Street Fighter Maneuvers Last Mod: 3/13/2 Maneuver Quick Legend: Non-Conformant List: The following Maneuvers have different stats or play differently than mentioned in the original books: Punch: Ear Pop Hyper Fist Spinning Clothesline Turbo Spinning Clothesline Kick Air Hurricane Kick Cartwheel Kick Great Wall of China - removed Heel Stamp Hurricane Kick Grab Head Bite Block Maka Wara San He Athletics Backflip Ground Fighting Tumbling Attack Focus: Mind Reading Speed of the Mongoose - removed Repeating Fireball The following Maneuvers have different Prerequisites than in the books. Punch Dim Mak Dragon Punch Flaming Dragon Punch Kick Air Hurricane Kick Double Dread Kick Tiger Knee Scissor Kick Grab Dislocate Limb Iron Claw Athletics Jumping Shoulder Butt Thunderstrike Focus Chi Kung Healing BASIC MANEUVERS Jab Origin: SF Prerequisites: Punch * Power Points: Free CROUCHING, STANDING, AERIAL-JUMP Speed: +2 Damage: -1 Move: +0 Cost: None Strong Origin: SF Prerequisites: Punch * Power Points: Free CROUCHING, STANDING, AERIAL-JUMP Speed: +0 Damage: +1 Move: +0 Cost: None Fierce Origin: SF Prerequisites: Punch * Power Points: Free STANDING, AERIAL-JUMP High Hit Speed: -1 Damage: +3 Move: -1 Cost: None Short Origin: SF Prerequisites: Kick * Power Points: Free CROUCHING, STANDING, AERIAL-JUMP Speed: +1 Damage: +0 Move: +0 Cost: None Forward Origin: SF Prerequisites: Kick * Power Points: Free CROUCHING, STANDING, AERIAL-JUMP Speed: +0 Damage: +2 Move: -1 Cost: None Roundhouse Origin: SF Prerequisites: Kick * Power Points: Free STANDING, AERIAL-JUMP High Hit Speed: -2 Damage: +4 Move: -1 Cost: None Block Origin: SF Prerequisites: Block * Power Points: Free Description: Add your Block Technique to your soak. If you are attacked, you gain a +2 speed bonus to your next action. You may sustain your Block over multiple rounds, at which point you no longer need to contest speed with your opponent to interupt them. CROUCHING, STANDING Defensive Speed: +4 Damage: None Move: None Cost: None Grab Origin: SF Prerequisites: Grab * Power Points: Free Description: Grab is a sustained hold, although you will need at least a Grab Technique of 2 before you can hold it for more than one round. CROUCHING, STANDING Speed: +0 Damage: +0 Move: +0 Cost: None Dodge Origin: PC Pre: Dodge 1 Power Points: Free Description: Forces anyone attacking you to perfrom a TO-HIT Roll versous your Dodge Pool. (Dex+Dodge) or (Dex+Ath) STANDING, AERIAL-JUMP Defensive Speed: +0 Damage: None Move: -1 Cost: None Move - Basic/Combat Origin: SF Pre: None Power Points: Free CROUCHING, STANDING Defensive Speed: +3 Damage: None Move: +3 Cost: None Move - Fast (Jog) Origin: PC Pre: None Power Points: Free Description: This is a much faster method of moving. Generally not suited for use in combat, but it can be effective for closing large distances. STANDING Speed: -1 Damage: None Move: (Ath+3)x3 Cost: None Move - Fastest (Sprint) Origin: PC Pre: None Power Points: Free Description: Sprinting. A Stamina roll is required for each turn past your stamina of consecutive sprinting. STANDING Speed: -4 Damage: None Move: (Ath+3)x6 Cost: None Intimidate Origin: PC Pre: Intimidation 1 Power Points: Free Description: Intimidation represents the ability to press one's force of personality on the other (i.e. scare the heck out of them). When used in a combat situation, the fighter must take a whole combat round to frighten the opponent. The character must make a (Str or Manip) + Intimidation roll with Difficulty of the opponent's Willpower. For every 2 successes made, the opponent is at -1 Speed next round. If both fighters attempt to Intimidate the other at the same time, the fighter with more successes subtracts his total from his opponents success. The loser suffers an intimidation penalty based on the new total. Unfazeable adds +2 to intimidation difficulty, and Weak Willed does the opposite. Characters with Iron Will are immune to Intimidation. Roll: (Str or Manip) + Intimidation, Diff=Willpower STANDING Speed: -1 Damage: None Move: None Cost: None Taunt Origin: PC Pre: None Power Points: Free Description: Taunting is the ability to make fun of your opponent. While anyone can do that, certain characters can actually get their opponents so mad that they will attack them recklessly. Taunting works very similar to Intimidation, only the roll becomes Manipulation + Insight (Difficulty = the target's Willpower). Taunting is considered frivolous by most fighters, but it can have its uses in combat. (Plus, hey the fans love it). The primary use of taunting is to humiliate your opponent. A taunt forces your opponent to make a Rage check, and in additon, For each success rolled, the opponent gain a point of Rage. If the rage check fails, they lose their action for the round, and are bezerked next round. (see Rage Gage in rules.txt) Taunting your opponent gains you a temporary dot of glory. Successfully taunting your opponent (Not being counterattacked the same round) gains you an additional temporary glory, and causes your opponent to lose 1 temporary Glory. If you taunt them into a rage, you gain an additional temporary Glory, & they lose an additional temporary Glory. Calm Heart adds +2 to the taunting difficulty, and Short Fuse does the opposite. Characters with Iron Will are immune to the effects of Taunting. Roll: Manip + Insight, Diff=Willpower CROUCHING, STANDING, AERIAL-JUMP Speed: -1 Damage: None Move: -3 Cost: None PUNCH Atemi Strike Any 5 Origin: Web Prerequisites: Punch *** In this attack the fighter strikes at one of his opponent's vital points, causing agonizing pain. System: The fighter must strike an un-armored vital point on his opponent's body. If the attack is not blocked, the opponent does not subtract his soak from the damage roll. CROUCHING, STANDING Speed: -1 Damage: -1 Move: -2 Cost: 1 Will Banishing Punch Any 3 Origin: Web Pre: Punch ****, Energy Reflection Zangief, never one to be left behind, developed this maneuver to deal with his opponent's projectile attacks; the fancy Fireballs, Sonic Booms, and so on of his opponents had always been a problem for him, so he improved his mental control a little bit, and was able to develop a glowing punch that could obliterate incoming projectiles. Since then, he has taught this to other Sanbo fighters. System: Unlike Energy Reflection, Banishing Punch can only neutralize fireballs, not reflect them. However, no roll is required to neutralize the projectile. The fighter simply interrupts the opponent's projectile, and then follows through with his punch. For every projectile absorbed in this manner, the Banishing Punch does an extra die of damage. STANDING High Hit Speed: +1 Damage: +4(+Special) Move: Two Cost: 1 Chi Breaking Art Any 4 Origin: Web Pre: Punch ***, Focus *** System: This power can be used on nearly any non-living object. Make a Chi roll against a difficulty determined as follows: Ice: 4 Wood: 5 Stone/Brick/Cement: 7 Metal: 8 Hardened Metal: 9 If you score at least two successes, you will shatter the object. You cannot use Art of Breaking on living things (attempting to do so delivers damage as per a Fierce punch) although it could be used on cybernetic implants. Characters with Breaking Art may purchase Chi Push for 2 less Power Points (But not less than 1). STANDING High Hit Speed: -3 Damage: Special Move: None Cost: 1Chi & 1Will Boshi-Ken (Thumb Drive) Origin: SF:PG Pre: Punch ***, Shikan-ken Description: The thumb-drive fist, or Boshi-ken, is like a regular punch, except that the thumb protrudes along the front of the fist and is used for striking the opponent. Typically the force of the punch is directed at the nerve clusters of an enemy's muscles for maximum effectiveness. An opponent struck with this punch will suffer numbness during the following round. If any damage is inflicted, the opponent suffers a -1 Move during the next round. If no damage was scored by the ninja, it is assumed that the strike missed the targeted nerve cluster and doesn't slow the target appreciably. CROUCHING, STANDING High Hit Speed: -1 Damage: +2 Move: +0 Cost: None Bull Head (Dashing Head Butt) Origin: Web Pre: Punch ****, Athletics *, Head Butt Power Points: Any 5 Description: This explosive move was practically invented by Birdie (although some people say someone from his gang actually developed it). When the fight starts, he would dash across the ring and blast his opponent with a devastating headbutt before the opponent realized the fight had begun. The move is considered by many to be a typical Birdie cheap shot, but it won him a lot of matches. Note: Yes I did rip this off almost word for word from SF:STG's description for Balrog's Dashing Punch. I think that this is fitting, considering that Birdie (this version at least) is basically a Balrog rip-off. STANDING Straightline Speed:+0 Damage:+4 Move:+2 Cost: 1 Will Buffalo Punch Any 2 Origin: SF Pre: Punch ** Description: The fighter clenches both hands together into one big fist above his head and swings both arms down on top of his opponent's head. It is said that some Native Americans could stun a full-grown buffalo with this slow but powerful punch. STANDING Speed: -2 Damage: +5 Move: One Cost: None Dashing Punch Origin: SF Pre: Punch ****, Athletics * Description: This explosive move was practically invented by Balrog (although some people say one of his trainers actually developed it). When the starting bell rang for Balrog's boxing matches, he would dash across the ring and blast his opponent with a knockout punch before the opponent realized the fight had begun. The move was considered to be a typical Balrog cheap shot, but it won him lots of matches. The Dashing Punch is a Straight Line Maneuver. STANDING, AERIAL Straightline Speed: +0 Damage: +4 Move: +2 Cost: 1 Will Dashing Uppercut Any 3* Origin: SF Pre: Dashing Punch Description: This move is a slight adaptation of the Dashing Punch. The difference is that the fighter delivers an uppercut punch instead of a straight punch at the end of the dash. The Dashing Uppercut can hit opponents executing Aerial maneuvers. Against such opponents, it scores a Knockdown in addition to damage. STANDING, AERIAL High Hit, Straightline, Aerial Knockdown Speed: +0 Damage: +4 Move: +2 Cost: 1 Will Dim Mak Origin: SF Pre: Punch ****; Focus ****; Atemi Strike; Chi Gung Healing Description: Dim Mak is the art of the death touch. Masters of the Dim Mak possess secret knowledge of how Chi flows within the human body. The human body's Chi patterns are said to vary according to the time of day, season, and many other esoteric factors. A master of Dim Mak possesses knowledge of all these factors and utilizes it to pinpoint vulnerable locations on his opponent's body. Thus, a mere finger thrust can disrupt a Chi flow and bring all sorts of misery to the victim of the Dim Mak strike. Whenever a fighter strikes an opponent with a Dim Mak touch, damage is rolled normally, but the attacker inflicts two extra effects. The first is that she can decide to delay the damage a specified number of turns. Second, the attacker can lower temporarily one of the victim's Physical Attributes by one point per Dim Mak strike. STANDING High Hit Speed: +0 Damage: +0 Move: +0 Cost: 1 Chi Double Punch Any 2 Origin: Web Pre: Punch **, Athletics *** Description: Double Punch allows two simultaneous attacks on one or two opponents in the same round. Both fists deliver a punch. The fighter chooses for both one of his punch basic maneuvers. If the fighter attacks two enemies both must be in an arc of up to 60 degrees (this means they must be adjacent to each other and the fighter). STANDING High Hit Speed: special Damage: special Move: None Cost: 1 Will Dragon's Fang Any 5 Origin: PC Pre: Punch ***, Kick ***, Athletics ***, Double-Hit Kick Flying Elbow Smash, Tripple Strike Description: The Dragon's Fang is a Kung Fu modification of a normal 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. STANDING, AERIAL Straightline Speed: +0 Damage: +0(x3) Move: +0 Cost: 1 Will Dragon Punch Origin: SF Pre: Punch ****; Focus **; Jump; Power Uppercut Description: Gouken is the only living master who is commonly known to teach this incredible maneuver. He has passed it along to his students, Ryu and Ken, and they have used it to forge their names among the ranks of the World Warriors. The Dragon Punch is a leaping uppercut that counts as an Aerial maneuver. The fighter chooses any one ground or aerial opponent within his Move range to suffer the Dragon Punch's wrath. Opponents in the middle of an Aerial maneuver suffer a Knockdown if the Dragon Punch scores damage. Grounded opponents are knocked back one hex. The force of the punch carries the fighter high into the air. The Dragon Punch can be used like a Jump to avoid incoming projectile attacks; however, if it is used to interrupt and leap over a projectile attack, it cannot be used against the opponent firing the projectile attack. AERIAL Projectile Dodge, Aerial Knockdown, Knockback Speed: +0 Damage: +6 Move: -2 Cost: 1 Will Ducking Fierce Any 2 Origin: SF:SoS Pre: Punch ** Description: The fighter crouches low and delivers a short powerful blow to her opponent's midsection. This punch often catches unsuspecting opponents off-guard. This combines a Fierce Punch with a Crouching maneuver. CROUCHING Low Hit Speed: -1 Damage: +4 Move: None Cost: None Ear Pop Any 3 Origin: SF Pre: Punch ** Description: The big wrestlers of Russia, Japan, and North America could not find many punching techniques that would seriously slow other fighters of their style, until they developed the Ear Pop. This nasty move is held to be dishonorable under some tournament rules. The fighter slaps both sides of his opponent's head with his hands slightly cupped. This causes incredible air pressure to rush into the opponent's ears, stunning her and possibly causing hearing loss (why the move is considered dishonorable by some). This strike completely ignores Stamina for the purpose of soaking damage. Any fighter who uses the Ear Pop automatically loses one Honor point. The target fighter is considered deaf for one round per point of damage done in this way. STANDING Speed: -1 Damage: -1 Move: -1 Cost: None Elbow Smash Any 2 Origin: SF:SoS Pre: Punch * Description: By firmly planting his feet, the fighter can deliver a quick powerful elbow smash to a nearby opponent. Many deaths are caused in Thai Kickboxing rings by the lethal power of these elbow strikes. STANDING High Hit Speed: +2 Damage: +2 Move: One Cost: None Fist Sweep Origin: SF Pre: Punch *** Description: Nobody told the boxers on the Street Fighter circuit that they couldn't hit below the belt. Not to be outdone by other styles, some boxers developed a low, powerful, punch that takes the legs right out from under their opponents. Victims of a successful Fist Sweep suffer a Knockdown in addition to normal damage. CROUCHING Low Hit, Knockdown Speed: -1 Damage: +3 Move: -2 Cost: None Flaming Dragon Punch Origin: SF Pre: Punch *****, Focus ***, Dragon Punch Description: Ken was not satisfied with his ability to execute the Dragon Punch, so he trained long and hard to improve the already devastating move. He learned to focus his Chi into his fist during the punch, causing his fist and anything hit by it to burst into flame. The Flaming Dragon Punch is identical to the Dragon Punch, with the following exceptions. Any opponent hit with a Flaming Dragon Punch suffers a Knockdown, regardless of whether the opponent is on the ground or in the air. If the Flaming Dragon Punch is used on an opponent standing in a hex adjacent to the fighter (the fighter does not have to move to hit his opponent), the Flaming Dragon Punch will hit twice! AERIAL Projectile Dodge, Knockdown Speed: -1 Damage: +6(x2*) Move: -2 Cost: 1 Chi & 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. STANDING, AERIAL High Hit, Straightline Speed: +1 Damage: +2 Move: +1 Cost: 1 Will Gut Punch Any 3 Origin: PC Pre: Punch ** Description: The Highlander swings his fist in a wide arc to land deep in the stomach of his opponent. Very painful and able to knock the wind out of the toughest foe. The Gut Punch scores a Knockdown. CROUCHING, STANDING Knockdown Speed: -2 Damage: +4 Move: Two Cost: None Haymaker Any 2 Origin: SF:PG Pre: Punch * Description: The fighter actually winds up like a baseball pitcher to deliver this crude yet powerful punch. She first reaches as far down to the ground as she can without overbalancing herself. Then she whips her fist in a wide arc over her own head and directly onto her opponent's. The momentum imparted by the wide overhead swing imparts tremendous force to this maneuver. Because of the windup required, it is hard to move while executing this maneuver. STANDING, AERIAL Speed: -2 Damage: +4 Move: -2 Cost: None Head Butt Any 2 Origin: SF Pre: Punch * Description: When knuckles won't do, some fighters use their heads. Many styles practice head butt strikes as part of their close-range fighting arsenal of maneuvers. Fighters have to undergo grueling training to perfect this move. Training involves conditioning a fighter's forehead to take the punishment of the hit. The fighter bangs his head on padded wood, then bare wood, then bricks, then stone. This gradually toughens the fighter's head until he can crack just about anything with one solid blow from his head. CROUCHING, STANDING Speed: +0 Damage: +3 Move: -2 Cost: None Heart Punch Origin: SF:SoG Pre: Punch ***, Focus * Description: The Heart Punch is a blow designed to stun an opponent, leaving him vulnerable to the fighter's next blow. A quick powerful blow is delivered to the opponent's chest. This move is considered a cheap shot and can result in a loss of honor, depending on the circumstances on which it is applied. No damage is done by this attack. However, damage is still rolled for the purposes of determining a dizzy. Because of the nature of the Heart Punch, it cannot be used in a dizzy combo. It can, however, be comboed for speed purposes. STANDING High Hit Speed: -1 Damage: +5 Move: -2 Cost: None Heracles' Club Origin: PC Pre: Punch ***, Focus * Description: A feared move named after the mighty Greek hero, this massively powerful spinning forearm blow is backed by the warrior's Willpower. CROUCHING, STANDING Speed: -2 Damage: +6 Move: One Cost: 1 Will Hundred Hand Slap Origin: SF Pre: Punch ***** Description: In formal Sumo wrestling matches, sumotori are not allowed to strike with a closed fist, only with slaps and palm heel strikes using an open hand. This restriction has lead sumotori to develop an awesome technique that utilizes open hand slapping. With the Hundred Hand Slap, the sumotori creates a blurringly fast flurry of strikes to overwhelm an opponent. The strike's name derives from the fact that sumotori who train to perfect this special move practice by striking a large wooden post 100 times as fast as they can. A fighter is timed on how fast he can deliver the blows with his open hand to the wooden post. Over years of training, he is expected to reduce this time to under two seconds! Even the thickest posts often crack under the torrent of hammering blows. A fighter who uses Hundred Hand Slap in combat gets to roll three times (2 vs. crouching opponents*) for damage, using the modifier given below for each strike. STANDING High* Speed: -2 Damage: +0(x3*) Move: One Cost: 1 Will Hyper Fist Origin: SF Pre: Punch ****, Power Uppercut Description: Dee Jay has generated a lot of business for dentists with his chin-pounding Hyper Fist. Other fighters has tired to learn the move with varying degrees of success. Fighters who master the Hyper Fist are able to throw a flurry of uppercut punches that pound their opponents with multiple hits. The fighter using the Hyper Fist gets to roll three damage tests (2 vs. crouching opponents*) against his victim. STANDING High* Speed: +1 Damage: +0(x3*) Move: None Cost: 1 Will 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. STANDING