll to attempt to inflict return damage]
Riposte [rewrite]
Slice Upper [proofread]
Spinning Stroke [specify strike rates and establish as a different maneuver from Circular Reasoning]
** Staff Spin [proofread, Energy/Missile Reflection use]
Weapon Channeling [proofread]
-- page going through all the steps of character creation w/full freebie point costs and the added customizing steps
>> LEADING TOO >>
** -- finish up Merits and Flaws (more changes INC)
** -- full Skill and Background lists
-- under House Rules the section previously titled Conjunction Maneuvers was changed to Maneuver Modifiers as there is now a formal section on Errata with Conjunction Maneuvers and that would have provoked confusion
-- Errata page: all new rules concerning maneuvers themselves can be found there: Grab clarifications,
breakfall, knockdown negations, conjunction maneuvers, Focus maneuver carry-through [a link at the top of every move page needs to be written for errata and house rules]
** -- New Backgrounds [Technique Confidence, Technique Mastery, Chi/Will Regeneration, Eidolon, Mentor, Psycho Force, Psychokinetic Infusion, Rites, Status, Hado Synthesis, Kalindo]
-- do a complete write up of all Kalindo moves, benefits, and penalties
-- make sure that the Breakfall modification table has every move that causes damage via impact with the ground on it, also sort the table first by difficulty, then alphabetically
-- create list of Katas (mostly for duelists) and Rites since I now have a handy dandy new Rites background and very little to use it for as-is. Yes this adds a lot more work to my list but I think it's well worth it to inject mystery and danger into NPCs who aren't street fighters.
-- finish the Hybrid and Cyborg page
** Heritage Table needs to be drawn up (will use the L5R table as a base) plus the Cyperpunk history tables
-- since I'm already mining Cyberpunk for some Life Paths tables I might as well convert cybernetics too
-- specify the Hado paths on House Rules (or split to own page if needed) w/elemental oppositions, the effects of the Dark Hado on humans - including vulnerability to later mental affects, Ler Drit
>> MANEUVER CHANGES >>
** -- combined Kanzuki-Ryuu into Kung Fu and Ni-Jihan Desu into Dirty Fighting
-- need to do an efficiency audit for weapon moves
---------------------------------------------------
-- need to start on the Forbidden Techniques [Veil of Hate (AE Psychic Rage), Death Sentence (ticking death clock), Seal (lock technique use), Dark Shroud (Akuma's deathly aura), Instant Hell Murder (Akuma's WTFpwn maneuver), Assassin's Serenade (song inflicts bad status), Synergy (twin harmony), Rise of Murderous Intent (release repressed negative energies), Anima Force (animate objects), Seraphic Wing (AE mass light/chi attack), Gravity Well (AE mass gravity attack)
-- need to specify which Block maneuvers give the +2 speed bonus and which do not
-- need to finish Bleeding and Weapon rules specifically for dual-weilding
-- do stat write-up for the Dark Acolytes
-- add special grab mods to the Mod Table for Zen no Mind and Extendible Limbs
-- add section in Forbidden Arts about Strings
-- add Ground Leglock to the abort list [has +0 speed]
-- Guard Crush - Background?, tied to Technique Mastery?, incorporates Block technique somehow [might drop]
-- add special mod to the Mod Table concerning adding a damage test via ground impact, what the starting Breakfall difficulty will be, and the cost to increase the number
----------------
Now playing: KOEI - Give You A Chance To Live ~Circuit~
via FoxyTunes
FIFTH UPDATE: (2/01/09): New maneuvers and updates to Punch and Kick are now live. No update notes are yet available explaining all the changes but it is a mixture of simple clean-up, tweaking, and boosting up some of the weaker entries *coughTripleStrikecough*. There's also a very basic Errata page that is live simply for the purposes of not having a dead link. I also have to go back through Merits and Flaws ... again ... because I was reading over the page and started taking notes about inconsistencies and potential stacking issues. On the other hand I've also got basic notes for 6 new merits and just as many new flaws.
SIXTH UPDATE: (2/19/09): Grab maneuvers should be done within 48 hours of this update. I've also cleaned up this post so that information is easier to find.
