>>96297699
As for my own homebrew modifications and additions,
>death & bleeding
Adapted from GURPS. Stamina roll to not die at negative MaxHealth. Stamina roll to not Bleed 1/minute after getting hit with aggravated damage until treated or several successes.
>chi & willpower modifications
RAW, Chi kind of sucks. It's only used as fuel for some Maneuvers, whereas Willpower is fuel for Maneuvers, Aborts, and auto-successes, as well as occasionally being rolled against directly. There's also the fact that Chi specialists are incentivized to invest in Mental Attributes for damage with Focus Maneuvers, but, when everyone's out of resources, that puts them at a crippling disadvantage against fighters who went with Willpower and Physical Attributes because Mental Attributes contribute nothing to basic punches and kicks. My solution is twofold: merge the fuel-function of Chi and Willpower, and make the Willpower-as-trait-that-gets-rolled-against into a standalone trait.
>flat exp costs
Like all Storyteller games, traits have flat costs at character creation but increasing costs afterwards. I don't like the optimization game that creates, so I did some averages and set flat costs for improving each type of trait.
>encumbrance
Adapted from GURPS and ACKS. I used the benchpress amounts given in SF to figure out the max carry weights for each level of Strength in GURPS terms and then borrowed the 'stone' system from ACKS.
>coup de grace
Adapted from some edition of D&D, probably. Auto-maximize Damage against helpless (not just held or immobilized) targets.
There's more, much of which was taken from, or at least inspired by, articles in Warrior's Fist. I have a whole document of changes to keep track of things. I doubt it would gain traction, but I may try making a thread in the future once I've got everything ironed out.