NEO GEO CONVERSION MANEUVERS Last update: 10/16/1 A few quick notes here. I typically don't list Prereqs or styles or costs for these maneuvers. The reason I don't do this is because each game plays differently, & It should be up to the GM to decide such things. Okay, really it's less work for me. Seriously though, alot of these manevuers are really powerfull, & I wouldn't consider allowing any of them into a campaign without some real forthought, & probably a quest or two just to find the right sensei... Maneuver Modifier Quick Legend This legend is used for maneuvers listed on the character sheets. If something doesn't make sense or is unclear, go read the real description of the Maneuver below. (N) New Maneuver (S) Super Manevuer (P/K/G/B/A/F) Puch/Kick/Grab/Block/Athletics/Focus Maneuver (*/@/!) Look for a footnote, or better yet, look it up in below Chi = Chi WP = Willpower KD = Knockdown KB = Knockback A = Aerial (Aerial Does NOT necessarily give a Projectile Dodge) PD = Projectile Dodge AKD = Aerial KnockDown SL = Straightline (x2) after the damage modifier means the move hits twice, NOT double damage (xM) after the damage modifier means the move hits during each hex of movement, like Tumbling Attack or Hurricane Kick (xT) after the damage modifier means they get one attack for each dot they have in that Technque, like Repeating Fireball from the main book. Example1: Fierce Punch(P) -1, +3, -1 This is what a Fierce Punch would look like under my notation. It is a Punch Maneuver, which goes off at -1 speed (Dex-1), hits once at +3 damage (Str+Punch+3), and has a movement of -1 (Ath-1). Example2: (N) Outrage(K) -2, +0 (x3), Two, 1 WP This is a Kick Maneuver, which goes off at -2 speed (Dex-2), hits 3 times at +0 damage (Str+Kick+0) each, has two movement (two total, not Ath+2), and costs 1 Willpower PUNCH 202nd Duplicate Revival Description: A jumping punch. Aerial, Projectile Dodge, Straightline. Speed: +1 Damage: +1 Move: +1 Cost: 1WP Burn Knuckle (Metal Masacre) Terry Dashes across the ring with his Chi Powered version of a Dashing Punch. Aerial, Straightline. Speed: +1 Damage: +3 Move: +0 Cost: 1Chi Death Row Mature's special version of a Rekka Ken. By powering this maneuver with Chi instead of Willpower, she can extend the range of her Punches allowing her to hit opponents 2 hexes away. System: Death Row may be used to modify any Basic Punch Maneuver. It will add +3 speed the Maneuver, but reduce the Movement to zero. It will also allow the Maneuver to hit opponents two hexes away. Speed: +3* Damage: * Move: None Cost: 1Chi Double Kong Description: Franco leads with a quick Jab, which he uses to push his opponent's guard out of the way. He then follows up with a Fierce punch. If the Jab succeeded in scoring any damage, the Fierce punch is unblockable. Speed: +2 Damage: -1/+3 Move: One Cost: 1WP Dragon Barrage Description: Kensou pelts his opponents with a series of apparently wild punches. In reality, his punches are carefully aimed to circumvent his target's block. System: A Monkey Grab Punch that hits twice. Ignores Blocks Speed: -2 Damage: +1(x2) Move: -1 Cost: 1WP Dragon's Fang Description: The Dragon's Fang is a Kung Fu modification of a Flying Elbow Smash. After leaping into the opponent with a solid elbow smash, the fighter suddenly whirls into a knee strike then a roundhouse kick to the head, all in the midst of the same jump. The Dragon's Fang is an Aerial & Straight Line Maneuver that scores three Damage Tests: the first using Punch Technique and the last two using Kick Technique. Speed: +0 Damage: +0 Move: +0 Cost: 1 Will Elbow Drop Description: Chin overextends himself in a falling elbow drop, in order to circumvent his opponent's guard. This maneuver avoids blocks (similar to lunging punch). Chin suffers a knockdown after this manevuer, but his opponent does not. Speed: +0 Damage: +4 Move: Two Cost: None Emporer God Bop - See Zan Ei Ken Flaming Rekka Ken Description: Kyo's natural ability with fire has allowed him to combine manuevers thought impossible by normal street fighters. This maneuver is a combination of a Rekka Ken & a Flaming Fist. Play it as a normal Rekka Ken, only with the modifiers below. Speed: +2 Damage: +2 Move:+0 Cost: 1Chi & 1 WP Flying Elbow Smash Any 2 Origin: PC Pre: Punch **, Athletics **, Elbow Smash, Jump Description: The Flying Elbow Smash is another example of a relatively basic but effective Maneuver used by Streetfighters. It is essentially the Punch equivalent of the Flying Knee Thrust. Aerial, Straightline. Speed: +1 Damage: +2 Move: +1 Cost: 1 Will Hades Drop Description: A Jumping Bufalo Punch. Aerial, Projectile Dodge. Speed: -2 Damage: +5 Move: +0 Cost: None Improved One-Two Punch Any 4 Origin: PC Pre: Punch ***, One-Two Punch Description: An improvement on the original One-Two punch, the boxer first leads in with a quick jab, then follows it up with a fierce punch. This maneuver scores two hits. Speed: +0 Damage: -1/+3 Move: One Cost: 1 Will Moon Slasher Heidern holds both hands out, & then slashes them around in a scissor like motion, creating an arc of energy above his head. Plays similar to a Flash Kick, only it is not an Aerial maneuver. It will Knockdown Aerial opponents. Speed: -1 Damage: +7 Move: NONE Cost: 1 Chi & 1 Will Multi-Directional Snake Tamer Description: A variant on the Snake Fist, Ryuji has learned how to charge up three Snake Fists, and unleash them all on one poor opponent. (Or multiple opponents, if they are all on the same path). This is considered a straightline attack, with a Range equal to Ryuji's Focus. As with Snake Fist, the Speed and Damage are determined by modifying a Basic Punch Maneuver. Speed: -3* Damage: *(x3) Move: NONE Cost: 1Chi & 1Will Negative Moon Description: Iori Dashes across the screen with a quick dashing punch to double his opponent over, then knocks them down with a fiery punch to the back of their head. Straightline, Knockdown. Speed: -1 Damage: +4(x2) Move: +0 Cost: 1Chi & 1 Will One-Two Punch Any 3 Origin: PC Pre: Punch ** Description: This is a very basic move in boxing. The fighter leads with a quick left, then follows it up with a right. This may have been the first combo ever created, and is a must for any boxer. This Maneuver scores two hits. Speed: -1 Damage: +0(x2) Move: None Cost: None Orbit Punch Any 5 Origin: PC Pre: Punch ****, Power Uppercut Description: This punch hits so hard it knocks the opponent up into the air. The fighter crouches down low, and then rises quickly (or in some cases even jumps) in order to get power behind the punch. The opponent is caught soundly underneath the jaw and sent sailing into the air. The move hits twice, once when the punch connects, and again when the opponent hits the ground. The first hit is rolled like a normal punch. If the first hit scores damage, and if the opponent is not blocking, then the opponent goes sailing into the air. From this point on the move behaves much like a throw. The boxer may choose how far away he knocks his opponent. The maximum range is determined by the boxer's Strength + Punch - the opponent's Stamina. The second damage test occurs when the opponent lands on the ground, which causes a knockdown. If the opponent has Breakfall or similar, he may use it to reduce damage from the second damage test. Speed: +0 Damage: +1/-1 Move: None Cost: 1 Will Power Dunk Description: This maneuver changes in each game I've seen. The basic idea is that Terry tackles them, & lifts them into the air with what looks like a Power Uppercut. He then jumps up & knocks his target back down towards the ground. Looks sorta like Sean's Dragon Punch from SF3. The first attack may only take one hex worth of movement. If the first attack misses, the second attack will also miss. If the first attack hits, both figthers are moved up to the attacker's Ath-1 hexes, with the defender landing in any hex adjacent to the attacker. Aerial, Projectile Dodge, Knockdown. Speed: -1 Damage: +3(x2) Move: One/-1 Cost: 1 Will Power Fist (Waving Blow) Any 5 Origin: PC Pre: Punch **, Focus *** Description: The fighter focuses his Chi into his fist, causing a glowing sphere of Chi to surround it. He then delivers a powerful blow, causing a hit opponent to be knocked back one hex by it's force. Speed: -2 Damage: +6 Move: One Cost: 1 Chi Rolling Elbows Description: Chin stumbles forward at his opponent with a deceptive flurry of elbows. This maneuver hits once per hex moved & knocks his opponent back. (Play as per tumbling attack.) Speed: +0 Damage: -1(xM) Move: -1 Cost: 1 WP Rolling Soul Diver Description: Heavy D dashes at his opponent with an improved dashing punch. Chi swirls around his fist in a spiral causing two hits.