Complete Maneuvers list
The following list contains the Basic and Special Maneuvers from all of the Street Fighter: The Storytelling Game books.
BASIC MANEUVERS
Maneuver
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Speed
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Damage
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Move
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Special
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Jab Punch
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+2
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-1
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+0
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n/a
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Strong Punch
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+0
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+1
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+0
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n/a
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Fierce Punch
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-3
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+1
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-3
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n/a
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Short Kick
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+1
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+0
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+0
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n/a
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Forward Kick
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+0
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-2
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+1
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n/a
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Roundhouse Kick
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-2
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+4
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-1
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n/a
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Block
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+4
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None
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None
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Add Block to Stamina
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Move
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+3
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None
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+3
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n/a
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Grab
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+0
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+0
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One
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Ignores Blocks
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Disarm
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+0
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+0
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One
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Special (see rule books)
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SPECIAL MANEUVERS
Acid Breath *
(sf 126) The fighter spews highly acidic liquid onto his opponent
Focus Maneuver
To Learn: {Focus 3}
Power Points: Any 4
System: The spray has a range equal to the fighter's Stamina rating, and the fighter must have line-of-sight to his victim. Once the acid spray hits, it immediately inflicts damage using the +3 modifier. The following combat turn, unless the victim of the acid breath has been immersed in water or some other measure has been taken, the acid continues to burn the victim's body. At the very end of the combat turn, after all action have been completed, the acid damages again at the +0 modifier. Finally, on the third turn, the acid damages again for the last time, using the -3 damage modifier. Characters hit more than once with he acid attack could suffer many damage tests at the end of each turn. Acid breath may be dodged like any other projectile attack.
Modifiers: Cost: 1 chi, speed -2, damage +3, +0, -3, move -1
Air Blast
(pg. 91) The fighter fires a blast of air at an opponent
Focus Maneuver
To Learn / Training Notes: : First, the practitioner must learn Air Blast {punch 1, focus 2, elemental 2}. He may then move on to learn Push {focus 3, elemental 3, air blast}
and / or...
First, the character must learn Air Blast {punch 1, focus 2, elemental 2}. He is then ready to move on to Vacuum {focus 3, elemental 4, Air Blast}
Power Points: Elemental (air) 3
System: The range of the blast equals the fighter's Intelligence + Elemental background, in hexes. While the air blast is a projectile, it is not readily visible, and to interrupt this maneuver requires a successful Blind Fighting (Perception+Blindfighting) check.
Modifiers: Cost: 1 chi, speed -1, damage +3, move: None
Air Hurricane Kick
(sf 111) The fighter leaps up, then breaks into a hurricane kick
Kick Maneuver
To Learn: Jump {athletics 1} and Hurricane Kick {Kick 4, Athletics 3} must first be learned, but not necessarily in that order, then Air Hurricane Kick {kick 4, athletics 3, jump, hurricane kick}
Power Points: shotokan karate, kung fu, wu shu, majestic crow kung fu 1
System: This maneuver acts just like a hurricane kick, but may also be used as a Jump to avoid projectiles.
Modifiers: Cost: 1 Chi, 1 Willpower, speed -1, damage -1, move +1
Air Smash*
(sf 122) The fighter leaps up and falls on his opponent. Simple yet effective
Athletics Maneuver
To learn: The fighter first learns Jump {athletics 1}, then Air Smash {athletics 1, jump}
Power Points: Native American wrestling, sanbo, sumo, majestic crow kung fu, pankration, wrestling 1, any 2
System: This is an aerial maneuver that can act as a Jump. The fighter moves in a straight line and will end his move in the same hex as his target.
Modifiers: Cost; none, speed -1, damage +4, move -1
Air Suplex*
(sos 27) The warrior grabs a flying opponent, and twists so that both fall headfirst to the ground, victim first
Grab Maneuver
To Learn: First, the fighter learns Jump {athletics 1} and Suplex {grab 1}, in any order. He is then ready to learn Air Suplex {grab 3, athletics 3, jump, Suplex}
Power Points: Spanish Ninjitsu 1, Kabaddi 2, any 3
System: Use the following modifiers. The fighter must interrupt an opponent during an aerial maneuver. Any damage causes a Knockdown. The attacker and the victim both end the turn in the same hex where the attack was made.
Modifiers: Cost: None, speed -1, damage +4, move +0
Air Throw*
(sf 117) The fighter leaps into the air and catches an aerial opponent, smashing him downward
Grab Maneuver
To learn: First, the fighter must learn Throw {grab 1} and Jump {athletics 1}, in any order. Then the fighter may learn Air Throw {grab 2, athletics 1}
Power Points: Ju Jitsu 1, native American wrestling, Sanbo, special forces, Wu Shu ,, Spanish Ninjitsu, majestic crow kung fu, aikido, Jeet Kune do, Pankration, wrestling, tai chi Chaun 2, any 3
System: The fighter must interrupt a Jump move, or a maneuver that can be used as a Jump. The fighter then jumps into the hex with the character, and throws him (if damage is scored) into any area within three hexes. The fighter may then continue his move. If the victim suffers damage, he also suffers a Knockdown.
Modifiers: Cost: 1 willpower, speed +2, damage +5, move +0
Ax Kick
(pg. 85) The fighter jumps into the air, bringing his foot over his head and then down onto his target
Kick Maneuver
To Learn: First the fighter learns Jump {athletics 1}, then Ax Kick {kick 2, jump}
Power Points: Savate 2, special forces, western kickboxing 3, kung fu, Shotokan karate, Wu Shu 4
System: This attack is considered an aerial maneuver and may be used to avoid projectiles. The fighter travels his allowed movement in the air using the -2 modifier and ends his attack in the same hex as his target. Because this attack targets the head from above, crouched opponents are struck. Jumping opponents are also struck and will suffer a knockdown.
Modifiers: Cost: None, speed -1, damage +4, move -2
Back Breaker
(sf 118) The fighter turns the victim upside down and smashes his head and back down
Grab Maneuver
To learn: {Grab 3}
Power Points: Sanbo, native American wrestling, Jeet Kune do, Ju Jitsu, Pankration, wrestling 2
System: The opponent suffers a Knockdown if damage is scored
Modifiers: Cost: None, speed -1, damage +3, move One
Training Notes:
Some fighters continue on to learn Siberian Bear Crusher {grab 3, athletics 2, back breaker}
Back Roll Throw*
(sf 118) The fighter grabs the victim and rolls over, throwing the victim behind him
Grab Maneuver
To Learn: First the fighter must learn Throw {grab 1}, then he may learn Back Roll Throw {grab 2, kick 1, athletics 1, throw}
Power Points: Capoeira, Shotokan karate, western kickboxing, Wu Shu, Spanish Ninjitsu, Ninjitsu, aikido, Baraquah, Ju Jitsu, tai chi Chaun 1, any 2
System: The victim can be thrown a number of hexes equal to the attacker's strength + kick technique. The damage is scored when the defender hits the ground. If damage is scored, the victim suffers a Knockdown. If no damage is scored, the defender is not thrown.
Modifiers: Cost none, speed -1, damage +4, move: One
Backflip*
(sos 28) A series of back-handsprings that makes up an incredibly defensive maneuver
Athletics Maneuver
To learn: {Athletics 3}
Power Points: Capoeira, Spanish Ninjitsu, Jeet Kune do 2, Wu Shu 3, any 4
System: The fighter moves in a straight line away from his opponent. He cannot be harmed while performing this maneuver, but still may be harmed before and after the maneuver is made.
