street fighter maneuver list -...

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Street Fighter: The Roleplaying Game: Maneuver List in Alphabetical Order: Word Version List last updated on 9/01/2013. Compiled and edited by Lady Abaxa. PUNCH PUNCH MANEUVERS 1,000 Punch Uppercut Cost: 1 Willpower Speed: +0 Damage: +3/+4 Move: -1 Requirements: Punch *****, Dashing Uppercut Power Points: Boxing 3 School System Power Points: Boxing 4 Description: The 1,000 Punch Uppercut does not hit as many times as its name would like to imply but it is a nasty technique to get clobbered by. The boxer charges forward with a Dashing Punch then strikes again with a vicious uppercut that floors most opponents in one fell swoop. System: This is considered a dashing maneuver and requires a straight line between the attacker and the target. It hits twice, scores a knockdown versus aerial opponents, and knocks ground opponents back one hex. Source: editor Amazon River Dash Cost: none Speed: +0 Damage: +2 Move: +1

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Page 1: Street Fighter maneuver list - Tripod.comvampiro_penguin.tripod.com/streetfighter/archives/move…  · Web viewStreet Fighter: The Roleplaying ... Maneuver List in Alphabetical Order:

Street Fighter: The Roleplaying Game: Maneuver List in Alphabetical Order: Word Version

List last updated on 9/01/2013. Compiled and edited by Lady Abaxa.

PUNCH

PUNCH MANEUVERS

1,000 Punch UppercutCost: 1 WillpowerSpeed: +0Damage: +3/+4Move: -1

Requirements: Punch *****, Dashing UppercutPower Points: Boxing 3School System Power Points: Boxing 4Description: The 1,000 Punch Uppercut does not hit as many times as its name would like to imply but it is a nasty technique to get clobbered by. The boxer charges forward with a Dashing Punch then strikes again with a vicious uppercut that floors most opponents in one fell swoop.System: This is considered a dashing maneuver and requires a straight line between the attacker and the target. It hits twice, scores a knockdown versus aerial opponents, and knocks ground opponents back one hex.

Source: editor

Amazon River DashCost: noneSpeed: +0Damage: +2Move: +1

Requirements: Punch **, Athletics *Power Points: Capoeira, Kabbaddi, Sanbo 2, Any 3School System Power Points: Capoeira, Grappler, Mystical 2, Any 3Description: The Amazon River Dash is a a punch that originated in Brazil and takes its name from the low rush the fighter takes their opponent’s feet out with. Many fighters have taken a liking to this maneuver because it provides great mobility, isn't difficult to master, and sends opponents to the mat when it connects.System: This is a crouching maneuver and causes knockdown if any damage is unsoaked.

Source: sfrpg.com

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Art of BreakingCost: see descSpeed: -3Damage: see descMove: -1

Requirements: Punch ***, Focus *** Power Points: Any 2School System Power Points: Any 3

Material | Difficulty | Price

Ice | 4 | none

Wood | 5 | none

Stone/Brick/Cement | 7 | 1 Willpower

Metal | 8 | 2 Willpower

Hardened Metal | 9 | 2 W, 1 Chi

Diamond | 10 | 2 W, 2 Chi

Description: Tamashiwara, or the "Art of Breaking", can more or less be described as practice in board breaking. A character with this maneuver will have learned how to use nearly any part of their body to break wood, ice, glass, and stone by breaking the Chi of the object.System: This power can be used on nearly any non-living object. Make a roll against a difficulty determined as follows using the fighter’s current Chi total. Art of Breaking cannot be used on living things or cybernetic implants (attempting to do so delivers damage as per a Fierce punch). Each success inflicts 1 point of damage to the object. If the object runs out of health it is effectively destroyed. Note that this attack can be delivered with a punch or a kick as desired although it is listed as a punch maneuver.

Source: Warrior’s World

Atemi StrikeCost: 1 WillpowerSpeed: -1Damage: -1

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Move: -2

Requirements: Punch ****, Focus **Power Points: Ninjitsu, Chin Na 2, Kung Fu 4School System Power Points: Hunter, Kung Fu, Grappler, Inner 4Description: In this attack the fighter strikes at one of his opponent's nerve points causing agonizing pain. The Atemi strike is typically carried out much like the Fingertip Attack in that it is a quick strike with the fingers held rigid.System: An Atemi Strike is only functional if it connects with unarmored flesh. Against an opponent who is utilizing armor the ninja can make a Perception + Insight roll to first gauge where weak points exist. The number of successes needed is dependent on the level of armor. An opponent with only chest protection requires only 1 success while full body armor would require 3. Against an opponent utilizing Toughskin a minimum of 4 successes are needed but weak points do exist – generally at joints.

If the Atemi Strike is successful the fighter rolls for damage ignoring the defender’s Stamina and armor value. After this roll the defender may then roll to soak this damage using only half their Stamina, rounded up.

Source: Warrior’s World

Banishing PunchCost: 1 ChiSpeed: +1Damage: +2Move: -1

Requirements: Punch ****, Focus *** Power Points: Boxing 3, Sanbo 4School System Power Points: Boxer 3, Grappler 4Description: 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: Using the Banishing Punch as it was originally designed - to intercept and nullify incoming projectiles - requires being faster than the fighter who created the projectile to be intercepted. If this happens intercepting the incoming projectile requires a Strength + Insight roll versus a difficulty equal to 4 + 1 for every 3 damage successes on the projectile - maximum 9. If the fighter using this succedes the projectile is canceled and dissipates harmlessly in the air. There is no need to roll damage for the Banishing Punch in this instance. When this maneuver is used against an opponent directly it inflicts damage as a normal punch using the modifiers below.

Source: Warrior’s World

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Boshi-Ken (Thumb Drive)Cost: noneSpeed: -1Damage: +2Move: +0

Requirements: Punch ***, Shikan-kenPower Points: Ninjitsu, Chin Na, Kung Fu 2School System Power Points: Hunter, Inner, Kung Fu 3, Grappler 4Description: 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. System: An opponent struck with this punch will suffer numbness during the following round. If any damage is inflicted the opponent suffers a -1 to 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.

Source: Player’s Guide

Buffalo PunchCost: noneSpeed: -2Damage: +5Move: 1

Requirements: Punch ** Power Points: Native American Wresting, Pankration, Bando, Dirty Fighting 1, Any 2School System Power Points: Grappler, Karate, Dirty Fighting 1, Any 2Description: The fighter clenches both hands together into one big fist above his head and swings both arms down on top on his opponent's head. It is said that some Native Americans could stun a full-grown buffalo with this slow but powerful punch. System: Use the listed modifiers.

Source: Core Rulebook

Bushin Lightning ElbowCost: 1 WillpowerSpeed: +1Damage: +2Move: +1

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Requirements: Punch ***, Athletics *, Bushin Flip, Elbow SmashPower Points: Thai Kickboxing, Wrestling, Ninjitsu 2, Any 3School System Power Points: Grappler, Karate, Hunter, Kickboxing 2, Any 3Description: The kickboxer jumps into their opponent with an aerial elbow drop. Although it may seem crude this elbow strike kills plenty of fighters each year in Thai arenas. Because of this reputation it is sometimes banned from use.System: This is an aerial maneuver which will hit crouching opponents. The attacker ends the turn in their opponent’s hex. If it interrupts an aerial opponent it causes knockdown.

Source: sfrpg.com

Chi BreakerCost: 2 WillpowerSpeed: as Dim MakDamage: as Dim MakMove: as Dim Mak

Requirements: Focus ****, Punch ****, Dim MakPower Points: Any 5School System Power Points: Kung Fu 3, Inner 4, Any 5Description: The Chi Breaker is an eastern pressure point strike used in Dim Mak to inhibit and potentially even stop the flow of chi in the target. Using this takes the place of any other Dim Mak effects.System: Using Chi Breaker uses the exact same modifiers the character would use for Dim Mak (as noted below) however the character must specify they are using this variant of the maneuver and not the standard Dim Mak. Attacking with this maneuver requires a to-hit roll using Perception + Punch, difficulty 7. On a successful strike the attacker makes a contested roll of permanent Chi with their target. If the attacker succeeds the defender suffers a +1 difficulty penalty per success difference on all chi-driven maneuvers for the next 24 hours. If the attacker wins by 5 or more successes the defender cannot use chi at all for the same 24 period. These effects can be repaired by others using Chi Breaker by rolling permanent Chi against the original attacker's successes.

Source: editor

Claw [hybrid maneuver]Cost: noneSpeed: +1Damage: +1Move: -1

Requirements: Punch * or Weapon: Claw *Power Points: Animal Hybrid 2School System Power Points: Inhuman 2

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Description: A hybrid with claws can put them to work slashing their foe.System: Use the listed modifiers. At GM discretion claws may automatically inflict aggravated damage. This maneuver can also be used as a weapon maneuver as the alternate requirement above suggests.

Source: Player’s Guide

Claw Rush [hybrid maneuver]Cost: 1 WillpowerSpeed: +1Damage: +5Move: +2

Requirements: Punch ****, Athletics *, Claw or Weapon: Claw ***Power Points: Animal Hybrid, Dirty Fighting 2, Spanish Ninjitsu 4School System Power Points: Inhuman, Dirty Fighting 2, Hunter 3Description: This is a dashing strike using the hybrid’s claws. Like a normal Dashing Punch this maneuver is quite fast and hard-hitting.System: Use the listed modifiers. The hybrid must move in a straight line to reach their intended target. These numbers already include claw damage and potential weapon bonuses.

Source: editor

Criminal UpperCost: 1 ChiSpeed: -1Damage: +3Move: 1

Requirements: Punch ****, Focus ***, Power UppercutPower Points: Kickboxing, Boxing, 4, Any 5School System Power Points: Boxing 3, Kickboxing, Grappler, Dirty Fighting 4, Any 5Description: The fighter dashes into an adjacent hex and performs an explosive uppercut to anyone standing there.System: Everyone in the target adjacent hex is knocked down if damage is scored on them unless they are blocking. This maneuver checks for damage against everyone in the targeted hex but everyone beyond the primary target is struck at a +0 damage modifier.

Source: sfrpg.com

Cross CounterCost: 1 Willpower

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Speed: +0Damage: +3Move: +1

Requirements: Punch ****, Manipulation ***, CounterstrikePower Points: Dirty Fighting 2, Boxing, Kickboxing, Thai Kickboxing, Hapkido 3School System Power Points: Dirty Fighting, Boxing 3, Kickboxing, Inner 4Description: The fighter uses a bluff to throw their opponent off guard. If the opponent hits them, falling for the bluff, the fighter quickly counters with a right cross. System: The attacker cannot abort after picking Cross Counter. It cannot be the last punch in a Guren-Ken and requires complete concentration to pull off. If a fighter using this counter is dizzied the counter punch still happens irregardless but can no longer be maintained into the next round.

The fighter using Cross Counter makes a contested Manipulation + Intimidation opposed by a Wits + Style Lore roll at the beginning of the round. If the fighter succeeds in their Manipulation roll they choose a second punch maneuver that their opponent believes they are using instead of this one. If the opponent closes to within one hex and attempts a counterable attack the fighter immediately interrupts them with the right hook that cannot be blocked. The attacker may not abort their attack once the counter has been triggered.

Source: sfrpg.com

Dark KnuckleCost: 1 ChiSpeed: -1Damage: +3Move: 1

Requirements: Punch ****, Focus ***, Jump, Power UppercutPower Points: Lua, Baraqah, Mystic, Elemental: Darkness 3School System Power Points: Elemental: Darkness 3, Mystical, Inner 4, Grappler 5Description: Calling upon the destructive forces within them the fighter releases their chi around their arms and jumps up into a high uppercut striking twice as they spin through the air.System: This is an aerial maneuver. If it interrupts an aerial opponent it checks for damage twice and causes knockdown.

Source: editor

Dashing ClotheslineCost: 1 WillpowerSpeed: -1Damage: +5

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Move: +2

Requirements: Punch ****, Athletics ***Power Points: Sanbo, Boxing, Western Kickboxing, Bando, Mystic 4, Any 5School System Power Points: Boxing, Grappler, Kickboxing, Karate 4, Any 5Description: With arm outstretched the fighter dashes into their opponent and catches them with a stunning clothesline. This is a favorite move of wrestlers.System: Causes knockdown if it inflicts damage and doesn't hit crouching characters. The fighter must move in a straight line to their target.

Source: sfrpg.com

Dashing ElbowCost: 1 WillpowerSpeed: +0Damage: +4Move: +2

Requirements: Punch ***, Athletics *, Elbow SmashPower Points: Special Forces 3, Thai Kickboxing, Western Kickboxing 4School System Power Points: Military, Kickboxing 3, Karate 4, Any 5Description: A variant on the Dashing Punch uses the fighter’s elbow instead of the hand to inflict damage. This move builds on the basic Elbow Smash with a dash that gives it improved reach and damage.System: Using this technique requires a straight line between the attacker and target.

Source: sfrpg.com

Dashing PunchCost: 1 WillpowerSpeed: +0Damage: +4Move: +2

Requirements: Punch ****, Athletics *Power Points: Boxing, Savate, Bando 4, Western Kickboxing 5School System Power Points: Boxing, Kickboxing 3, Any 4Description: 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 by many to be a typical Balrog cheap shot but it won him lots of matches.

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Now Balrog uses his Dashing Punch to crush his Street Fighter competitors. Many Street Fighter boxers have added the move to their own repertoires. System: Use the listed modifiers. The fighter must move in a straight line.

Source: Core Rulebook

Dashing UppercutCost: 1 WillpowerSpeed: +1Damage: +3Move: +1

Requirements: Punch ****, Athletics *, Dashing PunchPower Points: Boxing 1, Savate, Western Kickboxing, Bando 2School System Power Points: Boxing, Kickboxing 2, Any 3Description: This move is a slight adaptation of the Dashing Punch. The difference is that the fighter delivers an uppercut instead of a straight punch at the end of the dash. System: The Dashing Uppercut can hit opponents executing aerial maneuvers. Against such opponents it scores a knockdown in addition to damage. The fighter must move in a straight line to deliver the blow ending their turn in their target's hex unless the target was aerial and knocked down in which case the fighter may move up to their full movement.

Source: Core Rulebook

Dim MakCost: 1 ChiSpeed: +0Damage: +0Move: +0

Requirements: Punch ****, Focus ***, Chi Kung HealingPower Points: Aikido, Kung Fu, Lua, Silat, Tai Chi Chuan, Chin Na 4, Majestic Crow Kung Fu 5School System Power Points: Mystical, Inner, Kung Fu 4Description: Dim Mak is the art of the death touch. Masters of 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 of 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. Legends of Dim Mak say that it is possible for the master to touch a victim and delay the damage to the victim's body by seconds, minutes, days, or even months. Certain pressure point strikes can paralyze the limbs, afflict the victim with specific diseases, and even kill with one blow.

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The arts of Snake Kung Fu come closest to maintaining the knowledge of Dim Mak but a qualified teacher is extremely rare. System: While there are many effects of Dim Mak that a Storyteller should feel free to include for dramatic purposes, use of Dim Mak in tournament combat has certain specific effects.

Whenever a fighter strikes an opponent with a Dim Mak damage is rolled normally but the attacker inflicts two extra effects. The first is that they can decide to delay the damage from the strike for any specified number of rounds. The damage will be applied against the opponent's Health at the beginning of the specified round. The character does not have to tell their opponent when damage will be dealt but the player should tell the Storyteller or write it on a piece of paper.

The second effect is that the attacker can temporarily lower one of the victim's Physical Attributes by one point per successful Dim Mak strike. Physical Attributes cannot be lowered below 1 in this manner. The victim's Speed, Damage, and natural resistance temporarily drop as his Dexterity, Strength or Stamina are reduced. Any tests involving the affected Attribute must be made using the lower score. The victim can regain these lost points after combat by making a successful Honor roll as if the points were Chi.

Example: A Dim Mak practitioner strikes an opponent. She scores three damage successes. The fighter can choose to apply this to the victim's Health now or wait to apply it any number of turns in the future. In addition the fighter chooses to lower the opponent's Strength by one (she has struck a point along the victim's rib cage that leaves his arms feeling numb and weak).

Source: Core Rulebook

Disarm (punch version)Cost: noneSpeed: -1Damage: +0Move: -2

Requirements: Punch *** Power Points: Any 3School System Power Points: Inner 2, Any 3Description: Using this maneuver a character may deliver a blow that, if successful, will knock a weapon from an opponent's hands. System: The fighter punches their opponent’s hand or arm attempting to force them to release their weapon. After calculating damage the weapon’s holder then makes a Strength test and needs more successes then damage to keep their grip. If the Disarm is successful the weapon flies a number of hexes away equal to how many successes remain after the Strength test. Disarm has no effect if the weapon is somehow secured to the

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duelist. In such cases the duelist can still be disarmed by using The Art of Breaking to destroy the weapon itself or the securing mechanism.

Source: Warrior’s World

Divebomb PunchCost: 1 WillpowerSpeed: -1Damage: +4Move: -1

Requirements: Punch ***, Athletics **, JumpPower Points: Boxing, Dirty Fighting 3, Any 4School System Power Points: Boxing, Dirty Fighting 3, Any 4Description: A huge leap and then a punch that comes screaming down fist first. Dudley learned this move during his first tournament but soon quit doing it after being Dragon Punched out of the sky by Ken.System: This is aerial and can avoid projectiles like a jump.

Source: sfrpg.com

Double ElbowCost: noneSpeed: +2Damage: +0Move: 1

Requirements: Punch **Power Points: Savate, Kickboxing, Thai Kickboxing 2School System Power Points: Kickboxing 2Description: The Double Elbow, although not as powerful as an Elbow Smash, finds its niche in kickboxing rings. It is an upward blow with the elbow that hits twice. It lacks the torque of Elbow Smash but can be used when the kickboxer doesn't have the time or opportunity to steady themselves on the ground.System: This maneuver hits twice. Use the listed modifiers. The attacker must enter the defender's hex in order to deliver this maneuver.

Source: editor

Double Hit PunchCost: noneSpeed: -1Damage: +0

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Move: -1

Requirements: Punch **Power Points: Boxing, Kung Fu, Sanbo, Special Forces, Sumo, Western Kickboxing 1, Any 2School System Power Points: Boxing 1, Military, Grappler, Kickboxing 2, Any 3Description: This is a basic one-two punch combination common with boxers and taught in gyms around the world. Although the punches aren't particularly strong they help the boxer learn how to best maximize use of their arms. To learn this maneuver, the fighter obviously has to have two functional arms.System: This maneuver scores two damage tests. Choose when you buy the move if it is aerial, crouching, or neither. Thus, this maneuver may be purchased and learned multiple times.

Source: sfrpg.com

Double PunchCost: 1 WillpowerSpeed: see descDamage: see descMove: 0

Requirements: Punch **, Athletics ***Power Points: Any 2School System Power Points: Boxing, Dirty Fighting 1, Any 2Description: Handy in a bar room brawl, Double Punch allows two simultaneous attacks on two opponents in the same round. System: Both fists deliver a punch. The Fighter chooses for both fists one of their basic punch maneuvers. So a fighter may opt to deliver two Strong punches but cannot use Jab with one and Strong with the other. Both enemies must be in front of the attacker and standing in an adjacent hex.

Source: S.A.Sh. - HQ

Dragon's KissCost: 1 Chi, 1 WillpowerSpeed: -1Damage: see descMove: -2

Requirements: Punch *****, Focus *****, Dim MakPower Points: Kung Fu 5School System Power Points: Kung Fu 5

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Description: The Dragon's Kiss is a dreaded "lost art" of Kung Fu. It is rumored that, at any given time, only a single master knows the secret of this technique. Perhaps that explains the extreme rarity of its use. With this technique a master could literally kill with a single touch and their victim be none the wiser to their fate.System: Applying the Kiss is such a delicate task that it is difficulty 8 to hit with and the attacker cannot even attempt the strike if they are interrupted that round. If it connects the attacker then makes an Intelligence + Mysteries roll, also difficulty 8. Each success on this roll can be spent thusly: it can temporarily reduce the target's ability to recover aggravated health by one level per day per success, reduce the amount of Chi the target recovers with each recovery event by one dot per success, double the amount of time necessary to recover bashing damage (spending 3 successes), reduce the target's maximum health by 1 dot temporarily (spending 2 successes and affecting bashing and aggravated simultaneously), or inflict temporary but debilitating pain resulting in a -1 speed penalty to all maneuvers (spending 2 successes). If health recovery is pushed into a negative number the target automatically loses that many health levels per day until they die or this effect is removed.

The Kiss itself inflicts no damage and no damage roll is required. These reductions can be healed by other applications of the Dim Mak or at a rate of one point per week of recuperation. The Chi and Willpower spent on this maneuver cannot be recovered by meditation or regeneration, only full rest.

Source: editor

Dragon PunchCost: 1 WillpowerSpeed: +0Damage: +6Move: -2

Requirements: Punch ****, Jump, Power UppercutPower Points: Shotokan Karate 4, Jeet Kune Do, Kung Fu, Majestic Crow Kung Fu, Silat, Thai Kickboxing 5School System Power Points: Karate 4, Kung Fu, Kickboxing 5Description: Gouken is the only living master who is known to teach this incredible maneuver. He has passed it on to his students Ryu and Ken and they have used it to forge their names among the ranks of the World Warriors. System: The Dragon Punch is a leaping uppercut that counts as an aerial maneuver. The fighter chooses any one ground or aerial opponent within their movement range to suffer the Dragon Punch's wrath. Opponents in the middle of aerial maneuvers suffer a knockdown if the Dragon Punch scores damage against them. Grounded opponents are simply knocked back one hex from the force of the blow.

The force of the punch carries the fighter high into the air. The Dragon Punch can be used like Jump to avoid incoming projectile attacks however if it is used to interrupt and leap

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over a projectile attack the Dragon Punch cannot be used against the opponent firing the projectile attack.