------------------------------
The following is a list of revisions and updates that need to be finished. This is an expansion of the Revision List I posted with my last update notice but with some notes attached to it. There's ALOT of work that needs to be done - especially now that I'm playing in a game of Legend of the Five Rings and therefore have tons of new material to scour. Tehehe!
I'm also working on more Merits and Flaws to include proofreading the stuff I've already got and tweaking it as necessary. I *might* include some basic conversion rules for abilites from Vampire: The Masquerade. By basic I mean exactly that: Fortitude, Potence, and Celerity. I'm also hammering out Backgrounds which will include some abilities used in the campaign that I didn't want to post while that was still running.
Street Fighter moves that need review (copied from a text file). Headers in blue are links to finished pages.
PUNCH
** 1,000 Punch Uppercut [Dashing Punch with 2nd uppercut]
** Art of Breaking [clarify dice pool and attack method]
** Atemi Strike [modify requirements and useable styles]
** Banishing Punch [added some limits to reduce abuse]
** Bushin Lightning Elbow [reduce speed, add clarity and flavor]
** Criminal Upper [movement and damage adjusted]
** Cross Counter [needed clarity particularly concerning aborts]
** Dashing Clothesline [proofread]
** Dashing Punch [must move in straight line]
** Dashing Uppercut [efficiency check, proofread]
** Double Hit Punch [proofread]
** Double Punch [clarified]
** Dragon Punch [edited system text for grammar]
** Ducking Fierce [add Block pierce]
** Ear Pop [clarify Honor loss, add agg. damage line]
** Elbow Drop [base stats as Fist Drop but specialized for Muay Thay/Savate]
** Fingertip Attack [add conjunction line]
** Fist Drop [minor grammatical change]
** Flash Chop [proofread]
** Leaping Rake [specify claw modifier and ending position]
** Lunging Headbutt [attached cost, revised]
** Lunging Punch [proofread]
** Monkey Grab Punch [system overhaul]
** Palm Strike [proofread]
** Reverse Elbow [Elbow Strike delivered to person standing behind the fighter]
** Sho-ouken [Sakura's semi-Dragon Punch]
** Sonic Fist [proofread]
** Spinning Serpent Punch [Radial chi-powered punch w/0 move but hits all adjacent hexes]
** Triple Strike [increased damage and speed]
** Turbo Spinning Clothesline [remove Capoeira]
** Vortex Palm [proofread, check knockback]
KICK
** Air Hurricane Kick [KD vs. aerial]
** Baby Scorpion Kick [clarified mechanics]
** Barrel Roll Kick [reduced damage booster]
** Claw Catch [clarified grab]
** Crack Shot [knockdown unpreventable]
** Double Dread Kick [edited for grammar]
** Double Kick [clarified]
** Double Wheel Kick [placed prereqs in the right order]
** Falling Axe Kick [edited for grammer, savate useable]
** Flash Kick [edited for grammar and clarity]
** Flurry Kick [adjusted the prereqs and added flavor text]
** Flying Thrust Kick [edited for grammar]
** Foot Sweep [edited for grammar]
** Forward Somersault Kick [grammar, added knockback]
** Genocide Cutter [edited for clarity]
** Jugular Kick [Elena's 3-hit crouching kick, fixed move of 3]
** Kyoja [clarity, damage increased]
** Lightning Dash [Chun-Li's special dashing Lightning Leg]
** Stepping Double Kick [Kung Fu exclusive]
** Thunder Kick [grammar, added knockdown]
** Tiger Pounce [Elena's springing double-hit Sobat]
** Tornado Kick [minor grammar tweaks]
** Trap Kick [changed reverse movement value]
** Ze Sho Hohou [2nd damage portion and movement]
BLOCK
** Counterstrike [improved and clarified this a bit]
** Destructive Block [clarified vs. multi-hits, added additional styles to the useable list]
** Dodge [proofread]
** Kick Defense [specify is a block maneuver]
** Leg Catch [clarify mechanics]
** Maka Wara [only damaged on contact with arms/legs]
** Missile Reflection [MAJOR overhault to make this more consistent with real world physics]
** Mirror Image [edited to make timing clear]
** Roll With the Hit [limited stacking]
Stunt maneuver [speed +0]
Taunt [speed +0, gives temporary Glory if succeeds]
** Weapon Block [added some flavor and clarity]
** Wing Defense [stacking w/other block maneuvers]
--this also completes Custom page 1.