Modifiers: Cost: 1 willpower, speed +3, damage: None, move +2
Training Notes:
Some fighters continue on to learn Tumbling Attack {athletics 3, Backflip}
Backflip Kick *
(sf 111) The fighter attacks and then leaps away
Kick Maneuver
To Learn: {Kick 2, athletics 2}
Power Points: Capoeira, Wu Shu, Spanish Ninjitsu, Ninjitsu, Jeet Kune do 2, kung fu, special forces, majestic crow kung fu, Lua 3, any 4
System: Normal attack, then fighter jumps two hexes backwards. This move is NOT an aerial maneuver.
Modifiers: Cost: None, speed +0, damage +2, move: Two (backwards)
Training Notes:
If the fighter also learns Jump {athletics 1}, he may choose to learn Forward Backflip Kick {kick 3, athletics 3, Backflip kick, jump}
Balance
(pg. 91)
The character maintains perfect balance by using Chi energies
Focus Maneuver
To learn: {Focus 4}
Power Points: Ninjitsu, Wu Shu, tai chi Chaun 2, Kabaddi, kung fu, Baraquah, Lua, Silat 3, Shotokan karate, Capoeira 4
System: The character does not need to play this maneuver, it simply adds +1 move to all aerial maneuvers played.
Modifiers: See above, no cost
Bear Hug *
(sf 118) The fighter grabs his opponent and crushes him to his chest. And crushes, and crushes...
Grab Maneuver
To Learn: {Grab 2}
Power Points: Native American wrestling, Sanbo, sumo, Pankration, wrestling 1, animal hybrid 2, any 3
System: The bear Hug is a Sustained Hold
Modifiers: Cost: None, speed -1, damage +3, move: One
Beast Roll
(sf 122) The fighter springs backward then forward in a superhuman rolling attack
Athletics Maneuver
To Learn: First the fighter must learn Jump {athletics 1}, Rolling Attack {athletics 3}, then Vertical Rolling Attack {athletics 3, jump}. Then the fighter is prepared to learn Beast Roll {athletics 5, rolling attack, vertical rolling attack}
Power Points: Capoeira 3
System: The beast roll is an aerial maneuver that can be used like a Jump to dodge projectiles. The fighter begins by traveling in a straight hex-line backward using the -2 move modifier. The backward roll can be used to attack an opponent. Then the fighter rolls forward for another attack using the +2 move modifier. Both attack's must enter the target's hex. Finally, the fighter bounces off the second target to end the move two hexes in front of that target.
Modifiers: Cost: 1 willpower, speed +0, damage +3, move -2/+2
Blind
(SOS 50) The practitioner causes blindness in all nearby opponents
Focus Maneuver
To Learn: {Focus 3}
Power Points: Ler Drit, Kabaddi 5
System: The monk can inflict blindness on any victim within the monk's Wits + Focus. The monk must defeat the opponent in a resisted roll of the monk's Intelligence + Focus verses the victim's Stamina +Mysteries. If successful, the victim is completely blinded as a veil of darkness shuts off his sight.
The Power acts just like a sustained hold. The victim gets a resisted roll of intelligence vs. intelligence to break free of the monk's power each turn.
Modifiers: Cost: 1 Chi, speed +0, damage: None, move: None
Boshi - Ken/Thumb Drive
(pg. 83) The fighter uses his thumb to attack nerve clusters
Punch Maneuver
To Learn: First, the fighter learns Shikan-Ken {punch 2}, then he moves on to Boshi-Ken {punch 3, shikan-ken}
Power Points: Ninjitsu 2
System: An opponent struck with this maneuver will suffer numbness in the following turn. If any damage is inflicted, the opponent suffers a -1 to move during the next round.
Modifiers: Cost: None, speed -1, damage +2, move +0
Buffalo Punch *
(sf 106) The fighter brings both hands into one big fist, above his head and swings down
Punch Maneuver
To Learn: {Punch 2}
Power Points: Native American wrestling, Pankration 1, any 2
System: Use the following modifiers
Modifiers: Cost: None, Speed -2, Damage +5, Move: One
Brain Cracker *
(sf 119) The fighter grabs a victims face or head, pulls down, and starts pummeling
Grab Maneuver
To Learn: {Grab 2, punch 1}
Power Points: Kabaddi, native American wrestling, Sanbo, western kickboxing, Thai kickboxing, boxing, Pankration, wrestling 1, any 2
System: This is a sustained hold that uses the fighter's punch technique to calculate damage scored.
Modifiers: Cost; none, speed +0, damage +2, move: One
Breakfall*
(con 114) Simulates training on how to fall or be thrown and suffer the least amount of damage
Athletics Maneuver
To learn: {Athletics 1}
Power Points: Ju Jitsu (free), aikido, Capoeira, Pankration, wrestling, Baraquah, tai chi Chaun 1, any 2
System: Whenever the character takes damage from a fall (the source of the damage is the fall), the character rolls dexterity + athletics and reduces the damage by that amount. This action is automatic and does not have to be played as an action.
Modifiers: See above, no cost
Cannon Drill
(sf 123) The fighter's body twists and spins as he flies toward his opponent and strikes
Athletics Maneuver
To learn: {Athletics 5} Note that while this maneuver requires no other maneuvers, it is difficult to learn.
Power Points: Special forces 4, Kabaddi, Wu Shu, majestic crow kung fu 5
System: The cannon drill is NOT an aerial maneuver
Modifiers: Cost 1 willpower, speed 2, damage +2, move +2
Cartwheel Kick *
(pg 85) The fighter rolls in a series of cartwheels, striking with feet and fists over and over
Kick Maneuver
To Learn: {Kick 2, athletics 2}
Power Points: Capoeira, Ninjitsu, Wu Shu 2, any 3
System: A cartwheel kick must travel in a straight line in any direction. When an opponent is encountered, the fighter does not stop but pushes her opponent back one hex. For each hex an opponent is pushed back, the opponent suffers one attack using the modifiers below.
The fighter may end his turn in any hex he likes along his line of travel.
Modifiers: Cost: 1 willpower, speed +0, damage +1 (per hex), move +4
Chi Kung Healing
(sf 126) The practitioner uses mystical energy to heal
Focus Maneuver
To learn: {Focus 4}
Power Points: Tai chi Chaun 2, Kabaddi, kung fu, aikido, Lua, Silat 3, native American wrestling, Shotokan karate, Wu Shu, Thai kickboxing, majestic crow kung fu, Baraquah, Jeet Kune do, Ju Jitsu 4
System: A character who uses Chi Kung Healing in the midst of combat must enter the same hex as her patient and then execute the healing process. Like the regeneration special maneuver, the healer can restore one lost health level per point of chi the healer spends. The healer can spend Chi points up to her Focus rating per turn of healing.
Modifiers: Cost: See description above, speed -1, damage; none, move -1
Training Notes:
If it is part of their style, some practitioners of Chi Kung Healing later go on to study Dim Mak, the punching maneuver {Chi Kung Healing {focus 4}, then Dim Mak {punch 4}}
If it is part of their style, some practitioners of Chi Kung Healing later go on to study Chi Push {focus 4, Chi Kung Healing}
Chi Push
(con 115) The practitioner uses Chi energy to move or damage an object
Focus Maneuver
To learn: First, the practitioner must learn Chi Kung Healing {focus 4}. Then he may learn Chi Push {focus 4, Chi Kung Healing}
Power Points: Baraquah (called Baraquah push), Kabaddi, kung fu, Lua, native American wrestling, Silat, tai chi Chaun 5
System: The basic damage done by the maneuver is the user's Wits + Focus + 3, +1 for each extra point of Chi the practitioner spends beyond the first. The practitioner must choose what to do with their dice pool: The maneuver's damage may be reduced by one point to throw the target back by one hex. The maneuver may also be done without touching the target: Each hex between the target and the practitioner subtracts two damage dice. Chi push has no effect on someone using the San He maneuver. Furthermore, the target may add dice to their soak roll by spending 2 Chi per one Die.