Source: Core Rulebook

Driving PunchCost: 1 Chi, 2 WillpowerSpeed: -1Damage: +6/+3Move: +2

Requirements: Punch *****, Athletics ***, Dashing PunchPower Points: Boxing 4, Bando 5School System Power Points: Boxing, Karate, Military 5Description: This spectacular and often devastating punch has been equated with being hit head on by a freight train. Barreling into their opponent fist-first the boxer hits, drives the opponent back, swings with their other fist, and continues pursuing using a flurry of fierce blows to batter their foe senseless.System: This attack, like a Dashing Punch, requires an open straight line between the attacker and defender. If the first punch, using the +6 damage modifier below, does any damage the defender is knocked one hex back and the attacker may continue moving forward. In each subsequent hex the attacker may strike again using the +3 damage modifier and inflicting another hex of knockback if successful.

Source: editor

Ducking FierceCost: noneSpeed: -1Damage: +4Move: 0

Requirements: Punch ** Power Points: Ler Drit, Pankration 1, Any 2School System Power Points: Ler Drit, Grappler 2, Any 3Description: The fighter crouches low and delivers a short powerful blow to her opponent's midsection. This punch often catches unsuspecting opponents off-guard.System: This punch combines a Fierce attack with a deceptive crouching maneuver. Use the listed modifiers. Anyone attempting to Block this maneuver uses only half their Block technique, rounded down.

Source: Secrets of Shadoloo

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Ear PopCost: noneSpeed: -1Damage: -2Move: -1

Requirements: Punch ** Power Points: Baraqah, Jeet Kune Do, Jiu Jitsu, Native American Wresting, Pankration, Sanbo, Sumo Wrestling, Wrestling 2, Any 3School System Power Points: Ler Drit, Grappler, Kung Fu 2, Any 3Description: 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 them and possibly causing loss of hearing (which is why the move is held to be dishonorable by some). System: This strike ignores the opponent's Stamina for purposes of soaking damage. A fighter using Musical Accompaniment or Battle Ginga automatically loses their bonuses due to the deafness this inflicts. In addition the victim has –2 speed on their next round due to the intense pain. These effects are not cumulative.

Any fighter who uses the Ear Pop automatically loses one Honor point unless they are fighting in a tournament which turns tacitly condones such tactics. If the damage from this maneuver pushes a fighter into aggravated damage (or if the damage roll turns out to be unusually high) then the victim sustains permanent ear damage as a result.

Source: Core Rulebook

Elbow DropCost: 1 WillpowerSpeed: +1Damage: +3Move: +0

Requirements: Punch ***, Athletics **, Jump, Elbow SmashPower Points: Thai Kickboxing, Savate, Chin Na 2, Boxing, Baraqah, Bando, Wrestling, Kung Fu, Ninjitsu, Pankration 3School System Power Points: Grappler, Kung Fu, Kickboxing 2, Hunter, Mystical, Inner 3, Any 4Description: Launching themselves upon their foe the kickboxer comes crashing down elbow-first. These drops have been known to be lethal but carry with them risk of injury should the kickboxer misjudge their leap.Description: This is an aerial maneuver and like Fist Drop deals an extra two damage against an opponent on the ground. However should the attack roll botch the fighter

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seriously injuries the attacking arm, suffering 3 points of aggravated damage in the process and the arm will be unusable for fighting until healed.

Source: editor

Elbow SmashCost: noneSpeed: +2Damage: +2Move: 1

Requirements: Punch * Power Points: Thai Kickboxing, Savate, Dirty Fighting 1, Any 2School System Power Points: Kickboxing, Dirty Fighting 2, Any 3Description: By firmly planting his feet the fighter can deliver a quick and powerful elbow smash to a nearby opponent. Many deaths are caused in Thai Kickboxing rings by the lethal power of these elbow strikes. System: Use the modifiers listed below.

Source: Secrets of Shadoloo

Fingertip AttackCost: noneSpeed: +4Damage: see descMove: +0

Requirements: Punch *** Power Points: Kung Fu 3School System Power Points: Kung Fu, Inner 3Description: The fingertip attack is one of the more unusual hand strikes possible - the fighter attacks with but a single finger. This is not normally used for the damage it inflicts (which is small but painful), but in order to deliver pressure point strikes. System: If an attack roll is required (see optional rules) the attacker rolls Perception + Punch to hit with this attack. No matter how many hit successes are scored, however, the maneuver inflicts only 1 health level of damage. The opponent suffers a –2 speed penalty on their next move and a -1 penalty for the following 2 rounds. A Fingertip Attack may be combined with certain Focus maneuvers (which will be specified in their text). In these cases use the speed of this maneuver to determine when the attack connects and the speed of the second to determine when secondary effects begin – if any. This maneuver does not stack with itself. A target already under the speed penalty suffers no further penalties (although they still take damage) from additional Fingertip Attacks.

Source: Warrior’s World

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Fist DropCost: noneSpeed: +1Damage: +3Move: +0

Requirements: Punch **, Athletics *, JumpPower Points: Wrestling, Native American Wrestling, Pankration, Sanbo, Lua, Bando, Boxing, Jiu Jitsu, Ninjitsu, Special Forces 2, Any 3School System Power Points: Grappler, Boxing, Hunter, Military 2, Any 3Description: With a mighty leap the fighter extends one arm and crashes into their opponent fist first. The Fist Drop is primarily employed in Wrestling rings where it is not considered dishonorable to attack one’s foe while he is on the ground. However even in these situations striking with a closed fist is not permitted. The wrestler using Fist Drop actually hits with the forearm.System: This is an aerial maneuver. If used against an opponent on the ground it deals an extra two damage.

Source: editor

Fist SweepCost: noneSpeed: -1Damage: +3Move: -2

Requirements: Punch *** Power Points: Boxing, Pankration, Western Kickboxing, Bando 2School System Power Points: Boxing, Kickboxing, Karate 3Description: 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. System: Victims of a successful Fist Sweep suffer a knockdown in addition to normal damage. The Fist Sweep is a crouching maneuver.

Source: Core Rulebook

Flaming Dragon PunchCost: 1 Chi, 1 WillpowerSpeed: -1Damage: +6Move: -2

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Requirements: Punch *****, Focus **, Dragon Punch Power Points: Shotokan Karate 4School System Power Points: Karate 4Description: 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. System: The Flaming Dragon Punch is identical to the regular Dragon Punch with the following exceptions: Any opponent hit with the 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 attacker gets to roll two damage tests for their character's punch.

Example: During a combat turn Zangief's player plays a Roundhouse and decides to move next to Ken to deliver the kick. Ken's player decides to interrupt Zangief's action with a Flaming Dragon Punch. Because Zangief is right next to Ken when he begins his Flaming Dragon Punch, Ken gets to hit Zangief twice with the punch.

Source: Core Rulebook

Flash ChopCost: 1 ChiSpeed: +2Damage: -2Move: -2

Requirements: Punch ***, Focus **Power Points: Special Forces, Sumo Wrestling 3, Any 4School System Power Points: Karate, Military, Grappler 3, Any 4Description: The attacker performs a judo chop to their opponent’s head or neck to release a payload of chi directly into the brain and nervous system. The victim is quickly disoriented by this burst and sent reeling. This makes the Flash Chop a weapon often used when attacking a tough target by surprise even if the fighters who would do such a thing vehemently profess feigned outraged at the thought.System: When this maneuver hits the discharge of Chi causes the opponent to become highly disoriented and off balance. For every point of damage scored the opponent is at –1 speed for their next maneuver. The victim must also score more successes on a Stamina + Alertness roll then damage or they become disoriented for the remainder of the scene and suffer a temporary -1 penalty to their Perception, Alertness and Athletics. This move uses Punch + Focus to determine damage. No fighter can be affected by this maneuver twice in the same scene.

Source: sfrpg.com

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Flying Elbow SmashCost: 1 WillpowerSpeed: +0Damage: +2Move: +3

Requirements: Punch ***, Athletics **, Jump, Elbow SmashPower Points: Savate, Kickboxing, Bando, Thai Kickboxing 3, Any 4School System Power Points: Kickboxing 3, Any 4Description: With a mighty leap a skilled kickboxer can launch themselves across an arena driving their elbow into their opponent with considerable speed and force.System: Although technically an aerial maneuver the Flying Elbow Smash travels so low to the ground it only evades projectiles traveling on or just above ground level (within 1 hex of the ground plane). It does, however, hit crouching foes. If it inflicts a dizzy on the defender they are also knocked down. The attacker ends their turn in the defender's hex.

Source: editor

Flying Thrust Punch (Monkey Grabs the Butterfly)Cost: noneSpeed: +0Damage: +2Move: -2

Requirements: Punch *, Jump Power Points: Any 2School System Power Points: Any 2Description: This flying punch is rather amusing to watch in action as the fighter launches themselves at the target as if they were a flying monkey heedless of the danger they were putting themselves in. While easy to perform this punch tends to leave the user momentarily vulnerable.System: Use the listed modifiers. This is an aerial maneuver. Any fighter who performs this is knocked down.

Source: New Legends

Guren-KenCost: 1 Willpower per roundSpeed: +3Damage: see descMove: see desc

Requirements: Punch ****, Kick ***, Rekka Ken

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Power Points: Kanzuki-Ryuu 4, Kung Fu, Boxing 5School System Power Points: Kung Fu, Boxing 5Description: A master of Rekka Ken continues to hone their ability until the dance becomes a natural rhythm and they can utilize it’s flow to end the maneuver with a move of their choice.System: This is an improved Rekka Ken and is used largely the same way. Unlike the Rekka Ken, however, the first and second hits must be a basic punch but any other punch can be substituted for the third hit – paying its chi and willpower cost separately. This maneuver gets the speed benefit from Guren-Ken. Substituting the second hit for any another special punch maneuver ends the Guren-Ken immediately. It cannot be combined with multiple hit punches.

Like the Rekka Ken a special showmanship is always expected from fighters using this maneuver. If used for three consecutive turns or ended on the second turn with a different special punch maneuver that successfully inflicted damage this fighter is obligated to spend their next turn strutting in what is considered a Taunt maneuver that requires no rolling. If the fighter does not take a turn to do this they loses three temporary Glory points. If they do pose they get the standard +1 Glory (temporary) for showmanship.

Like the Rekka Ken the speed bonus ends if the fighter using this maneuver is knocked down, dizzied, or put into a sustained hold.

Source: sfrpg.com

Gut PunchCost: noneSpeed: -2Damage: +4Move: 2

Requirements: Punch ** Power Points: Scottish Highland Fighting 2, Any 3School System Power Points: Scottish Highland Fighting, Boxing 2, Any 3Description: The Highlander swings his fist in a wide arc to score a fierce abdominal blow. This move is very painful and often takes the wind out of the victim although more traditional venues consider a punch like this disreputable.System: If the victim of a Gut Punch is dizzied they are also knocked down.

Source: Scottish Highland Fighting

HaymakerCost: noneSpeed: -2Damage: +4

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Move: -2

Requirements: Punch * Power Points: Dirty Fighting 1, Any 2School System Power Points: Any 2Description: The fighter winds up like a baseball pitcher to deliver this crude yet powerful punch. They first reach as far down the to ground as they can. Then they whip their fist in a wide arc over their own head and directly onto the opponent's. The momentum imparted by the wide overhead swing imparts tremendous force to this maneuver.System: Use the listed modifiers.

Source: Player’s Guide

Head ButtCost: noneSpeed: +0Damage: +3Move: -2

Requirements: Punch *Power Points: Boxing, Capoeira, Kabbaddi, Pankration, Sumo Wrestling, Dirty Fighting 1, Any 2School System Power Points: Boxing, Capoeira, Grappler, Mystical, Dirty Fighting 2, Any 3Description: When the 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. System: Use the listed modifiers.

Source: Core Rulebook

Head KnockerCost: noneSpeed: -1Damage: -1Move: -1

Requirements: Punch **, Grab ** Power Points: Scottish Highland Fighting 2, Any 3

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School System Power Points: Scottish Highland Fighting 2, Any 3Description: The famous move that you always saw in the movies was considered impractical in real life until one Highlander worked out how to be fast enough to actually pull off the stunt.System: The Highlander must have two opponents adjacent to both them and to each other. The Highlander reaches forth, grabs both their heads, and slams them together. Both opponents take damage. Neither opponent may add their Block technique to their Soak total.

Source: Scottish Highland Fighting

Heart PunchCost: noneSpeed: -1Damage: +5 (see desc)Move: -2

Requirements: Punch ***, Focus * Power Points: Native American Wrestling, Sanbo 2, Special Forces, Sumo Wrestling, Dirty Fighting, Bando 3, Boxing, Kung Fu, Western Kickboxing 4School System Power Points: Inner 3, Grappler, Military, Boxing, Kung Fu, Kickboxing, Dirty Fighting 4Description: 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 the loss of Honor depending on the circumstances under which it is applied. System: No damage is actually done by this attack. However damage is still rolled for the purposes of determining a dizzy. Because of the nature of the Heart Punch technique it may not be part of a dizzying combo maneuver. It can, however, be combined for the purposes of gaining a speed bonus.

Source: Storyteller’s Screen

Hundred Hand SlapCost: 1 WillpowerSpeed: +1Damage: +0Move: 1

Requirements: Punch ****, Palm StrikePower Points: Majestic Crow Kung Fu, Sumo Wrestling 4, Baraqah, Jeet Kune Do, Jiu Jitsu, Kung Fu, Sanbo 5School System Power Points: Inner 3, Grappler 4

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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 led sumotori to develop an awesome technique that creates a blaringly 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 less than two seconds! Even the thickest posts often crack under the torrent of hammering blows.System: A fighter who uses Hundred Hand Slap in combat gets to roll three times for damage using the modifier given below for each strike.

Source: Core Rulebook

Hyper FistCost: 1 WillpowerSpeed: +1Damage: +0Move: 1

Requirements: Punch ****, Power Uppercut Power Points: Boxing, Western Kickboxing 4, Jeet Kune Do, Special Forces, Ler Drit 5School System Power Points: Boxing, Kickboxing 4, Kung Fu, Military 5Description: Dee Jay has generated a lot of business for dentists with his chin-pounding Hyper Fist. Other fighters have tried 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.System: The fighter gets to roll three damage tests against the victim of the Hyper Fist.

Source: Core Rulebook

Justice FistCost: 2 Chi, 1 WillpowerSpeed: +0Damage: +6/+3Move: -2

Requirements: Punch ***** , Focus ****, Banishing PunchPower Points: Shotokan Karate 3, Kung Fu, Boxing 4, Sanbo 5School System Power Points: Boxing, Karate, Kung Fu 4Description: This explosive punch is rarely seen in the Street Fighting circuit and for good reason – it is difficult to learn but packs an explosive payload. The user focuses

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their Chi into their fist and strikes out releasing a tremendous blast of raw kinetic force into the air.System: This maneuver scores two damage tests. The first is for the punch using the first modifier below and the second is an Intelligence + Focus blast using the second modifier. Using this move imposes a –2 speed penalty on the user in the next round because of the slow recovery. If it does any damage the opponent is knocked three hexes back and is knocked down. Everyone occupying a hex adjacent to where this punch lands will also be hit by the blast and must roll to soak half the damage delivered to the primary target. They must also score more successes on a Dexterity + Athletics roll than the attacker's damage roll or be knocked down. The chi expended in this punch can cancel out a chi projectile attack (just like the maneuver the Justice Fist is based on - Banishing Punch) if the fighter wins a contested Strength + Insight roll versus a difficulty equal to 4 + 1 for every 3 damage successes on the projectile - maximum 9. In doing this the explosive boom is also canceled out and the punch can only deal striking damage.

Source: sfrpg.com

Knife Hand StrikeCost: noneSpeed: +1Damage: -1Move: -1

Requirements: Punch ***Power Points: Kung Fu, Shotokan Karate, Ninjitsu 3, Special Forces 4, Any 5School System Power Points: Karate, Kung Fu, Hunter, Military 3, Any 4Description: The user straightens her hand so that it's rigid and strikes fingers first at an unprotected body. The effect is a quick and deadly strike that can incapacitate an unsuspecting foe. The Knife Hand Strike is a staple maneuver for many would-be assassins since it is perfect for hurting otherwise tough targets. Its use in tournaments is legal and it is considered an honorable maneuver provided it is not used to sneak attack an opponent.System: Use the listed modifiers to perform the strike. Unless the opponent is blocking they use only half their Stamina (rounded down) to calculate their Soak total.

Source: Storyteller’s Screen

Leaping Rake [hybrid maneuver]Cost: 1 WillpowerSpeed: +1Damage: +1 (add claw damage)Move: +1

Requirements: Punch **, Athletics *, Jump, Claw, Wall Spring (see below)

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Power Points: Animal Hybrid 2School System Power Points: Inhuman 2Description: The fighter leaps at her opponent raking him with her claws as she passes. The Leaping Rake is a rather feral, if sometimes effective, maneuver for bypassing obstinate foes and terrorizing mundane humans.System: This is an aerial maneuver and it only works if the attacker has enough Move to go past their opponent. The hybrid adds damage from their claws to the modifier listed below. The attacker moves, rolls for damage, then continues moving, unless interrupted, to end their turn. This maneuver can be performed from a wall spring.

Source: Warrior’s World

Lunging Headbutt (Cabecada)Cost: 1 WillpowerSpeed: -1Damage: +4Move: 2

Requirements: Punch **, Athletics *, Head Butt Power Points: Any 2School System Power Points: Any 3Description: This is a Head Butt performed while the fighter quickly rushes a step forward adding their momentum to the force of the blow. System: Use the listed modifiers. This is not considered a dashing maneuver.

Source: New Legends

Lunging PunchCost: 1 WillpowerSpeed: +2Damage: +1Move: +1

Requirements: Punch ***, Athletics * Power Points: Boxing, Shotokan Karate, Western Kickboxing, Hapkido 2, Any 3School System Power Points: Boxing, Karate, Kickboxing 2, Any 3Description: To the untrained eye the Lunging Punch seems a desperate move being made by a fighter in distress. To those who have learned it, however, this maneuver is a swift tactical decision that can leave their foe completely vulnerable to their next attack. The fighter dashes forward and delivers a low sweeping punch that catches their opponent off-guard.System: Use the listed modifiers. The Lunging Punch ignores blocks and is considered a crouching maneuver.

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Source: Storyteller’s Screen

Monkey Grab PunchCost: noneSpeed: -2Damage: +1Move: +0

Requirements: Punch *, Grab *Power Points: Baraqah, Jeet Kune Do, Kung Fu, Majestic Crow Kung Fu, Silat, Spanish Ninjitsu, Tai Chi Chuan, Chin Na 1, Any 2School System Power Points: Boxing, Karate, Kickboxing, Hunter, Kung Fu 2, Any 3Description: 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 delivers a quick punch with their remaining hand. System: When executed against a blocking defender the attacker makes an immediate Grab check and needs one success to pull a defending arm out of alignment. In this way Monkey Grab Punch negates the soak bonus from blocks. This is not a sustained hold and the arm cannot be held longer then necessary to deliver the punch.

Source: Core Rulebook

Palm StrikeCost: 1 Chi (optional)Speed: +2Damage: -2Move: +0

Requirements: Punch **, Focus **Power Points: Wu Shu, Kung Fu, Silat, Chin Na, Sumo Wrestling 2, Any 3School System Power Points: Wu Shu, Karate, Inner, Kung Fu 2, Any 3Description: A Palm Strike is an open-handed punch that strikes the opponent with the bony section of the palm to deliver damage.System: The Palm Strike does double damage for the purposes of dizzying an opponent if the opponent is struck in the head (called shot, difficulty 8). A fighter using this can choose to expend one Chi to knock their target back a number of hexes equal to the attacker’s Focus. This must be declared before damage is rolled.

Palm Strike can also be used to break a sustained hold as long as a hand is free and can deliver the strike to the opponent’s chest. This always uses Chi and the damage scored is compared to a Strength check from the wrestler to keep hold. Using Palm Strike this way does not cause knockback.

Source: editor

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Power DiveCost: 1 Chi, 1 WillpowerSpeed: -2Damage: +2/+3Move: 1

Requirements:Punch *****, Power Uppercut, Divebomb PunchPower Points: Aikido, Dirty Fighting, Boxing 4School System Power Points: Boxing, Dirty Fighting, Inner 4Description: This quick one-two combination maneuver first knocks an opponent into the air then follows it up with a swift Divebomb Punch to send her crashing back to earth.System: In order to hit with the second punch the first uppercut must do damage to knock the opponent into the air. The second phase of this maneuver is aerial and knocks the victim down. The fighter ends the round in the same hex as their opponent.

Source: editor

Power GeyserCost: 2 ChiSpeed: -2Damage: +2Move: 0

Requirements: Punch *****, Ground Fire, ShockwavePower Points: Boxing 4School System Power Points: Boxing 5Description: This maneuver makes your average Shockwave look like child’s play by comparison. It sacrifices range to focus all of it’s power into a small area.System: The fighter strikes the ground as if to generate a Shockwave or Ground Fire but instead creates a geyser of chi in front of them that erupts from the ground with astonishing force. The fighter may make three strikes for three such geysers total. Each one erupts from the ground within one hex from where the ground was struck and knocks down anyone damaged by them. This maneuver inflicts damage using the fighter’s Punch + Focus technique in addition to the modifier below.

Source: editor

Power UppercutCost: noneSpeed: -1Damage: +3Move: 1

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Requirements: Punch * Power Points: Any 1School System Power Points: Boxing, Kickboxing, Military 1, Any 2Description: 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 the 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 their feet as they punch upward. System: If the Power Uppercut is used to interrupt an opponent's aerial maneuver it will also cause a knockdown if it scores damage.