High Hit Speed: +0 Damage: -1,+3 Move: One Cost: 1 Will Improved Shockwave Any 4 Origin: PC Pre: Punch *****, Focus ****, Shockwave Description: By learning to greater channel his Chi into his hands, the fighter manages to increase the power of the already deadly Shockwave, actually shattering the earth with an almost visible vibration of Chi. Improved Shockwave acts as a normal Shockwave in all respects save modifiers. CROUCHING, STANDING Low Hit, Knockdown Speed: +0 Damage: +2 Move: None Cost: 1 Chi Improved Turn Punch Origin: PC Pre: Punch *****, Turn Punch Description: Fighters who have come to love the power of the Turn Punch have learned to overcome some of its disadvantages. When a fighter learns the Improved Turn Punch, he has adjusted his body to the point where twisting his torso away from his opponent is his normal fighting stance. Much like Ground Fighting, the fighter has become accustomed to this position. This maneuver works just like a normal Turn Punch, except that the fighter no longer suffers from the usual -1 to Speed, Damage, or Move on other maneuvers. The fighter now always twists away from his opponent whenever he is in the ring, which makes it harder to determine when he is actually charging the Turn Punch, although it is quite obvious that he knows at least one of them. After the end of a turn, the player may choose to cancel the Turn Punch, without having ever used it. STANDING High Hit Speed: above Damage: above Move: Two Cost: 1 Will Lunging Punch Any 3 Origin: SF:SoG Pre: Punch ***, Athletics ** Description: The fighter dashes forward and delivers a low sweeping punch that catches his opponent off-guard. Legs and shoulders play a big role in executing this maneuver as the fighter must dash several feet forwards and remain close to the ground. The Lunging Punch ignores Blocks, unless an opponent is doing a Crouching Block or is using Kick Defense. Aerial opponents can not be hit by the Lunging Punch. CROUCHING Low Hit Speed: +0 Damage: +1 Move: +1 Cost: None Lunging Slaps Origin: PC Pre: Athletics ***, 100 Hand Slap Description: By learning surprisingly fast footwork, a Sumo using this maneuver can bowl over his foes with a sudden charge of hundreds of palm strikes. The Lunging Slaps inflict three Damage Tests (two vs. Crouching opponents*) and is considered a Straight Line Maneuver. STANDING High*, Straightline Speed: -1 Damage: +0(x3) Move: -1 Cost: 2 Will Monkey Grab Punch Any 2 Origin: SF Pre: Punch *, Grab * Description: This relatively simple Special Maneuver originates from Monkey Kung Fu. The fighter lunges forward, grabbing and pulling away an opponent's blocking arm with one hand, then delivering a quick punch with her remaining hand. The Monkey Grab Punch works just like the basic Strong Punch, but is slower and ignores Blocks. CROUCHING, STANDING Speed: -2 Damage: +1 Move: +0 Cost: None 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. STANDING High Hit 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. STANDING Knockdown High Hit Speed: +0 Damage: +1, -1 Move: None Cost: 1 Will Power Fist 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. CROUCHING, STANDING Knockback Speed: -2 Damage: +6 Move: One Cost: 1 Chi Power Uppercut Any 1 Origin: SF Pre: Punch * Description: This move is relatively basic as Special Maneuvers go, but more than one Street Fighter has won a tournament with bread-and-butter moves like Power Uppercut. This powerful punch starts low and ends high above the fighter's head. By using her leg and back strength, the fighter can deliver some fierce power with this punch. The total commitment to the punch usually lifts the fighter slightly off her feet as she punches upward. If the Power Uppercut is used to interrupt an Aerial maneuver, the Power Uppercut will also cause a Knockdown. CROUCHING, STANDING High Hit, Aerial Knockdown Speed: -1 Damage: +3 Move: One Cost: None Rekka Ken Origin: SF Pre: Punch ****; Athletics ** Description: The Rekka Ken maneuver was developed by Fei Long. He combined the speed of his Wing Chun Kung Fu punching with new concepts of footwork. The Rekka Ken is essentially a special kind of combo. First, the fighter dashes forward and delivers a blindingly fast punch. This first punch is followed by advancing steps and up to two more consecutive punches. The rapid three- punch combination can devastate an opponent in mere seconds. The Rekka Ken is used with a Basic Punch Maneuver (Jab, Strong or Fierce) which is resolved normally, but with a +3 Speed. When a Basic maneuver is combined in this way, it ceases to be a Basic Maneuver, and therefore may not be combined with Jump or similar). Rekka Ken is a Straight Line Maneuver. For up to two subsequent turns, the fighter can continue the Rekka Ken with a basic punch at +3 Speed. You may not use more than this maneuver more than 3 times in a row. Each punch must be used on the same opponent, and they combine for determining dizzies. After three rounds, the fighter is obligated to strut his stuff or lose 3 temporary Glory points. When Rekka Ken is used in a combo, each Rekka Ken is only one punch, not two or three. In addition, he must declare in the combo if it is a Rekka Ken Jab, Strong, or Fierce. Each Rekka Ken used in this manner gains the additional +2 speed bonus for being in a combo, but loses the auto-dizzy feature, unless it is used in a dizzying combo. STANDING Straightline Speed: above Damage: above Move: above Cost: 1 Will/turn Shikan-ken (Ninja Knuckle Fist) Origin: SF:PG Pre: Punch ** Description: Shikan-ken is very similar to a Jab, but the striking surface is significantly different. Most punches are thrown with a clenched fist, which provides a wide area of impact. When throwing a Knuckle Fist, the Ninja does not flex the innermost joints of her fingers. This leaves the bony middle knuckles as the striking surface. The reduced area of impact increases the strength and damage of the punch. An opponent struck by the Knuckle Fist must make a resisted Strength roll or be Knocked Back one hex. This punch will cause a Knockdown against Aerial opponents. CROUCHING, STANDING High Hit, Aerial Knockdown, Resisted Knockback Speed: +1 Damage: +1 Move: +0 Cost: None Shockwave Any 4 Origin: SF Pre: Punch ****, Focus ** Description: Native American warriors can strike the earth with a mighty fist, causing it to tremble and quake. The force of the strike sends a Shockwave straight across the ground. This tremor can topple objects and people. The Shockwave Maneuver can even cause some walls to buckle and crack as their supports vibrate. The Shockwave travels the character's Strength in hexes, and plays similar to a Fireball, except that it can not hit aerial opponents. Note that Shockwave knocks everyone down, even if an opponent was blocking or didn't suffer any damage from the Maneuver. CROUCHING, STANDING Low Hit, Knockdown Speed: +0 Damage: +0 Move: None Cost: 1 Chi Shuto (Sword Hand) Origin: SF:PG Pre: Punch ***, Shikan-ken Description: The arm is swung in a wide arc towards the target. At the last moment, the Ninja's fist unclenches, the fingers form a line 90 degrees from the palm. The lower edge of the fingers strikes the target with a force similar to that imparted by a sword or club. This punch ignores any bonuses the target gains from armor, Toughskin, or similar powers, although they do reduce the damage modifier from +4 to +3. CROUCHING, STANDING Speed: -1 Damage: +4(+3) Move: -2 Cost: None Spear Hand Strike (Knife Hand Strike) Any 5 Origin: SF:SoG Pre: Punch *** Description: The fighter straightens her hand so that it is rigid and strikes fingers first at an unprotected part of the opponent's body. The effect is a quick deadly strike which can incapacitate an unsuspecting foe. Unless an opponent is blocking, damage is applied against only half of his Stamina for Soak purposes. (round down). Fighters with Spear Hand Strike may purchase Atemi Strike for two less power points than normal (minimum of 1 PP). CROUCHING, STANDING Speed: +1 Damage: -1 Move: -1 Cost: None Spinning Back Fist Any 2 Origin: SF Pre: Punch ** Description: This punch gets its power from the rotation of the fighter's body. To deliver the Spinning Back Fist, the fighter steps forward with her rear foot, pivoting 180 degrees backward to strike with an outstretched back fist. The move is powerful and allows the fighter to advance on an opponent as she delivers the strike. STANDING High Hit Speed: -1 Damage: +2 Move: +1 Cost: None Spinning Clothesline Origin: SF Pre: Punch ****, Athletics *** Description: Whirling destruction! The wrestler spins his body like a top. His outstretched arms club any opponent near him. He can wade through a gang of street punks, sending them flying in all directions. When using the spinning Clothesline, the fighter moves and attacks simultaneously. When he initiates the move, the wrestler makes a damage test against all opponents sharing his hex or in adjacent hex. All opponents who are hit are knocked back one hex from the wrestler. The wrestler then moves one hex and repeats the round of damage rolls. He keeps moving and making damage rolls until his movement is used up, or he decides to stop. Spinning Clothesline is a Straight Line Maneuver, and can not hit Crouching opponents*. STANDING High*, Straightline Speed: +0 Damage: +0(xM) Move: Two Cost: 1 Will Spinning Knuckle Any 4 Origin: SF Pre: Punch ***, Athletics *, Spinning Back Fist Description: This move is an advanced version of a Spinning Back Fist. Instead of taking one step forward and spinning into a back fist, the fighter actually dances forward, taking several body-turning cross-steps before delivering the attack. The Spinning Knuckle uses the fighter's advancing motion to add power to the blow. Furthermore, the fighter actually delivers two back fists at the end. The fighter gets to roll damage tests, as the fist connects twice. Additionally, the fighter's dancing, turning steps allows him to evade projectile attacks. STANDING Projectile Dodge Speed: -1 Damage: +1(x2) Move: +3 Cost: 1 Will Tiger Claw Any 5 Origin: Web Pre: Punch ***, Focus ** Description: Originally known only to the best Tiger Kung Fu warriors, this old technique was created to offset the abilities of self recovery by opponent. Training by clawing at sand, gravel, and trees, those who trained for this technique developed an inner focus through their fingertips, which enabled them to literally claw through materials at will. It is not uncommon to see the Clawing Hands Technique rip through an opponent's clothing to gouge the flesh underneath. System: Unlike normal attacks, the Tiger Claw scores Aggravated Damage. Don't forget, this also means that the defender rolls their soak, rather than getting auto-successes. CROUCHING, STANDING, AERIAL-JUMP Speed :-1 Damage :+0 Move :+0 Cost: 1 Chi Triple Strike Any 2 Origin: SF Pre: Punch **, Kick * Description: The fighter pulls back into a tight position, almost as if she were blocking, and then lashes out with two fists and a kicking foot at any one target next to her. The fighter rolls damage for all three strikes, but the target only suffers damage from the two strikes that inflict the most damage. The two punches have a +0 damage modifier; the kick has a +1 damage modifier. STANDING Speed: -2 Damage: above Move: None Cost: None Turbo Spinning Clothesline Origin: SF Pre: Athletics ****, Spinning Clothesline Description: Frustrated by the speed of some opponents, Zangief worked hard to make his Spinning Clothesline faster. This move is identical to the Spinning Clothesline, only faster. Movement is (Athletics)/2 rounded up. STANDING High*, Straightline Speed: +1 Damage: +0(xM) Move: Ath/2 Cost: 1 Will Turbo Turn Punch Origin: PC Pre: Punch *****, Dex *****, Turn Punch Description: With this maneuver, the fighter twists his body back as quickly as possible, straining muscles to their limit in order to reduce the charge time on the Turn Punch. This results in being able to get a fully charged Turn Punch in one round. The fighter may not play any sort of a Turn Punch the round before or after a Turbo Turn Punch. STANDING High Hit Speed: -3 Damage: +7 Move: Two Cost: 1 Will Turn Punch Origin: SF Pre: Punch **** Description: This heavy punch is one of the most potent Special Maneuvers available to the style. The boxer craftily works his way around the ring, setting up his opponent for a powerful overhand blow. The boxer actually turns his torso away from his opponent and then twists all the way forward as he throws the punch. This turning body motion gives the punch its name and power. At the beginning of any combat turn, the player can start the Turn Punch, spending the point of Willpower. This shows that the character is beginning to size up his opponent in preparation for a turn Punch. During that same turn, the player can use any other maneuver he wants, but the move has a -1 penalty to Speed, Damage, and Move because the boxer is concentrating on the upcoming Turn Punch. This can continue for up to four turns total. The player continues to use any maneuver he wants, but they all have the -1 modifiers. At any time, including the very first turn, he can choose to execute the Turn Punch instead of using another maneuver. The modifiers for the Turn Punch depend of how long the Punch has been charging: Turn 1: -1 Speed +4 Damage Turn 2: -1 Speed +5 Damage Turn 3: +0 Speed +6 Damage Turn 4+: +1 Speed +7 Damage After the end of a turn, the player may choose to cancel the Turn Punch, without having ever used it. STANDING High Hit Speed: above Damage: above Move: Two Cost: 1 Will Widowmaker Any 1 Origin: SF:PG Pre: Punch ***, Jump, Haymaker Description: This punch is similar to the Haymaker, except that the fighter makes a short jump to increase the damage inflicted. Gravity and the punishing mass of the fighter propel the attacker's fist directly onto the opponent's head. This move is slow, but when it connects, it will often end a fight. The fighter may jump up to two hexes toward an opponent before inflicting damage. Any target damaged by the Widowmaker suffers a Knockdown. Because of the overhand strike involved with this move, a jumping target will not be hit, as the punch doesn't develop any real force until the swing is completed. The Widowmaker is an Aerial maneuver and can be used to avoid projectiles. AERIAL Projectile Dodge, Knockdown Speed: -3 Damage: +5 Move: Two Cost: None KICK Air Flurry Origin: Web Pre: Kick ***, Athletics ***, Double Hit Kick, Jump Description The attacker leaps in the air with a flurry of kicks. With each hit, the defender is knocked-back one hex. The attacker then continues his movement, & proceeds to hit his opponent repeatedly, until the fighter runs out of movement. (Similar to Hurricane Kick/Tumbling Attack). This move is an Aerial Maneuver and may be used to Dodge Projectiles. This Maneuver may only be used against Aerial opponents*. AERIAL High*, Projectile Dodge, Knockback Speed: +0 Damage: +0(xM) Move: +0 Cost: None Air Hurricane Kick Any 3* Origin: SF Pre: Kick ****, Athletics ****, Jump, Hurricane Kick Description: Only after they had begun testing themselves in Street Fighter combat did Ryu and Ken fully embrace the spirit of the Hurricane, allowing them to fly upon the winds of fury as they deliver their Hurricane Kick The move works just like the standard Hurricane Kick, except that the fighter has trained himself to execute the maneuver while airborne. This allows the fighter to jump over incoming projectile attacks and then execute the Hurricane Kick from the high point of his jump to descend on his opponents in a blaze of spinning feet. This Maneuver may not be used against Crouching opponents* AERIAL High*, Straightline, Projectile Dodge, Knockback Speed: -1 Damage: -1(xM) Move: Ath -1 Cost: 1Chi & 1WP Arcing Spin Kick Origin: PC Pre: Kick ****, Athletics ***, Jump, Double Hit Kick Description: This is a lightning fast kick in which the fighter hurls herself at her opponent with a spin-kick. This is an Aerial move that evades projectiles as a Jump. It also scores 2 Damage Tests. AERIAL Speed: +0 Damage: +2(x2) Move: +0 Cost: 1 Will Ax Kick Origin: SF:PG Pre: Kick **, Jump, Athletics ** Description: One of the few airborne kicks favored by Savate fighters, this move is also popular with other styles. The attacker begins by jumping into the air and stretching his leg high above his head. He then slams the leg down onto his target's head or shoulders, using his height and momentum to increase the force of the blow. The attacker can also simply perform a standing Ax Kick with little problem. Few Street Fighters can withstand the ferocity of an Ax Kick. If the fighter wishes to use a Jump with it, this move is considered an Aerial attack and can be used to avoid projectiles. The fighter ends his attack in the same hex as his opponents. Both Crouching and Jumping opponents are struck, with the Jumping suffering a Knockdown. STANDING, AERIAL-JUMP Aerial Knockdown Speed: -1 Damage: +4 Move: -2 Cost: None Backflip Kick Any 4 Origin: SF Pre: Kick **, Athletics ** Description: This move combines acrobatics and a powerful kick into a special move that can rattle an opponent and simultaneously tumble the attacker to safety. The fighter waits for an opponent to close, and then interrupts with a sudden backflip (Capoeira teaches a back hand spring), kicking the would-be attacker as the fighter's feet sweep up and through in the back flip. The fighter flips away, with both fighters being knocked-back one hex.