Modifiers: Cost: 1 chi (see above), speed -3, damage wits + focus + 3 (+ special), move: None
Choke Throw*
(sos 27) The fighter catches an Ariel or normal opponent by the throat and hurls him to the ground
Grab Maneuver To Learn: First, the fighter learns Jump {athletics 1}, then Choke Throw {grab 2, athletics 2, jump} Power Points: Spanish Ninjitsu 1, Lua, Pankration 2, any 3
System: This maneuver can interrupt an airborne opponent, and can attack a standing character as well. Damage indicates a knockdown. Both the fighters end the turn in the same hex where this attack was made.
Modifiers: Cost: None, speed -1, damage +2, move +0
Cobra Charm *
(sf 127) The fighter exerts a hypnotic trance on a victim
Focus Maneuver
To Learn: {Focus 2}
Power Points: kabaddi 2, ler drit, animal hybrid 3, any 4
System: The martial artist using Cobra Charm must be close enough to his victim to gaze into her eyes, establishing the hypnotic contact. The must be within three hexes of his opponent. Once eye contact is established, the charmer makes a Wits + mysteries resisted roll against the victim. If the charmer wins, the spell 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 hypnotic hold is broken. If the victim is ever hurt, the charm is broken.
While hypnotized, the victim will do nothing except follow very basic commands given by the hypnotist such as lying down, moving, etc. the hypnotist can employ only the Move maneuver while maintaining the hypnotic hold, because he must concentrate on his subject. If the charmer and the victim are ever separated by more than three hexes the charm is broken.
Modifiers: Cost: 1 chi, speed -1, damage: None, move -1
Dashing Punch
(sf 166) The fighter runs up to an opponent and punches him quickly and powerfully
Punch Maneuver
To Learn: {Punch 4, athletics 1}. Then the fighter may move on to learn Dashing Uppercut {punch 4, athletics 1, dashing punch}
Power Points: Boxing, Savate 4, western kickboxing 5
System: Use the following modifiers
Modifiers: Cost: 1 willpower, speed +0, damage +4, move +2
Dashing Uppercut
(sf 166) The fighter dashes across to his opponent and delivers a powerful uppercut
Punch Maneuver
To Learn: First, the fighter learns Dashing Punch {punch 4, athletics 1}. Then the fighter may move on to learn Dashing Uppercut {punch 4, athletics 1, dashing punch}
Power Points: Boxing 1, western kickboxing, Savate 2
System: The dashing uppercut can strike aerial opponents. If it strikes an aerial opponent, it will cause a knockdown if damage is scored.
Modifiers: Cost; 1 willpower, speed; +0, damage +4, move +2
Dim Mak
(sf 107) The practitioner can disrupt the flow of Chi, causing damage, disease and other misery
Punch Maneuver
To Learn: Chi Kung Healing {focus 4}, then Dim Mak {punch 4}
Power Points: Kung fu, aikido, Lua, tai chi Chaun, Silat 4, majestic crow kung fu 5
System: Normal damage, part or all of which may be delayed. In addition, a physical attribute may be lowered by one point per successful strike (to a minimum of 1 for each attribute).
Modifiers: Cost: 1 chi, Speed +0, Damage +0, Move + 0
Death's Visage
(pg. 92) The fighter causes fear within an opponent
Focus Maneuver
To Learn: {Focus 3}
Power Points: Ninjitsu 3
System: All within the sight of the fighter must make a resisted Willpower roll against the fighter's Manipulation + Focus or get as far away from the fighter as possible. This is considered a sustained hold, and only ends when a successful roll has been made or three turns have passed.
Modifiers; Cost: 1 chi, speed +1, damage: None, move: None
Deflecting Punch*
(sf 115) The fighter deflects an attacker's punch with his own punching attack
Block Maneuver
To Learn: Punch Defense {block 2}, then Deflecting Punch {block 3, punch 1}
Power Points: Kung fu, western kickboxing, boxing, Savate, Ninjitsu, aikido, baraquah, jeet kune do, ju jitsu, tai chi chaun, silat 1, any 2
System: To use this maneuver effectively the fighter must interrupt a Punch maneuver. The fighter gains full Blocking Soak vs. the incoming punch, which is made first. The user of this maneuver then lands his counter punch unless he was dizzied, knocked back, or knocked down. If the opponent uses any other maneuver besides a Punch maneuver, the fighter does not receive his Block technique to his Soak total. The fighter uses his Punch Technique, of course, to calculate damage for this maneuver.
Modifiers: Cost: None, speed+2, damage +0, move: None
Disengage*
(pg. 86) Enables the fighter to extract himself from an opponent's grip
Grab Maneuver
To Learn: {Grab 2, athletics 2}
Power Points: ninjitsu 1, native American wrestling, sanbo, spanish ninjitsu, lua, pankration, wrestling 2, tai chi chaun 3, any 4
System: A fighter may play this move during any turn he is in a sustained hold. When played, the captive fighter rolls a second time to try to escape from his captor. However, for the second roll the fighter rolls his dexterity versus his opponent's strength. If he escapes and has any move left, he may continue moving away from his opponent.
Modifiers: Cost; none, speed +1, damage: None, move -2
Dislocate Limb
(pg. 87) The fighter pulls an arm out of it's socket
Grab Maneuver
To Learn: {Grab 3, kick 2, athletics 1}
Power Points: Capoeira, ninjitsu, baraquah, lua, pankration 2, kabaddi, sanbo, native American wrestling, special forces, ju jitsu, tai chi chaun 3
System: The turn after the fighter's arm has been dislocated, he suffers a -3 speed penalty. This is because he is forced to pop is arm back into it's correct position. Any punches made during this turn (the turn with the -3 speed) suffer a -2 damage modifier as well.
The victim may choose not to relocate his arm. However, he may only throw kicks until he does.
Modifiers: Cost: None, speed -1, damage +1, move +1
Displacement
(pg. 88) A quick sidestep, allowing a dodge, followed by a quick jab
Athletics Maneuver
To Learn: First, the fighter learns Esquives {athletics 2, block 1}. He may then continue on to learn Displacement {block 2, athletics 2, punch 1, Esquives}
Power Points: Savate 2, spanish ninjitsu 3, Wu Shu 4
System: This maneuver is completely effective only if the fighter has enough Move to initiate a counterattack and is quicker than his adversary. When the opponent begins his attack, the fighter must have enough speed to interrupt the attack; otherwise, the displacement is ineffective. The fighter executing the displacement may then travel up to her full Move to the right or left of the opponent. Once the opponent's move is completed, the "displaced" fighter may move back in and counterattack if the fighter has any move left. This maneuver may be used to avoid projectiles, although a contested roll must still be made. The street fighter's punch technique is used to determine the damage for the attack.
Modifiers; cost: 1 willpower. Speed +2, damage -1, move +1
Diving Hawk
(sf 123) The fighter leaps high into the air and comes crashing down in a full body collision
Athletics Maneuver
To Learn: First the fighter must learn Jump {athletics 1}. Then he is ready to learn Diving Hawk {athletics 3, focus 1, jump}
Power Points: Native American wrestling, spanish ninjitsu 4
System: The diving Hawk is an aerial maneuver. It starts as a vertical jump (and can be used to dodge projectiles). The fighter subsequently uses her move to enter her opponent's hex and deal damage.