Source: Core Rulebook

Quivering PalmCost: 1 Chi, 1 WillpowerSpeed: -1Damage: +1Move: -2

Requirements: Punch ****, Focus ****, Heart PunchPower Points: Native American Wrestling 2, Lua 3, Kung Fu Chin Na 4School System Power Points: Inner, Kung Fu 3, Grappler 4Description: Delivering what seems to be a light blow to the chest the fighter actually delivers a deadly strike straight into the heart of their opponent. It is said that Native American shamans developed this technique in the ancient times when great mythical beasts once roamed the land. Unable to fell such creatures with conventional martial arts the shamans developed a technique to strike directly at the beast's heart and cut it's life off at the source. It was simultaneously developed in China for the same lethal reasons.System: The Quivering Palm deals only one point of damage regardless of how many successes are rolled. One success is needed, however, for the strike to have any effect. The blow sends a shockwave through the victim's chest and into the heart and surrounding tissues. This compression results in the heart developing an arrhythmia or irregular heart beat. The effects last until medical intervention resets the heart or the victim gains more successes on the Stamina checks outlined below then three times the original damage roll.

If left untreated this arrhythmia can prove fatal to the victim. Every hour under normal activity or every five rounds of strenuous work (including fighting) the victim must make a Stamina roll. A failure means the heart goes into an abnormally fast or slow rate. The victim will feel lighted and dizzy as blood flow is disrupted. If the stamina roll botches the heart ceases beating completely. Without immediate medical attention this situation is invariably fatal.

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Source: editor

Radiant UppercutCost: 1 WillpowerSpeed: -2Damage: +3/+2Move: 1

Requirements: Punch ****, Kick ***, Power Uppercut, JumpPower Points: Savate, Shotokan Karate, Kung Fu, Silate 4School System Power Points: Kickboxing, Karate, Kung Fu 4Description: The Radiant Uppercut is a difficult maneuver to master. The fighter first must learn to launch an opponent into the air with just a single uppercut then to jump up and kick them as they fall back to earth.System: If the defender is blocking they cannot be thrown into the air by this maneuver unless it dizzies them. However, if that succeeds the soak bonus from their block maneuver is lost against the kick. The second damage test is treated as a kick maneuver using the second modifier below. The defender is knocked two hexes back and suffers an unpreventable knockdown.

Source: editor

Retreating PunchCost: noneSpeed: +1Damage: +0Move: -1

Requirements: Punch *, Athletics *Power Points: Boxing 1, Kung Fu, Aikido, 2, Any 3School System Power Points: Inner, Boxing 1, Kung Fu, Kickboxing 2, Any 3Description: The Retreating Punch is a slight, glancing jab thrown with little in the way of strength in order to force an opponent to react. In this momentary window of opportunity the boxer slips away out of range of a retaliatory blow and prepares for the next punch.System: Use the listed modifiers. If the punch does any damage at all the target cannot pursue until the beginning of their next turn unless they were using a maneuver that could reasonably ignore the damage (such as a Psycho Crusher). If the target moved into the punch and was interrupted they soak at a -1 Stamina penalty. After performing this punch the fighter may move up to two hexes back in a straight line or one hex adjacent in any other direction. Although not a powerful maneuver it is one of the few that allows movement after attacking.

Source: editor

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Rekka KenCost: 1 Willpower per roundSpeed: see descDamage: see descMove: see desc

Requirements: Punch ****, Athletics **Power Points: Kung Fu 4, Boxing, Majestic Crow Kung Fu, Western Kickboxing, Wu Shu 5School System Power Points: Kung Fu, Boxing, Kickboxing 4, Wu Shu 5Description: 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. 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. System: The Rekka Ken is essentially a combo wrapped up in a single multi-round duration maneuver. It is played just like any other maneuver but when the player's turn comes they announce their maneuver as Rekka Ken and which of the three basic punches (Jab, Strong or Fierce) which will be used that round. This punch is resolved normally but the Rekka Ken gives it +3 extra Speed beyond its normal Speed rating. For up to two subsequent turns the player can continue using Rekka Ken along with a basic punch and get the +3 Speed bonus to the punch. Each punch must be used on the same opponent and the damage from each punch combines for purposes of dizzying that opponent.

A special showmanship always accompanies the Rekka Ken. If a fighter uses the Rekka Ken for three consecutive turns against an opponent they are obligated to take a moment to strut their stuff - posing and howling in overconfident zeal in what is considered a Taunt maneuver that requires no rolling. If the fighter does not take a turn to do this they loses three temporary Glory points. If they do pose they get the standard +1 Glory (temporary) for showmanship.

The speed bonus from this technique ends if the user is knocked down, dizzied, or put into a sustained hold.

Source: Core Rulebook

Reverse ElbowCost: noneSpeed: +2Damage: +1Move: 1

Requirements: Punch *, Alertness *

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Power Points: Thai Kickboxing, Savate, Dirty Fighting, Judo, Special Forces 1, Any 2School System Power Points: Kickboxing, Dirty Fighting, Military, Grappler, Boxing 1, Any 2Description: The Reverse Elbow is a defensive elbow strike delivered to an opponent standing behind the fighter. It is a staple in many martial arts and self defense courses and is designed to quickly, if imprecisely, deliver damage against an attacker and force them back. Most Street Fighters use it to discourage grapplers from getting too friendly.System: Use the modifiers listed below. This blow can only be delivered against an opponent standing behind the fighter. It can be used in conjunction with the weapon special maneuver Backhand Fighting.

Source: editor

Rushing WindCost: 1 Chi,1 WillpowerSpeed: -1Damage: +2/+3Move: -2

Requirements: Punch ****, Focus ***, Air Blast, Power UppercutPower Points: Thai Kickboxing 4School System Power Points: Kickboxing 4Description: Thai Kickboxing is not particularly known for it’s fist maneuvers but combine the abilities of one with an affinity for the wind and the speed that Kickboxing teaches and you find that a few merge the two together in interesting ways.System: The fighter throws two quick uppercuts. With each snap of their arm they release chi into the air which forms a whirling vortex. However, there is a significant gap between the fighter and where the air spins up into a high enough speed to be more than a nuisance. The fighter, if they are adjacent to their target, rolls damage for two uppercuts using Punch with the +2 bonus below. At the opposite end of the hex in which the uppercuts where executed, in a direct line in front of the fighter, the twin blasts form and move two hexes before dissipating. These blasts will damage anyone or anything encountered using the fighter’s Intelligence + Focus with the +3 bonus below.

Source: editor

Serpent PunchCost: 1 Chi, 1 WillpowerSpeed: -1Damage: +5Move: 0

Requirements: Punch ****, Focus ***, Spinning Back FistPower Points: Boxing, Bando, Lua 3, Shotokan Karate, Kung Fu, Baraqah 4

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School System Power Points: Boxing 3, Kung Fu, Mystical, Karate, Grappler 4Description: This radial punch hisses with released energy is it flies through the air slamming into anyone standing next to the boxer. Many thugs of the Mad Gear gang can attest to its stopping power.System: This attack hits everyone adjacent to the fighter at the time it is executed and will strike crouching foes as it is executed lower than a Spinning Clothesline. Everyone hit suffers damage using the modifier listed and is knocked back one hex if any damage is unsoaked.

Source: editor

Shikan-Ken (Ninja Knuckle Fist)Cost: noneSpeed: +1Damage: +1Move: +0

Requirements: Punch ** Power Points: Ninjitsu, Kung Fu 3, Chin Na 4School System Power Points: Hunter 3, Boxing, Grappler, Kung Fu, Inner 4Description: Shikan-ken is very similar to a Jab but the striking surface is significantly different. Most punches are thrown with a clenched fist that provides a wide area of impact. When throwing a Knuckle Fist the Ninja does not flex the innermost joints of their fingers. This leaves the bony middle knuckles as the striking surface. The reduced area of impact increases the strength and damage of the punch. System: An opponent struck by the Knuckle Fist must make a Strength check against the damage dealt by this maneuver to see if they are also knocked back one hex. This punch will cause a knockdown against aerial opponents.

Source: Player’s Guide

Shining KnuckleCost: 1 Chi, 1 WillpowerSpeed: -1Damage: +4Move: +2

Requirements: Punch ****, Focus ***, Dashing PunchPower Points: Aikido, Baraqah, Mystic, Elemental: Light 3School System Power Points: Elemental: Light 3, Boxing, Mystical, Kung Fu, Inner 4Description: By releasing their chi during a Dashing Punch the fighter can assail their opponent with a swift, fast-moving punch that hits like a truck and sends their foe reeling.System: The fighter must travel in a straight line to deliver the punch. If it scores any damage the victim is knocked back one hex and the fighter may continue moving and

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strike them a second time. The victim can be knocked back again but the second hit ends the maneuver.

Source: editor

ShockwaveCost: 1 ChiSpeed: +0Damage: +0Move: 0

Requirements: Punch ****, Focus ** Power Points: Native American Wrestling 3, Any 4School System Power Points: Grappler 3, Any 4Description: 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 can even cause some walls to buckle and crack as their supports vibrate. System: The character chooses a straight hex-line down which to send the shockwave that extends for a number of hexes equal to the character's Strength beginning with the hex adjacent to the character. Anyone standing in one of the affected hexes (characters in the middle of aerial maneuvers are not affected) suffers damage and is knocked down. Note that Shockwave knocks everyone down even if an opponent was blocking or didn't suffer any damage from the maneuver.

Source: Core Rulebook

Sho-oukenCost: 1 WillpowerSpeed: +0Damage: +2/+3Move: +0

Requirements: Punch ***, Athletics **, Power UppercutPower Points: Shotokan Karate 2, Bando, Lua 3School System Power Points: Karate 3, Grappler, Kung Fu 4Description: When Sakura was studying under Dan trying to learn the mysteries of the Dragon Punch she interpreted his teachings in unexpected ways. Although she could not replicate the Dragon Punch the way her idol Ryu does she developed and perfected the Sho-ouken to take its place. Rushing at her opponent she strikes and uses her momentum to carry her up into the air with a high-flying uppercut. Since it's inception other fighters have observed the technique and added it to their arsenals.System: This is considered a dashing maneuver and requires a straight line between the attacker and the target. It strikes only once against an aerial opponent but if it interrupts

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them with the uppercut it causes knockdown. Unlike a Dragon Punch the Sho-ouken cannot be used to evade projectile maneuvers.

Source: editor

Shuto (Sword Hand)Cost: noneSpeed: -1Damage: +3 (see desc)Move: -2

Requirements: Punch ***, Shikan-kenPower Points: Ninjitsu 2School System Power Points: Hunter 3Description: The arm is swung in a wide arc toward the target. At the last moment the Ninja's fist unclenches and 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. System: This punch ignores any bonuses the target gains from armor, Toughskin or similar powers. A target without such protection suffers an additional +1 to damage.

Source: Player’s Guide

Sonic FistCost: 1 Chi, 1 WillpowerSpeed: +3Damage: +3Move: -3

Requirements: Punch ***, Focus **, Sonic BoomPower Points: Special Forces 3, Baraqah, Bando 4, Any 5School System Power Points: Military, Elemental: Sonic 3, Mystical, Grappler 4Description: The Sonic Fist is a newer technique developed by Guile. He realized that instead of releasing the Sonic Boom as a projectile he could channel that energy to propel his fist through the air. The fighter’s fist actually breaks the sound barrier as it rushes toward it’s opponent resulting in a sickening whoosh after the fact.System: Sonic Fist reduces the damage dealt by projectile attacks by 1 if it interrupts them at the cost of losing two points of damage.

Source: New Legends

Spinal SmashCost: 1 Willpower

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Speed: -1Damage: +2Move: 1

Requirements: Punch **, Grab **Power Points: Savate, Kickboxing, Thai Kickboxing, Boxing, Silate, Dirty Fighting, Ler Drit, Native American Wrestling 2, Sumo, Wu Shu, Kung Fu 3, Any 4School System Power Points: Kickboxing, Boxing, Dirty Fighting, Ler Drit 2, Grappler, Wu Shu, Kung Fu 3, Any 4Description: The Spinal Smash is a down and dirty maneuver that most fighters consider highly dishonorable because of the risk of permanent injury it carries. However, for those looking to end a fight decisively it has earned a place of repute. The fighter grabs his opponent, slams them to the ground, then delivers a fierce blow to the back.System: The attacker needs two successes on a Grab check to get the defender into position face-down on the ground. If this maneuver delivers eight or more health levels in damage the target's spine has been severely injured and they will be unable to sit, stand, or walk without medical intervention or until the injury heals - which is considered aggravated for the purposes of healing. The defender suffers an unpreventable knockdown and ends their turn in the attacker's hex.

Source: editor

Spinning Back FistCost: noneSpeed: -1Damage: +2Move: +1

Requirements: Punch ** Power Points: Baraqah, Pankration, Special Forces, Savate, Western Kickboxing, Hapkido 1, Any 2School System Power Points: Military, Boxing, Kickboxing, Inner, Dirty Fighting 1, Any 2Description: This punch gets its power from the rotation of the fighter's body. To deliver the Spinning Back Fist the fighter steps forward with their 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 they deliver the strike. System: Use the listed modifiers.

Source: Core Rulebook

Spinning ClotheslineCost: 1 WillpowerSpeed: +0

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Damage: +0Move: -2

Requirements: Punch ****, Athletics ***Power Points: Sanbo 3, Capoeira, Native American Wrestling 4, Special Forces 5School System Power Points: Grappler 3, Military, Capoeira 4Description: Whirling destruction! The wrestler spins their body like a top clubbing any opponents nearby. They can wade through a gang of street punks and send them flying in all directions. System: When using the Spinning Clothesline the fighter moves and attacks simultaneously. When initiated the wrestler makes a damage test against all opponents sharing their hex or in an 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. This continues until they use up their Move or decide to stop.

Anyone nearby who is executing a crouching maneuver will not be hit.

Source: Core Rulebook

Spinning KnuckleCost: 1 WillpowerSpeed: -1Damage: +1Move: +3

Requirements: Punch ***, Athletics *, Spinning Back Fist Power Points: Special Forces 2, Baraqah, Savate, Western Kickboxing, Wu Shu, Hapkido 3, Any 4School System Power Points: Military 3, Any 4Description: 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 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. System: The fighter gets to roll two damage tests as the fist connects twice.

Additionally, the fighter's dancing, turning steps allows them to evade projectile attacks. If the fighter interrupts a projectile attack with a Spinning Knuckle they get a chance to dodge the projectile just as if they had used the Jump special move.

Source: Core Rulebook

Strike of the SerpentCost: none

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Speed: +2Damage: -2Move: +0

Requirements: Punch ** Power Points: Ninjitsu 1, Any 2School System Power Points: Hunter, Inner 2, Any 3Description: With the speed of a lunging cobra a fighter swiftly strikes twice.

System: Fighter rolls to hit for two punches - one after the other. If the first strike hits then the second automatically hits. Roll two damage tests using the modifiers below.

Source: New Legends

Tiger UppercutCost: 2 WillpowerSpeed: +0Damage: +6Move: see desc

Requirements: Punch *****, Athletics ***, Dashing UppercutPower Points: Thai Kickboxing 4School System Power Points: Kickboxing 5Description: This is a highly specialized form of Dragon Punch utilized solely by Sagat based on his intensive form of Thai Kickboxing. It is fast, moves a long way, and delivers a devastating punch to those unlucky enough to be caught in it’s path. Since Sagat invented this maneuver all who wish to learn it must prove themselves to him.System: Tiger Uppercut works identically to a normal Dragon Punch except that it hits twice. If it interrupts another fighter performing an aerial maneuver that opponent is instead moved with this technique. In order to perform a Tiger Uppercut the attacker must fully crouch. The punch launches them up with such force that they move forward in any straight line 2 hexes. Enemies caught in his path are knocked back another two hexes and are knocked down.

Source: Core Rulebook

Triple StrikeCost: noneSpeed: -1Damage: see desc

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Move: 0

Requirements: Punch **, Kick *Power Points: Majestic Crow Kung Fu 1, Any 2School System Power Points: Kung Fu, Inner, Karate, Military 1, Any 2Description: The fighter pulls back into a tight position, almost blocking, and then lashes out with two fists and a kicking foot at any one target next to her. System: The fighter rolls damage for all three strikes but the target only suffers damage from two of the strikes. The two punches have a +1 damage modifier. The kick has a +2 damage modifier. The damage for the kick is calculated using the fighter's Kick technique even though Triple Strike is a Punch special maneuver.

Source: Core Rulebook

Turbo Spinning ClotheslineCost: 1 WillpowerSpeed: +1Damage: +0Move: -1

Requirements: Athletics ****, Spinning ClotheslinePower Points: Sanbo 2, Special Forces 4School System Power Points: Grappler 4, Military 5Description: Frustrated by the speed of some opponents Zangief worked hard to make his Spinning Clothesline faster. System: This move is identical to the Spinning Clothesline except that it is quicker and travels farther. The wrestler makes a damage test against all opponents sharing their hex or in an 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. This continues until they use up their Move or decide to stop.

Anyone nearby who is executing a crouching maneuver will not be hit.

Source: Core Rulebook

Turn PunchCost: 1 Willpower (see desc)Speed: see descDamage: see descMove: 2

Requirements: Punch ****Power Points: Boxing, Savate, Thai Kickboxing 4, Western Kickboxing, Bando 5School System Power Points: Boxing 4, Kickboxing, Grappler 5

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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 its power. System: At the beginning of any combat round a player can initiate Turn Punch. This shows that their character is beginning to size up the opponent in preparation for the punch. During that same turn the player can use any other maneuver they want but the move has a -1 penalty to speed, damage, and move because the boxer is concentrating on setting up the Turn Punch. The 1 Willpower is considered reserved but not yet spent until the Turn Punch is actually thrown.

# of Turns | Speed | Damage1 | -1 | +42 | -1 | +53 | +0 | +64 | +1 | +7(or more)

This can continue for up to four turns total. The player continues to use any maneuver they wish at the same –1 penalty. At any time, including during the very first turn, they can choose to execute the Turn Punch. The modifiers depend on how many combat turns the boxer was allowed to prepare the Turn Punch.

At the end of any round the player can choose to abort the Turn Punch maneuver at no penalty. The move ends immediately if they are knocked down, dizzied, or put into a sustained hold (GM discretion and depends on the hold). Additionally, while charging the Turn Punch techniques used can be individually aborted – with the –1 penalties that Turn Punch imposes – without ending Turn Punch. This maneuver cannot be the last punch in a Guren-Ken.

Example: The boxer executes the Turn Punch immediately. The modifiers are -1 Speed, +4 Damage, and Move Two. Conversely they could Block that turn (at the modifier penalties), Jab on the next turn, Move on the third turn, another Jab on the fourth turn, a Block on the fifth turn, and finally on the sixth turn the player decides to use the punch. It's modifiers would be +1 Speed, +7 Damage, and Move Two.

Source: Core Rulebook

Vortex PalmCost: 2 ChiSpeed: +0

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Damage: +2Move: 1

Requirements: Punch ****, Focus ***, Palm Strike, FireballPower Points: Wu Shu, Kung Fu, Silat, Chin Na, Sumo Wrestling 3, Any 5School System Power Points: Wu Shu, Kung Fu, Grappler 3, Any 4Description: The Vortex Palm takes an ordinary Palm Strike and adds a whirling vortex of chi and air that repeatedly strikes the unfortunate target.System: Just like a Palm Strike this maneuver does double damage for the purposes of dizzying an opponent if they are struck in the head (difficulty 8, called shot). The range of this maneuver is limited to hitting in the same hex that the attacker is standing in but it deals three damage tests to everyone in front of the attacker in that hex. This hits crouching and aerial opponents. The first test uses Strength + Punch for damage but the second and third use Intelligence + Focus. Anyone who suffers damage from all the tests is knocked down and thrown back two hexes.

Source: editor

WidowmakerCost: noneSpeed: -3Damage: +5Move: 2 (max)

Requirements: Punch ***, Jump, HaymakerPower Points: Any 1School System Power Points: Any 2Description: This move 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 target's head. This move is slow but when it connects it will often end a fight. System: 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 over-hand 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.

Source: Player’s Guide

KICK

KICK MANEUVERS

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Air Hurricane KickCost: 1 Chi, 1 WillpowerSpeed: -1Damage: -1Move: +1

Requirements: Kick ****, Athletics ***, Jump, Hurricane Kick Power Points: Shotokan Karate, Kung Fu, Majestic Crow Kung Fu, Wu Shu 1School System Power Points: Shotokan Karate, Kung Fu, Wu Shu 4Description: 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 on the winds of fury as they deliver their Hurricane Kick. System: This move works just like the standard Hurricane Kick except that the fighter has trained themselves to execute the move while airborne. This allows the fighter to jump over incoming projectile attacks and then execute the Hurricane kick from the high point of their jump to descend on their opponents in a blaze of spinning feet. If it interrupts an aerial opponent it will knock them down.

Source: Core Rulebook

Air Lightning LegCost: 1 WillpowerSpeed: +0Damage: +1Move: +0

Requirements: Kick *****, Jump, Lightning LegPower Points: Wu Shu 3School System Power Points: Wu Shu 4Description: This is a variant of the infamous Lightning Leg that can be performed while in the air.System: This is considered an aerial maneuver and must be performed while airborne. The attacker makes three damage tests in the same manner as a normal Lightning Leg.

Source: Warrior’s World

Axe KickCost: noneSpeed: -1Damage: +4Move: -2

Requirements: Kick **, Jump

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Power Points: Savate 2, Special Forces, Western Kickboxing, Capoeira 3, Kung Fu, Shotokan Karate, Wu Shu, Bando 4School System Power Points: Wu Shu, Kickboxing, Capoeira 2, Kung Fu, Karate 3Description: One of the few airborne kicks favored by Savate fighters this move is also popular with other styles. The attacker begins this attack 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. Few Street Fighters can withstand the ferocity of an Axe Kick.System: This attack is considered an aerial maneuver and may be used to avoid projectiles. The fighter travels their allowed movement in the air using the -2 modifier and ends their attack in the same hex as the target. Because this attack targets the head from above crouching opponents are struck. Jumping opponents are likewise struck and will suffer a knockdown.