* STANDING, AERIAL Knockback* Speed: +0 Damage: +2 Mv: Two(back) Cost: None Blade Kick Origin: PC Pre: Kick *****, Athletics ****, Jump, Double Hit Kick, Pre: Whirlwind Kick OR Double Dread Kick Description: This is a whirling kick which carries the opponent into the air with a flurry of kicks. This is an Aerial move that scores 3 damage tests (1 vs. Crouching opponents*), a Projectile Dodge, and an Aerial Knockdown. AERIAL High*, Projectile Dodge, Aerial Knockdown Speed: +0 Damage: +0(x3*) Move: One Cost: 1 Will Butterfly Kick Origin: Web Pre: Kick***, Atthletics **, Jump Description: The maneuver is an aerial maneuver in which the character jumps into the air and spins, hitting every character in an adjacent hex. Although an Aerial maneuver, it may be not used to dodge proectiles. AERIAL High Hit Speed: -1 Damage: +1 Move: none Cost: none Cartwheel Kick Any 3 Origin: SF:PG Pre: Kick **, Athletics ** Description: The fighter flips into an acrobatic cartwheel, smashing her feet and fists into her opponent over and over again. The amount of ground covered is truly amazing. This move is also used to put distance between a fighter and her opponent. A Cartwheel Kick must travel in a Straight Line. When an opponent is encountered, damage is rolled as per normal, and if successful, the opponent is Knocked-back one hex. If the attacker has any movement remaining, he may continue to chase his opponent with subsequent attacks, however, each subsequent attack only deals one die of damage, and will only cause a knockback if damage is dealt successfully. STANDING Straightline, Knockback Speed: +0 Damage: +1(xM*) Move: +4 Cost: 1 Will Circle Kick Any 3 Origin: Web Pre: Kick ***, Athletics * Requiring a good sense of balance and flexibility, the fighter uses his own momentum to carry him through a 180 degree arc while hitting all people in that arc with a slightly less powerful roundhouse kick. Once again it is a high profile maneuver that can leave the fighter open to counter attack. System : All three forward adjacent hexes are hit. Any opponents occupying these hexes takes a single damage test. STANDING, AERIAL-JUMP High Hit Speed: -1 Damage:+2 Move: None Cost: None Double Dread Kick Origin: SF Pre: Kick ***, Spinning Back Kick Description: This special move is a fast combination of a roundhouse kick and spinning back thrust kick. The fighter stuns her opponent with a quick kick, and then spins into the more powerful thrust kick before the opponent can recover. The move scores two damage tests on its victim. The first test has a +1 Damage modifier; the second has a +4. The first hit knocks the opponent back one hex; the second hit knocks his back another hex. After the first hit, the fighter must have enough Move left to advance into the hex out of which he just knocked his opponent in order to deliver the second kick. If the fighter's intended victim is as the maximum Move range of the attack, the fighter can still spin the first kick into empty air, then fire off the second kick at the opponent. The two damage tests do not combine to Dizzy. STANDING Knockback Speed: -2 Damage: +1, +4 Move: +1 Cost: 1 Will Double-Hit Kick Any 2 Origin: SF Pre: Kick ** Description: Many styles feature combination kicks that use one leg to deliver two kicks in rapid succession without the kicking foot touching the ground in between. If both fighters are Standing (or if both are Aerial) the Double-Hit Kick scores two hits*. STANDING, AERIAL-JUMP Speed: -2 Damage: +1(x2*) Move: -1 Cost: None Double-Hit Knee Any 2 Origin: SF Pre: Kick ** Description: This is a close-in popular with Capoeira dancers. The fighter leaps into the opponent, allowing his knee to smack the victim's stomach and continue into the opponent's chin. This move has two Damage Tests. CROUCHING, STANDING, AERIAL-JUMP Speed: +0 Damage: +0(x2) Move: -2 Cost: None 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. STANDING Speed: -1 Damage: +3(x2) Move: One Cost: 1 Will Double Kick Any 2 Origin: Web Pre: Kick **, Athletics ***, Jump, Double Hit Kick Description: Double Kick allows two Kicks which can be delivered on one or two enemies (must be in adjacent hexes to each other). Both legs deliver a snapping kick. See picture in Player's Guide, p. 14. STANDING High Hit Speed: +0 Damage: +1(x2*) Move: -2 Cost: 1 Will Dragon Kick Origin: SF Pre: Kick *****, Focus ****, Jump Description: The ancient art of Dragon Kung Fu is the only system that has preserved knowledge of this mystical technique. The fighter taps the spirit of the celestial dragons, rising into the air in a twirling kick while his focuses Chi spurts fire from his leg. The kick is beautiful and deadly. The Dragon Kick works identically to a Flaming Dragon Punch. Like the Flaming Dragon Punch, it is an Aerial maneuver. AERIAL Projectile Dodge, Knockdown Speed: -1 Damage: +6(x2*) Move: -2 Cost: 1 Chi & 1 WP 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 that causes a Knockdown, or a Knockback if the opponent was Blocking. The wrestler executing the Drop Kick automatically suffers a Knocks Down. AERIAL High Hit, Straightline, Projectile Dodge, Knockdown(s), Knockback* Speed: -2 Damage: +6 Move: -1 Cost: 1 WP Flash Kick Any 5 Origin: SF Pre: Kick ***, Athletics **, Focus ** Description: Guile's trademark kick is one of the deadliest moves on the Street Fighter circuit. A fighter who has mastered this move crouches down before springing into an aerial backflip. As his body flips over, his foot sweeps a deadly arc in front of him. Energy trails after the kicking foot, adding sizzle to the kick. When Guile executes the kick, a blaze of sonic energy follows his foot. Other fighters throw arcs of flame or electricity behind their kicking feet. The Flash Kick is a tough move to learn. It requires a combination of athletics to execute the back flip, Chi focusing to release the energy, and kicking talent to plant the foot under an opponent's jaw. The Flash Kick will inflict a Knockdown against Aerial opponents, and is an Aerial maneuver itself. AERIAL Projectile Dodge, Aerial Knockdown Speed: -1 Damage :+7 Move: None Cost: 1 Chi, 1 WP Flying Knee Thrust Any 2 Origin: SF Pre: Kick **, Athletics * Description: This move has quickly become a favorite among beginning Street Fighters. It's fast, covers a lot of ground, and still hits hard. The fighter launches into a quick broad jump and flies into the opponent, driving a knee right into him. STANDING, AERIAL Straightline Speed: +1 Damage: +2 Move: +1 Cost: 1 Will 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 (1 vs. Crouching opponents* and is an Aerial Maneuver that can avoid projectiles. After the kicks, the fighter springs back 1 hex*, as per a Backflip Kick. AERIAL High*, Projectile Dodge, Knockback* Speed: -2 Damage: +0(x3*) Move: -1/1 Cost: 2 Will Flying Side Kick Origin: Web Pre: Kick ****, Athletics ****, Jumping Side Kick Description: The practitioner must be able to at least run two hexes in a given direction to gain speed, so that the practitioner can jump into the air, and attack the opponent with a powerful kick. This is an Aerial Maneuver. The opponent will, if the maneuver inflicts any damage, be subject to a Knockdown. The Flying Side Kick is a Straight Line Maneuver. This technique, which is incredibly powerful, is more or less a certain mark that the martial artist is an accomplished Tae Kwon Do practitioner. AERIAL Straightline, Knockdown Speed: +0 Damage: +6 Move: +3 Cost: 2 Will Flying Thrust Kick Any 5 Origin: SF Pre: Kick ****, Athletics ****, Jump Description: This move requires strong legs! The fighter thrust- kicks into the air so hard that he actually lifts off the ground and rockets into the air heel-first with his body inverted. In order to perfect the move, the fighter has to develop the leg flexibility to do a full split and must have superhuman leg muscle conditioning. One-legged squats are popular training exercises among fighters who wish to develop the strength to do a proper Thrust Kick. The Thrust Kick works just like a Dragon Punch. It can be used to jump over projectiles and can knock down Aerial opponents. The Thrust Kick is an Aerial Maneuver. AERIAL Projectile Dodge, Aerial Knockdown, Knockback Speed: +0 Damage: +6 Move: -2 Cost: 1 Will Foot Sweep Any 2 Origin: SF Pre: Kick ** Description: This low, powerful kick is intended to knock and opponent off her feet and send her crashing to the ground. Victims of a successful Foot Sweep suffer a Knockdown in addition to normal damage. The Foot Sweep is a Crouching Maneuver. CROUCHING Low Hit, Knockdown Speed: -2 Damage: +3 Move: -2 Cost: None Forward Backflip Kick Any 3 Origin: SF:SoG Pre: Kick ***, Athletics ***, Backflip Kick, Jump Description: With this move a fighter jumps up and toward her opponent and executes a backflip in midair and kicks. This maneuver is especially effective against airborne opponents. If an opponent is Aerial, they suffer two Damage Tests and a Knockdown as the kick hits twice. AERIAL High Hit, High*, Projectile Dodge, Aerial Knockdown Speed: +2 Damage: +1(x2*) Move: Two Cost: 1 Will Forward Cartwheel Kick Any 4 Origin: Web Pre: Kick **, Athletics * Description: Cartwheels and forward flips are part of any gymnastic training. The forward momentum carries the gymnast forward at a running speed, sending them flipping or rolling head over feet. With enough training this movement can be harnessed into a fast rolling attack. The attack usually ends with both feet striking the target one after the other. The Forward Cartwheel Kick is a Straight Line Maneuver. If the attack is started in the same or adjacent hex to the target, the opponent suffers two Damage Tests. STANDING Straightline Speed: +1 Damage: +0(x2*) Move: +3 Cost: 1 Will Forward Flip Knee Any 4 Origin: SF Pre: Kick **, Athletics ** Description: This move is very similar to the Back Flip Kick, except the fighter actually launches into a forward flip over the head of an opponent. As she drops out of the forward flip, the fighter uses her body weight to drive her knee into the opponent's back. The fighter must attack someone standing in her own hex or an adjacent hex. The fighter moves one or two hexes forward to land in a hex on the far side of her opponent. As the fighter lands, she rolls for damage. If the fighter interrupted an opponent's attack with the Forward Flip Knee, the opponent cannot execute his declared attack on the fighter, who has now flipped behind him. The Forward Flip Knee is an Aerial maneuver. AERIAL Projectile Dodge, Knockback Speed: -2 Damage: +4 Move: Two Cost: None Forward Slide Kick Origin: SF:SoS Pre: Kick **, Athletics ** Description: This maneuver is very similar to the regular Slide kick, except that the fighter remains upright as he slides forward to quickly take an opponent off her feet. The Street Fighter remains in a standing position and, in one swift slide, covers several feet, taking his opponent's legs right out from under her in the process. The Forward Slide Kick scores a Knockdown and is a Straight Line Maneuver. STANDING Low Hit, Straightline, Knockdown Speed: +0 Damage: +2 Move: +0 Cost: None 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. The Gale Kick will not hit Crouching opponents*. AERIAL High*, Straightline, Knockdown Speed: -1 Damage: +1 Move: +0 Cost: 1 Chi, 1 WP Groin Kick Any 3 Origin: Web Pre: Kick ** Description: The groin is the most vulnerable location on a male opponent. Many uncouth Streetfighters have utilized this vulnerability and perfected attacks to the groin, leaving their opponents paralyzed with pain. This is considered dishonorable in many fighting circles. The Groin Kick counts double for Dizzies against male opponents. The Groin Kick has no Dizzy bonus against female opponents. Any fighter using the Groin Kick against a male opponent loses one point of temporary Honor. STANDING High Hit Speed: -1 Damage: +1m,-2f Move: +0 Cost: None Handstand Kick Any 2 Origin: SF Pre: Kick **, Athletics * Description: The fighter bends over, puts his hands on the ground, and presses his legs up into a handstand. The legs snap up with the force of a kicking mule, bringing an airborne opponent down for a crude landing or just clipping a ground opponent under the chin. Aerial opponents will suffer a Knockdown in addition to damage. CROUCHING, STANDING High Hit, Aerial Knockdown Speed: -1 Damage: +4 Move: -2 Cost: None Heel Stamp Any 3 Origin: SF:PG Pre: Kick *, Athletics * Description: The Heel Stamp is designed to increase the distance between a Ninja and an enemy who is pressing too hard. The Ninja raises her leg in front of her and lashes out, slamming her heel into the closing opponent's chest or blocking arms. The two warriors are propelled directly away from each other. Unlike most maneuvers, this maneuver does not need to score damage for it to work, although it works much better if damage is scored, as the ninja is Knocked-back one hex for each successful point of damage done by the maneuver. In addition, the defender can also be Knocked-back. The two make a resisted strength roll, and if the ninja wins, the defender is knocked back one hex per success. STANDING, AERIAL Knockback(s)* Speed: +2 Damage: -4 Move: +1 Cost: None Hop Kick Origin: Web Pre: Kick **, Athletics * Any 2 Description: The Fighter does a short hop forward with a snapping kick. While not very damaging, this maneuver is very fast and covers a good distance. System: This is a Straight Line, Aerial Maneuver. Although Aerial, it does not go high enough to dodge projectiles. AERIAL High Hit, Straightline Speed: +2 Damage: -2 Move: +1 Cost: None Hurricane Kick Origin: SF Pre: Kick ****, Athletics *** Description: By embracing the raw power of the hurricane, the fighter lifts himself into the air and spins like a cyclone. As the fighter spins, his outstretched foot carves a deadly path through his opponents, mowing them down like wheat before a scythe. A character executing this move can move up to his full move in hexes, but must travel in a straight hex-line. Each time he enters a new hex, anyone occupying that new hex or any adjacent hex must Soak the Hurricane Kick's damage roll. The fighter must roll a separate damage roll for each person affected. After all damage rolls and Knockbacks are resolved, the attacker can move again. For each hex moved, damage rolls and Knockbacks are calculated again. This process continues until the fighter chooses to stop moving, or runs out of Move. Opponents who Block may continue to use their Block against each damage roll. The hits do not combine to dizzy. The Hurricane Kick is an Aerial Maneuver. The Hurricane Kick will not hit Crouching opponents*. AERIAL High*, Straightline, Knockback Speed: +0 Damage: -1(xM) Move: Three Cost: 1Chi & 1WP Improved Flash Kick Any 5 Origin: PC Pre: Kick *****, Athletics ****, Focus ***, Flash Kick Description: Not content with the awesome power of the standard Flash Kick, Guile worked long and hard, eventually developing this improved version of it, which has an even higher and more powerful arc of sonic energy, hits twice and scores a Knockdown. AERIAL Projectile Dodge, Knockdown Speed: -2 Damage: +7(x2) Move: One Cost: 1 Chi & 1 WP Jaguar Kick (Crackshot) 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 Straightline Maneuver that avoids projectiles like a Jump. AERIAL High Hit, Straightline, Projectile Dodge Speed: -1 Damage: +5 Move: +1 Cost: 1 Chi, 1 WP Jumping Side Kick Any 4 Origin: Web Pre: Kick ***, Athletics **, Jump Description: A less destructive technique than the Flying Side Kick, but still a powerful kick. This is also a relatively common kick among "classic" martial arts, but is not seen among newer or some of the more exotic styles (Capoeira, Special Forces, Kabaddi and so on). The practitioner jumps into the air, and delivers a powerful kick against the head or chest of the opponent. This is an Aerial Maneuver. AERIAL High Hit Speed: +1 Damage: +2 Move: +0 Cost: None Jumping Sobat Origin: Web Pre: Athletics ***, Kick *** Power Points: Any 4 Description: The Fighter rapidly jumps forward and hits his opponent with a Roundhouse. System: This is an Straight Line, Aerial Maneuver. Although Aerial, it does not go high enough to dodge projectiles. AERIAL Straightline Speed: +0 Damage: +4 Move: +0 Cost: 1 Will Kippup Kick Any 3 Origin: Web Pre: Athletics ***, Kick **, Kippup A modification of the standard Kippup used by the majority of the martial arts community, this variation, uses the fighter's strength and agility to create an instant response to being knocked from his/her feet. The two most common methods are slightly different. The first uses a windmill effect to gather momentum and basically snap' his back to launch the fighter into his opponent feet first strike with his/her legs. The second method requires great upper body strength as the fighter arcs his/her back and uses just the arms to literally throw themselves into an upright position, while clipping their opponent on the way up in a vital area System: The fighter must start the round knocked-down to perform this maneuver. STANDING Speed: +0 (includes -2 from Knockdown) Damage: +2 Move: None 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. AERIAL Straightline, Projectile Dodge Speed: +0 Damage: +4 Move: +0 Cost: 1 Will Leg 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. STANDING Speed: +0 Damage: +3 Move: -1 Cost: None Lightning Leg Origin: SF Pre: Kick ****, Double-Hit Kick Description: Victims who have experienced this maneuver firsthand report hearing a loud rustling sound as their attacker's foot rushes through the air, hitting them from all sides. This sound, the victims continue, was quickly replaced by loss of consciousness. Street fighters who have the ability to use Lightning Leg have honed their kicking ability to near- perfection. They can split the air with dozens of kicks in the blink of an eye. When using this move, the Street Fighter must remain standing in one place as she selects one opponent on whom to unleash her flurry of kicks. The attacker makes three consecutive Damage Tests (two vs. crouching opponents*). STANDING High* Speed: -2 Damage: +1(x3*) Move: None Cost: 1 Will Reverse Frontal Kick Any 3 Origin: SF:PG Pre: Kick ***, Double-Hit Kick Description: The fighter launches a feint kick past the head of his opponent, then quickly reverses it with a sharp snapping motion, driving his heel into the back of the opponent's head. This kick ignores Blocks. STANDING High Hit Speed: -1 Damage: +3 Move: -1 Cost: None Rising Knee Thrust Any 2 Origin: PC Pre: Kick **, Athletics **, Jump Description: The fighter drops into a sudden crouch, then springs straight up, bringing his knee into his opponent's chin for massive damage. A Rising Knee Thrust is a very simple, yet very effective move. AERIAL Speed: -1 Damage: +5 Move: One Cost: 1 Will Scissor Kick Origin: SF:SoS Pre: Kick ****, Athletics ****, Double Hit Kick, Jump Description: With this maneuver, the fighter can cover tremendous distances and deliver two stunning and deadly blows to his opponent. The fighter actually leaps towards his opponent and performs a front flip in the air so that his feet follow out of the flip into a rapid one-two strike, hitting his opponent first high, then low. The Scissor Kick is both deceptive and fast. The Scissor Kick is an Aerial maneuver that scores two Damage Tests, save versus Aerial opponent on which it only inflicts one Damage Test*. STANDING Low*, Straightline, Speed: +0 Damage: +3(x2*) Move: +3 Cost: 1 Will 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. STANDING, AERIAL Straightline Speed: +1 Damage: +3 Move: +0 Cost: 1 Will Slide Kick Any 3 Origin: SF Pre: Kick **, Athletics * Description: Some fighters have developed sliding kicks designed to take an opponent's feet right out from under him. From a ready stance, the fighter drops to the ground, slides an amazing distance and kicks the victim's feet. In addition to regular damage, victims of a Slide Kick will suffer a Knockdown, unless they were blocking. Slide Kick is a Straight Line Maneuver. CROUCHING, STANDING Low Hit, Straightline, Knockdown Speed: -1 Damage: +3 Move: +1 Cost: None 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 Crouching or Ground-Fighting characters. on the ground. STANDING 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 loses a Resisted roll of Strength vs. Strength. STANDING Resisited Knockback Speed: -1 Damage: +4 Move: One Cost: None Spinning Foot Sweep Any 2 Origin: SF Pre: Kick **, Athletics *, Foot Sweep Description: This move is identical to a regular Foot Sweep, except that the fighter actually spins his body and his outstretched leg a full 360 degrees around him, mowing down anyone standing near him. this move is sometimes called an iron broom, tiger's tail, or dragon's tail sweep by Kung Fu and Wu Shu stylists. All opponents either in the fighter's hex or in an adjacent hex are hit and suffer a Knockdown. CROUCHING Low Hit, Knockdown Speed: -2 Damage: +3 Move: None Cost: 1 Will Split Kick Any 2 Origin: Web Pre: Kick **, Athletics *, Jump This maneuver requires a fair amount of leg strength to do. By launching himself into the air, the fighter is able to simultaneously kick two opponents in front of him. The move in itself is very flashy and seems to be a crowd pleaser as it is featured in many action movies by Stars such as Van Damme and Jackie Chan. System: The fighter makes a short leap into the air and as he is ascending snaps out his legs in opposite directions, catching his opponents in the chin. Any two opponents in the adjacent front 3 hexes can be hit by this maneuver. The move is an Aerial maneuver and can be used to dodge fireballs and the like. Only 1 damage test per opponent is calculated. AERIAL High Hit, Projectile Dodge Speed: -1 Damage: +0(two targets) Move: -2 Cost: None Stamp Kick Any 3 Origin: PC Pre: Kick ** Description: A common maneuver used both by formal schools of martial arts and many brawling styles, the fighter raises his foot and quickly comes down with a stamp, using all of the force of his weight and leg muscles. If used against a standing opponent, the kick has the first damage modifier listed and reduces the Speed and Damage of the opponent's kicks by 1 for the next two turns, as well as reducing Move by 1 for the next turn only. If used against a Crouching or Knocked-Down