Modifiers: Cost; 1 willpower, speed +0, damage +5, move +2
Double Dread Kick (sf 111) A quick attack followed by a spinning, powerful attack
Kick Maneuver
To learn: Double Hit Kick {kick 2}, then Double Dread Kick {kick 3}
Power Points: Western kickboxing, Thai kickboxing, majestic crow kung fu 3, kung fu, shotokan karate, special forces, ler drit 4
System: The fighter attacks once with +1 to damage, and knocks the opponent back one space if damage is scored. The second attack is made at +4 damage, and also knocks the opponent back a space if damage is scored. The fighter must have enough Move to make the attacks. He may attack an empty space and then use the second attack as the only one meant to hit the opponent if he needs to approach from a distance.
Modifiers: Cost: 1 willpower, Speed -2, damage: See above, move +1
Double Hit Kick
*(sf 112) The fighter attacks twice, once high and once low
Kick Maneuver
To learn: {Kick 2}. Some fighters continue on to learn Double Dread Kick {kick 3}, or Lightning Leg {kick 4}, or Stepping front Kick {kick 4}
Power Points: Kung fu, sanbo, sumo, western kickboxing, wu shu, Thai kickboxing, majestic crow kung fu, Savate, ninjitsu, silat 1, any 2
System: The fighter makes two damage tests. Crouching or aerial opponents will only be struck once.
Modifiers: Cost: None, speed -2, damage +1, move -1
Training Notes:
Some fighters continue on to learn Reverse Frontal Kick {kick 3, double hit kick}
Some fighters continue on to learn Double Dread Kick {kick 3}
Some fighters continue on to learn Lightning Leg {kick 4}
Some fighters continue on to learn Stepping front Kick {kick 4}
Double Hit Knee
*(sf 112) The fighter smashes his knee into his opponent's stomach, and continues up to the chin
Kick Maneuver
To learn: {Kick 2}
Power Points: Capoeira, Thai kickboxing, ninjitsu, lua, pankration 1, any 2
System: The maneuver scores two damage tests.
Modifiers: Cost; none, speed +0, damage +0, move -2
Dragon Kick
(sf 112) The fighter calls upon mystical forces to attack with a leg that flames with Chi energy
Kick Maneuver
To Learn: Jump {athletics 1}, then Dragon Kick {kick 5, focus 4}
Power Points: Kung fu 5, silat 5
System: This is an aerial maneuver. Opponents suffer a knockdown if damage is scored. Grounded opponents do not suffer the knockdown but are knocked back one hex. The maneuver can be used just like Jump to avoid projectile attacks, but if it is used in this manner the Dragon Kick cannot be used against the opponent that fired the projectile. If the fighter does not have to move to attack his opponent, he may make two damage tests.
Modifiers: Cost: 1 chi, 1 willpower, speed -1, damage +6, move -2
Dragon Punch
(sf 107) The fighter leaps into the air with the most powerful punch known
Punch Maneuver
To Learn: Power Uppercut {punch 1} and Jump {athletics 1} must be learned first, but not necessarily in that order, then Dragon Punch {punch 4}. Fighter that learn this maneuver sometimes continue to Flaming Dragon Punch, if part of their style.
Power Points: Shotokan karate 4, kung fu, Thai kickboxing (called the Tiger Uppercut), majestic crow kung fu, jeet kune do, silat 5
System: This is an aerial maneuver. Opponents performing aerial maneuvers suffer a knockdown if damage is scored. Grounded opponents do not suffer the knockdown but are knocked back one hex. The maneuver can be used just like Jump to avoid projectile attacks, but if it is used in this manner the Dragon Punch cannot be used against the opponent that fired the projectile.
Modifiers: Cost: 1 Willpower, Speed +0, Damage +6, Move -2
Dragon's Tail
(pg. 89) The fighter uses his entire body, crouching down and spinning into a tail strike
Athletics Maneuver
To Learn: First, the fighter must have a tail {through some sort of special background}. Then the fighter may learn Upper Tail Strike* {athletics 3}, and may move on to Tail Sweep {athletics 1, upper tail strike}. If the fighter also knows (or then learns) Jump {athletics 1}, he may continue on to master the Typhoon Tail {athletics 3, tail sweep, jump}
(*) After learning Upper Tail strike, the fighter may learn Dragon's Tail {athletics 4, upper tail strike}
Power points: Animal hybrid 3
System: The target suffers a Knockdown if airborne; otherwise a grounded target will be pushed back one hex if damaged by this maneuver. Use the animal hybrid (or similar strange background) in place of Grab for purposes of calculating damage.
Modifiers: Cost; none, speed -1, damage +5, move -2
Drain
(pg. 92) The fighter forces the water from the victim's body
Focus Maneuver
To learn: {Focus 2, elemental 2}
Power Points: Elemental (water) 3
System: This is a projectile attack similar to Fireball, and can be dodged, even though there is no outward sign of a projectile. Characters who make a successful Perception + Mysteries roll will notice the projectile.
A target struck will suffer one level of health damage and a -1 speed and move penalty the following round. The target cannot soak the point of damage.
Modifiers: Cost: 1 chi, speed -1, damage; see above, move -1
Drench
(pg. 92) The fighter creates a huge watery fist that strikes at the victim
Focus Maneuver
To Learn: First, the elemental must learn Drench {punch 1, focus 1, elemental 2}. He may then move on to Envelop {focus 2, grab 2, elemental 3, drench}
Power Points: Elemental (water) 2
System: The range of the Drench equals the fighter's Intelligence + Focus. Although this is a Focus-based maneuver, the damage is calculated using the fighter's Punch Technique.
Modifiers: Cost: 1 chi, speed +1, damage +2, move: -2
Drunken Monkey Roll
(sf 123) An evasive maneuver used to avoid attack
Athletics Maneuver
To Learn: {Athletics 2}
Power Points: Kung fu, jeet kune do 1, Capoeira, wu shu, majestic crow kung fu, ninjitsu, animal hybrid, aikido, silat 2
System: This 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 evade projectile attacks as a Jump.
Modifiers: Cost; none, speed +3, damage: None, move +2
Ducking Fierce
*(sos 27) The fighter crouches low and delivers a powerful punch to the midsection
Punch Maneuver
To Learn: {Punch 2}
Power Points: Ler drit, pankration 1, any 2
System: This is a fierce attack, and a crouching maneuver
Modifiers: Cost: None, speed -1, damage +4, move: Zero
Ear Pop *
(sf 108) The fighter cups his hands and slaps the sides of his opponents head, causing ear damage
Punch Maneuver
To Learn: {Punch 2}
Power Points: Native American wrestling, sanbo, sumo, spanish ninjitsu, ninjitsu, baraquah, jeet kune do, ju jitsu, pankration, wrestling 2, any 3
System: This maneuver ignores the opponents Stamina for Soak purposes. Any fighter that uses it loses one honor point.
Modifiers: Cost: None, Speed -1, Damage -4, Move -1
Elbow Smash *
(sos 27) The fighter delivers a powerful elbow smash to a nearby opponent
Punch Maneuver
To Learn: {Punch 1}
Power Points: Thai kickboxing 1, any 2
System: Use the following modifiers
Modifiers: Cost: None, speed +2, damage +2, move: One
Elemental Skin
(pg. 93) The fighter can transform his body for a short time into an elemental form
Focus Maneuver
To Learn: {Focus 2, elemental 4}
Power Points: Elemental (all) 5
System: The following modifiers apply to combat against elements of the different types. The effects last for a number of turns equal to the fighter's Focus.
Fire
Anyone who attacks the fighter in this form may be damaged (similar to Aka War). The elemental uses his Focus Technique to determine damage. The attacker's stamina applies for defense in the regular fashion. All punching, grabbing, or kicking attacks by the elemental have an additional +1 damage modifier.