Source: Player’s Guide

Axe Kick FlipCost: 1 WillpowerSpeed: -1Damage: +3Move: see desc

Requirements: Athletics ****, Kick ****, Axe Kick, BackflipPower Points: Wu Shu, Capoeira 3, Any 4School System Power Points: Wu Shu, Kickboxing, Capoeira 3, Kung Fu, Karate 4Description: The fighter leaps up onto their opponent, flips over them, then performs an Axe Kick to the back of their head.System: Like a backflip the character is invulnerable during this move if they are interrupting their opponent. This attack must be used on an opponent sharing the same hex or in an adjacent hex. If it scores any damage the two fighters switch hexes.

Source: sfrpg.com

Baby Scorpion KickCost: noneSpeed: +2Damage: -2Move: 1

Requirements: Kick **, Athletics * Power Points: Dirty Fighting, Ninjitsu 2, Any 3School System Power Points: Wu Shu, Kickboxing, Capoeira, Kung Fu, Karate, Hunter 2

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Description: This is a discouraging technique used on opponents coming from behind. The fighter leans forward, bringing up a heel in an upward kick. This can be used on any point of the body but is usually targeted on the groin. System: In order to successfully strike the target’s groin is a called shot, difficulty 7. This damage cannot be soaked and results in an automatic stun lasting for at least three full rounds (affecting anyone – nobody likes being kicked down there). When used in this way in most tournaments this costs the user 2 points of temporary Honor. Otherwise treat the Baby Scorpion Kick as any other kick maneuver but halve the target's soak total against it.

Source: New Legends

Backflip KickCost: noneSpeed: +0Damage: +2Move: 2 (backwards)

Requirements: Kick **, Athletics **Power Points: Capoeira, Jeet Kune Do, Spanish Ninjitsu, Wu Shu 2, Kung Fu, Lua, Majestic Crow Kung Fu, Special Forces 3, Any 4School System Power Points: Wu Shu, Hunter 2, Capoeira, Kung Fu, Military 3, Any 4Description: This move combines acrobatics and a powerful kick into a special move that can rattle an opponent and simultaneously tumble the attacker to safety.System: 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 landing two hexes straight back from the opponent and thus preventing the opponent from striking back. This move is one of the few times a fighter may move after rolling damage in the same round.

The Backflip kick does not count as an aerial maneuver.

Source: Core Rulebook

Barrel Roll KickCost: 1 WillpowerSpeed: -2Damage: +0Move: +0

Requirements: Kick ****, Athletics ****Power Points: Capoeira 4School System Power Points: Capoeira, Hunter 4, Any 5

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Description: In a visually incredible maneuver the fighter spins forward off the ground in a nearly horizontal, parallel position, and lashes out with a kick. System: The fighter makes an extra roll to modify the damage done by making a base Athletics roll using any successes to add to the Damage roll. This is an aerial maneuver that can be used to dodge projectiles.

Source: New Legends

Bicycle KickCost: noneSpeed: +0Damage: +0Move: -2

Requirements: Kick ***, Athletics **Power Points: Tae Kwon Do 2School System Power Points: Karate, Inner, Kickboxing 3Description: The Bicycle Kick gets it’s name from the stamping motion of the fighter’s feet as they kick into their opponent. It looks like they are furiously trying to pedal a bike in mid-air. The fighter makes a short distance jump and stamps into their opponent with both feet before landing.System: This kick hits twice and is aerial. After damaging their opponent the fighter ends in any adjacent hex.

Source: editor

Cartwheel Kick (Steve Wieck version) [revised]Cost: 1 WillpowerSpeed: -1Damage: see descMove: +2

Requirements: Kick **, Athletics ** Power Points: Capoeira, Ninjitsu, Wu Shu 2, Any 3School System Power Points: Inner, Kickboxing, Wu Shu, Hunter 2, Any 3Description: The fighter travels in a series of accelerating cartwheels towards his target ending with a powerful kick. System: The attacker must move in a straight line to the enemy.  Each hex moved by the attacker adds +1 damage to the final kick. The maximum damage bonus is limited to the fighter’s Athletics technique. One can only accelerate so much.

Source: mu.ranter.net

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Claw Catch [hybrid maneuver]Cost: noneSpeed: -1Damage: +3Move: +0

Requirements: Kick **, Grab *Power Points: Animal Hybrid 2School System Power Points: Inhuman 2Description: The hybrid must have claws on their feet or otherwise be able to grip things with their feet. By grabbing onto the opponent with one foot the hybrid gives themselves enough leverage to jump up and kick with their other leg.System: This maneuver requires one success on a Grab check to get into position. The victim is knocked down.

Source: editor

Crack ShotCost: 1 WillpowerSpeed: -2Damage: +4Move: 2

Requirements: Kick ***, Athletics ** Power Points: Dirty Fighting, Bando, Baraqah, Special Forces 3School System Power Points: Dirty Fighting, Military, Mystical 3, Kickboxing, Karate 4Description: The fighter spins forward to the ground but lashes out with a foot on his way down catching his opponent in the head. System: If the Crack Shot is successful the opponent is knocked down and the fighter automatically rolls to their feet. If unsuccessful then the attacker suffers an unpreventable knockdown. This will not dodge projectiles.

Source: New Legends

Disarm (kick version)Cost: noneSpeed: +0Damage: +4Move: +0

Requirements: Kick **Power Points: Any 2School System Power Points: Any 2

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Description: Using this maneuver a character may deliver a blow that, if successful, will knock a weapon from an opponent's hands. System: The fighter kicks their opponent’s hand or arm attempting to force them to release their weapon. After calculating damage the weapon’s holder then makes a Strength test and needs more successes then damage to keep their grip. If the Disarm is successful the weapon flies a number of hexes away equal to how many successes remain after the Strength test. Disarm has no effect if the weapon is somehow secured to the duelist. In such cases the duelist can still be disarmed by using The Art of Breaking to destroy the weapon itself or the securing mechanism.

Cost: None Speed: -1 Damage: +0 Move: -2Source: editor

Double Dread KickCost: 1 WillpowerSpeed: -2Damage: +1/+4 (see desc)Move: +1

Requirements: Kick ***, Double-Hit Kick Power Points: Majestic Crow Kung Fu, Thai Kickboxing, Western Kickboxing 3, Kung Fu, Ler Drit, Shotokan Karate, Special Forces 4School System Power Points: Kung Fu, Kickboxing 3, Ler Drit, Karate, Military 4Description: 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.System: The move scores two damage tests on its victim. The first test has a +1 Damage Modifier; the second is +4. The first hit knocks the opponent back one hex; the second hit knocks him 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 at the maximum Move range of the attack the fighter can still spin the first kick into the empty hex in front of the victim and fire off the second thrust kick at the opponent.

Example: Dee Jay's Move for his Double Dread kick is his Athletics rating of 4 plus the maneuver's modifier of +1, for a total Move of 5. If Balrog is standing six hexes away Dee Jay can move four hexes, throw the first kick into thin air, and then advance into his fifth hex of movement with the second spinning thrust kick. This last hex of movement puts him adjacent to Balrog, so he can hit Balrog with the second damage test (with the +4 modifier) and knock Balrog back one hex. If Balrog had been any closer Dee Jay could have moved to him, hit him with the first kick (at +1 damage modifier), knocked Balrog back one hex, and moved into the now-empty hex to deliver the second kick.

The damage rolls inflicted by these two kicks do not combine to dizzy the opponent unless they are part of a greater combination maneuver.

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Source: Core Rulebook

Double KickCost: noneSpeed: +0Damage: +1Move: -2

Requirements: Kick **, Jump, Double-Hit Kick Power Points: Kung Fu, Majestic Crow Kung Fu, Silat, Savate, Sumo Wrestling, Thai Kickboxing, Western Kickboxing, Wu Shu 1, Any 2School System Power Points: Kung Fu, Kickboxing, Ler Drit, Karate, Military, Wu Shu 2, Any 3Description: Double Kick allows two Kicks that could be delivered on one or two enemies. The fighter leaps up to deliver the blows at their target.System: Both legs deliver a snapping kick resulting in two damage tests which can be split amongst two targets provided they share a hex or are both in hexes adjacent to the fighter performing this maneuver. The maneuver is aerial because the fighter must jump to kick.

Source: S.A.Sh.-HQ

Double-Hit KickCost: noneSpeed: -2Damage: +1Move: -1

Requirements: Kick ** Power Points: Kung Fu, Majestic Crow Kung Fu, Silat, Savate, Sumo Wrestling, Thai Kickboxing, Western Kickboxing, Wu Shu, Hapkido 1, Any 2School System Power Points: Kung Fu, Kickboxing, Karate, Wu Shu 2, Any 3Description: 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. Usually the first kick lands low and the second kick lands high.System: The Kick hits twice using the modifier below. Opponents executing crouching or aerial maneuvers will only be hit once.

Source: Core Rulebook

Double-Hit KneeCost: none

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Speed: +0Damage: +0Move: -2

Requirements: Kick ** Power Points: Capoeira, Lua, Pankration, Bando 1, Any 2School System Power Points: Capoeira 2, Grappler, Kickboxing, Karate, Inner, Mystical 3, Any 4Description: This is a close-in move 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.System: Roll twice for damage using the modifiers below when using this move.

Source: Core Rulebook

Double Wheel KickCost: 1 WillpowerSpeed: +0Damage: +1/+0Move: 2

Requirements: Kick ***, Athletics **, Backflip KickPower Points: Capoeira 2, Lua, Spanish Ninjitsu, Kung Fu, Jeet Kune Do, Wu Shu 3, Any 4School System Power Points: Capoeira 3, Hunter, Kung Fu 4, Wu Shu 5Description: The fighter performs a forward or backflip and kicks into their opponent once with each leg.System: This move can hit aerial (although low flying) and crouching opponents for two damage tests. If both tests score damage the victim is knocked down. If the kick is performed via Backflip the attacker can move up to two hexes back.

Source: editor

Dragon KickCost: 1 Chi, 1 WillpowerSpeed: -1Damage: +6Move: -2

Requirements: Kick *****, Focus ****, Jump Power Points: Kung Fu, Silat 5School System Power Points: Kung Fu, Karate 5Description: 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 -

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rising into the air in a twirling kick while his focused Chi spurts fire from his leg. The kick is beautiful and deadly. System: The Dragon Kick works identically to the Flaming Dragon Punch. Like the Flaming Dragon Punch it is an aerial maneuver, causes knockdown against ground and aerial targets, and will strike an adjacent opponent twice.

Source: Core Rulebook

Dragon SpiralCost: 1 WillpowerSpeed: -1Damage: +2/+1/+0Move: 3 (see desc)

Requirements: Kick ****, Athletics ****, Jump, Spiral KickPower Points: Tae Kwon Do, Kickboxing, Kung Fu 4, Shotokan Karate, Wu Shu, Baraqah 5School System Power Points: Kickboxing 4, Karate, Mystical, Inner, Wu Shu 5Description: This is an aerial Spiral Kick that carries the fighter into their opponent with its triple kicks. The kicking fighter’s feet whirl with a sickening speed as they repeatedly smash shin-first into the target. System: This is an aerial maneuver that hits three times. After the second hit the opponent is knocked back one hex, the fighter continues forward, and hits them the third time knocking the opponent down. The fighter then continues forward another hex where they then end their turn.

Source: editor

Drill KickCost: 1 WillpowerSpeed: +0Damage: +3Move: 1

Requirements: Kick ****, Athletics ****, Butterfly KickPower Points: Tae Kwon Do 3, Spanish Ninjitsu, Tai Chi Chuan 4, Any 5School System Power Points: Kickboxing, Hunter, Inner, Capoeira 5Description: The Drill Kick is a Butterfly Kick that is performed at extremely close range and has no ability to travel. The fighter launches into a spinning maelstrom with their body using all the energy of their movement to kick three times before touching ground again. The maneuver is visually similar to the Cannon Drill.System: This kick hits three times using the damage modifier below. The fighter may choose to substitute Athletics instead of Kick for any or all of these damage tests. It is considered an aerial maneuver.

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Source: editor

EnzuigiriCost: noneSpeed: -1Damage: +2/+0Move: +0

Requirements: Kick ****, Athletics **, Reverse Front KickPower Points: Savate, Western Kickboxing, Lua 2, Wrestling, Pankration, Bando 3School System Power Points: Kickboxing, Capoeira, Grappler 3, Karate, Military 4Description: The Enzuigiri is a flying kick using both legs. Street fighters sometimes use this as a dashing maneuver. However it is administered the fighter jumps up in front of their opponent and drives one foot into the back of their opponent’s head while the other foot catches them in the thigh or knee.System: This kick ignores blocks and has two damage tests. The fighter performing this maneuver is considered to be knocked down.

Source: editor

Falling Axe KickCost: 1 WillpowerSpeed: -2Damage: +4Move: +1

Requirements: Athletics **, Jump, Axe KickPower Points: Savate 2, Baraqah, Wu Shu 3School System Power Points: Kickboxing, Wu Shu 3Description: The fighter leaps into the air, flipping forward and adding his momentum to a powerful axe kick. Gravity does the rest.System: This is an aerial maneuver and can evade projectiles as a normal Jump would.

Source: New Legends

Flash KickCost: 1 Chi, 1 WillpowerSpeed: -1Damage: +7Move: 0

Requirements: Kick ***, Athletics **, Focus **

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Power Points: Majestic Crow Kung Fu, Special Forces 4, Any 5School System Power Points: Kung Fu, Military 4, Any 5Description: 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 their body flips over their foot sweeps a deadly arc in front of them. 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. System: Use the listed modifiers The Flash Kick will also inflict a knockdown against opponents who were executing aerial maneuvers. The Flash Kick itself is an aerial maneuver and can be used to evade projectiles.

Variants: Somersault Shell is a Flash Kick performed as a forward rather than a back flip, has a speed of +0 and damage of +6. It is otherwise identical.

Source: Core Rulebook

Flurry KickCost: noneSpeed: +0Damage: -2Move: +2

Requirements: Kick ***, Athletics ***, Double Kick, JumpPower Points: Jeet Kune Do, Bando, Wu Shu 2School System Power Points: Kung Fu, Wu Shu, Dirty Fighting 2, Any 3Description: The fighter launches himself forward at the opponent and lashes out with three kicks. These kicks may lack power but their combined fury can make most opponents think twice about taking the fighter lightly.System: Make three separate damage tests using the modifiers listed below. This is an aerial maneuver.

Source: Warrior’s World

Flying KickCost: 1 WillpowerSpeed: +3Damage: -2Move: +3

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Requirements: Athletics ****, Kick **, Jump Power Points: Baraqah 3, Dirty Fighting 4School System Power Points: Kung Fu, Wu Shu, Dirty Fighting 3, Any 4Description: This swift, glancing kick takes the Street Fighter high in the air. They jump past their opponent, and must have enough movement do to so, delivering a kick as they fly past their opponent’s head.System: To execute this move the fighter must be able to move past their opponent by two full hexes. Use the modifiers below for kick damage. The fighter moves, damages their opponent, then finishes their movement even if the kick dealt no damage. This is an aerial maneuver.

Source: editor

Flying Knee ThrustCost: 1 WillpowerSpeed: +1Damage: +2Move: +1

Requirements: Kick **, Athletics * Power Points: Jeet Kune Do, Pankration, Special Forces, Thai Kickboxing, Western Kickboxing 1, Any 2School System Power Points: Military, Kickboxing 1, Any 2Description: 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. System: Use the listed modifiers The Flying Knee Thrust is an aerial maneuver.

Source: Core Rulebook

Flying Thrust KickCost: 1 WillpowerSpeed: +0Damage: +6Move: -2

Requirements: Kick ****, Athletics ****, Jump Power Points: Special Forces 3, Majestic Crow Kung Fu, Spanish Ninjitsu, Savate, Wu Shu, Hapkido 4, Any 5School System Power Points: Military 4, Hunter, Kung Fu, Wu Shu, Karate 5Description: This move requires strong legs! The fighter thrust-kicks into the air so hard they actually lift off the ground and rocket into the air heel-first with their 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

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training exercises among fighters who wish to develop the strength to perform this maneuver successfully. System: The Flying Thrust Kick works just like a Dragon Punch. It can knock down aerial opponents and be used to jump over fireballs. It is an aerial maneuver.

Source: Core Rulebook

Foot SweepCost: noneSpeed: -2Damage: +3Move: -2

Requirements: Kick ** Power Points: Aikido, Baraqah, Jiu Jitsu, Jeet Kune Do, Pankration, Tai Chi Chuan, Shotokan Karate, Special Forces, Sumo Wrestling, Thai Kickboxing, Chin Na, Bando, Dirty Fighting, Hapkido 1, Any 2School System Power Points: Karate, Kung Fu, Kickboxing, Inner, Wu Shu 1, Any 2Description: This low, powerful kick is intended to knock an opponent off her feet and send her crashing to the ground.System: Victims of a successful Foot Sweep suffer a knockdown in addition to normal damage. It is a crouching maneuver.

Source: Core Rulebook

Forward Backflip KickCost: 1 WillpowerSpeed: +2Damage: +1Move: 2

Requirements: Kick ***, Athletics ***, Backflip Kick, Jump Power Points: Capoeira, Spanish Ninjitsu, Wu Shu 1, Kung Fu, Special Forces 2, Any 3School System Power Points: Wu Shu, Hunter 2, Capoeira, Kung Fu, Military 3, Any 4Description: With this move the fighter jumps up towards his/her opponent, executes a backflip in the air and kicks. This maneuver is especially effective against airborne opponents. System: This maneuver is most effectively played as an interrupt. If the opponent is performing an aerial maneuver they are knocked down and suffer two damage tests as the kick strikes twice. This is an aerial maneuver.

Source: Storyteller’s Screen

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Forward Flip KneeCost: noneSpeed: -2Damage: +4Move: 2

Requirements: Kick **, Athletics ** Power Points: Capoeira, Wu Shu 2, Jeet Kune Do, Kung Fu, Ler Drit, Spanish Ninjitsu, Special Forces 3, Any 4School System Power Points: Wu Shu, Capoeira 2, Hunter, Kung Fu, Military 3, Any 4Description: This move is very similar to the Backflip Kick except the fighter actually launches into a forward flip over the head of an opponent. As they drop out of the forward flip the fighter uses their body weight to drive a knee into the opponent's back.System: The fighter must attack someone standing in their own hex or an adjacent hex. The fighter moves one or two hexes forward to land in a hex on the far side of their opponent. As the fighter lands roll for damage. If the fighter interrupted an opponent's attack with the Forward Flip knee the opponent cannot execute their declared attack on the fighter who has now flipped behind them. This is an aerial maneuver.

Source: Core Rulebook

Forward Slide KickCost: noneSpeed: +0Damage: +2Move: +0

Requirements: Kick **, Athletics **, Slide KickPower Points: Ler Drit 2, Spanish Ninjitsu, Bando 3School System Power Points: Ler Drit 2, Hunter, Kung Fu, Military 3Description: 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.System: The Forward Slide Kick causes a knockdown if any damage is scored.

Source: Secrets of Shadoloo

Forward Somersault Kick (Choreppadan)Cost: noneSpeed: -2Damage: +3Move: +2

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Requirements: Kick **, Athletics ** Power Points: Capoeira, Lua, Wu Shu, Special Forces, Tai Chi Chuan 2, Any 3School System Power Points: Capoeira 1, Wu Shu, Military, Hunter, Inner, Karate 2, Any 3Description: The fighter runs forward, throws himself into a somersault and then pushes off with their hands using their momentum to slam into their opponent foot-first.System: Use the listed modifiers The victim is knocked back one hex.

Source: New Legends

Four Guardian Strike (Kick of the 4 Winds)Cost: 3 Chi, 1 WillpowerSpeed: -1Damage: +4Move: -2

Requirements: Kick ******, Focus ******, Dimensional RiftPower Points: Any 6School System Power Points: Mystical 5Description: With the mysteries of co-location firmly in hand the fighter is ready to learn more difficult techniques. Executing a leap (often flourished with a mighty roar) the fighter kicks and warps space around their leg. In the blink of an eye it seems that they execute four attacks at once. The attack is usually done with one strike from each of the cardinal elements in honor of the four guardians.System: This attack may hit up to four separate targets or can be directed against one as the fighter wishes. All targets must be within 50' of the user. Use the listed modifiers If the kicks are all directed against the same target only the frontal two can be blocked. Each portal created must be in a different hex in open space.

Source: editor

Genocide CutterCost: 1 Chi, 2 WillpowerSpeed: +2Damage: +5Move: 3

Requirements: Kick ******, Focus ****, Athletics ****, Double Dread Kick, Flash KickPower Points: Any 5School System Power Points: Mystical, Kung Fu, Karate, Military 5Description: Genocide Cutter – its name is appropriate for easily cuts down all in its path. It is used solely by a handful of the very best warriors. Most fighters will go their whole careers and never see this move used in combat let alone meet someone who knows it.

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System: The fighter leaps forward lashing out with a single wide-swinging leg that crackles with chi. This maneuver scores three damage tests. The first two tests strike the initial target. Afterwards the fighter can jump high into the air and deliver a second kick for their third damage test against an aerial opponent or step forward one hex for the second kick. This maneuver knocks down those it hits.

Source: editor

Great Wall of ChinaCost: 2 WillpowerSpeed: -2Damage: +1Move: 0

Requirements: Kick *****, Lightning Leg Power Points: Majestic Crow Kung Fu, Wu Shu 5School System Power Points: Kung Fu, Wu Shu 5Description: No one in the world is known to possess this awesome power. It is widely held that its existence is only superstitious nonsense. After all no one alive could possess the kind of kicking ability necessary to execute this maneuver. No one alive. System: When executing this maneuver the fighter chooses three connecting hexes adjacent to them. They then fill these hexes with a superhuman flurry of kicks that to the naked eye appears like a solid wall of leg and foot. Anyone in the hexes is hit three times at the damage listed below.