opponent, the kick uses the second damage modifier and has no other effects. STANDING Low Hit Speed: +0 Damage: -2/+4 Move: -2 Cost: None Stepping Front Kick Origin: SF Pre: Kick ****, Double-Hit Kick Description: This kick requires some fancy footwork and powerful legs. The fighter takes a skipping step towards her opponent and unloads with a rising knee. This drives the opponent back, allowing the fighter's kneeing leg to extend into a forward snap kick. The opponent is thus struck twice. The fighter must move into the same hex as her opponent, then roll one Damage Test for the knee. The force of the knee will knock the opponent back one hex. The fighter can then roll for the second Damage Test as the snap kick connects. If the fighter does not have enough Move to go into her opponent's hex, she can still connect with the snap kick*. STANDING Knockback - 1st hit only Speed: +0 Damage: +1(x2*) Move: +1 Cost: 1 Will Tiger Knee Origin: SF:SoS Pre: Kick ***, Athletics ****, Jump, Flying Knee Thrust Description: One of Sagat's most famous moves is the Tiger Knee. The fighter begins by crouching down, like a tiger preparing to spring on its prey, and then leaps forward and up, driving knee-first into an opponent. The Tiger Knee is insanely quick and hits hard. The Tiger Knee causes a Knockdown and can catch an opponent in an Aerial maneuver. The Tiger Knee is also an Aerial maneuver and can dodge projectiles. AERIAL Straightline, Projectile Dodge, Knockdown Speed: +3 Damage: +2 Move: +0 Cost: 2 Will Tornado Kick Origin: PC Pre: Kick *****, Athletics ***, Focus **, Double Hit Kick, Jump Description: The Muay Thai answer to the Hurricane Kick. The fighter leaps forward, bringing one kicking leg around in an arc, colliding with the foe's head, then suddenly flipping in the air to deliver the other foot to the opponent's head with a brief burst of Chi. The Tornado Kick is a Straight Line and Aerial Maneuver that scores 2 Damage Tests and a Knockdown. AERIAL High Hit, Straightline, Projectile Dodge, Knockdown Speed: -1 Damage: +3 Move: +1 Cost: 1 Chi, 1 WP Triangle Kick Any 5 Origin: PC Pre: Kick ***, Athletics ***, Jump, Wall Spring Description: The fighter leaps to a nearby wall and then springs off of it using the rebound to amplify the power of the resultant jump kick. This Manuever is considered Straightline once the fighter bounces off the wall. AERIAL Straightline, Projectile Dodge Speed: +0 Damage: +6 Move: +0/+2 Cost: 1 Will Whirlwind Kick Origin: SF Pre: Kick ****, Athletics **** Description: Few fighters have mastered the Whirlwind Kick, which Chun Li has made famous. The move requires superhuman athleticism and kicking skill. The fighter begins by kicking into a handstand and the launching herself into a spinning tornado of striking feet. The fighter appears almost to fly (upside down, no less!) across the ground and into the midst of her opponents. The Whirlwind Kick works just like the Hurricane Kick, but with different modifiers. The Whirlwind Kick is an Aerial Maneuver. There are variations of this Maneuver that are not Aerial. STANDING, AERIAL High Hit, Straightline, Knockback Speed: -2 Damage: +0(xM) Move: Ath+0 Cost: 2 Will Wounded Knee Any 3 Origin: SF Pre: Kick *** Description: Native American Wrestling shares this Special Maneuver with Western Kickboxing. The Wounded Knee kick involves the Fighter executing a low, powerful kick that drives his shin into the outside of his opponent's thigh. This kick hits the femoral nerve, which runs down the outside of the leg, and weakens the opponent's leg, making it hard for him to move or kick. In addition to normal damage, the Wounded Knee attack causes it's victim to suffer penalties of -2 Move on all Maneuvers for the next two turns, and -2 Speed on all Kick Maneuvers for the next two turns. CROUCHING, STANDING Speed: -2 Damage: +3 Move: -1 Cost: None BLOCK Deflecting Kick Any 2 Origin: PC Pre: Block ***, Kick *, Kick Defense Description: This is simply a stop-hit kick, the fighter quickly stopping the opponent's incoming kick with a quick leg thrust, then snapping into a high, quick kick of his own. This works the same as a Deflecting Punch, and has the same modifiers, prerequisites, etc., except for the replacement of all mention of Punch with Kick. Just like Deflecting Punch, you must interupt a Kick aimed at you in order to perform this Maneuver. STANDING Defensive Speed: +2 Damage: +0 Move: None Cost: None Deflecting Punch Any 2 Origin: SF Pre: Block ***, Punch *, Punch Defense Description: Wing Chun Kung Fu is famous for quick counter punches that deflect an opponent's punch at the same time the fighter is himself attacking. When the martial artist sees his opponent punching, he counters with his own punch, deflecting his opponent's punch with his arm as his fist continues on to strike his opponent. The fighter must interrupt an opponent's Punch maneuver, in order to use this maneuver. The opponent rolls damage for his punch even though he was interrupted. The fighter gets his full Block Soak against the attack. Once the opponent has dealt damage, the fighter immediately gets to land his counterpunch unless he was Dizzied, Knocked Back, or Knocked Down. STANDING Defensive Speed: +2 Damage: +0 Move: None Cost: None Energy Reflection Any 4 Origin: SF Pre: Block ****, Focus ****, Missile Reflection Description: Once a fighter has mastered the art of catching and returning physical objects, he can begin to use the same physical coordination to catch and reflect energy attacks. this phenomenal maneuver also requires the fighter to have a high degree of control over his own Chi. He must instantly summon the correct energy to his hands to 'catch' energy projected at him and deflect it away. This maneuver is similar to Missile Reflection, except that the fighter can reflect any kind of energy projectile, be it a fireball, bolt of electricity, or sonic boom. The fighter must spend one point of Chi for each projectile reflected and must score two success or more on a Wits roll to gauge and reflect the energy pattern of the projectile. If the projectile is reflected at another victim, it will inflict the same amount of damage it would have inflicted upon the fighter who deflected it. STANDING Defensive Speed: +1 Damage: None Move: None Cost: 1 Chi Kick Defense Any 1 Origin: SF Pre: Block ** Description: A fighter who can guess his opponent's next move always has a distinct advantage, unless he guesses wrong! Kick Defense incorporates many movements that help defend the fighter against an opponent's foot and knee attacks However, because the fighter's concentration is on his opponent's feet, he is more susceptible to being punched or blasted with a Focus attack. This operates as a standard Block maneuver, except that the fighter is +4 to Soak kicks and -2 to Soak any other type of technique. STANDING Defensive Speed: +4 Damage: None Move: None Cost: None Maka Wara Any 5 Origin: SF Pre: Block **** Description: Both Japanese and Chinese martial arts incorporate training methods for turning a fighter's body surfaces and bones as hard as iron. This training, called Maka Wara in Japanese, involves the fighter striking his hands, forearms, shins, etc. into progressively harder surfaces: padded wood, bare wood, bricks, stone, and finally metal. the repeated blows cause the fighter's bones to harden over time until they become like rods of iron. The training is facilitated by a secret herbal remedy called dit da jow in Chinese. The herbal remedy help heal the bruises that form on the fighter's arms and legs, allowing him to train again the next day. No one likes to punch or kick a rod of iron, but that is essentially what an opponent must do to overcome a Maka Wara master. Once the fighter has sufficently trained his body, he can then use the more aggresive blocking technique known as Maka Wara. Instead of a normal Block, where the defender attempts to redirect incoming attacks, when the defender plays Maka Wara, he instead attacks his attacker with blows designed to both hurt his attacker, as well as slightly deflect his blows. (Think of punching a puncher's fist as it comes at you.) When using Maka Wara, the fighter first rolls his damage against the attacker. (Damage is Stamina + Block -3). The damage from the attacker and defender are simultaneous, but the defender must roll his damage first, to check and see if the Maka Wara was successful. So long as he doesn't botch, He gets to add his Block Technique to his soak, and is considered to be Blocking for all other purposes. Note that Maka Wara is its own Maneuver, and does not stack with other Blocking Maneuvers. A character with Maka Wara is immune to damage done to them from Maka Wara. STANDING Defensive Speed: +4 Damage: -3 Move: None Cost: None Missile Reflection Any 2 Origin: SF Pre: Block **** Description: Martial artists who have studied the intimate details of evasion and deflection motions are able to snatch arrows out of the air and catch thrown knives between clapped hands. Often the fighter will return the missile weapon to its sender in one fluid catch-and-throw motion. When this Special Maneuver is used, the fighter poises herself to intercept any objects thrown or fired at her. If any missile attack are directed at her, she has a chance to catch them and even return them toward their sender or in any other direction. The fighter must roll a Dexterity check to catch a missile successfully. Thrown weapons like knives, shurikens, and rocks require one success to catch, missiles from weapons like bows or slingshots require 2 successes to catch, and gunfire requires 3 successes to deflect. In order to deflect gunfire, the fighter must be holding some piece of metal or other material capable of withstanding the bullets and bouncing them away. If the missile is reflected at another party, the new victim suffers the same damage that the missile would have inflicted upon the fighter. Gunfire cannot be reflected at the attacker. The fighter can reflect any number of missiles targeted at her during the same turn. Yes, any number. STANDING Defensive Speed: +3 Damage: None Move: -1 Cost: None Punch Defense Any 1 Origin: SF Pre: Block ** Description: Similar to Kick Defense, Punch Defense incorporates a variety of ducking, bobbing, and deflecting movements that defend a fighter against punches but leave her open to other attacks. The fighter is +4 to Soak punches, but is -2 to Soak all other type of maneuvers. CROUCHING, STANDING Defensive Speed: +4 Damage: None Move: None Cost: None San He Origin: SF Pre: Block ***, Focus ** Description: Some styles teach practitioners he ability to root their bodies to the ground using their internal Chi energy. This same energy can be spread out across the surface of the body, causing the muscles to tighten. This rigid, immovable stance is part of the San He form of Kung Fu. Other styles refer to it by other names. When a fighter assumes this stance, her body becomes like a single, solid piece of iron- immovable and resistant to all attacks. When executing San He, the fighter adds double her Block technique to her Soak total. In addition ,the fighter cannot be Knocked Back, and can only be Knocked Down by Grab Maneuvers. Since San He is not true block, the defender gets their full soak against any attack designed to circumvent traditional Blocks (Monkey Grab Punch, Reverse Frontal Kick, etc.) San He is also immune to being Guard Crushed. However, becuase San He is not a true Block, the defender does not gain a +2 Speed bonus for Blocking the turn after using San He. Because someone using San He is completely unmoveable (again, except for grabs) certain maneuvers which 'plan' on knocking the defender back will completely backfire. Since attacking someone w/ San He will stop all of the attackers movement, maneuvers that hit & move & hit & move will find themselves instead knocked down when they hit the 'wall' of their opponent. Maneuvers affected by this are Cartwheel Kick, Hurricane Kick, Tumbling Attack, and similar. Ex: If Vega Tumbling Attacks into E. Honda, on a turn Honda played San He, Vega would hit Honda once, not knock Honda back a hex (as he normally would), lose the rest of his movement, and be knocked down in the hex in front of Honda. STANDING Defensive Speed: +2 Damage: None Move: None Cost: 1 Chi Weapon Block Any 2 Origin: Web Pre: Block **** Description: The art of blocking weapons without taking the aggravated damage is taught in nearly every martial art. The actual methods vary greatly, all the way from sword catching to simply not being there. How your character reacts to a weapon attack is up to you. Be descriptive! System: When blocking, Weapons that would normally do aggravated damage instead do 'normal' damage. Subtract your soak (Stamina + Block) from their dice pool before they roll damage. This does not work against firearms. Weapon Block may be combined with any normal Block maneuver (Deflecting Punch, Basic Block), but does not work with San He (& probably not Make Wara). CROUCHING, STANDING, AERIAL-JUMP Defensive Speed: Special Damage: Special Move: None Cost: None GRAB Air Suplex Any 3 Origin: SF: SoS Pre: Grab ***, Athletics ***, Jump, Suplex Description: The warrior intercepts his opponent in mid-leap, grabbing the opponent and twisting him upside-down so that both attacker and victim fall to the ground head-first. Of course, the victim hits first, absorbing the impact of the fall. This maneuver was said to be developed by Kabaddi masters who could intercept the leap of a full-grown tiger and bring it crashing to the ground. The fighter must interrupt an opponent using an Aerial Maneuver*. If any damage is scored, the Air Suplex was successful and the opponent suffers a Knockdown. Both fighters end up in the same hex. AERIAL High*, Projectile Dodge, Aerial Knockdown Speed: -1 Damage: +4 Move: +0 Cost: None Air Throw Any 3 Origin: SF Pre: Grab **, Athletics *, Jump, Throw Description: Some Native American Wrestlers have been known to jump into the air to catch an aerial opponent, grab the opponent like a hawk snatching a dove, and slam the opponent to the ground. This lethal move is also seen in Sanbo, has been picked up by many Special forces soldiers, and is even seen in the aerial artistry of Wu Shu. Some warriors prefer to grab their opponents and fall with them to crush them into the ground. Others grab their opponents and bring then down on top of themselves, while still others prefer the finesse of grabbing opponents out of the air and dashing them to the ground. To execute the move during combat, the fighter must interrupt an opponent's Aerial maneuver*. The fighter must then jump into the same hex as his opponent and execute the throw. If any damage is scored, the fighter can pick and spot within three hexes to deposit the victim. In addition, the victim suffers Knockdown. After the throw, the fighter can finish any remaining movement. AERIAL High*, Projectile Dodge, Aerial Knockdown Speed: +2 Damage: +5 Move: +0 Cost: 1 Will Airplane Spin Origin: PC Pre: Grab ***, Athletics **, Throw Description: A common wrestling move in which the fighter grabs his opponent by an arm and a leg and begins to spin in place then letting go, sending the opponent flying away for a Knockdown. The fighter must throw his opponent his full strength in hexes. Since this is a throw, Breakfall may be used to lessen this damage. STANDING Knockdown Speed: -1 Damage: +5 Move: One Cost: 1 Will Arm Lock Any 2 Origin: PC Pre: Grab ** Description: A standard grabbing technique is to grab an opponent's arm and twist it, causing pain. For every turn this move is held past the first, the opponent suffers a -1 Speed penalty to all Punch Maneuvers. The penalty lasts one turn for each turn past the first that the Arm Lock was held. This is a Sustained Hold. CROUCHING, STANDING Sustained Hold Speed: -1 Damage: +0 Move: One Cost: None Back Breaker Any 4 Origin: SF Pre: Grab *** Description: The wrestler grabs an opponent, turns his body over and slams his head and back into the ground. Simple and effective. The victim suffers Knockdown in addition to damage. CROUCHING, STANDING Knockdown Speed: -1 Damage: +3 Move: One Cost: None Back Roll Throw Any 2 Origin: SF Pre: Grab **, Kick *, Athletics *, Throw Description: This move is an advanced version of the throw special move. Instead of using her shoulders of hips to throw an opponent, the fighter grabs the opponent and then rolls backward onto the ground, planting a foot on the opponent's chest to heft him up behind the attacker's head. This move is quicker that a basic throw, and the opponent can be thrown farther. The victim can be thrown a number of hexes equal to the attacker's Strength + Kick. CROUCHING, STANDING Knockdown Speed: -1 Damage: +4 Move: One Cost: None Bear Hug Any 3 Origin: PC Pre: Grab ** Description: Grab that irritatingly quick little fighter and crush her into your chest until her bones rattle. The Bear Hug is an old standby for many wrestlers, and a few other stylists have decided to adopt it as well. The Bear Hug is a Sustained Hold. CROUCHING, STANDING Sustained Hold Speed: -1 Damage: +3 Move: One Cost: None Brain Cracker Any 2 Origin: SF Pre: Grab **, Punch * Description: Defeating an opponent isn't enough for some fighters. They want to drive some sense into their opponent's brains. A fighter employing the Brain Cracker special maneuver grabs his opponent's hair, ears, or nose, pulls her head down, and rains smashing punches into her skull or drives elbows into her face. This is a Sustained hold that allows the fighter to use their Punch Technqiue to determine damage instead of their Grab Technique. However, the maximum number of rounds an opponent can be held in the Brain Cracker is still determined by the grappler's Grab Technique. CROUCHING, STANDING Sustained Hold Speed: +0 Damage: +2 Move: One Cost: None Bulldog Any 4 Origin: PC Pre: Grab ***, Athletics ** Description: A fairly standard wrestling move, the wrestler performing a Bulldog grabs the opponent in a headlock, then runs a short distance to build momentum. At the end of the run, he drops the opponent's head into the ground, using the run for more damage. The Bulldog scores a Knockdown and inflicts an extra die of damage for every 2 hexes run after the initial grab. STANDING Knockdown Speed: -1 Damage: +2*(Max+5) Move: 1/+0 Cost: None Choke Throw Any 3 Origin: SF:SoS Pre: Grab ***, Athletics **, Jump Description: The fighter leaps up and either catches his opponent in mid-air or executes this maneuver upon landing. Either way, the result is the same. The fighter catches his opponent by the throat and uses his momentum to hurl his victim to the ground, causing a Knockdown. Both attacker and victim end in the same hex. AERIAL Projectile Dodge, Knockdown Speed: -1 Damage: +2 Move: +0 Cost: None Death Throw (Boss Toss) Any 4 Origin: Web Pre: Grab ***, Throw Description: The fighter grabs his victim draws him over his head then smashes him to the ground. The victim lands in an adjacent hex and suffers a Knockdown. STANDING Knockdown Speed: -1 Damage: +5 Move: One Cost: 1 Will Disengage Any 4 Origin: SF:PG Pre: Grab **, Athletics ** Description: This maneuver utilizes a fighter's flexibility and quickness, enabling her to extract herself from an opponent's grasp. A fighter may use this move any turn in which she is in a Sustained Hold. When used, the captive fighter rolls a second time to try and escape from her captor. However, when rolled, the fighter rolls her Dexterity versus her captor's Strength. If she escapes and has any move left, she may move away. CROUCHING, STANDING Speed: +1 Damage: None Move: -2 Cost: None Dislocate Limb Any 5 Origin: SF:PG Pre: Grab ***, Kick **, Athletics *, Arm Lock Description: Jumping forward, the fighter grasps his opponent's arm tightly with both hands. He then lifts one leg into the pit of the opponent's arm and pulls with all of his