Water
Any attack that successfully damages the elemental in this form subtracts one success from the damage done.
Air
All aerial maneuvers made against the elemental in this form suffer a -2 penalty to damage, and all projectile attacks cause one level less in damage.
Earth
All punching or kicking attacks aimed at the elemental suffer a -2 penalty on the attacks damage modifier. When in this form the elemental cannot be the victim of a Knockdown, nor be thrown.
Modifiers: Cost: 1 chi, 1 willpower, speed -2, damage: Varies (see above), move: None
Elemental Stride
(pg. 93) The elemental disappears into his element and reappears elsewhere in the same element
Focus Maneuver
To Learn: {Focus 2, elemental 5} Although it requires no other maneuvers, this maneuver is difficult to master.
Power Points: Elemental (all) 4
System: This power has no range limit in regard to hex maps for combat. Outside of combat, the elemental can travel in his element at a rate of Stamina + Focus, in miles per hour.
Modifiers: 1 chi (outside of combat 1 chi per hour traveled), speed +1, damage: None, Move: See above
Energy Reflection
(sf 117) The fighter uses mystical power to catch and return energy attacks
Block Maneuver
To Learn: Missile Reflection {block 4}, then Energy Reflection {block 4, focus 4}
Power Points: Tai chi chaun 2, kabaddi, shotokan karate, aikido, baraquah, ju jitsu, lua, silat 3, any 4
System: This power is similar to Missile reflection, except that the fighter can reflect any type of energy attack, such as a fireball, a laser, a bolt of electricity, or a Sonic Boom. The fighter must spend one point of Chi for each attack reflected and must score 2 or more successes on a Wits roll. The energy attack may be reflected back to it's original source or another target, and causes the same amount of damage it would have against the fighter.
Modifiers: Cost: 1 chi, speed +1, damage: None, move: None
Entrancing Cobra
(pg. 94) The fighter attempts to confuse the victim with strange mystical powers
Focus Maneuver
To Learn: {Focus 2}
Power Points: Ninjitsu 4
System: The fighter must succeed in a contested roll of his Dexterity + Focus vs. the target's Wits + Mysteries. If the attacker wins, treat the target as if he were dizzied.
Modifiers: Cost: 1 chi, speed +2, damage: None, move -1
Envelop
(pg. 94) The elemental creates two giant hands of water to cover the victim
Focus Maneuver
To Learn: First, the elemental must learn Drench {punch 1, focus 1, elemental 2}. He may then move on to Envelop {focus 2, grab 2, elemental 3, drench}
Power Points: Elemental (water) 3
System: The Envelop acts much like a Grab maneuver. If two fighters are engaged in a sustained hold and are in the same hex, both will be affected. Each round the target must succeed in a stamina test to see if he is dizzied by the lack of oxygen.
The range of the envelop extends a number of hexes equal to the fighter's Focus technique. and requires line of sight.
Envelop is a sustained hold and may be maintained a number of rounds equal to the elemental's Focus Technique. If the line of sight is broken by an obstacle of another fighter, the Envelop is dispelled. Unlike most sustained holds, the target may move and fight normally, except that his speed is at -2.
Modifiers: Cost: 1 chi (first round only), speed -2, damage +1 (first round), -1 each following round
Esquives
(pg. 89) The fighter sidesteps out of harm's way
Athletics Maneuver
To Learn: First, the fighter learns Esquives {athletics 2, block 1}. He may then continue on to learn Displacement {block 2, athletics 2, punch 1, Esquives}
Power Points: Savate 2, spanish ninjitsu, wu shu 2
System: The fighter must have enough speed to interrupt his attacker. As the opponent attacks, the player using Esquives simply moves his counter in any one direction up to two hexes.
Modifiers: Cost; none, speed +2, damage: None, move: 2
Extendible Limbs
(sf 127) The fighter can stretch his limbs to reach or strike from a distance
Focus Maneuver
To Learn: {Focus 4}
Power Points: Kabaddi 4, silat 5
System: Fighters who possess this ability can use it at any time without penalty. The power is simply combined with any of the six basic punch or kick maneuvers to give the attack extra range. The character extends his limbs a number of hexes equal to his focus rating.
the only drawback to this maneuver is that the fighter's extended limbs are vulnerable to attack. If any opponent interrupts the fighter's stretching attack with a higher speed attack, the opponent can damage the stretching character by hitting him in any hex in which his limbs extend.
Modifiers: Cost: None, see above description
Eye Rake *
(pg 87) The fighter takes his hands and rakes them across his opponents eyes
Grab Maneuver
To Learn: {Grab 1, punch 1}
Power Points: Ninjitsu, animal hybrid, lua 1, any 2
System: 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 dizzied. A fighter using this maneuver will lose one honor point and if used in a tournament will lose one glory point.
Face Slam *(screen 8) The fighter picks his victim up by the face and slams the back of his head into the ground
Grab Maneuver
To Learn: {Strength 4, grab 2}
Power Points: Native American wrestling, sumo 2, sanbo 3, any 5
System: Use the modifiers below. If any damage is scored, the victim suffers a knockdown.
Modifiers: Cost: None, speed -1, damage +3, move: One
Fire Strike
(pg. 94) The fighter shoots out a long stream of fire
Focus Maneuver
To Learn: First, the elemental must learn Flaming Fist {punch 1, focus 1, elemental 2}. He may then move on to Fire Strike {focus 2, elemental 3, flaming fist}
Power Points: Elemental (fire) 3
System: The flame extends a number of spaces equal to the Focus of the fighter. The fire must be in a straight line from the fighter and will last the entire round, similar to a Yoga Flame. All hexes covered are affected.
Modifiers: Cost: 1 chi, speed -1, damage +3, move: None
Fireball
(sf 127) The character can launch a ball of flame at a target
Focus Maneuver
To Learn: {Focus 3}
Power Points: Kabaddi, shotokan karate, aikido 3, kung fu, wu shu, majestic crow kung fu, lua, silat, Thai kickboxing (called Tiger Fireball) 4, any 5
System: Fireballs have a range equal to the attacker's Wits + Focus. The attacker must have line of sight.
Modifiers: Cost: 1 Chi, speed -2, damage +2, move: None
Training Notes:
Some fighters continue on to learn Repeating Fireball {focus 5, fireball}
Some fighters continue on to learn Yoga Flame {focus 4, fireball}
If combined with Jump {athletics 1}, the fighter may continue on to learn Flying Fireball {focus 4, fireball, jump}
Some fighters continue on to learn Improved Fireball {focus 5, fireball}, and perhaps Inferno Strike {focus 5, improved fireball}
Fist Sweep (sf 166) A powerful low punch that takes the legs from underneath a fighter
Punch Maneuver
To learn: {Punch 3}
Power Points: Boxing, western kickboxing, pankration 2
System: This is a crouching maneuver that causes a knockdown if damage is scored.
Modifiers: Cost: None, speed -1, damage +3, move -2
Flaming Dragon Punch
(sf 108) A Chi boosted Dragon Punch. Causes the fist and any struck by it to ignite
Punch Maneuver
To Learn: Power Uppercut {punch 1} and Jump {athletics 1} must be learned first, but not necessarily in that order, then Dragon Punch {punch 4}. The fighter may then learn the Flaming Dragon Punch {punch 5, focus 2}
Power Points: Shotokan karate, Thai kickboxing 4
System: This is an aerial maneuver. Opponents suffer a knockdown if damage is scored. Grounded opponents do not suffer the knockdown but are knocked back one hex. The maneuver can be used just like Jump to avoid projectile attacks, but if it is used in this manner the Flaming Dragon Punch cannot be used against the opponent that fired the projectile. If the fighter does not have to move to attack his opponent, he may make two damage tests.