Source: Core Rulebook

Ground ThrowCost: noneSpeed: +0Damage: +1Move: 0

Requirements: Kick *Power Points: Any 2School System Power Points: Any 2Description: A Ground Throw is nearly an instinctive maneuver refined into a split-second reaction that has saved more then one street fighter from an untimely death. With their back on the ground the fighter kicks up into the belly of a foe closing to finish the job and heaves up forcing the opponent to go flying overhead.System: In order to use this maneuver the fighter must be prone on the ground and an attacker closes on them in the same hex. Use the listed modifiers The attacking fighter is moved to the hex behind the defending one and knocked down. The defending fighter performing this maneuver is still considered knocked down.

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Source: editor

Handstand KickCost: noneSpeed: -1Damage: +4Move: -2

Requirements: Kick **, Athletics * Power Points: Special Forces, Spanish Ninjitsu, Wu Shu 1, Any 2School System Power Points: Military, Hunter, Wu Shu 1, Any 2Description: 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. System: Aerial opponents will suffer a knockdown in addition to damage. A crouching version can be purchased that does not hit aerial foes but still causes knockdown.

Source: Core Rulebook

Heel StampCost: noneSpeed: +2Damage: -4Move: +1

Requirements: Kick *, Athletics * Power Points: Ninjitsu 1, Any 3School System Power Points: Military, Hunter, Wu Shu 1, Any 2Description: The Heel Stamp is designed to increase the distance between a Ninja and an enemy who is pressing them 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.System: Heel Stamp causes very little actual damage. The maneuver is primarily used to gain breathing room or to set up a more offensive move for the next round (or to knock the opponent off a cliff, into a vat of sulfuric acid, etc.). The Ninja moves back one hex while the target moves in the opposite direction. The target is moved a distance in hexes equal to the (Ninja's Strength + Athletics) minus the target's Strength.

Source: Player’s Guide

Hurricane KickCost: 1 Chi, 1 Willpower

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Speed: +0Damage: -1Move: -1

Requirements: Kick ****, Athletics *** Power Points: Shotokan Karate 4, Jeet Kune Do, Kung Fu, Majestic Crow Kung Fu, Wu Shu 5School System Power Points: Karate 4, Kung Fu, Wu Shu 5Description: 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.System: A character executing this move can move up to their full Move in hexes but must travel in a straight line. Each time they enter a new hex the fighter rolls for damage against each person in that hex or adjacent to them. Anyone damaged by the kick is automatically knocked backward one hex away from the kicking fighter (or even back the way the attacker came if the victim is in the same hex as the kicker when the Hurricane Kick begins). If the victim was interrupted during an aerial maneuver they are knocked down.

After all damage rolls and knockdowns are resolved the attacker can move again. For each hex moved damage rolls and knockdowns are calculated again. This continues until the fighter runs out of move or fails to damage their foe. So, a character with Hurricane kick could move right into a single opponent and continue knocking them back hex by hex and inflicting damage each time up to the kicker's full Move in hexes.

Opponents who block can continue to use their Block against each damage roll. Multiple hits do not combine to dizzy an opponent. This is an aerial maneuver.

Source: Core Rulebook

Jaguar KickCost: 1 Chi, 1 WillpowerSpeed: -1Damage: +5Move: +0

Requirements: Kick ****, Athletics ***, Focus **, JumpPower Points: Thai Kickboxing 3, Silat, Savate 4School System Power Points: Kickboxing 4Description: This move is sometimes jokingly referred to as Thai Kickboxing’s answer to the Flash Kick. Adon laughs at the jokes but is all too eager to demonstrate just how punishing this flying kick can be. He springs forward with seemingly unnatural strength to bring a snapping overhead kick down on his foolhardy opponent’s head complete with the crackling hiss of chi that has sent plenty to an unconscious stupor.

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System: This maneuver is not aerial but it can hit aerial opponents. Anyone damaged by it is knocked down.

Source: editor

Jaguar ToothCost: 1 WillpowerSpeed: +1Damage: +4Move: +2

Requirements: Kick ****, Athletics ***, Wall SpringPower Points: Silat, Spanish Ninjitsu, Ninjitsu, Thai Kickboxing 4School System Power Points: Karate, Hunter, Kickboxing 4Description: In this powerful maneuver, developed by Adon, the fighter springs off a wall and spears the opponent with his leg. System: To use this maneuver the character must first execute a Wall Spring. Opponents who are struck by a Jaguar Tooth and take damage will suffer a Knockdown. This is an aerial maneuver.

Source: Warrior’s World

Jugular KickCost: 1 WillpowerSpeed: -2Damage: +2Move: 3

Requirements: Kick ***, Athletics ****Power Points: Capoeira 3, Silat 4School System Power Points: Capoeira 3, Karate, Kickboxing 4Description: The Jugular Kick is a spinning triple kick performed with the fighter's hands on the ground to provide support. It takes considerable strength to perform this maneuver for the fighter must have the necessary fortitude to support themselves without sacrificing any power from their rotating body. The fighter moves forward from sheer momentum. With each turn the fighter advances, snapping up with each leg in turn and aiming high to disable their foe with head strikes.System: This maneuver always travels in a straight line. It is not considered a crouching maneuver and hits three times knocking any and all opponents encountered one hex back with each consecutive strike.

Source: editor

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Knee StrikeCost: noneSpeed: +2Damage: +1Move: 0

Requirements: Kick ** Power Points: Dirty Fighting, Savate, Bando, Thai Kickboxing, Western Kickboxing 2School System Power Points: Dirty Fighting, Kickboxing, Karate 2, Grappler, Kung Fu, Inner, Capoeira 3Description: In this somewhat vicious maneuver the fighter stands close to his opponent and jumps up to knee him in the stomach, chest, or face, using the momentum of the jump to increase the damage.System: To use this maneuver the attacker must be in the same hex as the opponent. It does not count as an aerial maneuver. The victim of a Knee Strike will suffer a knockdown.

Source: Warrior’s World

Kyoja (Garuda’s Triple)Cost: 1 WillpowerSpeed: -1Damage: +2Move: 3 (see desc)

Requirements: Kick ****, Athletics ****, Double Hit KickPower Points: Hapkido, Silat 2, Any 4School System Power Points: Kung Fu, Kickboxing, Karate 4Description: The fighter leaps forward twisting in midair to deliver three swift kicks as they travel. After the third kick the fighter rolls to the ground and springs away.System: A springing leap forward this aerial maneuver travels too low to the ground to avoid projectiles. One damage test is scored per hex moved against any and all opponents encountered. If damage is scored against an opponent blocking further movement they are automatically knocked down and the attacker continues moving. If no damage is scored against an opponent who bars the way this move ends immediately with the escape roll and handspring back to the fighter’s starting position.

Source: sfrpg.com

Lightning DashCost: 1 WillpowerSpeed: -2Damage: +0/+1Move: +1

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Requirements: Kick ****, Athletics ****, Lightning LegPower Points: Wu Shu 4School System Power Points: Wu Shu 5Description: Chun Li was unsatisfied by the stopping power of her Lightning Leg. Although she kicked with enough force to easily demolish cars the lack of mobility meant that any foe who knew her reputation was quick to avoid her if they suspected a Lightning Leg was coming. In order to solve the problem she started taking the battle to them by rushing forward, kicking into a high but weak roundhouse, then continuing into the furious onslaught.System: This is considered a dashing maneuver and requires a straight line between the attacker and the intended target. It is otherwise a normal Lightning Leg that uses the modifiers listed below. Use the second modifier below for all damage rolls beyond the first.

Source: editor

Lightning LegCost: 1 WillpowerSpeed: -2Damage: +1Move: 0

Requirements: Kick ****, Double-Hit Kick Power Points: Wu Shu 3, Jeet Kune Do, Kung Fu, Majestic Crow Kung Fu, Thai Kickboxing 4, Capoeira, Special Forces, Savate 5School System Power Points: Wu Shu 3, Kung Fu, Kickboxing 4Description: Victims who have experienced this maneuver firsthand report hearing a loud rustling sound as their attacker's foot rushed 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.System: 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 rolls using the modifiers below.

Source: Core Rulebook

Lynx TailCost: 1 WillpowerSpeed: +0Damage: +0Move: 0

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Requirements: Athletics ***, Kick ***Power Points: Capoeira, Wu Shu 3, Dirty Fighting 4School System Power Points: Wu Shu, Capoeira 3, Kung Fu, Karate, Kickboxing, Dirty Fighting 4Description: Similar to both a break dancing move and a pommel horse routine the fighter swings their legs around their body while supporting themselves on their arms.System: This scores two damage tests against every opponent adjacent to the fighter. Anyone who suffers damage from the second test is knocked down.

Source: sfrpg.com

Retreating KickCost: noneSpeed: +1Damage: +0Move: -1

Requirements: Kick *, Athletics *Power Points: Savate 1, Kung Fu, Aikido, 2, Any 3School System Power Points: Kickboxing, Inner 1, Wu Shu, Kung Fu 2, Any 3Description: The "soft" styles of martial arts train extensively in slipping away from enemies in moments of stress. This kick is one maneuver is such an arsenal. The fighter gives a weak kick, little more then a glancing blow really, in order to harass their foe as they slide away and prepare for a stronger maneuver.System: Use the listed modifiers After performing this kick the fighter may move up to two hexes back in a straight line or one hex adjacent in any other direction. If the target suffered any damage from this maneuver they cannot pursue the fighter until the beginning of their next turn unless using a maneuver that could reasonably absorb the damage and keep going (such as a Tiger Knee). If the target moved into the kick and was interrupted they soak at a -1 Stamina penalty.

Source: editor

Reverse Front KickCost: noneSpeed: -1Damage: +1Move: -1

Requirements: Kick ***Power Points: Sanbo, Savate, Western Kickboxing 1, Wu Shu 2, Any 3School System Power Points: Kickboxing, Inner 1, Wu Shu, Kung Fu 2, Any 3

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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.System: This kick ignores blocks.

Source: Warrior’s World

Reverse WaterfallCost: 1 WillpowerSpeed: -1Damage: +5Move: see desc

Requirements: Kick ***, Athletics ***, Handstand Kick, KippupPower Points: Wu Shu, Savate 2, Capoeira, Special Forces, Lua 3, Any 4School System Power Points: Capoeira, Wu Shu, Kung Fu, Kickboxing, Military 3, Any 4Description: This powerful move requires great strength throughout the body to pull off. To execute it the fighter crouches then pushes themselves off the ground with their arms to deliver a stunning kick to their opponent foot-first. This force of this blow carries the fighter up into the air a full hex and back down into a crouch.System: The Reverse Waterfall can be performed by someone lying on the ground at a +0 speed modifier instead of the -1 listed below. The target is knocked back two hexes and knocked down. This move can interrupt aerial foes but is difficulty 7 to do so. Upon completing the spring the attacker moves forward towards their attacker one hex and ends their turn crouching.

Source: sfrpg.com

Rising Bird KickCost: 1 WillpowerSpeed: -2Damage: -2Move: +0

Requirements: Kick ****, Athletics ***, Double-Hit Kick, Jump Power Points: Wu Shu, Tae Kwon Do 4School System Power Points: Kickboxing, Wu Shu, 3, Any 4Description: In this highly acrobatic maneuver the fighter jumps upwards feet-first and kicks at the opponent three times. Chun Li is the most famous World Warrior to consistently use this maneuver.System: This is an aerial maneuver. Make three damage tests using the modifiers listed below. If it interrupts an aerial opponent it causes knockdown.

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Variants: Coup de Pied D'Arc UN Ciel (Rainbow Kick) is the Savate version of this kick. It costs 4 power points and uses the following modifiers: speed: -1 damage: -2 move: -1

Source: Warrior’s World

Rising JaguarCost: 1 WillpowerSpeed: +0Damage: +4/+2Move: -2

Requirements: Kick ****, Athletics ***, Rising KneePower Points: Silat, Savate, Thai Kickboxing, Western Kickboxing 4 School System Power Points: Kickboxing 4, Military, Wu Shu, Karate 5Description: In this powerful kickboxing maneuver the fighter leaps upward - slamming both knees into the opponent. It is a more powerful version of the Rising Knee that hits harder and travels further.System: This maneuver hits twice. This is considered an aerial maneuver and aerial opponents are automatically knocked down. Against a ground opponent the target may attempt a strength check to prevent the knockdown but they need more successes then the total damage received from this maneuver.

Source: Warrior’s World

Rising KneeCost: 1 WillpowerSpeed: +1Damage: +2Move: 2

Requirements: Kick ***, Jump, Knee StrikePower Points: Silat, Savate, Thai Kickingboxing, Western Kickboxing, Tae Kwon Do, Wu Shu, Bando, Kung Fu, Jeet Kune Do, Native American Wrestling, 3, Dirty Fighting, Aikido, Ler Drit, Special Forces 4School System Power Points: Inner, Kickboxing, Wu Shu, Military, Kung Fu, Ler Drit, Grappler, Dirty Fighting 4Description: This leaping knee thrust, while not as powerful as its big brother the Rising Jaguar, has found a home in many kickboxers’ arsenals. Leaping up the fighter delivers a fierce knee strike to their opponent’s chest or abdomen.System: This is considered an aerial maneuver and can dodge projectile maneuvers. If it interrupts an aerial opponent it causes knockdown.

Source: editor

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Scissor KickCost: 1 WillpowerSpeed: +0Damage: +3Move: +3

Requirements: Kick ***, Athletics ***, Jump Power Points: Jeet Kune Do, Ler Drit 3, Spanish Ninjitsu, Wu Shu 4School System Power Points: Kung Fu, Ler Drit 3, Hunter, Wu Shu, Mystical 4Description: With this maneuver the Street 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. System: This maneuver hits twice using the modifiers listed below. The Scissor Kick is a powerful leaping attack and is considered an aerial maneuver.

Source: Secrets of Shadoloo

Scorpion KickCost: noneSpeed: -1Damage: +2Move: 1

Requirements: Kick *, Athletics * Power Points: Dirty Fighting, Bando, Hapkido, Ninjitsu 1, Any 2School System Power Points: Dirty Fighting, Inner, Hunter, Karate 1, Any 2Description: The fighter leans forward, brings a foot up from the other side and down onto an opponent’s head. System: Use the listed modifiers As the attacker's leg is behind them for most of the maneuver an opponent attempting to block this maneuver needs 3 successes, difficulty 8, on a Perception + Style Lore check to gain the Soak bonus from their block maneuver against this attack.

Source: New Legends

Seismic ShockCost: 1 ChiSpeed: +1Damage: +1Move: 0

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Requirements: Kick **, Focus ** Power Points: Tae Kwon Do, Wu Shu 2, Any 3School System Power Points: Kickboxing, Mystical, Grappler, Wu Shu 3, Any 4Description: The fighter stamps the ground with great force releasing a blast through their leg that causes the ground to tremble. The shockwave doesn’t travel far but it packs a nasty punch.System: The range of this maneuver is limited to hitting in one adjacent hex. If it does any damage the target is knocked down.

Source: editor

Shadow LegCost: 1 WillpowerSpeed: +0Damage: +0/+3/+2Move: 1

Requirements: Kick ***, Athletics ***, Focus **Power Points: Ler Drit 4School System Power Points: Ler Drit 4Description: The Shadow Leg, so named because often the only warning it is coming are the shifting shadows as the fighter moves into position, is a specialized kick and throw developed by M. Bison. Frustrated by the slow speed of his normal throw and by his enemies' ability to see it coming, Bison trained hard to perfect his psychokinetic self control. The result was a maneuver that seemed to defy gravity itself.System: First the attacker kicks with a weak strike designed to distract and open the target to further punishment. This uses the +0 damage modifier below. Following this is a snapping roundhouse using the +3 damage modifier. If both of these kicks do damage the third part of the maneuver cannot be blocked. The attacker kicks up a third time, catches the defender with one foot, and continues turning in mid-air to throw the defender a maximum number of hexes equal to their Strength in any direction. The defender is knocked down.

Source: editor

Shinku-GekiCost: 1 Willpower (see desc)Speed: +2Damage: +0Move: +1

Requirements: Kick **, Athletics ***Power Points: Aikido, Ninjitsu, Jeet Kune Do, Hapkido 3, Any 4School System Power Points: Kung Fu, Inner 3, Any 4

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Description: A master of Aikido must always be aware of what their opponent is about to do. The Shinku-Geki technique encompasses this philosophy in swift footwork to keep an opponent guessing.System: For this maneuver to work the user must be faster than their targeted opponent. At the beginning of the round the player announces they are using this technique and who they are designating the target of the maneuver. Their character watches the target closely waiting for the perfect moment to act. This maneuver does not work against attacks from opponents other than the target.

If the target attempts to strike them the Shinku-Geki user steps back as many hexes as they wish in a straight line – leaving them susceptible to projectiles and special maneuvers that cross the space between them. When their opponent is finished attacking the fighter moves forward as many hexes in movement as they have remaining or until they’ve used up their movement and strikes out with a kick using the damage modifier below.

The 1 Willpower is not used if the intended opponent doesn’t attack.

Source: sfrpg.com

Shinkyaku-Geki (Fading Sweep)Cost: 1 WillpowerSpeed: +3Damage: see descMove: +1

Requirements: Kick **, Athletics ****, Focus **, Shinku-Geki, Slide Kick or Forward Slide KickPower Points: Aikido, Ninjitsu, Jeet Kune Do, Hapkido 2, Any 3School System Power Points: Kung Fu, Inner 4Description: The Shinku-Geki fighter continually practices and conditions themselves to retaliate with a swift forward sliding kick.System: This functions as Shinku-Geki up until the counterattack. When purchased the fighter must specify whether this maneuver culminates in a Slide Kick or a Forward Slide Kick. Use those maneuvers’ statistics for damage.

Source: sfrpg.com

Silhouette KickCost: 1 ChiSpeed: +4Damage: +0Move: +0

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Requirements: Kick ****, Focus ***Power Points: Ninjitsu 3School System Power Points: Hunter, Inner, Mystical 3Description: Tapping into the arcane secrets of the shadows a fighter lashes out with a kick as he glides swiftly and silently across the ground. System: This kick ignores blocks unless they specifically state they nullify maneuvers like this.

Source: New Legends

Slide KickCost: noneSpeed: -1Damage: +3Move: +1

Requirements: Kick **, Athletics * Power Points: Aikido, Kabbaddi, Ler Drit, Pankration, Spanish Ninjitsu, Savate, Tai Chi Chuan, Western Kickboxing, Bando 2, Any 3School System Power Points: Inner, Mystical, Ler Drit, Hunter, Grappler, Kickboxing 2, Any 3Description: 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.System: In addition to regular damage the victim of a successful Slide Kick will suffer a knockdown unless they were blocking. This is a crouching maneuver.

Source: Core Rulebook

SobatCost: noneSpeed: +2Damage: +0Move: 1

Requirements: Kick * Power Points: Any 2School System Power Points: Any 2Description: This is simply a thrusting kick done as the fighter springs a step forward. It is considered a staple maneuver in many kick-heavy styles and while quick it doesn't have much stopping power.System: Use the listed modifiers If this kick deals any damage the target is knocked back 1 hex.

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Source: New Legends

Spinning Foot SweepCost: 1 WillpowerSpeed: -2Damage: +3Move: 0

Requirements: Kick **, Athletics *, Foot SweepPower Points: Aikido, Jiu Jitsu, Special Forces, Sumo Wrestling, Tai Chi Chuan, Bando, Dirty Fighting 1, Any 2School System Power Points: Inner, Military, Grappler, Karate, Kung Fu 1, Any 2Description: This move is identical to a regular Foot Sweep except that the fighter actually spins his body and his outstretched kicking leg a full 360 degrees around him, mowing down anyone standing near him. Kung Fu and Wu Shu stylists sometimes call this move an iron broom, tiger’s tail, or dragon’s tail sweep.System: The fighter rolls for damage against everyone in their own hex and the six hexes directly adjacent to them. Any victim who suffers damage also suffers a knockdown. The Spinning Foot Sweep is a crouching maneuver.

Source: Core Rulebook

Spinning Thrust KickCost: noneSpeed: -1Damage: +3Move: -1

Requirements: Kick ** Power Points: Aikido, Jiu Jitsu, Savate, Kung Fu 3School System Power Points: Kickboxing, Kung Fu 2, Inner, Grappler, Karate, Military 3Description: The fighter spins and then thrust-kicks at the opponent using the momentum from the spin to increase the power of the kick. Sometimes the fighter will hit his opponent with his heel as his foot whips around; this is called a Spinning Back Kick.System: Use the listed modifiers.

Source: Warrior’s World

Spiral KickCost: 1 WillpowerSpeed: +1Damage: +0/-1/+1Move: -1

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Requirements: Kick **, Athletics ** Power Points: Tae Kwon Do, Kickboxing, Kung Fu 2, Shotokan Karate, Wu Shu, Baraqah 3School System Power Points: Kickboxing, Kung Fu 2, Inner, Karate, Mystical, Wu Shu 3Description: This attack is, quite simply, a triple spinning kick. It might not be as flashy as things like the Double Dreak Kick but the speed and torque behind the three attacks offers several attacks in rapid succession. System: Make three damage tests with the listed modifiers. Choose when it is purchased whether or not it is crouching. This maneuver may be learned multiple times.

Source: New Legends

Split KickCost: noneSpeed: -1Damage: +1/-1Move: 1

Requirements: Kick ***, Athletics *Power Points: Kung Fu, Wu Shu, Ninjitsu 1, Any 2School System Power Points: Kung Fu, Wu Shu, Hunter 1, Any 2Description: The ninja, using only one leg, kicks forward then snaps the leg back lashing out behind them. Although not very powerful this has gotten more than one out of a tight spot.System: This maneuver hits in two different hexes that must be on opposite sides of the hex the fighter is standing in.