strength. This pulls the shoulder joint loose from it's socket, causing incredible pain and immobilizing the arm. Very little damage is done with this maneuver, but it is an effective way to deal with an opponent who specializes in punches. The turn after a fighter's shoulder has be dislocated, he suffers a -3 Speed penalty. This is because he is forced to pop his arm back into it's regular position. And punches used this turn will have a -2 Damage modifier, as the fighter attempts to return some feeling to his arm. Alternately, the fighter can choose not to relocate his arm. The normal penalty for using your off hand is +1 Difficulty to all Dice Rolls invloving that limb. Note that once a fighter has had both arms dislocated, it is nearly impossible to relocate them without assistance, and standing up after a knockdown imposes a -4 speed penalty. CROUCHING, STANDING Speed: -1 Damage: +1 Move: +1 Cost: None Double Slam Origin: PC Pre: Grab ***, Strength **** Description: To show off their great strength, Highland fighters use this move, which involves hoisting an opponent up, slamming her to the ground, then hoisting her back up into another slam with no pause at all. The Double Slam scores two Damage Tests and a Knockdown. STANDING Knockdown Speed: -1 Damage: +1(x2) Move: One Cost: 1 Will Electric Hold Any 4 Origin: PC Pre: Grab **, Shock Treatment Description: After learning to charge one own body with electricity, the fighter then learns how to electrify another's body and remain unharmed himself. By grabbing the opponent in a simple hold, the fighter can due incredible damage with his electric grip. The Electric Hold acts as a Sustained Hold that uses the fighter's Int+Focus for damage. The Electric Hold scores a Knockdown at the end of it. CROUCHING, STANDING Sustained Hold, Knockdown Speed: -1 Damage: +5 Move: One Cost: 1 Chi/turn Eye Rake Any 2 Origin: SF:PG Pre: Grab *, Punch * Description: In a truly desperate move, the fighter clenches her fingers into a claw and rakes them across her opponent's eyes. The pain caused by this is incredible but usually does not result in permanent damage. Few Street Fighters use this attack, as it is considered extremely poor form. Nonetheless, this move has often meant the difference between winning and losing a match. Very little damage results from this attack, but for the next turn the opponent must fight blind. If her Blind Fighting skill is zero, she is effectively dizzied. A fighter who uses this attack loses one temporary Honor point. If used in a tournament, she also loses one temporary Glory. CROUCHING, STANDING Speed: +2 Damage: -3 Move: +0 Cost: None Face Slam Any 5 Origin: PC Pre: Grab **, Strength **** Description: This maneuver requires tremendous upper body strength. Basically, the fighter palms his opponent's face, lifts his off the ground and slams him head first into the ground. The World Warrior, E Honda, has worked this maneuver into a frightening combination. The opponent suffers a Knockdown if any damage is suffered. STANDING Knockdown Speed: -1 Damage: +3 Move: One Cost: None Flying Tackle (Shooting) Any 2 Origin: PC Pre: Grab **, Athletics ** Description: The fighter launches into the air and slams into his opponent, taking them both to the ground. This maneuver is considered crude by many high-ranking street fighters, although its effectiveness cannot be denied. Both the attacker and defender suffer a Knockdown, but only if any damage is done. After impact, attacker and defender fly back two hexes and end the turn on the ground, occupying the same hex. The attacker gains a bonus +2 to her Speed if her next Maneuver is a Grab Maneuver. Note that for purposes of combo-ing, The Flying Tackle knocks the attacker down, which makes it impossible to combo a maneuver after it. CROUCHING, STANDING, AERIAL Knockdown(s) Speed: -1 Damage: +0 Move :+2 Cost: None Grappling Defense Any 5 Origin: SF Pre: Grab **** Description: Wrestlers don't survive long without learning ways to escape and counter the grabs and holds of their fellows. Other styles, such the Japanese art of jujitsu, formalize this grappling training. The Grappling Defense acts similarly to a Block, but is only effective against Grab techniques. A fighter employing Grappling Defense adds his Grab technique to his Soak against Grabs. Grappling Defense can even be played every turn of a Sustained Hold, thus minimizing the damage received. CROUCHING, STANDING, AERIAL-JUMP Speed: +4 Damage: None Move: -1 Cost: None Hair Throw Any 3 Origin: SF Pre: Grab ***, Athletics **, Throw Description: This throwing maneuver was invented hundreds of years ago by a Mongolian tribe renowned for its acrobatic grappling maneuvers. The tribe was assaulted by bands of thieving marauders who would gallop in on horses and pillage the tribe's villages. Seeing that the marauders wore their hair in long locks, the tribe invented a technique for running at a horseman, leaping up and over a horseman's head, grabbing his air from behind and throwing the marauder of his horse. Various styles of Kung Fu have since picked up the technique, and the hair-pulling maneuver is also use by many Special Forces groups. The fighter must move into and straight through an opponent's hex*. The opponent can be thrown along the same straight line the fighter used. STANDING Knockdown Speed: -2 Damage: +5 Move: Two* Cost: None Head Bite Any 3 Origin: SF Pre: Grab ** Description: Some Street fighters either have a little vampirism in them or, like Blanka, are just downright savage. It's a nasty move, but some fighters have been known to leap onto their opponents and bite right into their necks. This is a Sustained Hold. If the fighter is actually equipped for biting (such as having bestial fangs), this Maneuver inflicts two additional Damage dice*. CROUCHING, STANDING Sustained Hold Speed: +1 Damage: +0* Move: One Cost: None Head Butt Hold Any 3 Origin: SF Pre: Grab **, Head Butt Description: Las Vegas-style boxing doesn't allow head butts; however, some fighters don't mind banging heads in the middle of a clinch. Street Fighter boxers take this one step further, grabbing their opponents and smashing them with repeated head butts. This move is a Sustained Hold. CROUCHING, STANDING Sustained Hold Speed: -1 Damage: +3 Move: One Cost: None Head Knocker Any 3 Origin: PC Pre: Punch **, Grab ** Description: This famous move depicted in many TV shows and movies was considered highly impractical until one Highlander worked out how to do it. The fighter must have two adjacent opponents to him and each other. He reaches forward, grabs both of their heads and collides them together. This move ignores Blocks. STANDING Speed: -1 Damage: -1 Move: One Cost: None Improved Pin Any 4 Origin: SF:C Pre: Grab ***, Athletics **, Pin Description: This is simply a refinement of the Pin technique. In addition the added Modifiers, the grappler may also Pin any opponent, be they standing or otherwise, and may also grab opponents in *adjacent* hexes! If the opponent was Crouching or Knocked-down when the Maneuver started, they will be Knocked- down when they escape from the Pin*. CROUCHING, STANDING Sustained Hold, Knockdown* Speed: +0 Damage: +2/+1 Move: +1/Two Cost: 1 Will Iron Claw Origin: SF Pre: Grab *****, Strength ****, Face Slam Description: The wrestler quickly grabs her opponent with one hand, draws him in, and then places her other hand on the opponent's face. The wrestler's hand clenches like a vise over the opponent's face, each finger digging into some pressure point like the temples, under the jaw, or even into the eyes. The sheer force of the squeeze causes intense pain to the victim. The Iron Claw is a Sustained Hold. CROUCHING, STANDING Sustained Hold Speed: +1 Damage: +4 Move: One Cost: 1 Will Judo Throw Any 3 Origin: Web Pre: Grab **, Throw Description: This is an improved throw. The victim suffers a Knockdown unless the fighter botches. The fighter can throw his victim up to his Strength in hexes. CROUCHING, STANDING Knockdown Speed: -1 Damage: +3 Move: One Cost: None Jumping Power Throw Any 4 Origin: Web Pre: Grab ***, Jump, Judo Throw Description: The Judoka grabs his opponent and jumps high into the air. From there he throws him over his shoulder and let him crash to the floor. The jump is vertical so the jump ends in the same hex where it starts. The victim of the throw, however, lands in one of the adjacent hexes and suffers a Knockdown. AERIAL Projectile Dodge, Knockdown Speed: -1 Damage: +5 Move: One Cost: 1 Will Knee Basher Any 3 Origin: SF Pre: Grab **, Kick * Description: This move resembles the Brain Cracker, except that the wrestler grabs his opponent's head and doubles the opponent over in order to knee him in the head. This maneuver allows the fighter to use his Kick Technique instead of his Grab Technique when determining damage. This move is a Sustained Hold, and when the opponent escapes (or is released), he suffers a Knockdown. STANDING Sustained Hold, 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. CROUCHING Sustained Hold, Knockdown Speed: -1 Damage: +3 Move: One Cost: None Leverage Origin: Web Pre: Grab * Description: Leverage is a very painful maneuver though it inflicts only little damage. The opponent must be Crouching or Knocked-down for this Maneuver to work*. The victim can only try to get out with his half Strength, and after 4 rounds the victim is automatically dizzied. CROUCHING, Low*, Sustained Hold, Knockdown Speed: +0 Damage: -2 Move: One Cost: None Mountain Hurricane Origin: PC Pre: Grab ****, Spinning Clothesline, Airplane Spin Description: Some wrestlers have improved the classic Airplane Spin by adding the speed and momentum of a Spinning Clothesline to the move. The opponent is spun at a tremendous speed and released just as in an Airplane Spin. STANDING Knockdown Speed: -1 Damage: +7 Move: One Cost: 2 Will Neck Choke Any 3 Origin: SF Pre: Grab *** Description: The fighter grabs her opponent and applies a strangling Neck Choke. The Neck Choke is a Sustained Hold. CROUCHING, STANDING Sustained Hold Speed: -1 Damage: +3 Move: One Cost: None Pile Driver Any 4 Origin: SF Pre: Grab ***, Athletics * Description: The Pile Driver is an advanced grappling move that takes a lot of training to execute against a live opponent. The wrestler must grab his opponent and invert her body so that the opponent's head is between the wrestler's legs and the opponent's legs extend above the wrestler's head. The wrestler then jumps up and raises his own legs into a seated position. When the wrestler and his victim land, the opponent's head hits first. The victim of a Pile Driver also suffers a Knockdown. STANDING Knockdown Speed: -2 Damage: +4 Move: One Cost: None Pin Any 5 Origin: SF:C Pre: Grab ** Description: Jiu Jitsu practitioners learn many ways to hold someone immobile. To perform a Pin, the target must either be Crouching or Knocked-down*. The fighter moves into his opponent's hex and makes his attack roll. If he performs two or more levels of damage, the opponent is held in a painful, immobilizing hold until she manages to break free - a difficult task. The Jiu-Jitsu practitioner often pins his opponent near the end of the fight, then just waits for the time to run out. This maneuver is often seen as the second half of a combo with Throw or Air Throw. The fighter's Strength is considered to be raised by three solely for the purpose of holding his opponent. The opponent gets only Stamina and Grappling Defense to Soak the damage each turn. This is a Sustained Hold, which scores a Knockdown. CROUCHING Low*, Sustained Hold, Knockdown Speed: -1 Damage: +2/+0 Move: +1/None Cost: 1 Will Pull Any 2 Origin: PC Pre: Grab ** Description: The fighter grabs his opponent & pulls them past him, exposing his back. The opponent ends up STANDING (not Crouching or Aerial) 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. STANDING Speed: -1 Damage: None Move: One Cost: None Power Press Origin: PC Pre: Grab ****, Strength **** Description: This is a simple but effective slam in which the wrestler grabs his opponent and hoists him over his head in a full military press and then slams the opponent down in front of him. This move scores a Knockdown. STANDING Knockdown Speed: -1 Damage: +5 Move: One Cost: 1 Will Reverse Hip Throw Any 4 Origin: Web Pre: Grab ***, Throw Description: This attack allows a disciple of Aikido to use the force of an attack against the wielder. There are two effects of the attack. First, the fighter use his opponent strength to determine distance thrown. Second, damage is determine using the fighter's Grab Technique + his opponent's Strength. This maneuver only works if you interrupt an opponent's attack or movement. It does not work if the opponent is playing a Defensive Maneuver. CROUCHING, STANDING Knockdown Speed: +1 Damage: +0 Move: One Cost: None Reverse Suplex Any 5 Origin: Web Pre: Grab ****, Suplex Description: It is similar to the normal Suplex but instead of rotating his body after lifting his opponent over his head the fighter falls backwards smashing the victim into the ground and crushing himself into him. The opponent lands in one of the rear three hexes and suffers a Knockdown. STANDING Knockdown Speed: +0 Damage: +4 Move: One Cost: None Sacrifice Throw Any 2 Origin: Web Pre: Grab * Description: Sometimes a fighter just wants to get away. This throw allows her to do just that. Sacrificing damage for distance, the fighter throws her opponent far from her. This works as a normal throw except distance thrown is determined by the fighter's Strength + Athletics minus the targets Strength. The actual attack does little damage. Unlike other attacks, there is no damage requirement for this maneuver to be executed successfully. CROUCHING, STANDING Knockdown Speed: -2 Damage: -4 Move: One Cost: None Siberian Bear Crusher Origin: SF Pre: Grab ***, Athletics **, Back Breaker Hundred Blows Attack Pre: Grab ***, Athletics ****, Brain Cracker OR Knee Basher Description: Irritated by little capitalist opponents who would hit and run from him, Zangief revived and perfected a maneuver he had previously practiced on the wild bears of Siberia. In so doing, Zangief would rush at the bear, closing inside the range of the bear's deadly claws before it could strike. Then he lifted the bear into an airborne back breaker to hammer the beast into submission. The wrestler dashes forward into the opponent's hex, grabs the opponent, inverts him, and leaps into the air. In midair, the wrestler adjusts his hold to ensure that the opponent lands in the Back Breaker position. The wrestler can choose any hex up to three hexes away to land in. The victim will land in any hex adjacent to the wrestler. The victim suffers a Knockdown in addition to damage. The Siberian Bear Crusher is considered an Aerial maneuver. The Kyokugenryu version (Hundred Blows Attack) uses the second set of prerequisites. Unlike the Siberian Bear Crusher, the Hundred Blows Attack is a Sustained Hold. STANDING Sustained Hold (Hundred Blows Attack) Knockdown (Siberian Bear Crusher) Speed: +0 Damage: +3 Move: +1 Cost: 1 Will Siberian Suplex Origin: SF Pre: Grab ****, Athletics **, Suplex Description: Russian Sanbo wrestlers invented the bouncing Siberian Suplex in order to have more fun with their puny opponents from the West. Sanbo wrestlers found that their opponents would usually be knocked senseless after only one Suplex, thus ending the match before the Sanbo fighter could work up a sweat. So Sanbo fighters invented the Siberian Suplex. This move begins exactly like a regular Suplex, but the fighter backbridges the opponent's shoulders into the ground hard enough to bounce both fighters into the air. While in the air, the Sanbo wrestler maintains the Suplex hold. When the pair lands, the victim again suffers a Suplex collision on the ground. This move is identical to a Suplex, except that the fighters end the move one hex farther back as they land from the second hit. The fighter rolls two Damage Tests using the modifiers below. The victim also suffers a Knockdown. CROUCHING, STANDING Knockdown Speed: +0 Damage: +2(x2) Move: One Cost: 1 Will Sleeper Any 5 Origin: SF:PG Pre: Grab *** Description: The wrestler grabs her opponent and quickly positions herself behind him, simultaneously wrapping her arms around his neck and head. In this position she massages pressure points on the scalp while compressing the carotid artery, which controls the flow of blood to the brain. Eventually the lack of circulation will cause the opponent to fall unconscious. If the fighter can maintain this hold for three rounds, including the first, she will automatically Dizzy her opponent. This is a Sustained Hold. CROUCHING, STANDING Sustained Hold Speed: -1 Damage: +2 Move: One Cost: 1 Will Spinning Pile Driver Origin: SF Pre: Grab ****, Ath ***, Jump, Piledriver Sensakuraken Pre: Grab ****, Ath ***, Jump, Shock Treatment Description: This advanced version of the regular Pile Driver has carried Zangief to the title of World Warrior(often over the mangled bodies of his opponents). Finding that the regular Pile Driver was not forceful enough to stun the hard-headed Siberian bears, Zangief grabbed them, upended them into the Pile Driver position and then jumped high into the air. The added force from the fall proved sufficient to stun the most ferocious bears. When Zangief entered Street Fighting tournaments, he continued to use the Spinning Pile Driver to finish his opponents. He added the spin into the move to please the Russian crowds and disorient his victim. The victim suffers a Knockdown in addition to regular damage and is bounced three hexes away after impact. The Spinning Pile Driver can be used like a Jump to interrupt and dodge a projectile attack. The move is an Aerial Maneuver after the fighter grabs his opponent and jumps. The Ninjitsu variant (Sensakuraken) uses the second set of prerequisites. The activation cost for the Sensakuraken is 2WP & 1Chi, while the Spinning Pile Driver only requires 2WP.