GRAB
** Aerial Backbreaker [like Air Throw except damage via Backbreaker]
** Ankle Smasher [Kick Defense hook]
** Back Body Drop [add Grappling Defense hook]
** Barrel Roll Throw [adjusted mechanics of this throw]
** Bite [inflicts aggravated damage]
** Butterfly Drum [clarity]
** Choke Throw [requires Neck Choke]
** Disengage [original wording was confusing]
** Fish Hook [clarity]
** Grab [the basic maneuver which has long been ill-defined]
** Ground Leglock [Ground Fighting addition, adjusted requirements]
** Hangman's Noose [needs to be looked over]
** Headlock Kicks [increased speed and damage]
** Head Twist [adjusted dizzy modifier]
** Hooligan Combo [specify where the damage comes from]
** Jaw Spin [KD in same hex]
** Joint Break [added Lua/Sanbo to style list, expanded effects to include neck breaks, added flavor text, defined healing times and penalties]
** Joint Lock [added Lua/Sanbo/Judo/Jiu Jitsu styles removed Pin requirement, made harder to soak]
** Judo Throw [added many new useable styles, flavor text and adjusted the mechanics to make it more friendly]
** Judo Power Throw [increased speed]
** Leglock [basic leglock hold]
** Leg Scoop [added Capoeira and KD]
** Leg Smash [hold w/legs and use lower body strength to force opponent against objects/ground]
** Leg Twist [as an upgrade to Hooligan Combo, ditto]
** Leverage [added Chin Na, added some bonuses when used alongside other maneuvers]
** Mandara Twist [Kick Defense hook re-write]
** Monkey Flip [clarity]
** Schoolboy [increased damage slightly]
** Scissor Sweep [added dex check]
** Soul Drain [define the base damage instead of using an 'as basic grab' line]
** Soul Shock [added knockback]
** Spinning Neck Lock [added more requirements, aerial]
** Spinning Wristlock [Punch Defense hook re-write]
** Sunset Flip [added Leglock as a maneuver so adjusted this maneuver to work with it]
** Tonga Death Grip [attack penalty for the person in the hold due to intense pain]
--changed all entries which listed North American Wrestling to Native American Wrestling
ATHLETICS
** Claw Driver [one of Vega's special moves in SF4]
** Displacement [deleted some redundant text]
** Flamingo Stance [added Dex/Athl check, clarity]
** Kick-Up [removed turn delay]
** Lunging Wheel [knockdown for both unpreventable]
** Spinning Kippup [this one was always an ambiguous thorn in the sytem but now should be more practical]
** Torrent Crash [changed move change to 4 hexes]
-- this also completes Custom page 2.
FOCUS
** Astral Projection [out of body experience]
** Comatose [enter a comatose state to awaken later]
** Crashing Wave [increased wave width]
** Cryokinesis [change shock roll from Focus to Focus + Mysteries w/optional defensive skill at increased difficulty]
** Elemental Guardian [change wall of text to a nice table]
** Guided Fireball [requires complete concentration and drains 1 chi per turn maintained]
** Psycho Crusher [change to match actual useage - line attack]
** Quicksand [attach cost of 2 Chi + 1 per additional hex]
** Raging Storm [proofread, custom entry has extra line break]
** Sword Eater [proofread]
** Teleport Slide [needs native speed/move mod, use dmg from kick maneuver, be cheap to buy]
** Zen No Mind [cannot be used with conjunctions]
-- this also completes Custom Page 3.
WEAPON
** Ankle Cutter [same problems Ankle Smasher has]
Art of Destruction [mirror changes to A.ofB.]