Modifiers: Cost: 1 chi and 1 willpower, speed -1, damage +6, move -2
Flaming Fist
(pg. 95) The fighter's fists blaze with flame for a brief moment, adding damage to an attack
Focus Maneuver
To Learn: First, the elemental must learn Flaming Fist {punch 1, focus 1, elemental 2}. He may then move on to Fire Strike {focus 2, elemental 3, flaming fist}
Power Points: Elemental (fire) 2
System: Add the damage modifier below to any basic Punch maneuver. The player must select a basic Punch maneuver and play the Flaming Fist with it. The flaming fist only affects damage, not speed or move.
Modifiers: Cost: 1 chi, speed: See above, damage +3, move: See above
Flash Kick *
(sf 112) The fighter executes a powerful Backflip, Chi energy blazing from his foot
Kick Maneuver
To Learn: {Kick 3, athletics 2, focus 2}
Power Points: Special forces, majestic crow kung fu 4, any 5
System: The flash kick scores a knockdown against aerial opponents. The flash kick is an aerial maneuver.
Modifiers: Cost; 1 chi, 1 willpower, speed -1, damage +7, move: None
Flight
(pg. 95) The practitioner can create gusts of wind that he can ride upon
Focus Maneuver
To learn: First, the character must master Flight {athletics 1, focus 2, elemental (or other special) background 3}, then he may move on to learn Lightness {athletics 2, focus 3, elemental 3, flight}
Power Points: Elemental (air) 2
System: Outside of combat this power allows the character to fly without tiring, at a speed equal to (focus + dexterity) x 10 in miles per hour. He can carry any normal amount of weight he could normally carry.
In combat, the character must stand still for a full action to activate the power. He may block, but not initiate any offensive maneuver. The following turn, the fighter is treated as airborne, and may attack and move normally, using the modifiers below in addition to any others. His move in hexes equals his Stamina. Furthermore, he is only affected by Aerial maneuvers or projectile attacks.
Modifiers: Cost: 1 Chi per turn of combat, 1 Chi per hour outside of combat, speed +1, damage: None, move = stamina
Flying Body Spear
(sf 123) The fighter leaps into the air, using his body as a spear in the decent
Athletics Maneuver
To learn: First the fighter must learn Jump {athletics 1}, then Flying Body Spear {athletics 3, jump}
Power Points: Kabaddi 2, ler drit, majestic crow kung fu 3, any 4
System: The flying body spear is an aerial maneuver that acts like a Jump, enabling the user to dodge missile attacks. The fighter can then spiral down and smash into any opponent within his move range. The fighter must travel in a straight hex-line and ends the move in the hex in front of the victim.
Modifiers: Cost: 1 willpower, speed +0, damage +3, move +1
Flying Fireball
(sf 127) The fighter has learned to leap up and launch a fireball at an opponent
Focus Maneuver
To learn: First the fighter must learn Jump {athletics 1} and Fireball {focus 3}. He is then prepared to learn Flying Fireball {focus 4, fireball, jump}
Power Points: Shotokan karate, wu shu 2, kabaddi, kung fu, majestic crow kung fu 3
System; The flying fireball is identical to the Fireball power, except that opponents cannot dodge the Flying Fireball with a Jump or similar moves. Line of sight restrictions still apply.
Modifiers: Cost 1 chi, 1 willpower, speed -2, damage +2, move +0
Flying Head Butt
(sf 123) The fighter leaps at an opponent headfirst, using his body as a weapon
Athletics Maneuver
To learn: First the fighter must learn Head Butt {punch 1} and Jump {athletics 1}, in any order. Then he is prepared to learn Flying Head Butt {athletics 3, head butt, jump}
Power Points: Wrestling, sumo 2, any 3
System: The Flying Head Butt is an aerial maneuver. The fighter must travel in a straight line movement on the hex map.
Modifiers; cost: 1 willpower, speed +0, damage +4, move +3
Flying Heel Stomp
(sf 123) The fighter jumps, lands heel first on his victim's head, and springs to safety
Athletics Maneuver
To learn: First the fighter learns Jump {athletics 1}, then Flying Heel Stomp {athletics 3, kick 2, jump}
Power Points: Majestic crow kung fu (called Landing Crow), wu shu, ler drit, spanish ninjitsu, pankration 3, any 4
System; The fighter can interrupt her own movement with a damage roll and then finish his allowed move after rolling damage. The maneuver must be performed straight-line. The Flying Heel Stomp is an aerial maneuver that can be used as a Jump to avoid projectiles.
Modifiers: Cost: 1 willpower, speed +0, damage +1, move +2
Flying Knee Thrust *
(sf 112) The fighter makes a quick flying jump and buries his knee into his enemy
Kick Maneuver
To Learn: {Kick 2, athletics 1}
Power Points: Special forces, western kickboxing, ler dirt, Thai kickboxing, jeet kune do, pankration 1, any 2
System: The flying knee thrust is an aerial maneuver
Modifiers: Cost: 1 willpower, speed +1, damage +2, move +1
Flying Punch
(sos 28) The fighter leaps (flies?) up and behind, delivering a punch to the victim's back
Athletics Maneuver
To learn: First the fighter learns Jump {athletics 1}. Then he moves on to learn Flying Punch {athletics 4, punch 2, focus 3, jump}
Power Points: Ler drit 3
System: The fighter must move 2 hexes behind his opponent then move into the same space as the opponent as he comes flying in. This is an aerial maneuver. The opponent's Stamina is halved (round down) for Soak purposes. The fighter loses one point of honor whenever the maneuver is used. The maneuver can be used straightforward without the loss of honor, but in that case the Stamina of the fighter's opponent is not halved. The fighter ends his move one space in front of or behind his opponent, depending on how the maneuver was used.
Modifiers: Cost; 1 willpower, speed -2, damage +2, move +5
Flying Tackle *
(screen 8) The fighter slams into an opponent, taking them both to the ground
Grab Maneuver
To Learn: {Grab 2, athletics 2}
Power Points: Any 2
System: Both the attacker and the defender suffer a knockdown, but only if damage is scored. 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 of +2 to his speed if his next maneuver is a Grab maneuver.
Modifiers: Cost: None, speed -1, damage +0, move +2
Flying Thrust Kick *
(sf 112) The fighter kicks with both legs so hard he rockets into the air heels first
Kick Maneuver
To Learn: Jump {athletics 1}, then Flying Thrust Kick {kick 4, athletics 4}
Power Points: Special forces 3, wu shu, majestic crow kung fu, Savate, ninjitsu 4, any 5
System: This is an aerial maneuver. Opponents performing aerial maneuvers suffer a knockdown if damage is scored. Grounded opponents do not suffer the knockdown but are knocked back one hex. The maneuver can be used just like Jump to avoid projectile attacks, but if it is used in this manner the Flying Thrust Kick cannot be used against the opponent that fired the projectile.
Modifiers: Cost: 1 willpower, speed +0, damage +6, move -2
Foot Sweep *
(sf 113) An attack intended to bring an opponent crashing to the ground
Kick Maneuver
To Learn: {Kick 2}. Most continue on to learn spinning foot sweep {kick 2, athletics 1}
Power Points: Shotokan karate, special forces, sumo, Thai kickboxing, aikido, baraquah, jeet kune do, ju jitsu, pankration, tai chi chaun 1, any 2
System: This is a crouching maneuver. If damage is scored, the victim of this maneuver suffers a Knockdown, unless he was blocking.