* AERIAL Projectile Dodge, Knockdown Speed: -2 Damage: +7 Move: Two Cost: 2 Will* Sticking Origin: PC Pre: Grab **, Focus ** Description: By placing a hand in a certain position of the opponents body, the Tai Chi master can read the opponent's moves and Chi lines. The Tai Chi master can perform any other action while maintaining this hold, as can the grabbed, but the Tai Chi fighter gets +3 Speed in comparison to his opponent. This is a Sustained Hold. This Maneuver automatically ends if the Tai Chi Master is unable to keep his hand on his opponent (Dizzied, Knocked-down, opponent moves too far away, etc.) STANDING Sustained Hold Speed: -2 Damage: None Move: One Cost: 1 Chi Stomach Pump Origin: SF Pre: Grab ****, Punch ** Description: The wrestler grabs the opponent, lifts her off her feet with one hand and repeatedly smashes the pit of her stomach with a palm heel. The move's name comes from the fact that many victims end up losing their lunch before they escape from this organ-squeezing hold. This is a Sustained Hold. CROUCHING, STANDING Sustained Hold Speed: +0 Damage: +4 Move: One Cost: None Storm Hammer (ChoYamaRashi) Origin: SF Pre: Grab *****, Athletics ***, Jump ChoYamaRashi Pre: Grab ****, Athletics ***, Focus ***, Jumping Power Throw Description: Unfortunate souls who anger T. Hawk in the midst of combat are in for a disorienting, bone-crushing experience as T. Hawk unleashes his Storm Hammer throw. T. Hawk grabs his opponent's head in one huge hand, leaps into the air, spins his arm in a big circle and then crushes the opponent's face into the arena floor. Very few opponents get back up. The fighter can choose to land up to three hexes away. The opponent suffers a Knockdown in addition to damage. Fighter and opponent end the turn in the same hex. The move is an Aerial Maneuver and can be used to dodge projectiles. The Judo Variant(ChoYamaRashi) works exactly the same, only with the second set of prerequisites. ChoYamaRashi also requires 2WP and 1 Chi to activate, while Storm Hammer only requires 2WP*. AERIAL Projectile Dodge, Knockdown Speed: -2 Damage: +7 Move: One Cost: 2 Will* Suplex Any 2 Origin: SF Pre: Grab * Description: The Suplex is a relatively fast Grab move. The fighter lunges forward, grabs her opponent, and then twists around to fall backwards. By arching her back, the wrestler slams the opponent's head into the ground and simultaneously cushions the wrestler's own fall. Victims of a successful Suplex also suffer a Knockdown. The victim lands one hex beyond his original position. CROUCHING, STANDING Knockdown Speed: +0 Damage: +2 Move: One Cost: None Thigh Press Any 3 Origin: SF Pre: Grab **, Athletics ** Description: This move is also called a Reverse Suplex, but many tournament fighters began calling it a Thigh Press after seeing Cammy's version of the move. The fighter starts by jumping onto the opponent's shoulders, locking her feet behind the opponent's back and catching the opponent's head between her thighs. The fighter then drops her body weight backward, bending the opponent over. As she does so, the fighter flips backward, doing a half back flip and landing on her stomach. Meanwhile, the opponent is pulled over and off his feet, smashing head first into the ground. The opponent suffers a Knockdown in addition to damage the fighter switches hexes with her opponent, unless they started in the same hex, in which the fighter chooses which hex the opponent lands in. STANDING, AERIAL High Hit, Knockdown Speed: -1 Damage: +4 Move: One Cost: None Throw Any 1 Origin: SF Pre: Grab * Description: Most martial arts teach special techniques for grabbing and throwing an opponent. These techniques involve using the hips, shoulders and arms to unbalance the opponent and leverage him into a throw. Masters can throw opponents over 20 feet through the air. If the move succeeds, the fighter can choose the hex in which his opponent lands after the throw. The fighter can throw an opponent a number of hexes equal to his Strength. STANDING Knockdown Speed: -2 Damage: +2 Move: One Cost: None ATHLETICS Air Smash Any 3 Origin: SF Pre: Athletics *, Jump Description: This move is popular with large fighters because it uses their weight to flatten an opponent into the sparring mats. The fighter leaps into the air, high above an opponent's head, and then falls straight down on top of her. Most fighters tend to land in an aerial seated position, which has caused the Air Smash to be nicknamed the 'Butt Crush'. The Air Smash is an Aerial maneuver and acts as a Jump for purposes of evading projectiles. The fighter must move in a Straight Line and will end the move in the same hex as his opponent. AERIAL Straightline, Projectile Dodge Speed: -1 Damage: +4 Move: -1 Cost: None Backflip Any 4 Origin: SF:SoS Pre: Athletics *** Description: This athletics maneuver provides a fighter with an excellent retreating defensive move. A well-trained fighter using a backflip can avoid nearly any attack. The Backflip maneuver is actually a series of back-handsprings that can take a competent gymnast halfway across an arena while he dodges projectiles and other attacks. While executing this maneuver, the fighter can only move in a Straight Line away from his foe. During this time, the fighter cannot be hit by any attack. Performing this Maneuver also creates a Dodge Pool (Dex+Ath), which opponents must overcome (their Dex+Tech) before they can attack you. STANDING Defensive, Straightline, Projectile Dodge* Speed: +3 Damage: None Move: +2 Cost: 1 Will Beast Roll Origin: SF Pre: Athletics *****, Rolling Attack, Vertical Rolling Attack Description: Superhuman. Few individuals have deciphered exactly how Blanka accomplishes this gravity-defying move. He begins by spring backward into several aerial backflips, then rolls back forward in a series of somersaulting forward flips to ram his opponent. The Beast Roll is an Aerial Maneuver that can be used like a Jump to avoid projectiles. The fighter begins by traveling in a Straight Line backwards using the -2 Move modifier. This backward roll can be used to attack an opponent. The fighter then reverses direction along the same line to strike a second opponent. For both attacks, the fighter must move into his opponent's hex. All fighters suffer one hex of Knockback. AERIAL Straightline, Projectile Dodge, Knockback(s) Speed: +0 Damage: +3 Move: -2/+2 Cost: 1 Will Breakfall Any 2 Origin: SF:C Pre: Athletics * Description: Whenever a fighter suffers damage from a fall, he rolls Dexterity + Athletics to reduce the damage taken. This may be used against Throw or any other Maneuver similar to throw, so long as the fighter is free to maneuver herself around while in the air. AERIAL Defensive Speed: N/A Damage: N/A Move: N/A Cost: None Cannon Drill Origin: SF Pre: Athletics ***** Description: Fast and ferocious, the Cannon Drill special maneuver has given Cammy an edge on her competition in the Street Fighter tournaments. Since they saw Cammy pull of the move, many other fighters have tried to imitate it; only a few have actually succeeded. To execute the Cannon Drill, the fighter throws her body into a low airborne trajectory. The fighter's body actually twists like a horizontal tornado as she flies across the field to strike her opponent feet first. The move is very quick, has a vicious hit, and moves the fighter quite a distance. The Cannon Drill is not considered an Aerial maneuver. CROUCHING Low Hit, Straightline, Speed: +2 Damage: +2 Move: +2 Cost: 1 Will Cat Stance (Defensive Stance) Any 5 Origin: PC Pre: Kick **, Athletics ** Description: The Cat Stance was a stance developed in Okinawa and is used mostly in Okinawan styles and some Chinese forms. Balance is shifted to the back leg as the slightly raised front leg becomes perpendicular to the left foot, allowing the fighter to be prepared to kick. The first round of the maneuver, the fighter can do nothing else but enter the stance. On any subsequent round, the fighter can choose to interrupt her foes at any time with a Forward kick at any opponent in range. The fighter may play another maneuver every round as normal, however, while in the Cat Stance, all maneuvers are at -1 Speed, (Similar to turn punch) and have a movement of zero. Using this kick (or being Knocked-down/Dizzied) breaks the Cat Stance. If the kick is used BEFORE the fighter's normal movement phase that round, her maneuver regains it's full movement. If the fighter does not use the kick she may maintain the stance by doing nothing else save her normal maneuver. Defensive Stance uses a Strong Punch (+1 damage) instead of a forward kick. STANDING Speed: +2 Damage: +2 Move: One/None Cost: None 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. Crouching, STANDING Straightline Speed: +4 Damage: None Move: three Cost: None Displacement Origin: SF:PG Pre: Block **, Athletics **, Punch *, Esquives Description: This move consists of a quick sidestep, which allows the fighter to dodge an oncoming attack. The fighter may then execute a short jab is the opponent is still within range. Many opponents are extremely frustrated by this evasion, which is commonly practiced by Savate fighters. This maneuver is only completely effective if the fighter has enough Move to counter- attack and is quicker than his opponent. When the adversary begins his attack, the fighter must have enough Speed to interrupt the attack; otherwise the Displacement is ineffective. The fighter using the Displacement may then move up to her full Move to the left or right of her opponent. Once the opponent's move is completed, the displaced fighter may move back in and counterattack if she has enough move left. This maneuver may be used to avoid projectiles, although a contested roll will still be made. STANDING Defensive, Projectile Dodge* Speed: +2 Damage: -1 Move: +1 Cost: 1 Will Diving Hawk Origin: SF Pre: Athletics ***, Focus *, Jump Description: The ultimate cure for Fireball blues. The Diving Hawk maneuver allows a fighter to soar over incoming projectiles and then dive down to crush the missile-throwing opponent. The fighter jumps straight up into the air, then positions her body into a gliding position, emulating a hawk diving at prey. She then soars down to strike her chosen victim with a full-body collision. AERIAL Projectile Dodge Speed: +0 Damage: +5 Move: +2 Cost: 1 Will Drunken Monkey Roll Origin: SF Pre: Athletics ** Description: It is said that the unjustly imprisoned founder of Monkey Kung Fu invented this evasive maneuver after watching a group of monkeys through the bars of his jail cell. The monkeys got inebriated on wine thrown out of by prison guards and began staggering and rolling around on the ground. Copying the monkey's drunken antics, the master developed a series of evasive tumbles, which became the Drunken Monkey Roll. The Drunken Monkey Roll is a good all-purpose evasive technique. It counts as a Crouching maneuver because it stays low to the ground. It can also be used to interrupt and avoid projectile attacks. A Knocked-Down fighter may use a Drunken Monkey roll without suffering a speed penalty, and may stand up for free at the end of the round. CROUCHING Defensive, Projectile Dodge Speed: +3 Damage: None Move: +2 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 pool is equal to his Dex + (Athletics x2). In addition, he also gets a +1 Speed bonus to 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. STANDING Defensive, Projectile Dodge* Speed: +2 Damage: None Move: -2 Cost: 1 Will Esquives Origin: SF:PG Pre: Athletics **, Block * Description: An evasion technique similar to certain Aikido moves. The fighter simply steps away from the attack, placing himself out of harm's way. As with Boxing, Savate strategies depend a lot on avoiding an adversary's blows. The fighter must have enough Speed to interrupt his attacker. (Editor's note, yes, this move totally blows, & you're better off using basic Move. Unless you're trying to buy Displacement, in which case you're still better off using basic Move, until you have Displacement, and can forget all about this turd of a Maneuver.) STANDING Defensive Speed: +2 Damage: None Move: Two Cost: None Flying Body Spear Any 4 Origin: SF Pre: Athletics ***, Jump Description: Street Fighters seem to find an unending variety of ways to use their bodies as weapons. This special maneuver involves the fighter jumping into the air and twisting his body into a rotating human torpedo as he descends on his opponent. Some fighters like to cruise down feet first; others lead with their fists or even heads. Because the fighter has his full weight behind him, the Body Spear inflicts a fair amount of damage. The Flying Body Spear is an Aerial maneuver that can dodge projectiles. The Flying Body Spear is a Straight Line Maneuver. AERIAL Straightline, Projectile Dodge Speed: +0 Damage: +3 Move: +1 Cost: 1 Will Flying Head Butt Any 3 Origin: SF Pre: Athletics ***, Head Butt, Jump Description: This move is similar to the Flying Body Spear, except that the fighter leaps horizontally at an opponent, ramming her head first. Because the fighter does not jump up first, the move is a little quicker than the Flying Body Spear, but the low-flying head butt doesn't give the fighter a chance to dodge projectiles. The Flying Head Butt is an Aerial Maneuver and travels in a Straight Line. AERIAL Straightline Speed: +0 Damage: +4 Move: +3 Cost: 1 Will Flying Heel Stomp Any 4 Origin: SF Pre: Athletics ***, Kick **, Jump Description: This high-flying aerial assault utilizes a fighter's body weight to hammer an opponent from above. The fighter leaps into the air above her opponent's head and lands heel first on her opponent's head or shoulders. Additionally, the fighter can use her opponent as a springboard to launch safely away after the attack. The fighter can interrupt her own movement with a damage roll and then finish her allowed Move after rolling damage. The Flying Heel Stomp is an Aerial Maneuver and can be used as a Jump to avoid projectiles. AERIAL Projectile Dodge Speed: +0 Damage: +1 Move: +2 Cost: 1 Will Flying Punch Origin: SF:SoS Pre: Athletics ****, Punch **, Focus ***, Jump Description: This move takes a fighter high into the air above and past her opponent and then quickly redirects the attack so that the punch lands squarely in her opponent's back. This maneuver is considered highly dishonorable. The fighter must actually move two hexes beyond her opponent, then move back to the opponent's hex as she arcs back downwards to hit her opponent from behind. This attack is considered an Aerial maneuver and halves the opponent's Stamina for Soak purposes. Fighters lose a point of Honor each time the Flying Punch is used. Alternatively, the fighter can use the punch in a straightforward manner without losing Honor, but she does not get to halve her opponent's Stamina. AERIAL High Hit, Projectile Dodge Speed: -2 Damage: +2 Move: +5 Cost: 1 Will Ground Fighting Origin: SF:C Pre: Athletics **** Description: Most fighting styles prepare a fighter for fighting on his feet, but are at a disadvantage once his back hits the ground. Other styles better prepare their fighters for this, while Pancratiums train hard at fighting while grounded. Many Pancratium fighters are known to take their opponents to the ground to take advantage of their confusion. When knocked down, the fighter may continue to fight without having to rise, using any non-Aerial maneuver. This also excludes certain maneuvers that require hip torque, momentum, or similar, at the GM's discretion. While Ground-Fighting, the fighter is considered to be Crouching at all times. (See the Crouching rules for the benifits/penalties). In addition, because he is already on the ground, he gets to resist any Knockdown or Knockback attempts. After a Knockdown Maneuver, the fighter gets to roll his Dex+Athletics. If he scores more successes than the damage done, he is not knocked-down by the Manevuer (although he is still Crouching). A fighter may stand up for free at the end of any round that he has played Ground Fighting successfully. CROUCHING Speed: above Damage: above Move: above Cost: 1 Will/Round Hooligan Tricks Any 5 Origin: PC Pre: Kick ***, Grab **** Athletics ****, Choke Throw, Slide Kick Pre: AND Air Suplex OR Thigh Press Description: This dynamic two-part move was first used by the World Warrior Cammy. The first part is a forward somersault that can evade projectiles and is considered an Aerial move. If this jump puts the fighter into the opponent's hex, she can then initiate a Thigh Press. If she lands outside of the target's hex, the fighter can instantly go into a Slide Kick*, which can move an additional two hexes from where the jump lands. AERIAL Projectile Dodge, Knockback, Straightline* Speed: -1 Damage: +4 (+3*) Move: -1(+Two*) Cost: 1 Will Jump Any 1 Origin: SF Pre: Athletics * Description: Street fighters who intend to survive their first tournament against serious competition had better come with springs for legs. Jump is a relatively simple special maneuver that allows a fighter to vault over incoming projectiles attacks and hopefully escape unscathed. A fighter can jump 3 feet horizontally or 1 foot vertically for each dot in Athletics. Multiply these distances by 1.5 if the character has a running start. Maneuvers marked as AERIAL-JUMP may be combined with the Jump Maneuver. They retain all their normal modifiers, plus they gain a Movement of +0, and the AERIAL & Projectile Dodge attributes. AERIAL Defensive, Projectile Dodge Speed: +3 Damage: None Move: +0 Cost: None Jumping Shoulder Butt Any 2 Origin: SF Pre: Athletics **, Jump, Shoulder Butt Description: The fighter jumps up and into an opponent, ramming his shoulder into the unfortunate victim. The Jumping Shoulder Butt can be used against a standing opponent or against an opponent who is executing an Aerial Maneuver. It can also be used to dodge a projectile. AERIAL High Hit, Straightline, Projectile Dodge Speed: +0 Damage: +3 Move: -1 Cost: None Kippup Any 1 Origin: SF Pre: Athletics ** Description: One of the more basic athletic maneuvers martial artists have found useful is the Kippup. The Kippup is a technique that allows a prone fighter to get to his feet almost instantly. The fighter curls his legs up off the ground and kicks them up into the air while at the same time arching his back powerfully. The resulting motion practically bounces the fighter off the ground and to his feet. A fighter who knows Kippup only suffers a -1 Speed penalty when getting to his feet after a Knockdown. Speed: above Damage: above Move: above Cost: None Light Feet Any 5 Origin: SF:SoS Pre: Athletics ****, Jump Description: The fighter is adept at leaping and moving quickly. The fighter's nimble feet enable her to cover more distance than most other fighters in the arena. A +1 Move is added to all of the fighter's maneuvers. The fighter can also elect to spend a Willpower to move an additional three hexes instead of the base one bonus. This Willpower is considered an activation cost, and does not counts towards the fighter's one Willpower/round limit. Light Feet may not be combined with Maneuvers with fixed Movement. (AKA Move: One, Two, etc.) STANDING, AERIAL Speed: above Damage: None Move: above Cost: See desc Rolling Attack Any 5 Origin: SF Pre: Athletics *** Description: Gravity-defying! A fighter executing this amazing move leaps forward through the air and tucks into a somersault. The fighter then rolls through the air as far as her momentum will take her or until she slams into an opponent. This is a tough move to learn, and like any move where a fighter uses her own body as a projectile, the Rolling Attack takes a bit of a kamikaze attitude to use in combat. The character travels in a straight line and will stop in the first hex with a target. After damage is applied, both fighters suffer one hex of Knockback. The Rolling Attack is an Aerial Maneuver. AERIAL Straightline, Knockback(s) Speed: +0 Damage: +3 Move: +4 Cost: 1 Will Shave Roll Any 5 Origin: Web Pre: Athletics *** Description: The character using this power leaps forward, curling into a ball and using the momentum to carry himself forward. The character rolls along the ground, striking his opponent in the lower legs, knocking him/her down. Characters using the Shave Roll bowl their opponents completely over, rolling under their falling victim and landing a safe distance away. Like the rolling attack, the Shave Roll is good for moving quickly, but since you roll on the ground, it can't be used to jump over things. The character must travel in a Straight Line on the hex map. The character moves through any character he/she hits, doing damage and scoring a Knockdown. The attacker then continues on, stopping two hexes behind the target. One target in the hex behind the first may also be attacked. If a target is in the hex behind the second, the attacker will do no damage and will be vulnerable. If the target successfully blocks or the target is a large, inanimate object (like a wall or car) the character bounces off the target and lands two hexes in front of the target. CROUCHING Low Hit, Straightline, Knockdown Speed: -1 Damage: +1 Move: +4 Cost: 1 Will 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 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. CROUCHING, STANDING Straightline Speed: -1 Damage: +2(Max+5) Move: +1 Cost: None Thunderstrike Origin: SF Pre: Athletics ***, Jumping Shoulder Butt Description: No one said Native American Wrestling wasn't tough. Fighters like T. Hawk aren't opposed to a little full-body contact. A wrestler employing the Thunderstrike leaps right into his opponent, striking her with a shoulder, knee, or whatever. Usually the fighter sweeps his arms back as he jumps, to emulate a bird of prey. The fighter's opponent must be standing in the same or an adjacent hex when the fighter executes