(Dudley's manevuer from SF3) Straightline. Speed: +0 Damage: +2(x2) Move: -2 Cost: 1 Chi & 1WP Snake Fist Description: Ryuji's legendary punch. It plays similar to Extendable Limbs, only add +2 to speed as well. Works with Basic Punches only. In addtion, however, The Snake fist is a Straight Line attack, and will hit everyone occupying a hex it travels through. The range on the Snake fist is Ryuji's Focus. Speed: special Damage: special Move: None Cost: 1Chi&1WP Style #303 Description: A Chi Powered Widowmaker. Aerial Speed: -3 Damage: +7 Move: Two Cost: 1 Chi Tiger Hand Stamp Description: An even slower Buffalo Punch, only this one ignores blocks. Speed: -3 Damage: +5 Move: One Cost: None Unrevived Gong Description: Popular amoung practioners of Crane Kung Fu, the fighter swings his arms over his head in an arc & uses the momentum to circumvent blocks. Speed: +0 Damage: +2 Move: -2 Cost: 1 Chi Vulcan Punch Description: Ralf 'improved' his Hyper Fist by adding fire to it. Unfortunatley for him, the fire knocks opponents down after the first successful hit, meaning he only gets to hit his opponent once. However, he Does swing 3 times, so if a damage roll fails, he can continue to swing, up to 3 times, until he manages to hit his opponent. Blocking opponents suffer all three hits. Knockdown Speed: +1 Damage: +1(x3*) Move: One Cost: 1 Chi&1WP Zan Ei Ken (Emporer God Bop) Description: A very fast dashing elbow. Plays just like Cannon Drill. Straightline, Knockdown. Speed: +2 Damage: +2 Move: +2 Cost: 1WP KICK Benitsuru no Mai - See Jumping Sobat Blade Kick Origin: PC Description: This is a whirling kick which carries the opponent into the air with a flurry of kicks. This is an Aerial move with a Projectile Dodge that scores 3 damage tests. Aerial targets suffer a Knockdown. Speed: +0 Damage: +0(x3) Move: One Cost: 1 Will Crack shoot (Jaguar Kick, Golden Heel Kick) Any 5 Origin: PC Pre: Kick ***, Athletics ***, Focus **, Jump Description: This incredible move was first popularized by Adon, the student of Sagat. Similar to a Flash Kick, the Jaguar Kick is instead a forward flip which propels the fighter forward with a blaze of energy on his kicking foot. This is an Aerial and Straight Maneuver that avoids projectiles like a Jump. Speed: -1 Damage: +5 Move: +1 Cost: 1 Chi, 1 WP Double Hit Split Origin: PC Pre: Kick ****, Athletics ***, Ax Kick Description: Another maneuver developed by Kim Kaphwan, the fighter suddenly does a forward flip, either in a handstand or simply leaping, then delivering a powerful ax kick to the opponent's head. However, the kick continues down, all the way until the fighter is in a full split! This is a Straight Line Maneuver that scores 2 Damage Tests. Speed: -1 Damage: +3(x2) Move: One Cost: 1 Will Drop Kick Any 3 Origin: PC Pre: Kick **, Athletics **, Jump Description: A classic wrestling maneuver that is surprisingly often seen in many other martial arts, the wrestler leaps forward, driving both feet and his entire body into the opponent's chest. The result is a heavy hit that takes both fighters off their feet. A Drop Kick is an Aerial Maneuver, as well as Straight Line. The Drop Kick automatically Knocks Down the wrestler. If not Blocking, the opponent is Knocked Down as well. If Blocking, the opponent suffers 1 hex of Knockback. Speed: -2 Damage: +6 Move: -1 Cost: 1 WP Drop Kick Super Description: Raiden worked hard make his Drop kick even more powerful. The reults are a Drop Kick that can be charged over multiple rounds, exactly like a Turn Punch. This maneuver plays exactly like Turn Punch, save for it is an Aerial, Straightline, Kick-based Maneuver that can cause a Knockdown (as per Drop Kick). And of course, Raiden is Knocked Down on the round he performs the Drop Kick Super. Speed: special Damage: special Move: special Cost: 1 WP Flying Lightning Leg Origin: PC Pre: Kick *****, Athletics ****, Lightning Leg, Flying Heel Stomp Description: An incredible variation of the standard Lightning Leg developed by the TKD master Kim Kaphwan, the fighter leaps forward in the air, seeming almost to hover a few seconds above his foe, raining down a flurry of kicks, then springing backwards. The Flying Lightning Leg scores 3 Damage Tests and is an Aerial Maneuver that can avoid projectiles. After the kicks, the fighter springs back 1 hex, as per a Backflip Kick. Speed: -2 Damage: +0 Move: -1/One Cost: 2 Will Forward Bicycle Description: Franco's own strange crossbreed of a Tiger Knee with an Air Smash. Franco leaps into the air with what appears to be a slow Tiger Knee. If the momentum from his 'Tiger Knee' manages to put Franco in the same hex as his opponent, he will the stop his movement, & use his great size to come crashing down on his opponent. System: This maneuver can hit twice. Damage for the first hit is determined using Franco's Kick Technique. If Franco ends his movement in the same hex as his opponent, he may then make a second hit using his Str+Athletics for Damage (as per Air Smash). Note that he may choose to hit one opponent with the Kick, and hit another target with the Air Smash. Aerial, Straightline, Projectile Dodge, Knockdown. Speed: +0 Damage: +2,+4 Move: -1 Cost: 2 Will Gale Kick Origin: PC Pre: Kick ****, Athletics ***, Jump, Double Hit Kick Description: This rarely seen variant of the Hurricane Kick involves the fighter leaping forward, throwing three spinning roundhouse kicks in mid-jump, packing more punch than a Hurricane Kick, but lacks the ability to hit multiple opponents. The Gale Kick scores three Damage Tests and a Knockdown and is an Aerial and Straight Line Maneuver. Speed: -1 Damage: +1(x3) Move: +0 Cost: 1 Chi, 1 WP Gliding Buster Unhappy with the lack of mobility in the tradtional Flash Kick, Leona developed her own variant. While it loses some damage, it does allow for limited movement, and still scores the Aerial Knockdown. Aerial, Projectile Dodge, AKD. Speed: -1 Damage: +5 Move: -1 Cost: 1 Chi & 1 WP Jumping Sobat Origin: Web Pre: Athletics ***, Kick *** Power Points: Any 4 Description: The Fighter hops forward and hits his opponent with a Roundhouse. Aerial, Straightline. Speed: +0 Damage: +4 Move: +0 Cost: 1 Will Kuhadan Origin: PC Pre: Kick ***, Athletics ****, Jump Description: The Kuhadan consists of the fighter launching himself into a forward flip, but straightening himself into an almost arrow-shaped kick aimed at his opponent. The Kuhadan is a Straight Line Maneuver and is Aerial. It avoids projectiles like a Jump. Speed: +0 Damage: +4 Move: +0 Cost: 1 Will Leg Sweep (Escorting Foot Sweep) Any 3 Origin: PC Pre: Kick ***, Foot Sweep Description: With this maneuver, the fighter steps into his targets hex and trips the leg of his opponent. This maneuver is very similar to the tripping maneuvers seen exhibited by elementary school students. In order to execute this maneuver, the fighter must be in the same hex as his opponent (similar to grab maneuvers.) If the attack scores any damage, the opponent is knocked down. Speed: +0 Damage: +3 Move: -1 Cost: None Outrage Description: Vice takes a short hop before starting her lightning leg. Speed: -2 Damage: +0(x3) Move: Two Cost: 1WP Rainbow Energy Dynamite Kick Description: Kyo jumps at his opponent, inverts himself over their head, & while upside down, delievers a powerful roundhouse to the top of his opponent's head, knocking them down. Aerial, Projectile Dodge, Knockdown. Speed: -2 Damage: +5 Move: +2 Cost: 1 WP Ravenous Description: This is a jumping lightning leg. Any opponent in a hex Vice passes through will be hit twice. Aerial, Projectile Dodge. Speed: -2 Damage: +0(x2) Move: +0 Cost: 1 WP Slash Kick Origin: PC Pre: Kick ***, Athletics **, Spinning Back Kick Description: The Slash Kick is a move first developed by the Japanese champion Thai Kickboxer Joe Higashi. A lightning fast spinning thrust kick, the Slash Kick strikes like