** Backhand Fighting [allow knife skills]
** Bandit Chain [proofread, clarify Breakfall]
** Batting Hero [remove abort line, proofread]
** Baton Smash [original description was written before changing to an all non-soak roll ruleset, may be a standing or crouching maneuver]
Blade Toss [weapon throwing that isn't scythe/knife]
** Choke Chain [lower requirements, proofread]
** Circular Reason [baton maneuver, revised rules]
** Crescent Overhead [changed 2nd strike to Punch]
** Crescent Rush [clarify, modify backhand rules]
C.V.B. [proofread, consider knockback and parry rules]
Daikyo Burning [modify damage to the weapon, proofread]
** Deflecting Parry [small upgrade to parry it provides the full soak bonus vs. multi-hit attacks]
** Deflecting Strike [needs a full re-write because it's use is ultimately redundant, add speed penalty to other duelist due to the deflection]
Double Strike [proofread, remove willpower cost]
Double Weapon Strike [needs name change and rewrite]
Ni-jihan Press [Sodom's sai grab and ground slam]
** Parry [needs clarification, soak bonus only applies to the first incoming swing]
** Phoenix Blade [weapon mod only applies to 1st hit]
Reflection Slice [contested Ref+Grab vs. weapon attack roll in order to grab the weapon followed by second attack roll to attempt to inflict return damage]
Riposte [rewrite]
Slice Upper [proofread]
Spinning Stroke [specify strike rates and establish as a different maneuver from Circular Reasoning]
** Staff Spin [proofread, Energy/Missile Reflection use]
Weapon Channeling [proofread]
-- page going through all the steps of character creation w/full freebie point costs and the added customizing steps
>> LEADING TOO >>
** -- finish up Merits and Flaws (more changes INC)
** -- full Skill and Background lists
-- under House Rules the section previously titled Conjunction Maneuvers was changed to Maneuver Modifiers as there is now a formal section on Errata with Conjunction Maneuvers and that would have provoked confusion
-- Errata page: all new rules concerning maneuvers themselves can be found there: Grab clarifications,
breakfall, knockdown negations, conjunction maneuvers, Focus maneuver carry-through [a link at the top of every move page needs to be written for errata and house rules]
** -- New Backgrounds [Technique Confidence, Technique Mastery, Chi/Will Regeneration, Eidolon, Mentor, Psycho Force, Psychokinetic Infusion, Rites, Status, Hado Synthesis, Kalindo]
-- do a complete write up of all Kalindo moves, benefits, and penalties
-- make sure that the Breakfall modification table has every move that causes damage via impact with the ground on it, also sort the table first by difficulty, then alphabetically
-- create list of Katas (mostly for duelists) and Rites since I now have a handy dandy new Rites background and very little to use it for as-is. Yes this adds a lot more work to my list but I think it's well worth it to inject mystery and danger into NPCs who aren't street fighters.
-- finish the Hybrid and Cyborg page
** Heritage Table needs to be drawn up (will use the L5R table as a base) plus the Cyperpunk history tables
-- since I'm already mining Cyberpunk for some Life Paths tables I might as well convert cybernetics too
-- specify the Hado paths on House Rules (or split to own page if needed) w/elemental oppositions, the effects of the Dark Hado on humans - including vulnerability to later mental affects, Ler Drit
>> MANEUVER CHANGES >>
** -- combined Kanzuki-Ryuu into Kung Fu and Ni-Jihan Desu into Dirty Fighting
-- need to do an efficiency audit for weapon moves
---------------------------------------------------
-- need to start on the Forbidden Techniques [Veil of Hate (AE Psychic Rage), Death Sentence (ticking death clock), Seal (lock technique use), Dark Shroud (Akuma's deathly aura), Instant Hell Murder (Akuma's WTFpwn maneuver), Assassin's Serenade (song inflicts bad status), Synergy (twin harmony), Rise of Murderous Intent (release repressed negative energies), Anima Force (animate objects), Seraphic Wing (AE mass light/chi attack), Gravity Well (AE mass gravity attack)
-- need to specify which Block maneuvers give the +2 speed bonus and which do not
-- need to finish Bleeding and Weapon rules specifically for dual-weilding
-- do stat write-up for the Dark Acolytes
-- add special grab mods to the Mod Table for Zen no Mind and Extendible Limbs
-- add section in Forbidden Arts about Strings
-- add Ground Leglock to the abort list [has +0 speed]
-- Guard Crush - Background?, tied to Technique Mastery?, incorporates Block technique somehow [might drop]
-- add special mod to the Mod Table concerning adding a damage test via ground impact, what the starting Breakfall difficulty will be, and the cost to increase the number
----------------
Now playing: KOEI - Give You A Chance To Live ~Circuit~
via FoxyTunes
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