Modifiers: Cost: None, speed -2, damage +3, move -2
Forward Backflip Kick*
(screen 8) The fighter runs up, leaps toward, and strikes with an airborne Backflip kick
Kick Maneuver
To Learn: The fighter first learns Jump {athletics 1} and Backflip Kick {kick 2, athletics 2}, in any order he chooses. Then he is ready to learn Forward Backflip Kick {kick 3, athletics 3, Backflip kick, jump}
Power Points: Capoeira, spanish ninjitsu, wu shu 1, kung fu, special forces 2, any 3
Capoeira, spanish ninjitsu, wu shu 1
System: If the maneuver scores a strike against an airborne opponent, it causes two damage tests.
Modifiers: Cost: 1 willpower, speed +2, damage +1, move Two
Forward Flip Knee *
(sf 113) The attacker flips over his opponent, dropping his knee into the back of his victim
Kick Maneuver
To Learn: {Kick 2, athletics 2}
Power Points: Capoeira, wu shu 2, kung fu, special forces, ler drit, spanish ninjitsu, jeet kune do 3, any 4
System: This is an aerial maneuver. The fighter must be able to move inside the victim's hex. At the end of the move, the fighter lands in the hex directly behind his opponent (or in the hex of his choosing adjacent to his opponent if he began his move in the same hex with the victim). If the fighter using this maneuver interrupted an opponent's attack with Forward Flip Knee, the victim cannot execute his declared attack on the fighter, who has now flopped behind him.
Modifiers: Cost; none, speed -2, damage +4, move: Two
Forward Slide Kick
(sos 27) The fighter slides in a standing position into his opponent's feet
Kick Maneuver
To Learn: {Kick 2, athletics 2}
Power Points: Ler drit 2, spanish ninjitsu 3
System: This maneuver causes a Knockdown if damage is scored
Modifiers: Cost: None, speed +0, damage +2, move +0
Ghost Form
(sf 127) The practitioner can turn his body insubstantial !
Focus Maneuver
To Learn: {Focus 5} Note that while this maneuver does not require others, it is difficult to learn
Power Points: Kabaddi, native American wrestling, aikido, baraquah, lua, tai chi chaun 5
System: Nothing solid will affect a character in a Ghosty 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 any other special maneuvers while in Ghost Form, but he can move through walls, floors, and even people. Ghost Form can be played during a turn a character is caught in a sustained hold, allowing the character to walk right out of the hold.
Modifiers: Cost; 2 chi the first turn plus 1 chi per turn the character stays in ghost form. Speed +1, damage: None, move +0
Grappling Defense *
(sf 119) Simulates the knowledge of hold escapes and counters
Grab Maneuver
To Learn: {Grab 4}
Power Points: Ju jitsu 2, native American wrestling, sanbo, aikido, baraquah, lua, pankration, wrestling, tai chi chaun 3, kung fu, ler drit, majestic crow kung fu, jeet kune do, silat 4, any 5
System: A fighter employing this maneuver adds his Grab technique to his Stamina to defend against grab maneuvers. It can be played each round the fighter is in a sustained hold, for example.
Modifiers: Cost; none, speed +4, damage: None, move -1
Great Wall of China
(sf 113) The fighter attacks so quickly and with such great strokes it appears as an airy wall!
Kick Maneuver
To Learn: Double Hit Kick {kick 2}, Lightning Leg {kick 4}, then Great wall of China {kick 5}
Power Points: Wu shu, majestic crow kung fu 5
System: The fighter chooses three joining hexes adjacent to him, and attacks all three hexes. Any opponents in those hexes are attacked three times.
Modifiers: Cost: 2 willpower, speed -2, damage +1, move: None
Ground Fighting
(con 114) Simulates training in the art of continuing to fight when knocked to the ground
Athletics Maneuver
To Learn: {Athletics 4}
Power Points: Pankration 2, sanbo, native American wrestling, wrestling 3, special forces 4
System: This maneuver does not require a combat card. Instead, it is simply invoked whenever the fighter has been knocked down, thrown, or has fallen down. The street fighter does not have to rise from the ground to continue fighting (although if he does he suffers the standard -2 speed penalty). He may continue fighting from the ground, using any basic or special maneuver that does not require hip derived tourqing or momentum, or any aerial maneuver. This requires some Storyteller discretion. Street fighter who do not possess this maneuver may still fight when grounded, but with a -3 speed and damage to their own attacks.
Individuals fighting grounded opponents suffer -2 damage and speed to their own attacks unless they are low-target attacks.
Modifiers: Cost 1 willpower per turn used, see above for other details
Hair Throw
(sf 119) The fighter grabs his opponent by the hair and throws him!
Grab Maneuver
To Learn: First the fighter must learn Throw {grab 1}, then he may continue to learn Hair Throw {grab 3, athletics 2, Throw}
Power Points: Kung fu, special forces, majestic crow kung fu, ninjitsu, ju jitsu, silat 2, any 3
System: The fighter must move into and through the hex of his victim. The victim is thrown (as per the Throw maneuver) in a straight line and in the same direction the thrower was traveling.
Modifiers: Cost: None, speed -2, damage +5, move: Two
Handstand Kick *
(sf 113) A flashy maneuver. The fighter attacks with a kick while springing to a handstand!
Kick Maneuver
To Learn: {Kick 2, athletics 1}
Power Points: Special forces, wu shu, spanish ninjitsu, ninjitsu 1, any 2
System: Aerial opponents will suffer a knockdown.
Modifiers: Cost; none, speed -1, damage +4, move -2
Haymaker*
(pg. 84) The character spend a moment to wind up for a powerful punch
Punch Maneuver
To Learn: {Punch 1}
Power Points: Savate 2, any 2
System: Use the following modifiers
Modifiers: Cost; none, speed -2, damage +4, move -2
Training Notes:
If combined with jump, the fighter is prepared to learn Widowmaker {punch 3, jump, haymaker}
Head Bite *
(sf 119) The fighter leaps onto an opponent and chomps down on his head, neck or face
Grab Maneuver
To Learn: {Grab 2}
Power Points: Boxing, animal hybrid 1, Capoeira, sanbo, lua pankration 2, any 3
System: Sustained hold
Modifiers: Cost: None, speed +1, damage +3, move: One
Head Butt *
(sf 109) The fighter bashes his head into his opponent, usually hitting the opponent's head or face
Punch Maneuver
To Learn: {Punch 1}
Power Points: Boxing, Capoeira, kabaddi, sumo, ninjitsu, pankration 1, any 2
System: Use the following modifiers
Modifiers: Cost: None, speed +0, damage +3, move -2
Training Notes:
Some fighters continue on to learn Head Butt Hold {grab 2, head butt}
Combined with Jump {athletics 1}, the fighter may learn Flying Head Butt {athletics 3, head butt, jump}
Head Butt Hold *
(sf 167) The fighter grabs his opponent and repeatedly head butts him
Grab Maneuver
To Learn: First, the fighter must learn Head Butt {punch 1}. Some fighters continue on to learn Head Butt Hold {grab 2, head butt}
Power Points: Thai kickboxing, boxing, kabaddi, sumo 2, any 3
System: Sustained hold
Modifiers: Cost; none, speed -1, damage +3, move: One
Heal
(pg. 95) The elemental has the mystical ability to create a healing aura
Focus Maneuver
To Learn: {Focus 3, elemental (or other special) background 3}
Power Points: Elemental (all) 4
System: The character must be able to touch the person or animal to be healed. One health point is restored per point of Chi the character spends.