lightning. This is a Straight Line Maneuver. Speed: +1 Damage: +3 Move: +0 Cost: 1 Will Soccer Ball Kick Any 2 Origin: PC Pre Kick ** Description: The fighter takes a slow step forward & makes a sweeping forward kick from the ground up to his head. This maneuver does not suffer speed penalty for attacking Knocked Down characters Speed -2 Damage: +5 Move: -2 Cost: None Spinning Back Kick Any 2 Origin: PC Pre: Kick **, Athletics * Description: A common martial arts technique, the fighter spins to build momentum, then suddenly lashes out with a kick once his back is to his opponent, resulting in a faster kick with more power, though minimal movement. The Spinning Back Kick causes 1 hex of Knockback if the opponent looses a Resisted Strength roll. Speed: -1 Damage: +4 Move: One Cost: None Style #75 Description: Kyo jumps towards his opponents with a low snap kick. If it hits, it will knock the opponent up into the air, where Kyo will get a 2nd hit & a knockdown. Aerial, Straightline, Knockdown. Speed: -1 Damage: +3(x2) Move: +0 Cost: 1 Will Style #88 Description: Instead of a foot sweep, Kyo has this maneuver. It sorta looks like a break-dance type move or perhaps a Spinning Foot Sweep. Instead of knocking his opponent down, this move hits twice & causes a Knockback. Speed: -2 Damage +1(x2) Move: -2 Cost: None Surprise Rose Description: King jumps up in the air, then descends rapidly at her opponent with two powerful kicks. If the opponent starts in the same hex as King, she also gets an addtional hit as she knocks them up into the air with her knees as she jumps (which causes an Knockdown). Aerial, Projectile Dodge. Speed: +0 Damage +3(x3*) Move: +1 Cost: 1WP Sword Drawing Kick Description: A lighting fast snap kick. Speed: +2 Damage +4 Move: -2 Cost: 1WP Tiger Kick Description: Joe's Tiger Kick is his own version of Sagat's famous Tiger Knee. The move plays very much like Tiger Knee, except that Joe also engulfs himself & his opponent in fire, causing 2 hits and a knockdown. Straightline, Aerial, Projectile Dodge, Knockdown. Speed: +2 Damage +2(x2) Move: +0 Cost: 2WP&1Chi Vacumm One-Hand Top Description: Benimaru puts one hand down on the ground, & spins his body around it rapidly. (imagine a Turbo Spinning Foot Sweep) It hits everyone within an adjacent hex of Benimaru twice, & knocks them down. Speed: +1 Damage +1(x2) Move: None Cost: 2WP BLOCK GRAB Blackend Description: Vice grabs her opponent & lifts them over her head for a giant slam. If the first grab suceeds, she then throws them up in the air, jumps up with them & slams them down again. Speed: -1 Damage +3,+5 Move: One Cost: 2WP Benimaru Coleda Description: Benimaru grabs his opponent, & then proceeds to channel electricty through them. Use Focus to determine damage. This maneuver is a Sustained Hold. If his opponent fails to break free, Benimaru may continue the hold at the cost of 1Chi / round. Speed: +0 Damage +4 Move: One Cost: 1Chi/round Big Destroyer Toss Description: Chang croutches down low & grabs his opponent, then proceedes to repeatedly slam his target back and forth over in an arc over his head. System: Once Chang has grabbed someone, He will proceed to slam his victim over and over again, up to his grab technique. After each slam, the defender gets to make a resisited Strength vs. Strength roll to try & break free. (Just like escaping from a sustained hold. Speed: -2 Damage -1(xT*) Move: Two Cost: 2WP Dancing Beat Description: An improved version of the Brain Cracker maneuver. Heavy D grabs his opponents by the head & proceeds to pummel them over and over with his fists. The fighter uses his Punch Technique instead of his Grab when determining damage. The opponent suffers a knockdown when he escapes from this hold (just like Knee Basher). This is a Sustained Hold. Speed: -1 Damage +4 Move: One Cost: NONE Decider Description: Mature extends her arms well beyond their normal length, grabs her opponent by the ankle & throws them across the room. Her reach is equal to her Focus in hexes (Must actually reach her opponent's hex, not just adjacent.) This move is a grab, so in can not be blocked, but it can be dodged or avoided all together by simply interupting & moving to a new hex (It's a hex targeting attack, so by simply not being there you can avoid it.) Speed: -2 Damage: +2 Move: One Cost: 1 WP Explosion Head Butt Description: Ryuji grabs his opponent & delivers a single powerful Headbutt, which causes an explosion & a Knockdown. Speed: -2 Damage: +5 Move: One Cost: 1 Chi Gore Fest Description: Vice grabs her opponent & runs them face first along the ground, only to be thrown up into the air for a painful landing. If the first grab suceeds, she then jumps up with them & slams them down again. System: The damage on the first hit is +2, +1 for every two additional hexes moved after the grab is initiated. The damage on the second hit is +5. Speed: -2 Damage: +2*, +5 Move: One/-1 Cost: 2 WP Hundred Blows Attack Description: Similar to Takuma's Rising Knee Kick Attack, Yuri runs accross the screen and grabs her opponent. Actually, she grabs them by the shirt & litterally climbs up them, so that she can slap them silly. This is a Sustained Hold, which plays just like a Brain Cracker, only with the movement shown below. Speed: +0 Damage +2 Move: +1/None Cost: 1WP/None Internal Energy Release Description: Kensou grabs his opponent & shoots a fireball through their chest. System: This Maneuver ignores the target's Soak. Damage is calulated by Int+Focus+2 (same as a Fireball). An opponent standing directly behind the grabbed opponent can also be hit by the Fireball, but they may soak or dodge it as per normal. Range on the Fireball is Kensou's Wits+Focus minus the grabbed character's Stamina Speed: -2 Damage: +2 Move: One Cost: 1 Chi Kaiser Claw Description: This manever plays similar to Air Throw, except that Krauser doesn't move. He reaches up in the air, & if someone happens to be jumping at him, they get grabed by the feet & slammed to the ground. Also, since this is a slam, it may not be breakfalled. AKD. Speed: +2 Damage: +5 Move: None Cost: 1 WP Kirikabu Gaeshi Description: Using only one hand, Goro picks his opponent up completely over his head & then slams them back down into the ground head first. Knockdown. Speed: -1 Damage +4 Move: One Cost: None Leg Scissors Any 4 Origin: PC Pre: Grab **, Athletics ** Description: A punishing hold, the Leg Scissors involve the wrestler crushing her opponent by wrapping her legs around the opponent's head or body and squeezing. This is a Sustained Hold and scores a Knockdown. Speed: -1 Damage: +3 Move: One Cost: None Moon Blow Description: Krauser grabs his opponent & throws them straight up. When they come down, he finshes them w/ a Power Uppercut to the gutt. Opponents do not get their Stamina when determining soak against this maneuver, however other modifiers (Grapping Defense, Toughskin, Armor, etc.) still apply. Knockdown. Speed: -2 Damage: +3 Move: One Cost: 1WP Psychic Throw Description: Athena stands perfectly still & uses her magical powers to pick her opponent up & throw them across the room. System: Athena may 'grab' any opponent in an adacent hex. The damage is determined by Int+Focus, & the opponent is thrown up to a distance of Focus hexes. Knockdown. Speed: -1 Damage +2 Move: None Cost: 1 Chi Pull Any 2 Origin: PC Pre: Grab ** Description: The fighter grabs his opponent & pulls them past him, exposing his back. The opponent ends up in an adjacent hex. While this attack does no damage, it will disrupt any maneuver his opponent was trying for the round. In addition, if you are faster than your opponent next round, your opponent only gets half their soak value against your attack. (his back is still to you). Note that hitting someone in the back is considered dishonorable, and incurs a penalty of one temp honor. Speed: -1 Damage: None Move: One Cost: None Reverse Flayer (Fish Hook) Description: This is a fairly strange throw. Iori rakes his fingernails accross his opponents chest from their groin to their shoulders, which somehow causes a knockdown. Speed: -1 Damage +3 Move: One Cost: None Rising Knee Kick Attack Description: Takuma runs across the screen & grabs his opponent, and then ties them up with a Knee Basher. This is a sustained