Source: sfrpg.com

Split Somersault KickCost: 1 WillpowerSpeed: -2Damage: +3/+2Move: +0

Requirements: Kick ***, Athletics ***, Forward Somersault KickPower Points: Aikido, Tae Kwon Do, Jiu Jitsu 3, Any 4School System Power Points: Kickboxing, Inner, Wu Shu 3, Any 4Description: A fighter who wishes to perform this difficult kick must first have the strength to launch themselves into a hard hands-free somersault. Then they must develop the speed and coordination to kick into their opponent with both feet with the aforementioned flip, somersault again, and kick into their opponent once more with a split kick that ends with the fighter doing the splits on the ground.

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System: The first damage test uses Athletics instead of kick and the +3 modifier below. The second is a kick and uses the +2 modifier. The fighter ends the round on the ground and is considered knocked down – which cannot be prevented.

Source: editor

Stepping Double KickCost: 1 WillpowerSpeed: -1Damage: -1/+2Move: +0

Requirements: Kick ***, Athletics **, Stepping Front KickPower Points: Kung Fu 3School System Power Points: Kung Fu, Karate 4Description: This is a move developed by Karin. The fighter kicks high with one leg, steps forward, and kicks again with their other leg. It is a fairly slow maneuver but the second leg hits with surprising force.System: This hits twice. After the first kick the fighter may move forward one hex. If they don’t have enough move to hit with both kicks they can use the movement after the first kick to strike with the second one. Otherwise they enter their opponent’s hex with the second kick and knock them back one hex afterwards.

Source: editor

Stepping Front KickCost: 1 WillpowerSpeed: +0Damage: +1Move: +1

Requirements: Kick ***, Athletics *, Double-Hit KickPower Points: Jeet Kune Do, Kung Fu, Majestic Crow Kung Fu, Silat, Thai Kickboxing 3, Ler Drit, Western Kickboxing, Wu Shu 4School System Power Points: Kung Fu, Kickboxing 3, Ler Drit, Wu Shu 4Description: This kick requires some fancy footwork and powerful legs. The fighter takes a skipping step toward 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. System: The fighter must move into the same hex as their 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 movement to reach their opponent's hex they can still hit with the front snap kick if they can reach a hex adjacent to their opponent.

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Source: Core Rulebook

Stepping Somersault KickCost: 1 WillpowerSpeed: +2Damage: +0/+1Move: -2

Requirements: Kick **, Athletics ***Power Points: Kung Fu, Majestic Crow Kung Fu, Silat 2, Any 3School System Power Points: Kung Fu, Kickboxing, Ler Drit, Wu Shu 3Description: This showy maneuver entails kicking an opponent twice while performing a hands-free somersault. Although it lacks power these kicks hit with tremendous speed. Not surprisingly this maneuver is quite difficult to learn and entails lots of falling on one’s face.System: This kick hits twice and is considered a crouching maneuver. After the first kick the fighter may move forward one hex. If they don’t have enough move to hit with both kicks they can use the movement after the first kick to strike with the second one. If this maneuver is comboed with itself it gains an additional 1 speed but the fighter must attack immediately (thus they are unable to wait to attempt to interrupt) and only gets the one hex of movement between kicks.

Source: editor

Tendon SmashCost: noneSpeed: -1Damage: +1Move: -1

Requirements: Kick ***, Athletics **, Wounded KneePower Points: Savate, Lua, Chin Na 3School System Power Points: Kickboxing, Grappler, Capoeira 3, Military, Ler Drit 4Description: Those who practice Chin Na have a love-hate relationship with pain. They have to admit that inflicting pain on their enemies is preferable to killing them. This hard kick to the lower hip or ankles is directed against the softer tendons and ligaments that form primary support structures for the legs. By injuring these the fighter can take his opponent's legs out from under him and thereby render him unable to fight.System: Using this kick requires precise aim and the fighter must succeed at a called shot which is difficulty 7. If any damage from this attack goes unsoaked the target suffers serious damage in the afflicted limb and it becomes difficult to stand. Increase the difficulty of all kicks that use both legs by 1 until the wound heals. In addition, if the fighter fails any damage roll while so injured they are automatically knocked down.

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Movement requiring the damaged limb is reduced to a hobble - one hex per round at best. Jumping or using aerial maneuvers is impossible unless the fighter has some way of removing their need to support themselves on the injury. This damage can be repaired by Regeneration, Chi Kung Healing and related maneuvers or by spending some time nursing the wound and resting. For the purposes of healing the unsoaked damage from a Tendon Smash is considered aggravated but heals at twice the normal rate.

Source: editor

Thunder KickCost: 2 WillpowerSpeed: -1Damage: +6/+2Move: -2/2 (see desc)

Requirements: Kick *****, Flying Thrust Kick, Backflip Kick Power Points: Any 3School System Power Points: Wu Shu, Kung Fu, Karate 5Description: The ultimate answer for Dragon Kick. The maneuver starts exactly like the Flying Thrust Kick but after the kick causes damage the fighter stamps his other leg into the stomach of his victim and bounces back. System: The second kick delivers an extra damage throw using the +2 modifier below. The Fighter lands two hexes away from their opponent who is knocked down.

Source: S.A.Sh.-HQ

Thunder Wheel [hybrid maneuver]Cost: noneSpeed: -1Damage: +1/-1Move: +0

Requirements: Kick ***, Athletics **Power Points: Animal Hybrid 3School System Power Points: Inhuman 3Description: The hybrid kicks into their opponent with one leg into a backflip. As they spin they strike with their tail before landing on their feet. The hybrid must have a strong tail to use this trick.System: The first damage test uses Kick and the second Athletics.

Source: editor

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Tiger KneeCost: 2 WillpowerSpeed: +3Damage: +2Move: +0

Requirements: Kick ***, Athletics **, JumpPower Points: Thai Kickboxing 4, Jeet Kune Do, Special Forces, Western Kickboxing 5School System Power Points: Kickboxing 4, Military, Kung Fu 5Description: One of Sagat's most famous moves is the Tiger Knee. The fighter begins by crouching down, like a tiger preparing to pounce on its prey, and then springing forward and up, driving knee-first into an opponent. The Tiger Knee is insanely quick and hits hard.System: The Tiger Knee will cause a knockdown and can also damage an opponent caught in the middle of an aerial or crouching maneuver. It is also an aerial maneuver allowing the fighter to dodge over fireball projectiles just as they would with a jump.

Source: Secrets of Shadoloo

Tiger PounceCost: 1 WillpowerSpeed: +1Damage: +0Move: -2

Requirements: Kick ***, Athletics **, Sobat, JumpPower Points: Capoeira, Thai Kickboxing 2, Tae Kwon Do, Aikido, Kung Fu, Silat, Special Forces 3, Savate, Wu Shu, Jeet Kune Do, Majestic Crow Kung Fu 4School System Power Points: Kickboxing, Capoeira 3, Inner, Kung Fu, Karate, Wu Shu 4Description: Springing upon their prey like a slashing tiger the fighter performs a double aerial Sobat to kick their opponent twice.System: This is an aerial maneuver and will not strike crouching foes. If both tests damage the target they are knocked back two hexes and knocked down.

Source: editor

Tornado KickCost: 1 Chi, 1 WillpowerSpeed: -1Damage: +2/+3Move: -2

Requirements: Kick ****, Focus ***, Air Blast, Double-Hit KickPower Points: Thai Kickboxing, Silat 4

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School System Power Points: Kickboxing 4, Kung Fu, Karate, Military 5Description: This maneuver, whose original practitioner has been lost to memory, is used by only a few fighters on the circuit. The secret of wind and foot is closely guarded by the masters who wish to protect it’s legacy.System: The fighter executes a double kick using the modifiers below. They can kick a foe in an adjacent hex or simply kick to strike someone farther away with the wind. With the snap of their swinging leg they release chi into the air and shape it according to their will. There is a significant gap between the fighter and where the air spins up into a high enough speed to be more than a nuisance. The fighter, if they are adjacent to their target, rolls two damage tests for the kick using the +2 modifier below. At the opposite end of the hex in which the kick was executed, in a direct line in front of the fighter, the twin blasts form and move two hexes before dissipating. These blasts will damage anyone or anything encountered using the fighter’s Intelligence + Focus using the +3 modifier below.

Source: editor

Trap KickCost: noneSpeed: +1Damage: -1Move: 3 (backwards)

Requirements: Kick *, Grab *, Backflip Kick (or Backflip)Power Points: Wu Shu, Ninjitsu, Capoeira, Dirty Fighting, Chin Na 2, Any 3School System Power Points: Wu Shu, Hunter, Capoeira, Dirty Fighting 2, Any 3Description: A Trap Kick entails a fighter actually leaping up onto the chest of the opponent and then using a kick to the head to propel him or herself away. System: This maneuver is fundamentally the same as a Backflip Kick except that a Trap Kick allows a fighter to spring back farther at a sacrifice of damage. If the defender is dizzied by this maneuver they are forced back one hex by the spring.

Source: New Legends

Whirlwind KickCost: 1 WillpowerSpeed: -2Damage: +0Move: -1

Requirements: Kick ****, Athletics ****Power Points: Wu Shu 4, Majestic Crow Kung Fu, Shotokan Karate 5School System Power Points: Wu Shu 4, Karate, Kung Fu 5

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Description: Few fighters have mastered the Whirlwind Kick that Chun Li has made famous. The move requires superhuman athleticism and kicking skill. The fighter begins by kicking into a handstand and then launching themselves into a spinning tornado of striking feet. The fighter appears almost to fly upside down across the ground and into the midst of their opponents. In Wu Shu this maneuver is known as a Spinning Bird Kick.System: The Whirlwind Kick works just like the Hurricane Kick but its modifiers are different - making it a slower-starting but harder-hitting maneuver. Like the Hurricane kick the Whirlwind Kick is an aerial maneuver.

Source: Core Rulebook

Wounded KneeCost: noneSpeed: -2Damage: +3Move: -1

Requirements: Kick *** Power Points: Baraqah, Lua, Native American Wrestling, Pankration, Thai Kickboxing, Western Kickboxing, Chin Na 2, Any 3School System Power Points: Mystical, Grappler, Kickboxing, Karate 2, Any 3Description: 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. System: In addition to normal damage the Wounded Knee attack causes its victim to suffer penalties of -2 to Move on all maneuvers for the next two rounds and -2 to Speed on all kick Maneuvers for the next two rounds.

Source: Core Rulebook

Ze Sho HohouCost: 1 WillpowerSpeed: -2Damage: +5/+3Move: +0/3 (see desc)

Requirements: Kick ****, Athletics ***, Reverse Waterfall, Drunken Monkey RollPower Points: Wu Shu 2, Capoeira, Special Forces, Lua 3School System Power Points: Capoeira, Wu Shu, Kung Fu 3, Any 4Description: This is an improved Reverse Waterfall preceded by a swift ground roll to close distance to the target. The fighter springs up out of their roll into a leaping Waterfall that can cover considerable distance.

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System: The movement phase of this attack passes underneath aerial maneuvers and projectiles. The attacker moves in a straight line and enters their target’s hex then springs up feet-first delivering damage and knocking their opponent to the ground. The force of this leap carries the attacker forward three additional hexes in a straight line where they will damage anyone encountered using the second damage modifier below.

Source: sfrpg.com

BLOCK

BLOCK MANEUVERS

Special Note: Most of these maneuvers can be used as Abort maneuvers.

Air Defense (Form of Defense: Air)Cost: noneSpeed: +3Damage: noneMove: -3

Requirements: Block ***, Grab ***Power Points: Aikido, Tai Chi Chuan, Special Forces 2, Native American Wrestling, Kung Fu, Shotokan Karate 4, Any 5School System Power Points: Inner, Karate 3, Grappler, Kung Fu 4, Any 5Description: An Air Defense is a defensive stance focused on protecting oneself from attacks from above. Rather then trying to absorb and disperse the energy of the attack using a standard block, the user aims to redirect their opponent's momentum away from them using a combination of evasion and guiding.System: This maneuver is only effective against aerial maneuvers. It does not work against Rolling Attack, Vertical Rolling Attack, Beast Roll, Cannon Drill, or Tiger Knee. Increase the fighter's soak totals against aerial maneuvers by 2 for the round but decrease their soak against close quarters maneuvers by 1. Using the maneuver this way is considered a block for the purposes of speed bonuses.

At the beginning of the round the fighter may declare they are instead trying to intercept an aerial attack. In this case their soak total versus aerial maneuvers increases by 1. This intercept must be made on the first aerial attack against the defending fighter in that round and afterwards the soak bonus granted by this maneuver expiresl. As their attacker enters their hex to inflict damage the defending fighter makes an Athletics + Grab roll contested by the other fighter's Dexterity + Insight. If the defending fighter succeeds no damage is inflicted, the attacker may finish moving, and the defender is moved 1 hex to the left or right

Source: editor

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Arm Grab Cost: noneSpeed: +2Damage: noneMove: -3

Requirements: Block **, Grab *Power Points: Aikido, Tai Chi Chuan, Kung Fu, Jiu Jitsu, Hsing-I, Native American Wrestling, Wrestling 1, Silate, Chin Na 2, Any 3School System Power Points: Inner, Kung Fu, Grappler 1, Any 2Description: This is a rather unusual means of defense for fighters who usually espouse non-aggression but it does work, oddly enough. It is just as much a humiliation tactic as it is a maneuver. As their opponent starts to swing on them the fighter simply grabs them by the arm and, redirecting their momentum, pushes them away.System: This is considered a Block for the purposes of speed bonuses but does not give any soak bonuses for the round. The defending fighter must be faster then their opponent and interrupt them. One success on a Grab check is required and this maneuver obviously only works on non-aerial maneuvers where it is possible to grab the opponent's arm. The fighter who was interrupted is deposited in any adjacent hex.

Source: editor

Blade Catch Cost: 1 WillpowerSpeed: +2Damage: noneMove: -3

Requirements: Block *****, Athletics ***, Blade DefensePower Points: Jiu Jitsu, Ninjitsu, Spanish Ninjitsu 3, Kung Fu 4, Any 5School System Power Points: Grappler, Hunter, Kung Fu 4, Any 5Description: Although a revered a maneuver in plenty of Kung Fu flicks, the ability to actually catch blades in mid-air is both difficult and dangerous to pull off in the flesh. In order to even attempt to do so requires some sort of hand guard otherwise the blade will simply bite into or through the would-be catcher's flesh.System: Only one incoming strike can be caught per round but the defending fighter can opt to wait. This maneuver requires both hands. Attempting to catch a blade mid-swing is resolved by having the attacker roll Wits + Weapon technique versus the defender's Dexterity + Block. If the catch succeeds no damage is inflicted by that attack.

Source: editor

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Blade Defense (Form of Defense: Blade)Cost: noneSpeed: +4Damage: noneMove: -3

Requirements: Block **, Grab **Power Points: Escrima, Jiu Jitsu, Aikido 2, Kung Fu, Bando, Special Forces, Dirty Fighting, Ler Drit 3, Any 4School System Power Points: Escrima, Grappler, Karate, Military, Dirty Fighting 2, Ler Drit 3, Any 4Description: Most Street Fighters come across at least one knife fight in their careers and can learn (perhaps a little too late) that despite years of intensive training one good stab can leave them severely injured or even kill them. This technique, which is taught in militaries across the globe, relies on deflecting the attacking arm holding the blade in order to keep the weapon away from the fighter.System: This maneuver only works against one handed weapons such as knives. The exact weapons it is effective against is left open to Storyteller interpretation depending on the situation. It can be used against an opponent who is duel wielding and even multiple foes in the same round but the difficulty of the Grab checks increases by one for each deflection beyond the first.

In order to use this technique the defending fighter must wait until their attacker enters their hex with intent to strike. The defending fighter must be faster then their opponent and needs one success on a Grab check to intercept the limb. If this is successful the two fighters make an immediate Strength check which is difficulty 7 for the attacker. If this is also successful the attacking fighter has been successfully interrupted and their maneuver with that hand fails. Otherwise the knife fighter may continue with their assault but the difficulty rises to a base of 8. This is considered a block for the purposes of a combo and may be used as an abort maneuver.

Source: editor

Chain Defense (Form of Defense: Chain)Cost: noneSpeed: +3Damage: noneMove: -3

Requirements: Block **, Grab **Power Points: Dirty Fighting, Bando, Chin Na 2, Special Forces, Kung Fu 3, Any 4School System Power Points: Dirty Fighting, Karate, Inner 2, Kung Fu 3, Any 4Description: Chains are an uncommon weapon on the fighting circuit but are a regular staple for street gangs. It is a simple yet effective weapon that is easy to find and affords some range without the messiness of a firearm. The principles of this defense work

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against chains themselves along with most whips and chain-based weapons where the links themselves can be grasped.System: In order to utilize this maneuver the defending fighter must be faster then their opponent. Unlike other defenses this one only works against one target per round. The defending fighter must intercept the weapon assailing them mid-maneuver which requires two successes on a Grab check (against weapons such as a Meteor Hammer the difficulty starts at 8 to reflect the substantial risk posed in avoiding the business end of the weapon). If this is successful the two fighters enter a sustained contest of Strength for control of the weapon.

This can be used as an abort maneuver but is not considered a block for the purposes of speed bonuses.

Source: editor

Counterstrike Cost: 1 WillpowerSpeed: see descDamage: see descMove: see desc

Requirements: Block **, Focus ** Power Points: Any 3School System Power Points: Boxing, Grappler, Military 3, Any 4Description: This technique is one possessed only by the truly mighty. After receiving an attack the fighter then catches his opponent off guard with a strike of his own. It is a favorite of slower, massive fighters trained to endure their opponent’s blows then counter with crushing force.System: At the beginning of the round the defending fighter announces they are using Counterstrike, selects another maneuver, and pays 1 Willpower. During the round all attacks on the fighter waiting to Counterstrike are soaked using only half of their stamina, rounded up. If the defensive fighter endures an attack without being knocked down or put into a sustained hold they immediately make their own attack which the opponent soaks using only half of their stamina, rounded down. Unlike Zen No Mind this counter may be used after any attack at which point the defensive fighter no longer soaks damage with the penalty outlined above.

The cost of the secondary maneuver, if any, is only paid at the time it is used and not at the beginning of the round. If the fighter is dizzied they may make a Stamina roll against the total damage which dizzied them in order to carry through with the Counterstrike.

Source: New Legends

Deflecting Kick

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Cost: noneSpeed: +1Damage: +1Move: 0

Requirements: Block ***, Kick *, Kick Defense Power Points: Savate, Shotokan Karate, Thai Kickboxing, Western Kick Boxing 1, Any 2School System Power Points: Kickboxing, Karate, Inner, Kung Fu 2, Any 3Description: This countermove works just like the Deflecting Punch. The defender blocks with his thigh then delivers a snapping kick into the abdomen of his opponent. System: The Deflecting Kick uses the same rules as the Deflecting Punch. The damage is calculated as a Kick technique.

Source: S.A.Sh.- HQ

Deflecting Punch Cost: noneSpeed: +2Damage: +0Move: 0

Requirements: Block ***, Punch *, Punch Defense Power Points: Aikido, Baraqah, Boxing, Jiu Jitsu, Kung Fu, Silat, Savate, Tai Chi Chuan, Western Kickboxing, Bando, Hapkido 1, Any 2School System Power Points: Kickboxing, Boxing, Karate, Inner, Kung Fu 2, Any 3Description: Wing Chun Kung Fu is famous for quick counterpunches 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. System: The fighter must interrupt an opponent's Punch maneuver. The opponent rolls damage for their punch even though they were interrupted. The defender gets their full Block Soak against the opponent's damage – even against multiple hit punches like Hyper Fist. The blocking portion of this move is only useful against a punch. If the fighter's opponent uses any other technique they get no blocking bonus to soak (although they can still counterpunch).

Once the opponent has dealt damage the fighter immediately gets to land their counterpunch unless they were dizzied, knocked back, or knocked down by his opponent's maneuver. The fighter calculates damage as a punch. This technique only functions against the first punch attempted on the deflecting fighter in one round.

Source: Core Rulebook

Destructive Block

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Cost: 1 WillpowerSpeed: +3Damage: see descMove: 0

Requirements: Block *** Power Points: Chin Na 2, Special Forces, Dirty Fighting 3, Any 4School System Power Points: Grappler, Military, Dirty Fighting 3, Any 4Description: Intercepting an opponent’s strike a fighter blocks with enough strength to cause his opponent damage - usually to the limb making the attack. This maneuver is only useful against punches and kicks.System: In order to make the intercept the defending fighter must first succeed in a Dexterity + Block check contested by the opponent's Insight + appropriate technique. The attacker still rolls for damage (or to hit if the maneuver requires a hit check but in that case a miss costs the defending fighter nothing and no damage is incurred by either side). Multiple intercepts may be attempted in the same round but the difficulty of the Dexterity + Block check increases by 1 for every attempt beyond the first. If this succeeds the defending fighter then makes a contested Athletics + Block roll against the damage incurred by the blocked attack. The difference is dealt as damage to the attacking fighter. This is still a block for tallying soak bonuses but only gives a +1 speed bonus because of its aggressive nature.

Source: New Legends

Dissipate Cost: 1 ChiSpeed: +3Damage: noneMove: see desc

Requirements: Block **, Focus ***Power Points: Tai Chi Chuan, Kabbaddi, Hapkido, Baraqah, Wu Shu, Mystic, Ler Drit 3, Any 4School System Power Points: Inner, Karate, Wu Shu, Ler Drit 3, Mystical 4, Any 5Description: With force of will and mastery of the body and mind a fighter dissipates the energy of a Chi attack in the air around them. The technique relies as much on muscular control and body anchoring as it does on chi mastery.System: Dissipate is not a maneuver generally played on its own although it can be and is more frequently used as an abort maneuver. When played as a modifier or an abort the fighter may spend 1 Chi to reduce the damage they would otherwise suffer from a chi-based attack by two points. Chi may be spent this way up to the fighter's Focus technique per round.

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Using Dissipate as a stand-alone maneuver is far more potent. The fighter's soak total against chi attacks for the round becomes their Intelligence + Focus technique. However while active the fighter can only move a single hex.