One chi can also heal 5 hexes of natural damage such as pollution
Modifiers: Cost: Special, speed -1, damage; none, move -1
Heart Punch
(screen 8) This dishonorable shot delivers a fast punch to the chest in order to stun the victim
Punch Maneuver
To Learn: {Punch 3, focus 1}
Power Points: Native American wrestling, sanbo 2, special forces, sumo 3, western kickboxing 4
System: This maneuver causes no damage but damage is still rolled for the purposes of determining whether or not the victim is dizzied. Heart Punch may not be part of a dizzying combo, except for the possibility of gaining a speed bonus.
Modifiers: Cost: None, speed -1, damage +5 (see above), move -2
Heatwave
(pg. 96) The character can increase the heat in an area, creating nausea
Focus Maneuver
To Learn: First, the character must learn Heatwave {focus 2, elemental (or other special) background 3}. Then he is prepared to move on to Spontaneous Combustion {focus 3, elemental 4, Heatwave}
Power Points: Elemental (fire) 3
System: The elemental rolls damage, but only for the purpose of causing a dizzy. The opponent actually takes no damage. This maneuver is a projectile attack, and ignores blocks.
Modifiers: Cost: 1 chi, speed +0, damage +2 (see above), move +0
Heel Stamp*
(pg 86) The fighter kicks hard into the opponent hoping to separate the two to a greater distance
Kick Maneuver
To Learn: {Kick 1, athletics 1}
Power Points: Ninjitsu 1, any 3
System: The fighter causes very little actual damage with a Heel Stamp. The fighter moves back one hex after making the attack. The opponent moves back a number of hexes equal to the attacker's Strength + Athletics, minus the target's strength.
Modifiers: Cost: None, speed +2, damage -4, move +1
Hundred Hand Slap
(sf 109) The fighter attacks over and over in rapid succession
Punch Maneuver
To Learn: {Punch 5}. Although this maneuver requires no other maneuvers to learn, it is quite difficult to learn.
Power Points: Sumo, majestic crow kung fu (called crow beats it's wings) 4, kung fu, sanbo, baraquah, jeet kune do, silat 5
System: Roll three tests for damage using the following modifiers
Modifiers: Cost: 1 willpower, speed -2, damage +0, move One
Hurricane Kick
(sf 114) The fighter becomes airborne, and kicks in repeating circles
Kick Maneuver
To Learn: {Kick 4, athletics 3}. Most fighters continue on to learn Jump {athletics 1}, then Air Hurricane Kick {kick 4, athletics 3, jump, hurricane kick}, if part of their style.
Power Points: Shotokan karate 4, kung fu, wu shu, majestic crow kung fu, jeet kune do 5
System: The fighter moves in a straight line. Each hex surrounding the fighter is attacked once. Any damaged victims are knocked back one space. Then the process is repeated until the fighter stops or runs out of Move. Victims who block may continue to block each attack if they are attacked more than once. If the fighter moves into the same hex as an opponent, that opponent is knocked back one space whether or not damage is scored, into the path of the user of the Hurricane Kick. This is an aerial maneuver.
Modifiers: Cost; 1 chi, 1 willpower, speed +0, damage -1, move -1
Hyper Fist
(sf 109) The fighter attacks over and over in rapid succession
Punch Maneuver
To Learn: Power Uppercut {punch 1}, then Hyper Fist {punch 4}
Power Points: Western kickboxing, boxing 4, special forces, ler drit, jeet kune do 5
System: The fighter rolls three damage tests using the following modifiers
Modifiers: Cost: 1 willpower, speed +1, damage +0, move One
Ice Blast *
(sf 128) The character can release a wave of cold, frost or ice at an opponent, freezing him in place
Focus Maneuver
To Learn: {Focus 3}
Power Points: Any 4
System: The ice Blast is similar to other projectile attacks. It has a range equal to the character's Wits + Focus and can be dodged by special maneuvers such as Jump. Any opponent damaged is frozen in place and must accumulate 4 successes in Strength rolls to break free. He may try at the end of each turn. If the character is hit while frozen, he receives normal damage and the ice shatters without the strength rolls.
Modifiers: Cost: 2 chi, speed -2, damage +3, move: None
Improved Fireball
(sf 128) A faster, more destructive version of the Fireball attack
Focus Maneuver
To Learn: First the fighter must learn Fireball {focus 3}, then Improved Fireball {focus 5, fireball}. Some fighters continue on to learn Inferno Strike {focus 5, improved fireball}
Power Points: Shotokan karate 3, kabaddi, kung fu, wu shu, majestic crow kung fu, silat 5
System: The improved fireball is the same as the regular fireball, except that it's modifiers are better and it will score a knockdown on any opponent it damages unless the opponent blocks.
Modifiers: Cost; 1 chi, speed -1, damage +4, move: None
Improved Pin *
(con 114) The fighter performs a highly skilled Pin on an opponent, immobilizing him
Grab Maneuver
To Learn: First the fighter learns Pin {grab 2}, then Improved Pin {grab 3, athletics 2, pin}
Power Points: Aikido, Baraquah, Ju Jitsu, Lua, Wrestling, Kung Fu, pankration, silat, special forces, tai chi chaun, wu shu 3, any 5
System: (Normal Pin):To perform a pin, the victim must have suffered a knockdown or have been dizzied. The fighter moves into his opponent's hex and makes his attack roll. If he performs two more levels of damage, the opponent is held in a painful immobilizing hold until he can break free.
The fighter's strength is considered to be raised by three only for purposes of holding the opponent (it does not add to the damage roll). The fighter may choose to inflict damage or not on each turn after the first; the target only gets their stamina and grappling defense against this attack. This is a sustained hold. If the fighter is dizzied or knocked out by a third party's attack, the pin is automatically broken.
(Improved Pin): The fighter may use an improved pin on nay one target in his hex or adjacent hex, regardless of whether or not his opponent has been knocked down or is dizzied. It uses the modifiers below. Otherwise, it acts as a normal pin (as listed above).
Modifiers: Cost; 1 willpower on the first turn only, speed +0, damage +2 (first turn)/+1 (all other turns), move: +1 (first turn), Two (all other turns)
Inferno Strike
(sf 129) The fighter emits a boulder sized flaming projectile that devastates an entire area
Focus Maneuver
To Learn: First Fireball {focus 3}, then Improved Fireball {focus 5, fireball}, then Inferno Strike {focus 5, improved fireball}
Power Points: Shotokan karate, kabaddi 5
System: The fighter must choose any line-of sight hex within range. Range is calculated as Wits + Focus like other Fireball maneuvers.
The inferno strike hits in the targeted hex and explodes into the six hexes adjacent to it. Anyone in the hex suffers a damage test with the following modifiers. Jump and similar moves can be used to avoid damage.
Modifiers: Cost; 2 chi, speed -2, damage +4, move: None
Iron Claw
(sf 119) The fighter grabs the face of the opponent while holding him, and begins to squeeze...
Grab Maneuver
To Learn: {Grab 5} note that while this maneuver requires no other maneuvers, it is quite difficult to learn.
Power Points: Sanbo, native American wrestling, majestic crow kung fu 4 (called iron claw), lua, wrestling, silat 4, ler drit 5
System: Sustained hold
Modifiers: Cost: 1 willpower (first turn only), speed +1, damage +4, move: One
Jaw Spin
(pg. 87) The fighter grabs an opponent's limb in his arm and begins to shake and spin violently
Grab Maneuver
To learn: First the fighter must have the ability to cause a large bite wound (through the Animal Hybrid Background or other means), and the Bite basic maneuvers. Then he learns Tearing Bite {grab 2, athletics 2}, then Jaw Spin {grab 4, athletics 3, tearing bite}
Power Points: Animal hybrid 3
System: To be successful, the fighter must actually allow a slower attack to hit. If the opponent's attack is faster, the fighter cannot play this maneuver. Once the