hold which plays identical to Knee Basher, only with the initial movement granted below. Speed: -1 Damage +4 Move: +1/None Cost: 1WP/None Samurai Bomb Description: Not happy with the low damage of a Suplex, Brian worked hard on fusing the concepts behind the Siberian Suplex with the damge of a Pile Driver. The result is the Samurai Bomb. The Samuri Bomb is two consecutive Pile Drives (two hits), which causes a Knockdown. Speed: -2 Damage +2(x4) Move: One Cost: 1WP Shinkuu Nage Description: Geese grabs his opponent & tosses them across the screen. Play this as a much improved version of the Throw maneuver. Knockdown. Speed: +0 Damage +5 Move: One Cost: 1WP Super Psychic Throw Description: Just like the Pychic Throw, Athena stands perfectly still & uses her magical powers to pick her opponent up & throw them across the room. Only this time, she also throws a fireball at them while they are flying through the air. System: Athena may 'grab' any opponent in an adacent hex. The damage is determined by Int+Focus, & the opponent is thrown up to a distance of Focus hexes. She then targets them with her Improved fireball for the second hit. Knockdown. Speed: -1 Damage +2, +4 Move: None Cost: 2 Chi ATHLETICS Brian Tornado Description: Brian took the traditional Sumo Flying Head Butt, then fused it with the spinning motion he had seen from more skilled fighters performing Cannon Drills. The result was the Brian Tornado, which looks like an awkward spinning variant of the Flying Head Butt. The Brian Tornado hits opponents twice and does not stop when it hits a target, but rather continues on up to the full movement of the Maneuver. Aerial, Straightline. Speed: -2 Damage: +4(x2) Move: +3 Cost: 1WP Dash Any 2 Origin: PC Pre: Ath 1 Description: The character makes a quick, straight line dash. This is a quick way to cover short distances, & to set up combos for attacks. The fighter MUST use all three hexes of movement. Straightline. Speed: +4 Damage: None Move: three Cost: None Duck and Weave Any 4 Origin: PC Pre: Athletics *** Description: A common boxing technique in which the boxer uses fancy footwork to evade the opponent's attacks. The fighter can dodge any (visible) attack, similar to dodging projectiles with a Jump. However, the fighter's dodge is equal to his Dexterity + (Athletics x2). In addition, he also gets a +1 Speed bonus for his next move, provided he successfully dodged an attack from his opponent. This bonus only applies in relation to that attacker, although it will work against multiple people, provided they each attacked the fighter. For each attacker past the first, the fighter's dodge pool is reduced by one, but the dodge pool can not be reduced below one, no matter how many attackers he faces. Speed: +2 Damage: None Move: -2 Cost: 1 Will Flexible Geezer Description: Cheng stands in place while his body bounces around, as if it were made of rubber. It's impossible to hit him while he's like this (similar to Backflip), although he can still be thrown. Speed: +3 Damage: None Move: None Cost: 1 WP Flying Butt Attack Description: Yuri hops towards her target while turning away from them, so that she hits them with her butt. Aerial, Straightline. Speed: +0 Damage: +2 Move: -2 Cost: NONE Hyper Tackle Description: An amazingly fast Flying Tackle. Bryan simply lowers his shoulder, & rams his opponents with great speed. (Plays similar to Dashing Punch.) Straightline Speed: +0 Damage: +4 Move: +2 Cost: 1WP Ryuurin Hourai Description: Chin jumps at his opponent with a high pounce, then conks his opponent on the head with his gourd (add +1 damage). Aerial, Straightline, Projectile Dodge. Speed: -1 Damage: +3 Move: +1 Cost: 1WP Rising Tackle Description: Terry does a Cannon Drill Straight up into the air. In addtion, he sticks one arm out perpendicular to himself, in order to hit anyone in adjacent hexes. If an opponent is in Terry's hex when he starts the Rising Tackle, it will hit them twice. Opponents in adjacent hexes are only hit once. The Rising tackle is Aerial, can be used to dodge projectiles & causes a Knockdown. Speed: +0 Damage: +2(x2) Move: - Cost: 1 WP Screw Body Press Description: LOL, sorry, I laugh every time I see the name 'Screw Body Press'. And then to see the move... Man, someone at SNK has a sense of humor. Anyway, Bryan leaps up in the air & begings to spin sideways, with his hands & arms outstreched. Naturally, the big guy then falls like a rock, and crushes anyone unlucky enough to be underneath him. While this is nearly the dumbest looking move I've ever seen in a fighting game, it hits hard & is sadly very effective. Frustratingly so, in fact. System: This maneuver plays exactly like Air Hurricane Kick, only using Athletics Technique for Damage. Speed: -1 Damage: -1(xM) Move: -1 Cost: 1CHI& 1WP Shadow Teleport Description: Commononly mistaken for a Yoga Teleport, this Maneuver actually has far more in common with Shrouded Moon that an actual teleport. By using the fighter's Chi to wrap the shadows around him, the fighter can render himself nearly invisible to opponents, while he dashes across the ring. The Shadow Teleport grants a dodge versus attacks. Opponents can attempt to strike a figher using Shadow Teleport, however they must make an attack roll (Dex+Tech) vs. the fighter's dodge pool (Dex+Ath). All opponents suffer a +2 difficulty to all Perception or Blindfighting rolls when attempting to see the fighter during the round they use Shadow Teleport Speed: +2 Damage: None Move: +5 Cost: 1CHI Shoulder Butt Any 2 Origin: PC Pre: Athletics * Description: The first offensive Athletics Maneuver invented by mankind, this simple attack is performed by the fighter lowering his shoulder like a bull's horns and charging straight into his opponent, using his body's mass and speed to inflict damage. The fighter must enter the hex his opponent is in. The Shoulder Butt is a Straight Line Maneuver that causes 1 hex of Knockback. The Shoulder Butt does the base damage listed below with an additional +1 die of Damage for every 2 hexes moved before hitting the opponent. Speed: -1 Damage: +2(Max+5) Move: +1 Cost: None Tornado Gale Slash Description: Choi spins around in a circle generating a small whirlwind. If he touches anyone, he uses the current of air to sweep both of them off the ground, and while in the air, assalts his opponent with a flurry of attacks. Aerial, Projectile Dodge, Knockdown. Speed: -1 Damage: +0(x3) Move: - Cost: 1 WP FOCUS Baltic Launcher Description: Leona Jumps up in the air, & generates a VERY slow fireball from inside her chest. It will hit anyone standing in the hex she lands in that round and score a knockback (or Aerial Knockdown). On the following round, the ball of energy will still be there & will hit anyone dumb enough to pass thru the hex. Leona is free to move and act normally on the second round, and can even try to knock opponents into the Baltic Launcher. Speed: -2 Damage: +2 Move: One Cost: 1 Chi Double Reppuken Description: Similar to Double Strike, the Double Reppuken is a double Shockwave. Geese throws a larger splash-type shockwave first, which has a range of only 2 hexes, & then follows it up with a normal shockwave. The 1st shockwave is designed mainly to negate other projectiles, but will also hit anyone standing too close to the Geese-meister. Also, due to the large size of the first shockwave, Geese gets to roll his full Wits+Focus when attempting to hit Aerial opponents with the first shockwave. Knockdown. Speed: -1 Damage: +2(x2)* Move: None Cost: 2 Chi Double Strike (Tornado Upper) Any 5 Origin: PC Pre: Kick ****, Athletics ****, Focus ****, Fireball Description: While Muay Thai doesn't teach a level of Chi focusing to develop something like the Improved Fireball, the Thai kickboxer King developed this Fireball variant. Focusing her Chi into her feet, King pulls into a double spin kick, letting the Chi fly out into fireballs from her feet. The Double Strike fires two blasts which can be aimed at separate targets. Speed: -1 Damage: +2(x2) Move: None Cost: 2 Chi Eye Slasher Description: Leona does a short backwards roll (One Hex) while drawing up energy for a boomerang shaped fireball. Just like a boomerang, when she throws it, it returns back to her hand. Since it does not disapate when it hits