Source: New Legends

Dodge Cost: noneSpeed: +4 (-2 next round)Damage: noneMove: -2

Requirements: Athletics *, Block *Power Points: Any 1School System Power Points: Any 1Description: Every fighter quickly learns this basic maneuver – dropping whatever they are doing to frantically scramble out of an attacker’s way. This could be kneeling, dropping to the ground, diving out of the way or just stepping back in the nick of time.System: This is an abort maneuver. The fighter adds their Athletics to their Stamina to determine their soak total for the attack that is being dodged. This soak total is only effective against the maneuver being dodged. On the next turn the fighter suffers a –2 speed penalty and may not use aerial maneuvers.

To evade a projectile the defender must score more successes on a Dexterity + Athletics roll than the attacker does for damage. This technique is not as effective against grabs which gain a –1 difficulty bonus to hit. This is not considered a Block for the purposes of speed bonuses.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Dragon's Stance Cost: see descSpeed: see descDamage: noneMove: -3

Requirements: Block ******, Focus ***, Punch Defense, Kick Defense, Air Defense, Inner PeacePower Points: Aikido, Kung Fu, Majestic Crow Kung Fu, Tai Chi Chuan, Baraqah, Hsing-I 6School System Power Points: Inner, Mystical, Kung Fu 6Description: According to ancient tradition the first techniques of self-defense were handed down by the celestial dragons. After many years meditating on the mysteries of the dragons and practicing their philosophies a master is ready to begin emulating them.

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This technique allows the user to focus their chi to the point where deflecting even the most vicious onslaught seems like child's play.System: At the beginning of the round the player must declare this maneuver as their action. There is no speed for this maneuver. It begins as soon as the following roll is made. Roll Intelligence + Block technique at a difficulty of 10 minus the user's dots in Mysteries, down to a minimum of 5. Successes on this roll can be divided as additional soak against punches, kicks, or athletics maneuvers as desired. Once set these points cannot be changed for the duration of the maneuver. In the round following activation of this maneuver the fighter gains the standard +2 speed bonus for coming out of a block. It can be maintained for as long as the fighter has Willpower to pay or until they are knocked unconscious.

While Dragon's Stance is in effect all movement ratings are reduced by 2 and the fighter's damage rolls are reduced by the same amount as they increased their soak total (so if soak versus punch was increased by 3 then all damage ratings on the user's punches are penalized by 3). Using this maneuver costs 2 Willpower the first round and 1 Willpower every round thereafter.

Source: editor

Energy Reflection Cost: 1 ChiSpeed: +1Damage: noneMove: 0

Requirements: Block ****, Focus ****, Missile ReflectionPower Points: Tai Chi Chuan 2, Aikido, Baraqah, Jiu Jitsu, Kabbaddi, Lua, Silat, Shotokan Karate 3, Any 4School System Power Points: Inner, Karate, Mystical, Kung Fu 4, Any 5Description: Once a fighter has mastered the art of catching and returning physical objects they 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 their own Chi. They must instantly summon the correct energy into their hands to "catch" energy projected at them and reflect it away. System: This maneuver is similar to Missile Reflection except that the fighter can reflect any kind of energy projectile such as a fireball, bolt of electricity, or sonic boom. The fighter must spend one point of their own Chi for each energy projectile reflected and must score two or more successes on a Wits roll to gauge and reflect the energy pattern of the projectile. If the projectile is redirected at another victim it will inflict the same amount of damage it would have inflicted upon the fighter who reflected it.

Source: Core Rulebook

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Evasive Action Cost: noneSpeed: +4Damage: noneMove: -2

Requirements: Block **, Athletics **, Alertness **, DodgePower Points: Aikido, Tai Chi Chuan, Ninjitsu 1, Any 2School System Power Points: Inner, Hunter 1, Any 2Description: Evasive action is precisely what it sounds like. The fighter sacrifices all notions of offense to concentrate solely on not being hit. As a refined form of the natural avoidance instinct this technique relies just as much on awareness of one's surroundings as it does upon quick reflexes. The fighter must be able to move to use this maneuver.System: Evasive Action may be played as an abort maneuver and is considered a block for the purposes of speed bonuses but only confers a +1 bonus instead of the standard +2. Every time the evasive fighter is attacked after playing this maneuver, unless they are taken by surprise, their attacker must first succeed in a Dexterity + Technique roll which is contested by the defender by rolling Dexterity + Athletics. Because they are watching for attacks the defender adds dice to their evasion check equal to successes on a Perception + Alertness roll. This lasts until the end of the round. Like a standard Block playing this action two turns in a row means the fighter is in a continuous block.

Source: editor

Final Stand Cost: 3 ChiSpeed: see descDamage: noneMove: 0

Requirements: Block ****, Focus ****, San HePower Points: Jiu Jitsu, Baraqah 4, Any 5School System Power Points: Grappler, Mystical 4, Any 5Description: Taking up an immovable stance the fighter summons their deepest reserves of strength and resolve. Indeed, very little can make such a master move if they don't want to! This maneuver is almost never used in the circuit but it is rumored that a handful of dedicated temple guardians practice it as part of their duties.System: Activating Final Stand takes a full round of complete concentration. Once activated the fighter cannot voluntarily move from their hex and is limited to maneuvers that can be performed without moving. The effects of this maneuver last for a maximum number of rounds equal to three times the user's Stamina. Afterwards the user's Stamina is temporarily halved due to the severe drain this maneuver imposes.

While activated the fighter gains an additional point of Stamina and 10 extra health levels for the duration. These extra health levels can be voluntarily dropped, two at a time, in

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order to instantly break dizzies. The fighter also gains extra dice up to twice their Focus technique to resist knockback and knockdown.

Source: editor

Impromptu Parry Cost: noneSpeed: +3Damage: noneMove: -3

Requirements: Block **, Athletics **Power Points: Any 2School System Power Points: Any 2Description: It's a staple of some martial arts flicks but there are real world applications to using anything at hand as a makeshift shield. A fighter sometimes never knows when or where a brawl breaks out until it is almost upon them.System: This form of defense may be used to try to ward off punches, kicks, or weapon blows. If the object is large, like a table, no defense roll is needed. With smaller objects the defending fighter must make a Dexterity + Block check, difficulty 7, opposed by Insight + appropriate technique to intercept the incoming attack. If this succeeds the object absorbs all the damage from that swing. This can destroy the object. This is considered a block for the purposes of speed bonuses.

Source: editor

Inner Peace Cost: 1 WillpowerSpeed: +0Damage: noneMove: see desc

Requirements: Block **, Focus **Power Points: Aikido, Hsing-I, Jiu Jitsu, Majestic Crow Kung Fu, Tai Chi Chuan, Baraqah, Wu Shu 3, Any 4School System Power Points: Inner, Mystical 3, Kung Fu, Grappler, Wu Shu 4, Any 5Description: Drawing upon an inner balance of peace and harmony some fighters seem so disconnected with the normal concerns and doubts of most people that they move from task to task with an enviable absolute focus.System: This maneuver cannot be used if the fighter is frenzied or has succumbed to fear, anger, or other intense and overwhelming emotion. It ends immediately if such a check fails or once the scene ends. While in effect the user increases their dice pools for evasion, self-defense, and to resist psychic attack by two dice. This does not increase their soak totals against psychic or mental attacks, only dice pools for contested effects.

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Source: editor

Kick Defense (Form of Defense: Kick)Cost: noneSpeed: +4Damage: noneMove: -3

Requirements: Block **Power Points: Any 1School System Power Points: Inner, Karate, Mystical, Kung Fu, Wu Shu 1, Any 2Description: 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 their opponent’s feet they is more susceptible to be punched or blasted with a Focus attack. System: This operates as a standard Block maneuver except that the fighter is +4 to soak kicks (including special kicks) and -2 to soak any other type of technique. This soak modifier is added or subtracted to the fighter's normal blocking soak total. This is considered a Block maneuver for the purposes of combos.

Source: Core Rulebook

Leg Catch Cost: 1 Willpower per roundSpeed: +4Damage: see descMove: 0

Requirements: Block ****, Grab **, Kick **Power Points: Hapkido 2, Tai Chi Chuan 3, Any 5School System Power Points: Military, Inner 3, Wu Shu, Capoeira, Kickboxing 4, Any 5Description: This defensive maneuver can be frustrating to penetrate. The fighter takes up a defensive stance and waits for their opponent to approach them with an attack then attempts to interrupt them with a swift foot planted in the opponent’s gut. If successful the fighter can then lift their opponent with their leg and hurl them in any direction.System: The speed attached to this maneuver only applies on the first round when the stance is first established. It does not function against aerial maneuvers (except basic maneuvers using Jump) or Cannon Drill.

When the fighter is attacked after establishing the stance, irregardless of their attacker’s speed, they may roll against the attacker in a contest of Perception + Insight vs. Athletics + Stealth to end their opponent’s maneuver immediately before any damage is inflicted.

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The defending fighter then rolls Strength + Kick for falling damage inflicted on their foe, who is also knocked down in any hex up to strength in front of them or one hex behind. Even if all of this damage is negated by Breakfall (difficulty 8) the other fighter may not carry on with their attack. This maneuver gives no innate speed bonus on the next turn as it is not a block.

Source: editor

Leg Grab Cost: noneSpeed: +2Damage: noneMove: 0

Requirements: Block ***, Grab **, Kick DefensePower Points: Aikido, Jiu Jitsu, Kung Fu, Silate 2, Any 3School System Power Points: Inner, Kung Fu, Karate 2, Any 3Description: This maneuver is very similar to Arm Grab in concept but is much harder to pull off due to complications with weight, center of gravity, momentum, and balance. The function of a Leg Grab is to intercept and deflect an incoming kick. For this reason it is necessary to already understand the fundamentals of Kick Defense.System: This maneuver only works against non-aerial kicks where it is possible to intercept and grab the attacking leg. Two successes on a Grab check are required to make the catch but the opposing fighter can attempt to stay on their feet with an Athletics check. Otherwise they lose their balance and are knocked down. This is considered a block for the purposes of speed bonuses.

Source: editor

Maka Wara Cost: noneSpeed: see descDamage: see descMove: see desc

Requirements: Block ****Power Points: Baraqah, Jeet Kune Do, Kung Fu, Pankration, Silat, Shotokan Karate, Sumo Wrestling, Thai Kickboxing 3, Jiu Jitsu, Wu Shu, Chin Na 4, Any 5School System Power Points: Kickboxing 3, Kung Fu, Mystical, Grappler, Karate 4, Any 5Description: 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.

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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 formula called dit da jow in Chinese. The herbal remedy helps 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. System: This power is used automatically in conjunction with a block where an opponent strikes them with a punch or kick and connects against the defending fighter’s arms or legs. The Maka Wara fighter takes damage as normal but immediately rolls a damage test against their opponent who has just injured themselves by striking the iron-hard arms or legs of the Maka Wara fighter. The fighter rolls damage using a Dice Pool of (Stamina + Block) -3. The attacker's Soak total is then subtracted. If the defender is attacked with a weapon, athletics, or Grab technique maneuver the attacker does not take damage.

Source: Core Rulebook

Maka Wara (revised version)Cost: noneSpeed: see descDamage: see descMove: see desc

Requirements: Block ****Power Points: Baraqah, Jeet Kune Do, Kung Fu, Pankration, Silat, Shotokan Karate, Sumo Wrestling, Thai Kickboxing 3, Jiu Jitsu, Wu Shu, Chin Na 4, Any 5School System Power Points: Kickboxing 3, Kung Fu, Mystical, Grappler, Karate 4, Any 5Description: This version of Maka Wara is designed to be more useful and powerful. It may not be appropriate for all Street Fighter campaigns and has thus been written as a separate entry from the standard version of Maka Wara above.System: Once Maka Wara has been purchased (more like conditioned into the fighter's body) it becomes an automatic and always-active ability. The bones in the fighters arms and legs are permanently hardened. This increases the fighter's soak when intercepting with a hardened limb by two points even against weapons. This means that the soak totals of Block, Punch Defense, Kick Defense, and San He are permanently improved.

The hardened bones are difficult to break and their effective soak against breaks is doubled (this unfortunately does nothing to protect against joint attacks). Anyone punching or kicking the tough limbs rolls their own Strength as damage against themselves afterwards. This damage can only by soaked with a Stamina roll. If the Maka Wara fighter is using San He this damage roll becomes Strength + the defender's stamina as kinetic energy is redirected right back into the attacker.

Source: editor

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Mirror Image Cost: 1 ChiSpeed: +3Damage: noneMove: 0

Requirements: Block ****, Focus ****Power Points: Silat, Baraqah, Hapkido 4School System Power Points: Kung Fu, Karate, Mystical 4Description: While Akuma might have Ashura Warp which phases him out in a glide some masters of Baraqah and Hapkido can become seemingly insubstantial at will by splitting into what appears as several shimmering, semi-translucent clones of themselves. While in this form energy and fists alike pass harmlessly through them.System: This is an abort maneuver. The fighter becomes invulnerable to damage until the end of the round. Physical objects may move through the fighter’s hex as if they aren’t there. This effect lasts from the time it is activated until the end of the round. This is considered a Block for the purposes of speed bonuses but only gives a +1 bonus.

Source: editor

Missile Reflection Cost: noneSpeed: +3Damage: noneMove: -1

Requirements: Block ****Power Points: Jiu Jitsu, Tai Chi Chuan, Ninjitsu 1, Any 2School System Power Points: Hunter, Inner, Kung Fu 2, Any 3Description: Martial artists who have studied the intimate details of evasion and deflection motions are able to pluck arrows and other thrown weapons out of the air with their bare hands. The fighter reacts in the blink of an eye by deflecting the projectile away from them and into a new adjusted flight path.System: When this special maneuver is used, and can be used as an abort maneuver, the fighter poises themselves to intercept any objects thrown or fired at them. If any missile attacks are directed at them, they have a chance to catch them and return them toward their sender or send in any other direction.

First the fighter must make a Perception + Alertness check against the attack roll to see the attack coming and react quickly enough. If the fighter has Awareness or Sakki they may add one and three successes to their check, respectively. These are not automatic successes. If this is sufficient the fighter may then attempt the next stage of the maneuver. Attempting to deflect missiles coming from behind are difficulty 8.

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The fighter must then roll Dexterity 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 two successes. Gunfire requires three 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.

The missile is then deflected away and past the fighter or in the case of arrows taken in hand or knocked to the ground. These projectiles will continue moving through the air until they run out of momentum or strike something.

The fighter can reflect any number of missiles targeted at her during the same turn up until they fail and suffer damage. This is not considered a block maneuver for the purposes of speed bonuses.

Source: Core Rulebook

Punch Defense (Form of Defense: Punch)Cost: noneSpeed: +4Damage: noneMove: -3

Requirements: Block ** Power Points: Any 1School System Power Points: Inner, Karate, Boxing, Grappler 1, Any 2Description: 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. System: This operates as a standard Block Maneuver, except that the fighter is +4 to soak punches (including special move punches) and -2 to soak any other type of maneuver. This Soak modifier is added or subtracted to the fighter's normal Blocking soak total. Like Kick Defense this is considered a Block for combos.

Source: Core Rulebook

Reflection Slice Cost: 1 WillpowerSpeed: +3Damage: see descMove: 1

Requirements: Block ***, Grab ***, Athletics **Power Points: Any 3

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School System Power Points: Any 3Description: This exceptionally deadly and difficult maneuver allows the fighter to take hold of the sword of an attacker and, in one fluid motion, swing it around and strike at them. This maneuver requires the two fighters occupy the same hex before the grab can even be attempted.System: If the target of this maneuver is duel-wielding the reflecting fighter must declare which hand they are targeting with this maneuver. The reflecting fighter must make a Dexterity + Grab roll contested by the opponent’s Wits + Weapon technique. Whoever gathers more successes wins. Any maneuver the opponent was attempting with that weapon is interrupted and automatically fails.

If the grab was successful the fighter then rolls for damage using only Strength for damage (as the slice is imprecise and depends purely on raw trauma). The opponent soaks this using only half their base Stamina rounded up. If either the grab roll or the Strength check botches the fighter attempting this maneuver suffers two levels of unsoakable damage instead due to their own incompetence.

Source: Warrior's World

Roll with the Hit Cost: 1 WillpowerSpeed: see descDamage: see descMove: see desc

Requirements: Block ****Power Points: Hapkido 2, Any 3School System Power Points: Inner, Military, Hunter 3, Any 4Description: Go with the flow is the mantra here. Rather than stopping the force of a blow with their body a fighter using Roll with the Hit attempts to flow around it. It isn't easy to pull off (hence the high Block requirement) but when done correctly changes the user's fighting style in subtle but important ways. This technique is most often seen in pop culture with Drunken Monkey Kung Fu Such "drunken masters" actually use a specialized form of this maneuver to become so slippery and evasive.System: This maneuver may be played as a modifier to any other basic maneuver paying the 1 Willpower cost listed below and using the other maneuver's speed, damage, and movement. It cannot be used with special maneuvers. While active Roll with the Hit adds an additional point of soak for the round so long as the fighter is able to move. It is not considered a block itself but does not negate the speed bonus of Block if used with it.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

San He Cost: 1 Chi

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Speed: +2Damage: noneMove: 0

Requirements: Block ***, Focus ** Power Points: Hapkido 1, Tai Chi Chuan 2, Aikido, Kabbaddi, Kung Fu, Silat, Sumo Wrestling, Wu Shu 3, Majestic Crow Kung Fu, Shotokan Karate, Bando 4School System Power Points: Inner, Elemental: Earth 2, Mystical, Kung Fu, Grappler 3, Karate 4Description: Some styles teach practitioners the ability to root their bodies to the ground using their Chi. This same energy can be spread out across the surface of the body causing all the muscles to tighten. This rigid, immovable stance is part of the San He form of Kung Fu. Other styles refer to it by different names. When a fighter assumes this stance their body becomes like a solid piece of iron - immovable and resistant to all attacks. System: When executing San He the character adds double their Block technique to their Soak total. For example, a character with a Stamina of 3 and a Block technique of 4 would have a soak total of 11 the turn they use San He.

In addition, the fighter cannot be knocked down except by a Grab maneuver nor can they be knocked out of their hex. The San He stance roots the fighter to the ground and even special powers like Hurricane kick or Dragon Punch will not knock the character back. Against truly massive moving objects, like cars, the Storyteller can have the fighter roll Strength + Block to stand their ground. The bigger the object, the more successes the fighter needs on their roll (a car might be four successes, a bus might be seven successes). The fighter does not gain a +2 Speed bonus the turn after using San He.

Source: Core Rulebook

Stunt Cost: noneSpeed: +0Damage: noneMove: +0

Requirements: Block *Power Points: Any 1School System Power Points: Any 1Description: Stunt is not a defined maneuver. It is a basic maneuver used to stand in for simple actions taken amidst combat that are not combat maneuvers in and of themselves. Thus opening a window, diving behind a counter, or tossing someone a firearm could all be considered stunt maneuvers. It is listed as a block maneuver because it can be used in the same round as Block.System: Complex actions that require full concentration and extended actions fall outside the scope of this maneuver. Use the listed modifiers as a baseline and adjust as needs fit.

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Source: editor

Taunt Cost: noneSpeed: +0Damage: noneMove: +0

Requirements: Block *Power Points: Any 1School System Power Points: Any 1Description: Taunts are an integral part of street fighting. They serve to advertise the fighter's prowess to a hungry crowd and to weaken the opposition without needing to land a blow.System: Playing a taunt against an opponent who is dizzied from a blow the taunter landed automatically succeeds. Otherwise the two engage in a contest of Manipulation + Intimidation versus Wits + Subterfuge to play off each other and the crowd. If this maneuver succeeds the taunter gains a point of temporary Glory. No fighter can gain more then three such points in a single day from taunts.

Source: editor

Tranquility Cost: see descSpeed: see descDamage: noneMove: 0

Requirements: Block ****, Focus *****, Inner Peace, DissipatePower Points: Aikido, Tai Chi Chuan, Baraqah, Mystic, Hsing-I 5School System Power Points: Mystical, Inner 5Description: This maneuver, which is quite rare to find on the street fighting circuit because few have the patience or the fortitude to learn it, is described as temporarily becoming linked at all things in the Hado. A profound sense of peace and contentment surrounds those who use it.System: Activating this maneuver requires a full round of complete concentration and an Intelligence + Mysteries roll, difficulty 7. It drains 2 Chi on the first round and 1 Chi every round thereafter for as long as the user maintains partial concentration to keep the technique active. Successes on this roll can be divided as additional soak against elemental attacks - choosing what elements will be protected against and how much soak is added immediately following the roll.

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When the user is hit with an elemental type guarded against by this maneuver an amount of temporary energy equal to the soak bonus is absorbed and stored. Only one elemental type can be stored at a time. This energy is automatically discharged into the next person to touch the user inflicting damage that can only be soaked by a Stamina roll. The user can opt to harmlessly discharge this pool at any time as an action.

Source: editor

Weapon Block Cost: noneSpeed: +4Damage: noneMove: +0

Requirements: Block **** Power Points: Any 2School System Power Points: Any 2Description: This maneuver allows the character to block melee weapons without being hurt by them. The fighter deflects the weapon using a combination of slipping and weaving to avoid being struck. This maneuver cannot be used if the fighter cannot move or is on the ground.System: This is exactly the same as a normal Block maneuver except that it only works against melee weapons. The defending fighter adds their full Block technique to soak weapon strikes. Like Block it gives the full speed bonus.

Source: Warrior’s World

Weapon Grab Cost: noneSpeed: +3Damage: noneMove: 0

Requirements: Block **, Grab **Power Points: Tai Chi Chuan, Escrima, Jiu Jitsu, Special Forces, Aikido, Kung Fu, Ninjitsu, Dirty Fighting 2, Wu Shu, Wrestling 3School System Power Points: Escrima, Inner, Karate, Military, Kung Fu, Hunter, Dirty Fighting 2, Wu Shu, Grappler 3Description: The Weapon Grab is a somewhat risky defensive maneuver that requires getting very close and personal with the opposition. As their attacker closes to strike the fighter must grab the weapon, reach out with their other hand, grab the fighter's arm, then pull them in and twist the arm in an effort to disarm or at least discourage further attack.System: The defending fighter must be faster then and interrupt their opponent. This maneuver requires two successful Grab checks, the first needing two successes and the

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second only one, to pull the opponent in. Once these two steps are completed the defending fighter may then make a Strength + Grab roll to try to force their opponent to drop their weapon which the other fighter defends against using Strength + Athletics. Whoever gets more successes wins. This is considered a block for the purposes of speed bonuses.