the move. The fighter moves into the opponent's hex, rolls damage for the Thunderstrike, then finishes his movement. Thunderstrike is an Aerial Maneuver and can be used to avoid projectiles. AERIAL High Hit, Straightline, Projectile Dodge Speed: +0 Damage: +5 Move: -1 Cost: None Tumbling Any 2 Origin: PC Pre: Athletics ** Description: Basic tumbling is a part of nearly every style. The ability to defend yourself when knocked down is practiced by nearly every martial art style. However, few students fully develop their flexibility enough to actually make use of tumbling in combat. System: Tumbling works just like Drunken Monkey Roll, only with the following modifiers. Fighters with Tumbling spend one less power point than normal when purchasing DMR. CROUCHING Defensive, Projectile Dodge Speed: +2 Damage: None Move: -1 Cost: None Tumbling Attack Any 5 Origin: SF:SoS Pre: Athletics ***, Backflip Description: The fighter can propel himself forward into a series of tumbling maneuvers combined with punches or kicks that will knock most opponents out of her way. The Tumbling Attack can hit unsuspecting opponents several times if it is timed properly. Like a Hurricane Kick, the Tumbling Attack has simultaneous movement and damage tests each time the attacker moves a hex. The opponent is knocked back one hex for each Damage Test. The Tumbling Attack is a Crouching and Straight Line Maneuver. CROUCHING Low Hit, Straightline, Knockback Speed: -1 Damage: -1(xM) Move: Ath-1 Cost: 1 Will Vertical Rolling Attack Any 4 Origin: SF Pre: Athletics ***, Jump Description: This move is almost identical to Rolling attack, except the fighter leaps up in the air instead of forward. The move is good for knocking down high-jumping opponents or for vaulting over fences or onto roofs. A character using Vertical Rolling Attack can jump four feet into the air per dot of Athletics. This maneuver counts as a Jump move for purposes of dodging projectiles. It will score a Knockdown on Aerial opponents. AERIAL High Hit, Straightline, Projectile Dodge, Aerial Knockdown Speed: +0 Damage: +3 Move: +0 Cost: 1 Will Wall Spring Any 2 Origin: SF Pre: Athletics ***, Jump Description: This move is similar to the regular Jump special move, but it incorporates some wall-bouncing action to give the fighter even greater range and height. Springing off a wall can be used to add six more feet to a vertical jump. The character can jump normally, up to her full Move. Additionally, if she aims for a wall, she can actually bounce off the wall with a good push of the legs and travel another full Move plus two hexes away. The fighter must bounce off the wall at the opposite angle she jumped into it, unless she jumped straight at the wall, in which case she springs straight back. The Wall Spring is an Aerial Maneuver of the highest order. Maneuvers marked as AERIAL-JUMP may be combined with the Wall Spring Maneuver. They retain all their normal modifiers, plus they gain a Movement of +0/+2, and the AERIAL & Projectile Dodge attributes. AERIAL Defensive, Projectile Dodge Speed: +2 Damage: None Move: +0/+2 Cost: None FOCUS Absorbing Barrier Origin: Web Pre: Focus ****, Energy Reflection Power Points: Any 2 This power enables the character to create a small wall of energy in front of them(3 adj. hexes). This can be used to absorb energy attacks, and convert it into Rage Gage points. System: The Absorbing Barrier lasts for one turn; if used to block an energy attack (fireball, sonic boom, etc.), half the total damage inflicted by that attack is instead added to the character's current Rage. The Barrier can be used offensively as well, using the modifiers below. STANDING Speed: +3 Damage: -2 Move: None Cost: 1 Chi Acid Breath Any 4 Origin: SF Pre: Focus *** Description: Fighters using Acid Breath are able to churn their gastric acid into a highly toxic mixture, which they then vomit forth from their mouths in a projectile spray at any nearby opponent. The acid burns the opponent, causing ugly injuries that take a long time to heal. The worst part about being hit with Acid Breath is that the acid continues to burn the fighter after the initial impact, causing more bodily damage and eating away clothing, fabric and any other dissolvable materials the acid hits. The spray has a range equal to the fighter's Stamina rating, and the fighter must have line of sight to hit. Once the acid spray hits, it immediately inflicts damage using the +3 modifier. The following turn, unless the victim of the Acid Breath has been immersed in water or some other purgative method has been employed, the acid continues to burn the victim's body. At the very end of the turn, after all actions have been taken, the acid damages again at the +0 modifier. Finally, on the third turn, it damages again at the -3 modifier. Characters hit with Acid Breath in rapid succession can suffer multiple different damage rolls per turn. STANDING Projectile Speed: -2 Dam: +3/+0/-3 Move: -1 Cost: 1 Chi Balance Origin: SF:PG Pre: Focus **** Description: By focusing his inner being, the fighter may reduce his mass to such a point that he can become effectively weightless at will. A fighter using this ability may stand on someone's outstretched arm without her feeling his weight. It is said that this ability was developed by fighter who watched Indian fakirs lying down on beds of nails without being harmed Specialists can actually dance upon the head of a pin. This ability is always in effect and allows the fighter to add +1 to his Move when using an Aerial maneuver. AERIAL Speed: above Damage: above Mv: +1 Aerial Cost: None Burning Anger Prerequisite: Focus *, Rage Gage Origin: PC Power Points: Any 1 The character summons forth all his Rage into a blazing fury of attacks. The character must fall into bezerk rage (Rage Check) in order to use this maneuver. Once Berserked, the character spends all 10 points of his Rage Gage, and gains +1 to speed, damage, and movement for the next three rounds. The character will stay berserked until Burning Anger ends, during which time he is unable to gain any more Rage. This Maneuver does not require a turn to activate (Plays similar to spending Willpower for speed). CROUCHING, STANDING Speed: +1* Damage: +1* Move: +1* Cost: 10 Rage Points Calm Minds Origin: Web Pre: Focus **** Description: This power enables the character to radiate calm, such that he can quell aggression in others. System: When this power is used everyone within a number of hexes equal to the character's Wits + Focus must make a Willpower roll or lose any aggression (all Rage points). This can also be used to stop a Rage caused by going Berserk (as per the Merit) or from being taunted. It will also work on Animal Hybrids. STANDING Speed: -2 Damage: None Move: None Cost: 1 Chi & 1 Will Chi Gung Healing Origin: SF Pre: Focus ****, Regeneration Description: Ancient Chinese doctors could reputably work healing miracles by focusing their own Chi into their patient. This healing combines acupressure and an actual 'Laying on of hands' where the healer touches the patient to infuse him with additional Chi. This healing power is relatively rare among the Street fighters, but some styles teach the philosophy that the ability to heal must be taught along with the ability to hurt. A fighter who uses Chi Gung Healing in the midst of combat must enter the same hex as her patient and then execute the healing process. The healer can restore one Health Level per point of Chi spent, up to her Focus rating per turn. Aggravated Wound Levels take 5 Chi per point healed. STANDING Speed: -1 Damage: None Move: -1 Cost: See desc Chi Push Origin: SF:C Pre: Focus ****, Chi Gung Healing Description: The Chi Gung masters are able to use their Chi to shatter rocks with a gentle touch, or even a gesture from feet away. Like Chi Gung Healing, Chi Push focuses Chi into the target, but to destroy instead of heal. Damage is determined by Wits + Focus + 3, with an additional +1 for each additional Chi spent. The maneuver's damage may be reduced by one die to knock the opponent back one hex. The maneuver may be done at range. For each hex of distance between the fighter and his opponent, two dice of damage are lost. Chi Push has no effect on someone using San He. Furthermore, the target may add dice to his Soak by spending 2 Chi per die. STANDING Speed: -3 Damage: above Move: None Cost: 2 Chi(+1) Cobra Charm Any 4 Origin: SF Pre: Focus ** Description: Kabaddi stylists are masters of mental powers. Having mastered the hypnotic trick of charming cobras with the flute music, they are able to apply their hypnotic influence to other humans. A martial artist using Cobra Charm must be close enough to his victim to gaze into his eyes (3 hexes), establishing the hypnotic contact. Once eye contact is established, the charmer makes a resisted Wits + Mysteries roll against the victim. If the charmer wins, the hypnotic effect is established; otherwise, there is no effect. Once the Cobra Charm has begun, it works similarly to a Sustained Hold for Grappling, except that between each turn the victim and the charmer compare Intelligence rolls to see if the charm is broken. If the victim is ever hurt, the charm is automatically broken. While hypnotized, the victim will do nothing except follow very basic commands given by the hypnotist such as moving, lying down, etc. The hypnotist can only move while maintaining the hold. If the charmer and his victim are ever separated by more than three hexes, the charm is broken. STANDING Speed: -1 Damage: None Move: -1 Cost: 1 Chi Death's Visage Origin: SF:PG Pre: Focus *** Description: With a special hand sign, the Ninja draws forth the fear in an opponent's heart and manifest it on her own face, especially her eyes. Only a truly brave fighter can shrug off the effects and attack the Ninja. System: All within sight of the user of this hand symbol must succeed in a contested Willpower roll vs. the Ninja's Manipulation + Focus. Anyone who fails the test must get as far away from the Ninja as possible. This is considered a Sustained Action (similar to a Sustained Hold), and overwhelmed opponents will continue to flee from the Ninja until they succeed in a contested roll or until three combat turns have passed. STANDING Speed: +1 Damage: None Move: None Cost: 1 Chi/round Double Strike 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. STANDING Projectile Speed: -1 Damage: +2(x2) Move: None Cost: 2 Chi Energy Bolt Any X+1 Origin: Web Pre: Focus X The fighter shoots an energy bolts on his opponent. It does only damage and has no specials like the Ice Blast or Fireball. The bolt has a range of X in hexes. If the fighter gains an extra dot (or dots) in focus, and wishes to learn a more powerful Energy Bolt than the one he currently has, he can do so by spending Power Points equal to 1+the level difference. STANDING Projectile Speed: -3 Damage: +(X-1) Move: None Cost: X/3 Chi (Round up) Entrancing Cobra Origin: SF:PG Pre: Focus ** Description: By gesturing with a particular hand sign, the Ninja can confuse a single opponent. The intricate weaving of the Ninja's fingers through the air baffles the target with its grace and complexity. The ninja must perform these hand signs for the entire round, and his target must be able to see both the ninja's hands and eyes. If the ninja takes any damage that round, the trance is disrupted. Simple-minded opponents will stare for hours at the writhing hands of a Ninja master, or at least until the Ninja returns them to their senses with another attack. The Ninja must succeed in a contested roll of his Dexterity + Focus versus the target's Wits + Mysteries. If the Ninja wins, treat the target as dizzied next turn. Remember how many extra successes the ninja had, because once the ninja has stopped the hand signs, his opponent will sit there dizzy until he has achieved that many successes (roll Wits + Mysteries at the end of every round, similar to a sustained hold) The Ninja may even attempt to hold his target there longer by extending the trance into subsequent round, with extra successes adding to the previous total. STANDING Speed: +0 Damage: None Move: -1 Cost: 1 Chi/round Extendible Limbs Origin: SF Pre: Focus **** Description: This remarkable power is acquired only after long and intense meditation by Kabaddi masters. They study unsolvable riddles of dimensional space, expanding their minds to understand the true nature of distance. In the end, the Kabaddi master acquires the superhuman ability to stretch his limbs far beyond their normal length. The limb actually appears to telescope out into space. Kabaddi masters make great use of this ability in combat, extending their limbs to attack opponents from a safe distance or kicking aerial opponents out of the sky before they can close with the Kabaddi master. Outside of combat, the ability proves useful for all manner of things: reaching otherwise unattainable objects, grabbing ledges far overhead, snaking an arm through a tight squeeze to grab jail keys or even extending a finger down a drain to retrieve a lost article. Fighters who posses this ability can use it at any time without penalty. The power is simply combined with any of the six Basic maneuvers to give it extra range. When a Basic maneuver is combined in this way, it ceases to be a basic maneuver. (Although it may still be combined with Jump). The character can extend his limbs a number of hexes equal to his Focus. However, the extended limbs are vulnerable to attack, and can be hit in any of the hexes they reach through. CROUCHING, STANDING, AERIAL-JUMP Speed: above Damage: above Move: above Cost: None Fireball/Air Blast/Tornado Upper/Etc Any 5 Origin:SF Pre: Focus *** Description: Some Street fighters have harnessed their internal Chi to such a degree that they can explode this energy out of their bodies as fiery projectiles. The fighter must undergo rigorous mental and spiritual training to harmonize his body's flow of Chi until this attack can be called upon instantly. Most fighters project the fiery blasts from their palms, but Kabaddi stylists are known for launching he fire from their mouths. These yoga masters concentrate their Chi into their stomachs until their very vitals heat red-hot, and then they vomit the energy toward their opponent as a fireball projectile. Fireballs can be used to ignite combustible objects like paper, dry wood, etc. If a character fires a fireball into the air, the area is dimly lit for a couple rounds. Fireballs have a range equal to the fighter's Focus + Wits. Fireballs can be manifested in several forms, depending on the fighter. Balls of fire are the most common, however tornadoes, air blasts, gusts of wind, and pure Chi force are all also common. When this maneuver is purchased, the fighter must pick one form for his projectile. He may buy additional forms by repurchasing the Fireball maneuver, at 2 power points less than normal cost. STANDING Projectile Speed: -2 Damage: +2 Move: None Cost: 1 Chi Flashfire Any 4 Origin: PC Pre: Focus ***, Fireball Description: An exceptionally flashy move, the Flashfire is a blast of Chi flame sent at a target. Unlike a Fireball, the Flashfire bursts on impact in a bright flash of light and flame. This does relatively minor real damage, but has a tendency to stun and dazzle opponents. The first Damage Modifier is for Dizzy purposes only, the second is the real damage inflicted. If put in a Dizzy Combo, only this real damage is counted for the Dizzy. It otherwise acts as a normal projectile with a range of Wits + Focus. STANDING Projectile Speed: -1 Damage: +4/-3 Move: None Cost: 1 Chi Flying Fireball Origin: SF Pre: Focus ****, Fireball, Jump Description: Veteran Street Fighters have begun to develop methods of keeping their high-jumping opponents from leaping over fireballs. These veterans are taking the battle to the air, jumping up and launching their fireballs in midair. The Flying Fireball is identical to he standard Fireball, except that opponents cannot dodge the Flying Fireball with Jump or other Aerial maneuvers. AERIAL Projectile, Projectile Dodge, Speed: -2 Damage: +2 Move: +0 Cost: 1 Chi & 1 WP Focus Rage Origin: Web Prerequisites: Focus * Power Points: Any 2 This is the ability to form Rage in oneself from nowhere. Doing this requires that the fighter stand completely still and concentrate. The physical appearance of this depends on the power of the character's Chi. Those with relatively low Chi (1-3 points) will not have any outward sign that they are doing this (except for them grimacing or something), while those with higher Chi (6+) will often create a crackle of electricity, a glow of energy, or something else (depending on their powers) as they do this. System: The character regains one point of Rage for every success rolled. The Die roll is 10-their Focus Technique. (Notice, the more Focus you have, the less dice you get to roll.) STANDING Speed: -3 Damage: None Move: None Cost: 1 Chi&1WP Gentle Sleep Any 1 Origin: Web (The GM Likes it when you buy this one) Pre: Focus ** Description: With the use of this maneuver a warrior gently takes out her opponent without threat of Aggravated wounds. This card is played in conjunction with an attack. It requires at least one success on a Wits + Focus roll to work. With the use of Chi the fighter can prevent her final attack from doing any overkill. CROUCHING, STANDING, AERIAL-JUMP Speed: N/A Damage: spec Move: N/A Cost: 1 Chi Ghost Form Origin: SF Pre: Focus ***** Description: Tales are told of crypts found in ancient temples amid the Himalayas. There, the bones of ancient monks can be found imbedded in walls of solid rock. How the monks' remains became thus interred remains a mystery to all but a few Kabaddi masters. These masters know of the disciplines practiced at the temples - disciplines that led to the deaths of many monks, but led to the mastery of mind over matter. The monks developed the power to turn their bodies into an insubstantial, ghostly form, allowing them to pass through any solid object unharmed and then solidify their bodies back to normal. It is rumored that the very first monks who perfected this technique actually became trapped in their ghost forms, unable to transform back into solid matter. The same rumors purport that these ancient masters still roam the world. Nothing solid will affect a character in Ghost Form. Energy like fire and electricity will still affect him, but bullets, ice blasts, fists and kicks will pass harmlessly through his body. The character cannot attack or use other special maneuvers while in Ghost form, but can move and pass through walls, floors and even people. Ghost Form can be played during a turn that a character is caught in a Sustained Hold, allowing the character to walk right out of the hold. CROUCHING, STANDING, AERIAL Speed: +1 Damage: None Move: +0 Cost: 2/1 Chi Ghost Hand Origin: PC Pre: Focus **** Description: A very rare skill, the Ghost Hand adept can extend the power of his punches and kicks by focusing his Chi. It acts just like Extendible Limbs, causing a ghostly duplicate of the adept's attack to strike distant opponents. However there is no physical form to allow redirected attacks. It's range is (Focus) hexes. The Chi cost is paid at the start of the turn. CROUCHING, STANDING, AERIAL-JUMP Speed: As move Damage: As move Move: As move Cost: 1 Chi Ice Blast Any 4 Origin: SF Pre: Focus *** Description: No one knows from what martial style this attack comes. Its origins are so secret, and the maneuver is seen so rarely, that many believe it to be a superhuman mutant power rather than a trained ability. Fighters who are able to project the Ice Blast can throw a wave of frost, snow, and sharp ice from their hands. Kung Fu masters say that the Ice Blast fighter negative Yang Chi energy to supercool the air into the icy particles. Characters who have mastered the Ice Blast are rarely uncomfortable even in very cold