an opponent, it could in theory hit multiple people, or the same person twice. The boomarang can travel a total distance of Leona's (Wits+Focus)x2, but remember that it must manage to travel back to her hand. When determining the path of the boomarang, it may only make right-hand turns, and it may not turn more than 270 degrees TOTAL during the course of it's flight. Speed: -2 Damage: +2(x2*) Move: One Away Cost: 1 Chi&1WP Fatty Bazooka Description: This move plays just like Shock Treatment, only with different modifiers. Cheng jumps barely off the ground, then sneezes (no I'm not kidding) straight down, apparently using his Chi to amply the force into a powerful attack. Knockdown. Speed: -1 Damage: +3 Move: None Cost: 1 Chi Jaeiken Description: Geese dashes at his opponent, & blasts them wih a close ranged Chi Punch. Straightline, Knockback. Speed: +0 Damage: +3 Move: +1 Cost: 1 Chi Kaiser Wave/HaohShoKohKen Origin: PC Pre: Inferno Strike Description: One of the most powerful Maneuvers of the Stroheim school of fighting that originated in Germany, the fighter concentrates a tremendous amount of energy into his body then fires it outward like a gigantic wave of force, covering a large area, pummeling anything within to dust! The Kaiser Wave affects an area 3 hexes wide and Wits+Focus hexes long, with everything in those hexes taking damage. The Kaiser Wave also scores a Knockdown. Due to its large size, anyone attempting to dodge a Kaiser Wave may only roll half their normal dodge pool (round down). Anyone trying to reflect or deflect the Kaiser Wave also has their dice pool halved. Speed: -3 Damage: +7 Move: None Cost: 2 Chi, 1 WP Kiten Hinzan Description: No one likes to have a fighter jump over their fireballs. By sacrificing range, Cheng has learned how to throw a fireball that travels in an arc instead of in a straight line. It leaves Cheng's hands going up at a 30-45 degree angle, then curves back down to the ground (just like throwing anything solid in real life). Because of it's arc, Cheng gets to roll his full Wits+Focus to hit jumping (or dodging) opponents. The range on the Kiten Hinzan is half of a normal fireball (Wits+Focus)/2. Speed: -2 Damage: +2 Move: None Cost: 1 Chi Mine Quake Description: Goro slams both fists into the ground, causing a small earthquake in all directions (Focus Hexes). Aerial opponents are completely unafected. All opponents on the ground (even blocking opponents) are knocked down, even if the damage roll fails. Speed: +0 Damage: -2 Move: None Cost: 1WP&1Chi Nu Psycho Reflector Description: In addition to reflecting fireballs as per normal Energy Reflection, this maneuver generates such a large shield that it can also be used to hit an opponent in an adjacent hex. Speed: +0 Damage: +5 Move: None Cost: 1WP&1Chi Psychic Teleport- see Shadow Teleport Raikou Ken Description: Benimaru sticks his fist into his opponent's hex & creates a ball of lightning at the end of his fist. Speed: +3 Damage: +3 Move: None Cost: 1 Chi Ryuenbu: Description: Mai whirls around in a quick spin, unleashing a quick blast of flame, hitting anyone in the 3 hexes adjacent to her. (Similar to Yoga Flame, only hitting different hexes) Speed: +1 Damage: +3 Move: None Cost: 1 Chi Vortex Inferno Description: Sokaku turns himself into a huge ball of flame, which then comes flying at his opponent (similar to Rolling Attack). Aerial, Straightline, Knockdown. Speed: -1 Damage: +6 Move: -2 Cost: 2 Chi Wild Monkey Slash Description: Sokaku summons several tiny versions of himself, which he throws at his opponent (plays similar to Fireball). If they hit an opponent, they proceed to beat on him with tiny hammers. This Maneuver does no damage if blocked. Knockdown Speed: -2 Damage: -2(x3) Move: None Cost: 1 Chi SUPERS-PUNCH 3 Rattling Winds Battle Formation Description: Chizuru spins her arms in a series of Crane Kung Fu Punches (circular motions) while advancing at her opponent. This maneuver hits once per each hex moved (just like hurricane kick or tumbling attack). It does NOT cause a knockdown. Straightline. Speed: -1 Damage: -1(xM) Move: +4 Cost: 1 SUPER Armageddon Buster Description: Franco puts both fists together, much like a Bufallo Punch, only he swings them both underhand in a giant sweeping arc while focusing his Chi into his fists. Due to the odd arc of this punch, it may only be used against opponents in the same hex as Franco. Unlike most of Franco's moves, however, this maneuver is not designed to particually hurt his opponent, but rather it is designged to stun opponents so Franco can finish them with a slow maneuver next round. The Armageddon Buster knocks opponents up into the air and onto their backs (Knockdown), and more importantly, if it scores any damage at all (and is not blocked), it will automatically dizzy it's victim. The second damage test listed occurs when the victim lands after being knocked up into the air. (See Orbit Punch for details) Speed: +0 Damage: +1/-1 Move: NONE Cost: 1 SUPER Baribari Vulcan Punch Description: Ralf Dashes at the opponent with a quick Elbow, & then lights them up with several Vulcan punches (one punch per dot of Punch Technique) before finally knocking them down with a Power Uppercutt. Speed: -2 Damage: +1(xT),+3 Move: -2 Cost: 1 SUPER D. Crazy Description: Heavy D dashes forward with a series of quick punches. Unlike normal Maneuvers, however, he may take his full movement before each of his Punches. Speed: +0 Damage: +2(x4) Move: -1,-1,-1,-1 Cost: 1 SUPER D. Magnum Description: By adding Chi to a Turn Punch, Heavy D has learned how to charge up and release a powerfull punch in one round. Although he can throw it instantly, Heavy can chose to hold this maneuver for multiple rounds. Each round he holds this maneuver he may do nothing else the entire round, other than stand there. For each round (max 3 rounds) spent, he gains +2 damage & +1 movement. Straightline, Knockdown. Speed: +0 Damage: +7* Move: Two Cost: 1 SUPER Deadly Rave Description: Geese rushes at his opponent & delivers a series of seemingly endless punches & kicks. This is the SUPER SECRET maneuver of the Hakyokusaken style, and it's the reason why fighers learn Hakyokuaken in the first place. In essence, it's more of a Super-Combo than a Super move. Once started, Geese delivers 2 stagering punches and a kick to his victim. If all three attacks succeeded in doing damage, he may perform the Deadly Rave again for free the following round, and again and again, until he finally fails a damage test. Knockdown. Speed: +1 Damage: +4,+4,+4 Move: +0 Cost: 1 SUPER & 2WP Eight Maidens (Nocturnal Lights) Description: Iori dashes across the screen with a flaming Dashing Punch, follows it up with a series of flaming punches, & finishes it all with a fiery explosion. Straightline, Knockdown. The final attack on this maneuver is a Shocktreatment & uses Int + Focus for damage. (Nocturnal Lights throws a Kaiser wave instead) Speed: -1 Damage: +3(x3),+7 Move: -1 Cost: 1 SUPER Go To Heaven Description: Rick stuns his victim with a quick jab, then clobers them with a chi powered punch. The second punch is so powerfull that it generates a wave of force, which can damage nearby enemies. Damage for the wave is Str+Punch +7, -3 for every hex seperating Rick from his target. Knockback, Knockdown. Speed: +2 Damage: -1,+7 Move: One Cost: 1 SUPER & 1WP Glactica Phantom (Final Omega Blast) Description: Ralf Winds up for a REALLY REALLY long time, before finally dishing out what looks sorta like a firey Widowmaker. This is a Straightline Maneuver, and it ignores Blocks. Knockdown Speed: -4 Damage: +10 Move: Two Cost: 1 SUPER Guilotine Description: A Dragon Punch, only Ryuji then follows his opponents up into the air, grabs them, & drags them across the ground, only to end in a final toss back up in the air & a painful landing. The Grab damage is 4 + half the number of hexes Ryuji drags his opponent, where Ryuji gets to use any movement he had left after he performed the Dragon Punch. If the Dragon Punch misses or is Blocked, the grab will also miss, although Ryuji may use whatever movement is remaining after the punch to move. Aerial, Projectile Dodge, Knockdown. Speed: -1 Damage: +6, +4+special Move: +2 Cost: 1 SUPER Howling Bull Description: Rick explodes with a flury of lightning fast punches, which when powered by his Chi, can actually reach out and hit opponents multiple hexes away. The range on these punches is 1/2 Rick's Punch Technique, and he gets one punch for every dot of Punch Technique. The final blow causes a knockdown. Speed: -1 Damage: +0(xT) Move: None Cost: 1 SUPER Roaring Flame Invitation Description: A flaming version of Chin's Rolling Elbows. This maneuver plays just like Tumbling Attack, only using Punch Technique for damage & the modifiers below. Straightline Knockdown. Speed: +0 Damage: +2(xM) Move: +0 Cost: 1 SUPER Shoryureppa Description: By putting a little more 'oomph' behind his Dragon Punch, Ken can actually knock his opponent up into the air. This allows Ken enough time to land, and actually follow up with a Flaming Dragon Punch. Just like the normal Flaming Dragon Punch, if Ken had to move before starting this Maneuver, he only gets one hit on the Flaming Dragon Punch, for a total of 2 hits (insead of the 3 hits he would get if they started in an adjacent hex). Certain characters have learned a variant of the Shoryureppa based entirely on the Dragon Punch, instead both the Dragon Punch and the Flaming Dragon Punch. Naturually, these variants only score one hit per Dragon Punch, for a total of two hits. Aerial, Projectile Dodge, Knockdown. Speed: -1 Damage: +6(x3*) Move: -1 Cost: 1 SUPER Style #180 Reversed Description: Play this as Iori's normal Darkness Sweep (Shockwave), only if this maneuver hits, it will automatically dizzy the target. It does NOT have to successfully score any damage to cause the dizzy. Knockback. Speed: +0 Damage: +2 Move: - Cost: 1 SUPER True Demon God Attack (Tiger Boisterous Dance) Description: Takuma jumps at his opponent with what looks like a normal Flying Knee Thrust. The only difference is that he follows it up with nearly every single Punch he has in rapid succession, ending with a Kaiser Wave. System: If the 1st attack hits, does damage AND is not blocked, Takuma then gets one attack for every dot of his Punch Technique. After that's over, he still gets to perform a Kaiser Wave. Certain characters (Ryo Sakazaki) choose to use their Dragon Punch for the last hit instead of the Kaiser Wave (Str+Punch+6 damage instead of Int+Focus+7). Speed: +1 Damage: +2*,+0(xT),+7 Move: +1 Cost: 1SUPER&2WP Zero Technique Description: In addtion to the damage from this apparently normal punch maneuver, the opponent also suffers the effects of a Dim Mak strike. Knockdown. Speed: -1 Damage: +7 Move: +0 Cost: 1 SUPER SUPERS-KICK Cho-Repadan Description: A much improved version of the Kuhadan, Andy Burts into flames for the entirety of this maneuver. Andy jumps into the air feet first and spirals through any opponents. This maneuver hits any person caught in its path and knocks them back, (Like Tumbling Attack), and knocks them down as well. Straightline, Aerial, Projectile Dodge, Knockback, Knockdown. Speed: +0 Damage: +4(xM) Move: -2 Cost: 1 SUPER Dangerous Wolf Description: Bob rolls at his opponent with a Cartwheel Kick. Only, he doesn't stop after the first hit, and in fact keeps tumbling over & over into his opponent, constantly pushing him back, until Bob finally finishes them off with a Blade Kick. System: The Dangerous Wolf hits once for each hex moved & knocks the opponent back (like Hurricane Kick/Tumbling Attack). When Bob runs out of movement, he finishes his opponent off with three more kicks from his Blade Kick, which causes a Knockdown. Bob can stop the Carwheel Kick early & go straight into the Blade Kick, should he be having problems Knocking his opponent backwards, or should he need the Projectile Dodge. Straightline, Knockback, Knockdown, Aerial*, Projectile Dodge* Speed: -1 Damage: -3(xM),+0(x3) Move: +1 Cost: 1 SUPER Divine Heavenly Kick Dance Description: Kensou leaps at his opponent with a Dragon Fang, then finishes it with a Thrust kick. The first hit uses Punch Technique for Damage. Aerial, Projectlie Dodge, Straightline, Knockdown. Speed: +0 Damage: +0(x3), +6 Move: -1 Cost: 1 SUPER Gravity Storm Description: Leona dashes across the screen, & combos 2 of her unique Flash Kicks into an Air Throw. The last hit uses Str+Grab+5 for the damage roll. Aerial, Projectile Dodge, Knockdown. Speed: -1 Damage: +5(x2),+5 Move: +1 Cost: 1 SUPER Heavenly Phoenix Kick Dance Description: Kim decends on his target with his famous flying lightning leg, only this time he follows it up with a Flash Kick. Knockdown. Speed: -1 Damage: +0(x3), +7 Move: +0 Cost: 1 SUPER Illusion Dance: See Phoenix Flattener Lucky Driver Description: Lucky launches his opponent upwards into the air with a Thrust Kick, then proceeds to chase after them with an Air Hurricane Kick. Aerial, Projectile Dodge, Knockdown. Speed: -1 Damage: +6,-1(xM) Move: -1 Cost: 1SUPER&2WP Phoenix Flattener (Ryuuko Ranbu) Description: Kim jumps at his opponent with what looks like a normal Flying Knee Thrust. The only difference is that he follows it up with nearly every single kick he has in rapid succession, ending with a Flash Kick. System: If the 1st attack hits, does damage AND is not Blocked, Kim then gets one attack for every dot of his Kick Technique. After that's over, he still gets to perform a Flash Kick. Certain characters (Robert Garcia) have learned a variant on this maneuver that ends in a Dragon Punch, rather than a Flash Kick (Str+Punch+6 damage instead of Str+Kick+7). Aerial, Straightline, Knockdown. Speed: +1 Damage: +2,+0(xT),+7 Move: +1 Cost: 1SUPER&2WP Silent Flash Description: A double Flash Kick. Knockdown. Speed: +0 Damage: +7(x2) Move: NONE Cost: 1SUPER SUPERS-GRAB American Supernova (Destruction Drop) Description: Brian grabs his opponent & slams them around the ring is a series of powerful throws. If Brian succeeds in grabbing his opponent, they will be slammed four times before he finally lets go of them. Knockdown Speed: -2 Damage:+4(x4) Move: One Cost: 1 SUPER Double Returns Description: Ryuji grabs his opponent & beats them sensless with a series of exploding head-butts. The normal Double Returns only scores one hit. However, he can spend Willpower for additional hits, at the cost of 1 Willpower per extra attack. He is not allowed to spend more Willpower than his Grab Technique. Knockdown. Speed: -2 Damage:+5(xspecial) Move: Two Cost: 1SUPER+special Elec-Trigger Description: Benimaru grabs his opponent & channels electricty through them. (Use Int+Focus to determine damage). This maneuver is a Sustained Hold. If the opponent fails to break free, Benimaru may continue the hold at the cost of 1Chi / round. Speed: +0 Damage:+7 Move: One/None Cost: 1 SUPER/1Chi Final Atomic Buster (Ultra Argentine Backbreaker) Description: Zangief grabs his opponent in a Spinning Pile Driver. However, once he finishes it, rather than being bounced away, he maintains his grip, and performs another Spinning Pile Driver. What makes this manuever particually devistating is that Zangief can grab opponents in his hex or in any adjacent hex (like Improved Pin). Knockdown Speed: -2 Damage:+7(x2) Move: Two Cost: 1 SUPER Gigatec Cyclone Description: This maneuver starts as a Grab maneuver. If the opponent is successfully grabbed (if the first damage test is successful, Krasuer begins spinning around with Chi flying everywhere, generating a gigantic Cyclone. (looks like a Chi-powered Turbo Spinning Clothesline. From that point on, the opponent is simply bounced around inside the giant cyclone until it ends. The Cyclone gets one hit for each dot of Athletics that Krauser posses, and damage for each hit of the cyclone is Strength + Punch + 2. Knockdown. Speed:-2 Damage:+2, +2(xspecial) Move:One Cost: 1 SUPER Go to Hell Description: Heidern flies at his opponent with his improved version of a Choke Throw. If he manges to grab his opponent, not only does he nearly break their neck, but he also sucks the life right out of them (as per Leech). System: If performed successfully, this Maneuver scores two damage tests. The first is the actual grab damage (Str+Grab+5). The second is whatever Leech Damage Heidern chooses to inflict. He can suck 1 point of life for each Chi he spends, up to a maximum of his Focus Technique. Speed: -1 Damage:+5 Move: -1 Cost: 1 SUPER+Special Heidern End Description: Heidern dashes across the