climates. They can sleep in meat freezers and wake up refreshed. To other people, the character's skin is always cold to the touch. A victim who suffers damage is encased is sheets of ice that freeze him in place. Even Blocking characters encased in the ice, although they do get their full soak versus the damage. The victim can attempt to break free of the ice at the end of each turn. He must accumulate four successes in an extended- action Strength test to break free. Multiple Ice Blasts will stack together, with each of them requiring four successes to break free. STANDING Projectile Speed: -2 Damage: +3 Move: None Cost: 2 Chi Improved Fireball Origin: SF Pre: Focus *****, Fireball Description: While Ken went on to master the Dragon Punch above and beyond what Gouken had taught him, Ryu took Shotokan's Fireball and further perfected it into a faster, more destructive attack. The Improved Fireball is the same as a regular Fireball except that its modifiers are better and it will score a Knockdown. STANDING Projectile, Knockdown Speed: -1 Damage: +4 Move: None Cost: 1 Chi Improved Ice Blast Origin: PC Pre: Focus *****, Ice Blast Description: By learning greater control over his Chi and how better to focus it, the fighter can throw Ice Blasts with greater speed and coldness. This acts exactly as Ice Blast save for the Modifiers below and that the roll to break free requires 5 successes. Speed: -1 Damage: +3 Move: None Cost: 2 Chi Improved Sonic Boom Any 5 Origin: PC Pre: Focus *****, Sonic Boom Description: By changing the focus of his Chi slightly, the fighter can throw a Sonic Boom that inflicts slightly less damage, but explodes with increased sonic energy on impact, causing a stunning effect like a Stunning Shout, in addition to damage. In all other respects, it acts as a normal Sonic Boom. Speed: -1 Damage: +3 Move: None Cost: 1 Chi Inferno Strike Origin: SF Pre: Focus *****, Improved Fireball Description: Instant bonfire! The Inferno Strike takes the basic Fireball and elevates it to a whole new level of destructiveness. Instead of sending a flaming projectile at an opponent, the master of Inferno Strike emits a meteor-size, flaming boulder that obliterates a large area and anyone in it. The fighter must choose any line-of-sight within range. Range is calculated as Wits + Focus. The Inferno Strike hits the targeted hex and explodes into the six hexes adjacent to the targeted hex. Anyone in any of the hexes affected suffers damage using the modifier below. Anyone using a Jump or similar maneuvers that can dodge Fireballs can attempt to dodge the Inferno Strike. STANDING Projectile Speed: -2 Damage: +4 Move: None Cost: 2 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 has a range of Wit+Focus, 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. STANDING Projectile, Knockdown Speed: -3 Damage: +7 Move: None Cost: 2 Chi, 1 WP Leech Origin: SF:PG Pre: Focus ***, Grab ** Description: No one knows what ancient order developed this power, although a few Kabaddi masters speculate that it descended from the Mongol Empire. They believe that this ability was researched by the wise men of Gengis Khan's court in a futile attempt to discover immortality. Khan believed that the life energies of his foes would be able to sustain him through the centuries. Leech is similar to the Regeneration power, except that each Chi spent allows a combatant to drain one Health Level from his opponent and transfer it to himself. For each Chi spent, one Health Level will be transferred from the target to the fighter. The maximum number of Chi spent is equal to the fighter's Focus. A fighter may not increase his Health beyond his maximum. A target must be successful grappled in a Sustained Hold before Leech can be used. The hold is treated as still being in effect for the purposes of breaking out, but uses Leech for damage. CROUCHING, STANDING Speed: +0 Damage: above Move: None Cost: See desc Levitation Origin: SF:C Pre: Focus ***** Description: By intense concentration and inner control, the fighter may lift his body from the ground, usually sitting in the lotus position-legs crossed, back straight, palms together in front of the chest. The practitioner may move up to his Focus in hexes per turn in any direction they choose by spending 1 Chi per turn. AERIAL-JUMP Speed: +0 Damage: None Move: spec Cost: 1 Chi/Turn Light Flash Any 3 Origin: Web Pre: Focus *** Description: The fighter shoots a beam of light to blind his enemy. Light Flash has a Range of Wits + Focus. It does almost no damage. Fortunately, it does not need to score damage to blind its target. Focus + Dexterity - 3 calculates the length of the blindness in rounds. (See Blind Fighting for the penalty descriptons). Using Light Flash in a tournament is not forbidden (no loss of honor and glory). But attacking a blind opponent means -1 on temporary Honor. Normally Light Flash is used to get some space between the fighter and his opponent. STANDING Speed: -2 Damage: One Move: None Cost: 1 Chi Mind Reading Any 4 Origin: SF Pre: Focus ****, Telepathy Description: How can you survive against an opponent who knows your next move before you make it? Such is the mental power of some mystic martial artists that they can scan the thoughts of their opponents and predict their next moves. To use Mind Reading, the player makes an Insight roll. Mind Reading adds 3 automatic successes to the roll. The victim must be within Wits + Focus hexes. STANDING Speed: special Damage: special Move: special Cost: 1 Chi Musical Accompaniment Any 2 Origin: SF Pre: Focus ** Description: Many Capoeira stylists like fighting to the rhythm of music. Their dance-like fighting style is in its prime when music accompanies their fight. Music allows a fighter put his soul and energy into the combat. A few other styles also like to work out to heavy rock tunes or, in Dee Jay's case, some steel-drumming reggae. A fighter who purchases Musical Accompaniment MUST select a certain style of music to be his own. The type of music must be specific. For instance, 'heavy metal rock' is NOT specific enough, but 'All Metallica songs' is. The more obscure the music, the less specific it must be. For instance, 'Scottish bagpipe music' is specific enough as it is rather obscure. At this level of specification, the fighter receives a +1 to either Speed, Damage, or Movement, as dictated by the Storyteller and players based on the style of music. This can be aided by actually having a piece of the music playing so decisions can be made round by round. A speed bonus used in this way gives an extra die to roll, not and extra +1 modifier. A fighter may take Musical Accompaniment multiple times to gain the benefits from different types of music, but he may only gain the bonuses from one each round. CROUCHING, STANDING, AERIAL-JUMP Speed: above Damage: above Move: above Cost: None Power Focus Any 2 Origin: Web Pre: Focus ** Description: By harnessing one's internal will, a fighter can suddenly unleash a more powerful blow than expected. Power Focus allows the character to spend an additional Willpower to guarantee an automatic success on any Damage Test. This Willpower is considered an activation cost, therefore, Merits such as Self-Confident may not be used to regain this willpower. CROUCHING, STANDING, AERIAL-JUMP Speed: spec Damage: spec Move: spec Cost: None Pychic Vise Origin: SF:SoS Pre: Focus **** Description: This fearsome power literally stips the energy from an opponent, demoralizing and disheartening her. The victim must be within Focus + Wits hexes. The attacker rolls damage using the victim's Intelligence to Soak (instead of Stamina). The Psychic Vise scores no actual damage, but rather, for each success, the opponent loses one Willpower and gains one Rage point. She also suffers a -1 Speed penalty per success on her next action. If the victim loses more Willpower than their Intelligence, they are Dizzied. Victims with no Willpower left can still be slowed or Dizzied. Most conventional defenses (such as Blocking) offer no protection from Pychic Vise, However characters with the Iron Will merit are immune to Pychic Vise. STANDING Speed: +0 Damage: +0 Move: None Cost: 1Chi & 1WP Psychokinetic Channeling/Kiap/Flaming Appendage Any 5 Origin: SF:SoS Pre: Focus *** Description: Through force of will, the fighter manages to channel the mind's potential into a frighteningly effective compliment to any attack. Blue psychic energy crackles around the fighter's hands and feet as tremendous Chi energy is released upon the impact of a punch or kick. Currently, M. Bison has been teaching some promising operatives the secrets of this technique. Its mastery lies primarily in Ler Drit, but some masters speculate that others could learn to harness and channel it as well. This maneuver can be used with any of the six Basic attack Maneuvers. When a Basic maneuver is combined in this way, it ceases to be a basic maneuver. (Although it may still be combined with Jump). CROUCHING, STANDING, AERIAL-JUMP Speed: +0 Damage: +2 Move: +0 Cost: 1 Chi Regeneration Any 3 Origin: SF Pre: Focus *** Description: Some warriors are able to command their Chi to flow through injured areas of their body, thereby healing themselves almost instantaneously. This discipline is difficult to learn, requiring in-depth study of how Chi flows through the body as well as the mental discipline to be able to route one's Chi properly in the midst of battle. When using this power, a fighter stops moving for a turn to focus his Chi. The fighter may then spend Chi to restore lost Health Levels at a one for one exchange, up to a his Focus. Aggravated wounds may be healed at the cost of 5 Chi per wound healed. STANDING Speed: +0 Damage: None Move: None Cost: See desc Repeating Fireball Any 5 Origin: SF Pre: Focus *****, Fireball Description: Not happy with one large, flaming projectile, some fighters prefer to focus their Chi into several smaller flaming projectiles. Certainly, the Repeating Fireball is handy when a fighter must face several opponents at once. The fighter can throw a number of small fireballs equal to her Focus/2 (round up). The fireballs can be targeted at any opponent or opponents the fighter wishes. A fighter who already has Double Strike may buy Repeating Fireball for two less power points. STANDING Projectile Speed: -2 Damage: +0(xspec*) Move: None Cost: 2 Chi Sakki Origin: SF:PG Pre: Focus ***** Description: This power does not require the elaborate hand signs that other Saiminjutsu powers do. Sakki allows the Ninja to read other's intentions and react to them. The Ninja is able to sense the emotions of those around her. Any intention to harm her is perceived as a distinctly unpleasant sensation, escalating to intense discomfort in cases of strong hatred or imminent danger. A sleeping Ninja with this power is aware of her surroundings at all times, and any aggression directed at her will trigger the Sakki, whether it is an assassin standing over her with a drawn sword or a sniper across the alley from her home. The attack must be directed specifically at the Ninja. She could sense a bomb planted in her car, but not one planted in a friend's car. An unsuspected blow to her head is easily avoided, but she would not know that her friends are also targets. Sakki is never taught to non-Ninja. During combat with only one visible opponent, this skill is of little value, unless the Ninja is blinded somehow. Outside the ring, the Storyteller must tell the Ninja that something 'bad' is going to happen. Speed: None Damage: None Move: Normal Cost: None Shock Bolt Any 4 Origin: Web Pre: Focus ****, Shock Treatment Description: This is an advanced version of the infamous Shock Treatment in which the fighter projects the corona of Chi lightning around him in a powerful arc before him, blasting multiple foes! The range of the bolt is (Wits+Focus)/2 (round down) and everybody in its path will be affected. Shock Bolt must be executed in a standing position If not blocked, Shock Bolt scores a Knockdown. STANDING Projectile, Knockdown Speed: -2 Damage: +6 Move: None Cost: 2 Chi Shrouded Moon Origin: SF:PG Pre: Focus **, Athletics ** Description: This power allows the Ninja to slip away into the shadows. As this is a Focus-based maneuver and has nothing to do with darkness, it may be used in broad daylight. An opponent must succeed in a resisted test to see the Ninja. The opponent rolls Perception + Alertness against the Ninja's Focus + Stealth. If the Ninja cannot be spotted, no attack can be made. An opponent can attack a hex at random, but if the wrong hex is chosen the next move is at -2 Speed. The Ninja may move up to his full move without being seen. If he remains unspotted, his next action is at +1 Speed. Attacking or being successfully attacked will end the Shrouded Moon. Speed: +0 Damage: None Move: -1 Cost: 1 Chi Shock Treatment Any 4 Origin: SF Pre: Focus *** Description: Some Street Fighters have developed the ability to amplify their body's natural electrical field to astounding levels. The human body's nervous system runs on minuscule electric charges, and martial artists who have mastered their Chi and this technique can create powerful electric fields around their bodies. The air around the fighter pulses and crackles with electricity as it burns into ozone. The power can also be used to short out electrical equipment such as computers and televisions. Furthermore, while using this ability, the fighter himself is practically immune to electric shock. This power affects anyone standing in the fighter's hex or in an adjacent hex. Everyone takes damage and suffers a Knockdown. A blocking fighter is not knocked down, but still takes damage. CROUCHING, STANDING Knockdown Speed: +0 Damage: +7 Move: None Cost: 2 Chi Sonic Boom Any 4 Origin: SF Pre: Focus *** Description: This awesome blast of sonic energy has been made famous by Guile, who is one of the few people in the world known to possess this ability. The Sonic Boom is a Projectile attack. STANDING Projectile Speed: -3 Damage: +4 Move: None Cost: 1 Chi Stone Fist Any 4 Origin: PC Pre: Focus *** Description: Using this maneuver, the fighter actually turns his fists into stone. This has a variety of out of the ring uses. Its original use was to punch the heck out of those Sumos without hurting your fists. When using Stone Fist, the hands lose all flexibility for that round. This can be used with any Basic Punch Maneuver. When a Basic maneuver is combined in this way, it ceases to be a basic maneuver. (Although it may still be combined with Jump). The punch will score one extra point of damage. The character is also immune to the effects of Maka Wara or similar techniques for that round. CROUCHING, STANDING, AERIAL-JUMP Speed: None Damage: +1 Move: N/A Cost: 1 Chi Stunball Origin: Web Pre: Fireball Power Points: Any 3 This is a very low-powered fireball, which does no physical damage, but can stun opponents, which can potentially be worse, especially if the fighter has some combos to pull out. System: This works exactly the same as a normal fireball (see Street Fighter p127), except that the opponent must make a Resist Roll (Sta+2 at difficulty 7) against the attackers 'damage' (Intelligence + Focus +2) to resist its effects. If the attacker gets more successes, the defender is dizzied, and cannot act during the next combat turn. Blocking characters do not get to add their Block Technique to their Resist Roll. Characters with Flaws such as Glass jaw subtract one from their resist roll. STANDING Projectile Speed: -2 Damage: None(+2special) Move: None Cost: 1 Chi Stunning Shout Any 4 Origin: SF Pre: Focus ** Description: Some martial arts styles emphasize using the voice as a weapon in its own right. Ancient masters could focus their Chi through their voices, creating shouts so loud and powerful that they could knock opponents over and unnerve them in battle. A fighter must direct her shout at one opponent and make a resisted roll between the Willpower ratings. If the fighter wins, the victim either loses all remaining Move and attacks for that turn or has a negative Speed modifier of one for every success past the resistance the fighter made on the next turn, depending on whether he has moved yet that turn. STANDING Speed: +2 Damage: None Move: -2 Cost: 1 Chi Telepathy Any 3 Origin: SF Pre: Focus *** Description: Some yoga masters have perfected a form of communication beyond the spoken word. They are able to link their thoughts directly to another person's mind, enabling them to communicate directly with another person. A character using Telepathy can link a number of additional people up to her Focus rating. They must be within the fighter's Wits + Focus in hexes. STANDING Speed: None Damage: None Move: None Cost: 1 Chi/turn Thunderclap Origin: SF Pre: Focus ** Description: Powerful magic. The warrior claps his hands together and unleashes the sound of thunder. The tremors caused by the Thunderclap are powerful enough to shatter windows and stun the warriors opponents. The sound can be heard for miles. The Thunderclap inflicts damage on everyone within focus hexes. STANDING Speed: +0 Damage: -2 Move: None Cost: 1 Chi Toughskin Any 4 Origin: SF Pre: Focus ** Description: Sumotori are renowned for their armor-like skin. One of the style's lesser-known special maneuvers is its practitioners' ability to focus their Chi into their skin and surface muscles, making their already tough skin rock-hard. When using Toughskin, the fighter's Soak is increased by 2. This additional Soak is considered to be armor for purposes of Soaking gunfire. CROUCHING, STANDING, AERIAL-JUMP Speed: above Damage: None Move: above Cost: 1 Chi Yoga Blast Any 3* Origin: PC Pre: Focus *****, Yoga Flame Description: This is a variation of the Yoga Flame developed by the World Warrior Dhalsim. Instead of breathing the flames ahead of him, the fighter blows the flames in an upward spray. It only hits Aerial opponents* in the front three hexes and scores a Knockdown. STANDING High*, Aerial Knockdown Speed: +0 Damage: +6 Move: None Cost: 2 Chi Yoga Flame Origin: SF Pre: Focus ****, Fireball Description: Not content to throw small balls of fire, Kabaddi stylists have perfected he ability to create a deadly geyser of flame, which they can breathe from their mouths. The Kabaddi master must choose in which direction to breath the flames. The inferno erupts in a conical flame that fills any one hex adjacent to the fighter and the three hexes beyond it. The fighter rolls separately for damage against anyone standing in the affected hexes. Once the Yoga Flame begins, the fire lasts until the end of the current turn, so anyone foolish enough to enter the four affected hexes also suffers damage. STANDING Speed: -2 Damage: +7 Move: One Cost: 2 Chi Yoga Teleport Origin: SF Pre: Focus ***** Description: It has been called magic, and indeed it must be. Witnesses claim to have seen yoga masters who could literally disappear from one location and reappear in another. How this power is learned, no one can or will say. One thing is certain; the knowledge is coveted by any Street Fighter who has had to face Dhalsim in combat. When executing this move, a player simply announces that his character has disappeared. At any point during the rest of the turn, the player can choose to have his character reappear on the map anywhere within Focus + Wits hexes from his starting point. STANDING Speed: +3 Damage: None Move: above Cost: 2 Chi Zen No Mind Origin: SF Pre: Focus *** Description: Masters of Zen philosophy are able to act faster than thought. The master becomes part of the natural flow of the world, so that his actions do not merely respond to some outside force, but spring into being as they are required. The player must wait until everyone else has performed movement and attacks that turn, then can select an action and use it immediately. STANDING Speed: above Damage: above Move: above Cost: 1 Will