screen and grabs his opponent with an iron claw. If he manages to grab them, he channels chi into their body, causing them to explode. Plays similar to a Siberean Bear Crusher, save for the modifiers below. Note that although this is a Grab Maneuver, the damage on this Maneuver is based on Int+Focus+7. Knockdown. Speed: +1 Damage:+7 Move: -1 Cost: 1 SUPER Hell to Paradise Drop Description: Goro Grabs his opponent, & slams them back & forth into the ground, lifting them rapidly back up over his head in a full press before dropping them on their head again, only to finally toss them into the air & across the room. System: The fighter grabs his opponent, & slams them down once for each dot of Grab Technique he has. Once that is done, He throws them across the room (Damage +7, Strength in Hexes). The final hit of this attack may be Breakfalled, if the opponent is still concious. Knockdown. Speed: -2 Damage:+0(xT),+7 Move: One Cost: 1 SUPER&2WP Majinga Description: XiangFei Grabs her opponent, then pummels them with a series blindingly fast blows. These attacks are thrown so fast that she doesn't have time to put any strength behind them at all, meaning that the damage done is based entirely off her Grab Technique. She gets to throw four blows in this manner for every dot of Grab Technique she has. Knockdown. Speed: -4 Damage: see above Move: One Cost: 1 SUPER Mary's Typhoon Mary grabs her opponent, & begins to spin them around in an Airplane Spin. Once she's built up enough momentum, she then throws them across the room. Damage for this maneuver is determined by Strength + Grab Technique + Distance Thrown, where the distance thrown is calculated by Mary's Strength + Grab Technique, so effectively, The damage is really (Str+Grab)x2, unless she chooses to thrown them a shorter distance. Throwing victims into solid obstacles that prevent them from from being thrown the full distance does not reduce the damage (they were still thrown just as hard) and can even add extra damage at the storyteller's discretion. This maneuver is a Throw, and can be Breakfalled. Knockdown. Speed: -1 Damage: +special Move: One Cost: 1 SUPER Mental Internal Energy Release Description: Kensou grabs his opponent, & detonates a series of powerful fireballs into his chest. Kensou hasn't quite learned how to control this much power thou, and the last hit will hit both Kensou & his opponent & knock them both down. System: This Maneuver ignores the target's Soak and scores 3 hits. Damage is calulated by Int+Focus+2 (same as a Fireball). An opponent standing direclty behind the grabbed opponent can also be hit by the Fireballs, but they may soak or dodge it as per normal. Range on the Fireball is Kensou's Wits+Focus minus the grabbed character's Stamina. The last Fireball damages Kensou as well, although he does get his Stamina to soak. For every point of damage Kensou does to himself in this way, he is knocked back one hex. Knockdown(s). Speed: -2 Damage:+2(x3) Move: One Cost: 1 SUPER&1Chi Running Three Description: Clark runs up with a Siberean Bear Crusher. If he hits, he'll do it 2 more times, running back and forth across the ring with his opponent over his shoulder. Knockdown. Speed: +0 Damage:+3(x3) Move: +1(x3) Cost: 1 SUPER Withering Surface Description: Vice Jumps at her opponent, grabs their face with her feet, & jumps into the air, only to bring her full weight down on her poor victims head. Then, she does it again. Aerial, Projectile Dodge, Knockdown. Speed: -2 Damage:+7(x2) Move: +0 Cost: 1 SUPER SUPERS-ATHLETICS Big Bang Tackle Description: Brian dashes back and forth across the screen 3 times is a series of unstopable tackles. Bryan does not stop his movement when he hits his target, but rather continues through their hex until he finishes his movement. Anyone not blocking is knocked upwards into the air, only to land just in time for Brain to run through them again. Knockdown. Speed: -1 Damage: +4(x3) Move: +3,+3,+3 Cost: 1 SUPER Break Storm Description: Duck King hops up in the air a few feet, and seems to hang there an unnaturally long time. If anyone touches him during this time, he'll grab them in this odd breakdance/tumbling mix, ending with them being thrown away and Duck gliding softly down to the ground. This Maneuver hits once for every dot of Athletics Technique. Aerial, Knockdown. Speed: -2 Damage: +0(xT) Move: NONE Cost: 1 SUPER Dance of the Phoenix Description: Mai jumps into the air & transforms into a GIANT ball of fire, then descends on her opponents in a firey explosion. Damage for the first hit is Str+Ath+7. When she lands, the explosion hits everyone in her hex as well as any adjacent hexes (similar to Shock Treatment) and causes a knockdown. Damage for the Second hit is Int+Focus+7. Aerial, KD. Speed: -2 Damage: +7, +7 Move: +1 Cost: 1 SUPER Phoenix Fang Arrow Description: Similar to the normal Phoenix Arrow (Diving Hawk), only Athena makes three illusions of herself, each of which descend down on her opponent in a fiery tumbling ball. When the three shadows meet again, they form back together to knock their opponent down with a foot sweep. The last hit uses Athena's Kick Technique for damage. Aerial, Projectile Dodge, Straightline, Knockdown. Speed: -2 Damage:+4(x3),+4 Move: +1 Cost: 1 SUPER Taitetsujin Description: XiangFei blasts her opponent with a dashing tackle. Straightline, Knockdown Speed: +1 Damage:+8 Move: +4 Cost: 1 SUPER Tornado Ripper Description: A larger version of the Tornado Gale Slash, Choi spins even faster to generate a sizeable whirlwind. Anyone (including Aerial) traveling through Choi's hex or an adjacent hex suffers three attacks at +0 damage (use Int+Focus for Dmg) and suffers a knockdown. In addtion, Choi may also choose one person affected by the Tornado, and attack them three times at +0 damage (use Str+Athletics for damage). Aerial, Projectile Dodge, Knockdown Speed: -2 Damage:+0(x3),+0(x3) Move: None Cost: 1 SUPER Ultra Deadly Ninja Bees Description: Mai is englufed in a ball of fire while charging her opponent with a cross between a flying elbow smash & a straight-out tackle. This maneuver hits multiple times, playing just like Hurricane Kick/Tumbling Attack, only with the modifiers below. Aerial, Straightline, KD. Speed: +0 Damage:+0(xM) Move: +1 Cost: 1 SUPER SUPERS-FOCUS Advancing Screw Description: Joe creates a Huge colum of wind in front of him, then smacks it with his fist to send it charging at his opponents. The Whirlwind occupyies 4 hexes when it forms. (Same size as a Yoga Flame). The Whirlwind then travels Joe's Punch Technique in hexes. Anyone caught in the Whirlwind suffer a Knockdown. This maneuver is considered a straightline attack and can be sidestepped or avoided, but do due it's amazing height, it can not be dodged like a projectile. Speed: -3 Damage: +10 Move: - Cost: 1 SUPER & 2WP Bursting Heavens Bopper Description: A much improved version of Cheng's Kiten Hinzan (Fireball variant). Cheng charges up a large ball of chi in his hands, then lobs it at his opponent. Due to the arc, Cheng gets to roll his full Wits+Focus to hit Jumping targets. When the ball hits it's victim (or the ground) it will explode, causing the second damage test and hitting everyone in the 6 hexes surrounding where it explodes. The Range on the Bursting Heavens Bopper is half of Cheng's Wits+Focus. Knockdown. Speed: -2 Damage: +6,+6 Move: NONE Cost:1 SUPER Collapse of Creation Burst Description: Cheng jumps up in the air & starts to hover, using the kickback from a rain of Fireballs to keep himself up in the air. Oh, and incidently pelting the #$@! out of anyone underneath him with those same fireballs. Cheng makes a normal Jump, however at some point during the jump he may pause his movement to throw the fireballs (one fireball per dot of technique). Once he is done droping the fireballs, he may then continue on with whatever movement he has remaining from his Jump. Cheng may only hit people directly below him (same hex) with this Maneuver. Aerial, Projectile Dodge. Speed: -2 Damage: +0(xT) Move: +0 Cost:1 SUPER Emperor Drain Description: An improved fireball, only Chonshu heals one health level for every two points of damage done. Knockdown. Speed: -1 Damage: +4 Move: None Cost: 1 SUPER Emperor Roar Destroyer Description: ChonRei's MUCH improved variant on the Chi Push. ChonRei summons up a fast Chi Blast, which knocks everyone in the three hexes adjacent to him away, & even knocks himself backward 2 hexes. Just like Chi Push, ChonRei may choose to spend an additional Chi per extra damage die he wishes to roll. He may also choose to turn the damage into knockback, and opponents may also counter spend. Knockback, Knockdown. Speed:+0 Damage:+8+special Move:TwoAway Cost:1SUPER+special Final Showdown Secret Description: Kyo creates a Giant Ball of Fire directly in front of him (Use Yoga Flame Splash Pattern), & then charges into it with his Flaming Rekka Ken. Use Kyo's Focus for damage on the first hit, followed by his Punch Technique for the last three hits. Knockdown. Speed: -2 Damage: +5,+3(x3) Move:None,One(x3) Cost: 1 SUPER Flying Emperor Drain Description: A Flying Fireball, only Chonshu heals one health level for every two points of damage done. This Maneuver may not be doged with Jumping Maneuvers. Aerial, Projectile Dodge. Knockdown. Speed: -2 Damage: +2 Move: +0 Cost: 1 SUPER & 1WP Great Serpent Mow Description: Kyo surrounds himself in flames, making himself imune to normal projectiles. For 1 Chi/round He can hold this position, giving him +1 speed, damage & movement on the next round* (similar to Turn Punch). When he's ready to unleash, the attack travels in a straight line, hitting everyone in his path, plus a 4 hex area splash starting in the hex Kyo stops in. (Same splash pattern as Yoga Flame). Straightline, Knockdown. Speed: -3* Damage: +7* Move: Two* Cost: 1 SUPER Heaven's Gate Description: Rugal dashes across the screen with a clothesline. If he hits (not blocked), he continues running, dragging his opponent with him until he hits the end of his movement, at which point he slams the victim into a Chi based column of pain. (I really don't know what to call it, negative energy maybe? It's not an explosion, but it looks like it hurts.) Straightline, Knockdown. Speed: +0 Damage:+9 Move: +3 Cost: 1 SUPER Kaiser Wave/HaohShoKohKen Origin: PC Pre: Inferno Strike Description: One of the most powerful Maneuvers of the Stroheim school of fighting that originated in Germany, the fighter concentrates a tremendous amount of energy into his body then fires it outward like a gigantic wave of force, covering a large area, pummeling anything within to dust! The Kaiser Wave affects an area 3 hexes wide and Focus hexes long, with everything in those hexes taking damage. The Kaiser Wave also scores a Knockdown. Due to its large size, anyone attempting to dodge a Kaiser Wave may only roll half their normal dodge pool (round down). Anyone trying to reflect or deflect the Kaiser Wave also has their dice pool halved. Speed: -3 Damage: +7 Move: None Cost: 1SUPER Power Geiser (Screw Upper/Raging Storm) Description: Terry strikes the ground & creates a huge Geiser of raw energy. occupying 4 hexes. (Plays just like a Yoga Flame). Knockdown. The Raging Storm variant plays exactly the same, except that the splash pattern is moved back one hex, so that it will hit opponents in the same hex as the fighter. Speed: -3 Damage: +10 Move: - Cost: 1 SUPER Rai-Kou Ken Description: Benimaru summons up 3 smaller Raikou Ken's. (Notice the Super Maneuver & the regular Special Maneuver have the same name). Knockdown. Speed: +1 Damage: +3(x3) Move: None Cost: 1 SUPER Shining Crystal Bit Description: Athena Surrounds herself with a huge field of Chi. The maneuver hits all opponents in her hex or an adjacent hex for Int+Focus+7 damage. (Similar to Shock Treatment) This will Knockback & Knockdown anyone caught in the field. If the opponent is still inside the Chi Field (if they started in the same hex as Athena) they he will be hit again before finally being knocked clear of the Chi field. Athena may choose to maintain the Chi Field until the end of the round (in case someone gets thrown into the field) or she may choose to channel the energy from the field into one powerful fireball, for one last hit (damage Int+Focus+7). The Shining Crystal Bit may also be used to reflect fireballs, as per Energy Reflection. Speed:-1 Damage:+7(x3*) Move:None Cost:1SUPER&1Chi Sokaku Splat Description: Sokaku summons a GIANT (2 hexes) Demon, who picks Sokaku up & protects him for the entire round. Anyone attempting to attack the demon in hand to hand combat will be set on fire by the demon's aura (11 dice damage) & be Knocked Back. At the end of the round, the demon throws Sokaku at his opponent & Knocks them down. Sokaku naturaly ends the round in whatever hex he lands, & he is also knocked down. The Demon has 20 Wound Levels, 6s in all stats & 5s in all Techniques. Damage done by throwing Sokaku is The Demon's Str+Grab + Sokaku's Stamina. Killing the Demon before the end of the round will dispell him & stop the Maneuver. Speed: +0 Damage: Special Move: Special Cost: 1 SUPER Thunder God Description: Sokaku summons a GIANT (2 hexes) lightning Demon, who performs an improved version of Shock Treatment, which hits everyone two hexes away from the Demon. The Demon has 20 Wound Levels, 6s in all stats & 5s in all Techniques. Killing the Demon before the end of the round will dispell him & stop the Maneuver. Speed: -2 Damage: +7 Move: None Cost: 1 SUPER Tripple Geiser Description: Terry strikes the ground, & creates 3 smaller Power Geisers. Each Geiser covers a 4 hex area (like Yoga Flame), with each one originating one hex behind the last one. If someone is caught in the 1st geiser, they will be pushed back one hex (into the next one, & the next one) as well as being Knocked Down. Speed: -3 Damage: +7(x3) Move: - Cost: 1 SUPER & 2Chi Yoga Inferno(Roaring Inferno Blaze) Description: A Huge Yoga Flame that hits twice & scores a Knockdown. Speed: -1 Damage: +7(x2) Move: - Cost: 1 SUPER SUPERS-WEAPON Bloody Shadow Description: Laurence dashes at his opponent. If he grabs them, he proceeds to dance all around them, cut them to shreds with powerfull swings from his saber. Knockdown Speed: -3 Damage: +5(x3) Move: +0 Cost: 1 SUPER Bloody Slash Description: A much improved Hundred Hand Slap. Only this time, not only does Laurence get to use a sword, but he also gets one swing for each dot of his Saber Technique. Speed: -2 Damage: +0(xT) Move: One Cost: 1Super Dance of the Water Bird Repeating Fire Ball, only Mai throws her Fans instead of Chi. The fighter may throw one Fan for each dot of Weapon Technque they have. Speed: -2 Damage: +0(xT) Move: NONE Cost: 1 SUPER Exploding Goro: Description: Hon Fu charges his opponent with a flury of Nunchuks, then finishes it all off with his Flaming Dragon Punch. Straightline, Knockdown. Speed:-1 Damage:+1(x3),+6(x2) Move:+1 Cost:1SUPER&1WP Hellbound Description: Lucky Throws 3 Flaming Basketballs at his opponent. Plays similar to Repeating Fireball. Speed: -1 Damage: +4(x3) Move: NONE Cost: 1 SUPER Super Fire Wheel Description: Billy spins his staff about rapidly in front of him, hitting all opponents in the three hexes in front of him. Similar to Billy's Whirlwind Wail (Great Wall of China), only this time he also adds an extra hit to the end of the Maneuver, which causes a explosion and a knockdown. Speed: -2 Damage: +1(x3),+7 Move: NONE Cost: 1 SUPER Wild Ball Attack Description: Chang runs accross the screen and smacks his opponent with his massive gutt. If this attack scores damage AND is not Blocked, Chang then proceeds to follow it up with one hit from his weapon for each dot of Weapon Technique he has, & the procedes to finish it with one of 6 Special Manevuers: (Flash Kick, Bezerk Ball, Air Smash, Sliding Iron Ball, Iron Ball Sweep, or Taunt.) Don't forget to add whatever affects the final Maneuver has (Knockdown, Aerial, Projectile Dodge, etc.) Speed:-3 Damage:+2,+0(xT),+special Move:+3 Cost:1SUPER&1WP For Chang: Spd:-3 Dmg:+2,+5(x5),+special Move+3 Cost:1SUPER&1WP Yoka Tonhanma Description: Hon Fun pauses for a second to draw in some Chi, then does a funny forward flip, & comes crashing down on his opponent with an overhead attack, which explodes in a giant ball of fire. Everyone within 2 hexes (including Hon-Fu) has their faces blackend by the explosion, (No effect, just comical). This Maneuver ignores blocks. Aerial, Projectile Dodge, Knockdown. Speed: -3 Damage: +10 Move: One Cost: 1 SUPER