Source: editor

Whirlwind Defense Cost: 1 WillpowerSpeed: see descDamage: see descMove: see desc

Requirements: Block ***, Athletics ***, Weapon: Non-Ranged *** (see below)Power Points: Silate, Escrima, Jiu Jitsu, Special Forces, Aikido 3, Kung Fu, Ninjitsu 4School System Power Points: Escrima, Kickboxing, Military, Inner, Kung Fu, Hunter 4Description: This technique is sometimes considerably overly-flashy because it is risky to use but it was developed centuries ago as a means to balance offense and defense on the fly in the heat of battle.System: Whirlwind Defense is played as a modifier to a multi-hit, non-aerial punch, kick or weapon maneuver. It is useless against grabs, aerial maneuvers, and maneuvers that rely on full contact to be effective. To use this technique the first hit of the user's other maneuver must be dropped in order to make a deflection against an incoming attack - which means the user must wait until they are attacked before they can act and this only functions if they are faster then their opponent. The only exception to the drop rule is Triple Strike and in that instance any of the three blows can be dropped for this technique with no additional roll losses.

The deflection is made by rolling Dexterity + Block technique contested by the other fighter using Insight + the applicable technique. If the deflection is successful the opponent loses any further attacks for the round as they are pummeled by the user.

Source: editor

Wing Defense [hybrid maneuver]Cost: noneSpeed: +3Damage: noneMove: -3

Requirements: Block ***, Athletics ***Power Points: Animal Hybrid 3School System Power Points: Inhuman 3

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Description: A hybrid with wings can use them to disorient, distract, and throw off balance an attacking foe. This is not a block and the hybrid does not try to intercept the force of a blow with their wings – which are generally rather fragile limbs. Rather the wings become part of an elaborate dance that misdirects enemies.System: Wing Defense may be used as an abort maneuver and can be combined with the Block basic maneuver for the purposes of total soak for that combat turn – using this maneuver’s speed and not Block’s. While active all attempts to hit the evasive hybrid are at +1 difficulty. If struck one success on the damage roll is automatically negated as the defensive form dissipates some of the energy therein. This is considered a Block for the purposes of speed bonuses.

Source: editor

Wooden Dummy Cost: 1 WillpowerSpeed: see descDamage: see descMove: 0

Requirements: Block ****, Deflecting PunchPower Points: Jeet Kune Do, Kung Fu, Majestic Crow Kung Fu 5School System Power Points: Kung Fu, Karate, Inner 4, Inhuman 5Description: Derived from Wing Chun the Wooden Dummy technique allows a fighter to block an opponent’s strike and then retaliate with a flurry of blows. System: This maneuver may only be used after a successful standard block. If, after blocking, the defender is not knocked down, dizzied, or put into a sustained hold they may declare the use of Wooden Dummy and pay 1 Willpower. The two fighters make a contested Perception + Wits roll. If the defender wins they may Jab their opponent once in return for every two successes above the attacker they scored (minimum of 1).

When used Wooden Dummy does not count as Block for part of a combo. The last Jab thrown may be the beginning of a new combo that starts with Jab. Because of the aggressive nature of this maneuver it does not give the usual +2 speed bonus for blocking.

Source: New Legends

GRAB

KICK MANEUVERS

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Special Note about Grab Maneuvers: These maneuvers have extra rules, defined in the Errata, which apply to them. They are not listed here due to length. See that file for more information.

Aerial Back BreakerCost: 1 WillpowerSpeed: +0Damage: +4Move: +0

Requirements: Grab ***, Jump, Back BreakerPower Points: Special Forces, Chin Na, Dirty Fighting 2, Native American Wrestling, Sanbo 3, Pankration, Jiu Jitsu 4School System Power Points: Grappler, Dirty Fighting 3, Karate 4Description: The Aerial Back Breaker is a punishing aerial counter like the Air Throw and Air Suplex but it was developed for use by paramilitary and special forces personnel to counter and eliminate faster, lighter opponents who depend on jumping mobility to avoid suffering damage.System: Like Air Throw this maneuver must interrupt an opponent during an aerial maneuver. The attacker grabs their target and slams them across their knee or shoulder then lets them fall to the ground. The victim cannot negate this damage with Breakfall and is knocked down in any hex adjacent to where the attacker lands (attacker’s choice).

Source: editor

Air SuplexCost: noneSpeed: -1Damage: +4Move: +0

Requirements: Grab ***, Athletics ***, Jump, SuplexPower Points: Spanish Ninjitsu 1, Kabbaddi 2, Any 3School System Power Points: Hunter 1, Dirty Fighting, Mystical 2, Any 3Description: The warrior intercepts his opponent in mid-leap by grabbing the opponent and twisting them upside-down so that both attacker and victim fall to the ground headfirst. Of course the victim of the Air Suplex crashes to the ground first absorbing the impact of the fall.

This maneuver was actually developed by Indian Kabbaddi masters who were said to be able to intercept the pounce of a full grown tiger and bring the tiger crashing to the ground. System: Use the modifiers listed below. The fighter must interrupt an opponent performing an aerial maneuver. If the victim suffers any damage then the Air Suplex was

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successful and the victim suffers a knockdown. The attacker and victim both end the turn in the same hex where the attack occurred.

Source: Secrets of Shadoloo

Air ThrowCost: 1 WillpowerSpeed: +2Damage: +5Move: +0

Requirements: Grab **, Athletics *, Jump, ThrowPower Points: Jiu Jitsu 1, Aikido, Jeet Kune Do, Majestic Crow Kung Fu, Native American Wrestling, Ninjitsu, Pankration, Sanbo, Special Forces, Spanish Ninjitsu, Tai Chi Chuan, Wrestling, Wu Shu, Bando, Chin Na 2, Any 3School System Power Points: Karate, Kung Fu 1, Hunter 2, Any 3Description: 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 them down on top of themselves, while still others prefer the finesse of grabbing opponents out of the air and dashing them to the ground. System: To execute the move during combat the fighter must interrupt another character's Jump move or must interrupt right after any other opponent has played a special move that also acts as a Jump (like a Vertical Rolling Attack, Dragon Punch, Flying Heel Stomp, etc.). The fighter then must jump to where the intended victim is, enter the same hex as the airborne victim, and execute the throw. If any damage is scored the fighter can pick any spot within three hexes to deposit the victim. In addition to regular damage the victim will suffer a knockdown. After executing the throw the attacker can finish any remaining hexes of movement.

Source: Core Rulebook

Ankle SmasherCost: 1 WillpowerSpeed: +3Damage: +2Move: 0

Requirements: Grab ****, Athletics ***, Kick DefensePower Points: Any 4

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School System Power Points: Any 4Description: Ankle Smasher may only be used on a successful Kick Defense (see below). The fighter catches their attacker’s leg in a free hand, leaps and twists in midair still holding their victim. They flip over their opponent to deliver a downward punch or kick to the victim’s other leg.System: This is a conjunction technique with Kick Defense. The defending fighter will have two speeds for that combat turn. The first is for Kick Defense and the second is for Ankle Smasher. During the round the fighter uses their soak total against kicks using Kick Defense until they choose to use Ankle Smasher (which is when the willpower is paid). At that time the defending fighter’s Ankle Smasher must be faster then the kick they wish to intercept. Against a multiple-hit kick like Lightning Leg the fighter may choose to wait for their interrupt until the second or third kick.

The defending fighter rolls Dexterity + Grab to catch the opponent’s leg who opposes using Dexterity + Kick to avoid the grab and deliver their attack. If successful the first fighter, using this maneuver, interrupts the second, jumps over their head as described above and rolls for damage using their Strength + Punch or Kick technique. This knocks their foe to the ground if any damage is delivered.

After the grab attempt the fighter is considered to still be in Kick Defense if Ankle Smasher was unsuccessful but loses the soak bonus from that technique. If the attempt to use this maneuver fails the fighter may not then proceed with another move in a combo off of Ankle Smasher but may continue with a combo that starts with Kick Defense.

Source: editor

Assault KickCost: 1 WillpowerSpeed: +0Damage: +3Move: 1

Requirements: Grab **, Athletics **, Kick ****, Head SlamPower Points: Special Forces, Wu Shu 3, Thai Kickboxing, Western Kickboxing 4School System Power Points: Military, Wu Shu 3, Kickboxing 4Description: The fighter begins as with a Head Slam (see that maneuver for more details) but once they are on their opponent’s shoulders they jump into a backflip kicking their foe in the back of the head as they move.System: The attacker must score two successes on the grab check to get into position. This deals kick damage to the defender who is also knocked down. If successful the two fighters move 1 hex from where they started in opposite directions.

Source: editor

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Back Body DropCost: 1 WillpowerSpeed: +0Damage: +3 (see desc)Move: 1

Requirements: Grab ***, Athletics ***, Grappling Defense (see below)Power Points: Wrestling, Pankration, Native American Wrestling, Sanbo, Lua, Jiu Jitsu 1, Any 3School System Power Points: Grappler 1, Any 3Description: This body drop is usually used as a defensive maneuver in Wrestling against an opponent charging the wrestler. The fighter takes up a position waiting for their opponent to close. When the time is right the fighter crouches, grabs their foe, then stands and lifts them over their head hurtling them to a painful meeting with the ground.System: If Back Body Drop is used to interrupt an opponent rushing the wrestler the damage dealt by this maneuver increases by 1 per hex the opponent traveled. The defender is thrown a number of hexes behind the wrestler equal to the attacker’s strength and is knocked down. Otherwise the maneuver is treated like any other grab with the opponent thrown one hex behind the wrestler.

This ability may be used as a conjunction with Grappling Defense. In that instance the defending fighter will have two speeds for the round - one for Grappling Defense and the other for Back Body Drop - but unlike must other conjunctions must attempt the body drop against the first rush made on them (which is when the willpower is paid). Until that happens the fighter gains the normal soak bonus associated with Grappling Defense. The fighters make a contested Dexterity + Grab roll. If the fighter attempting the body drop wins they immediately proceed with their attack and lose the soak bonus from Grappling Defense.

Source: editor

Back BreakerCost: noneSpeed: -1Damage: +3Move: 1

Requirements: Grab *** Power Points: Jiu Jitsu, Native American Wrestling, Pankration, Sanbo, Wrestling, Dirty Fighting 2School System Power Points: Grappler, Dirty Fighting 2Description: The wrestler grabs an opponent, turns his body over and slams his head and back into the ground. This manuever is simple and effective but it has proven effective enough to become a long-held staple in most wrestling schools.

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System: The target suffers a knockdown in addition to damage. The two fighers ends the round in the same hex.

Source: Core Rulebook

Back Roll ThrowCost: noneSpeed: -1Damage: +4Move: 1

Requirements: Grab **, Kick *, Athletics *, Throw Power Points: Aikido, Baraqah, Capoeira, Jiu Jitsu, Ninjitsu, Shotokan Karate, Spanish Ninjitsu, Tai Chi Chuan, Western Kickboxing, Wu Shu, Chin Na, Dirty Fighting, Hapkido 1, Any 2School System Power Points: Inner, Hunter, Karate, Kung Fu 1, Any 2Description: This move is an advanced version of the Throw special move. Instead of using their shoulders or 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 them up and over. The victim of the Back Roll Throw ends up tossed behind the attacker. System: The move is quicker than 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 technique and is knocked down.

Source: Core Rulebook

Barrel Roll ThrowCost: noneSpeed: +0Damage: +4Move: 1

Requirements: Grab **, Athletics **, Back Roll ThrowPower Points: Hapkido 1, Aikido, Baraqah, Jiu Jitsu, Chin Na 2School System Power Points: Military, Inner, Mystical 2, Grappler, Capoeira 3, Any 4Description: In a stunningly fluid motion a fighter rolls around an opponent and takes hold of them using the momentum of the spin to throw the opponent. System: The fighter needs one success on a Grab check to establish their grip. They can then throw their opponent a number of hexes equal to strength -1 in a straight line of their choosing and is knocked down.

Source: New Legends

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Bear HugCost: noneSpeed: -1Damage: +3Move: 1

Requirements: Grab ** Power Points: Native American Wrestling, Pankration, Sanbo, Sumo Wrestling, Wrestling 1, Animal Hybrid, Bando, Dirty Fighting 2, Any 3School System Power Points: Grappler, Inhuman 2, Any 3Description: Grab that irritatingly quick little fighter and crush them into your chest until their bones rattle. The Bear Hug is an old standby for many wrestlers and a few other stylists have decided to adopt it as well. System: The Bear Hug is a sustained hold.

Source: Core Rulebook

Bite [hybrid maneuver]Cost: noneSpeed: -1Damage: +1Move: 1

Requirements: Grab **, Athletics *Power Points: Animal Hybrid 2School System Power Points: Inhuman 2Description: The hybrid uses their ripping jaws to bite into their opponent.System: The hybrid must enter their opponent’s hex to inflict damage. Use the listed modifiers. This inflicts aggravated damage.

Source: Player’s Guide

Bite Hold [hybrid maneuver]Cost: 1 WillpowerSpeed: -1Damage: +1Move: 1

Requirements: Grab ***, Athletics **, Ripping BitePower Points: Animal Hybrid 3School System Power Points: Inhuman 3Description: This maneuver, which most street fighters consider little more then pure bestial instinct, is common in the animal kingdom. The hybrid grabs ahold of their foe and bites into them. Unlike Ripping Bite the objective isn't to tear the opponent apart but

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to keep holding and inflict injury through constriction and blood loss. These bites are always excruciatingly painful - as anyone who has been bitten by a snapping turtle can attest. Because of the damage this maneuver causes it is considered highly dishonorable in most tournaments. System: This is a sustained hold with a maximum duration of twice the attacker's Grab technique. The attacker must specify the location of their bite. The head and neck are small targets and are thus difficulty 8 but the resulting penalties accumulate every other round. Otherwise, at the end of every third round the hold is maintained the defender temporarily loses a point of either Dexterity or Stamina - starting with Dexterity and alternating each time down to a minimum of 1 each. These penalties last until the defender is healed through Regeneration or at a rate of one per day of rest.

Source: editor

Brain CrackerCost: noneSpeed: +0Damage: +2Move: 1

Requirements: Grab **, Punch * Power Points: Boxing, Kabbaddi, Native American Wrestling, Pankration, Sanbo, Thai Kickboxing, Western Kickboxing, Wrestling, Bando, Dirty Fighting 1, Any 2School System Power Points: Boxing, Kickboxing 2, Grappler, Dirty Fighting, Mystical 3Description: Defeating an opponent isn't enough for some fighters. They want to drive some sense into their opponents' brains. A fighter employing the Brain Cracker grabs their opponent's hair, ear, or nose, pulls the head down, and rains smashing punches into the skull or drives elbows into their face. System: This is a sustained hold that allows the fighter to punch a held opponent each turn the hold is maintained. The damage for the move is based on the fighter's Punch technique instead of his Grab technique (and the damage source is treated as a Punch rather than as a Grab).

Source: Core Rulebook

BulldogCost: noneSpeed: +0Damage: +3Move: 1 (see desc)

Requirements: Grab **, Athletics *, Jump

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Power Points: Wrestling, Pankration, Native American Wrestling, Sanbo, Lua, Jiu Jitsu 1, Any 2School System Power Points: Grappler 2, Any 3Description: The Bulldog is a classic offensive wrestling move designed to take the wrestler’s opponent to the mat face-first. First the wrestler grabs his opponent behind the neck and jumps forward. As the wrestler falls they push down on their opponent’s head and shoulders to force them into the ground head first. The result is an opponent who is usually stunned if not knocked senseless.System: Both fighters are knocked down in the same hex. After establishing the grab the wrestler and their foe move up to three hexes forward or back in a straight line where damage is delivered by the impact with the ground.

Source: editor

Bushin Lightning DropCost: 1 WillpowerSpeed: -1Damage: +2Move: +3

Requirements: Grab ***, Athletics ***, Bushin FlipPower Points: Wu Shu, Ninjitsu, Spanish Ninjitsu, Kung Fu 3School System Power Points: Wu Shu, Hunter, Kung Fu 3, Kickboxing 4 Description: A bushin fighter develops the speed and strength to flip into their target, grab them, and, using sheer torque, throw their opponent to the ground.System: The flip to start this technique is considered an aerial maneuver and flies over projectiles. The victim is thrown two hexes back and knocked down.

Source: sfrpg.com

Butterfly DrumCost: 1 WillpowerSpeed: -2Damage: +5Move: 1

Requirements: Grab ***, Athletics ***, Punch **, Butterfly CartwheelPower Points: Silat, Savate, Baraqah, Kung Fu, Majestic Crow Kung Fu 3, Ninjitsu, Spanish Ninjitsu 4, Any 5School System Power Points: Karate, Kung Fu, Kickboxing, Hunter 4, Any 5Description: This flashy, if effective, maneuver starts with a quick grab and uppercut that throws the opponent off balance. As the foe stumbles back his attacker flips up into a perpendicular Butterfly Cartwheel and smashes into him taking both to the ground.

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System: The attacker needs two successes on a grab check to get their opponent into position. The quick Jab (which uses the fighter's actual Jab punch maneuver) does not need to do damage to continue the maneuver – that is primarily what the grab is for – but if it does the defender cannot abort or interrupt to attempt to avoid the second damage portion of this maneuver. Use the attacker's Athletics technique for damage (treat the source of damage as if it were an Athletics maneuver). This cannot be negated by Breakfall as damage is dealt by impact in the roll and falling on top of the target. Both fighters end the round in the same hex and suffer an unpreventable knockdown.

Source: editor

Choke ThrowCost: 1 WillpowerSpeed: -1Damage: +3/+2Move: +0

Requirements: Grab ***, Athletics **, JumpPower Points: Spanish Ninjitsu 1, Lua, Pankration, Dirty Fighting 2, Any 3School System Power Points: Hunter 1, Grappler, Dirty Fighting 2, Any 3Description: The fighter leaps up and either catches their opponent in midair or executes their maneuver upon landing. Either way the result is the same. The fighter uses momentum to hurl their opponent to the ground. System: This can be used to interrupt an opponent performing an aerial maneuver or to attack a standing opponent. Either way this is considered an aerial maneuver itself and is executed by jumping into the target’s hex and attempting to grab them. A single success on a Grab check is needed to establish the hold.

Initial damage is listed below in two parts. The first is for the fall itself and is increased by 1 per two hexes fallen. The second is for constriction as the attacker begins strangling the defender. If the defender takes any damage from either check they suffer a knockdown with both fighters occupying the same hex. Because the attacker holds the defender during the fall negating the first damage test with Breakfall is impossible.

After the first round using the speed and damage for Neck Choke for the sustained hold.

Source: Secrets of Shadoloo

Crescent LungeCost: 1 WillpowerSpeed: -2Damage: +5Move: 1

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Requirements: Grab ***, Athletics ***Power Points: Baraqah 2, Judo, Kung Fu, Ler Drit 3, Any 4School System Power Points: Grappler, Kung Fu, Ler Drit 3, Any 4Description: The fighter grabs their opponent by the shoulders and kicks off the ground while still holding them into a near handstand. As they drop back the fighter’s legs are held out in front of them to crash into their foe’s lower body with thunderous force. Combined with the pull on their upper body this lifts the opponent off their feet. The attacker then rolls under their opponent as they fly so as not to be squished.System: This maneuver requires two successes on a Grab check to get into position. Use athletics for damage although Breakfall may negate half of it – this maneuver considers half the damage inflicted to be from the hard fall. Both fighters switch hexes and are knocked down.

Source: editor

Crucifix PowerbombCost: 1 WillpowerSpeed: -2Damage: +6Move: 1

Requirements: Grab ***, Athletics ***, PowerbombPower Points: Wrestling, Lua 4School System Power Points: Grappler 5Description: In order to perform the Crucifix Powerbomb the wrestler first gets their opponent into a Crucifix hold. This hold has the victim held on the wrestler’s back, face up, with both arms locked at the shoulders and forced into a cross position. Then the wrestler delivers the Powerbomb by heaving their foe to the ground head and neck first.System: In order to perform this Powerbomb the wrestler needs two successes on a Grab check to get their opponent into position. After establishing the hold the wrestler may then move up to two hexes in any direction to perform the Powerbomb.

A Crucifix hold is functionally the same as a Fireman’s Carry.

Source: editor

D.D.T.Cost: 1 WillpowerSpeed: -1Damage: +4Move: 1 (see desc)

Requirements: Grab ***, Athletics **, Jump, FacelockPower Points: Wrestling, Pankration, Lua 3

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School System Power Points: Grappler 3, Military 4Description: The D.D.T., which is known by many names and has more variations then the average wrestler has costumes, is built from a basic Facelock. After establishing this lock the wrestler springs back allowing their opponent’s head to impact with the ground as they land.System: After establishing the lock the wrestler typically falls back into the hex behind them to deliver damage. Both fighters are knocked down in the same hex. This knockdown cannot be prevented.

Source: editor

Death Roll [hybrid maneuver]Cost: 2 WillpowerSpeed: -2Damage: +2/+9Move: see desc

Requirements: Grab ***, Athletics ***, Bite HoldPower Points: Animal Hybrid 4School System Power Points: Inhuman 4Description: The Death Roll is the death blow used by crocodiles and alligators the world over. They grab their prey in a vise grip and drag them underwater. Once there they roll over and over until their victim expires.System: This is a sustained hold and requires a body of water. On the first round the attacker grabs their intended target in the bite lock using the +2 damage listed modifier. In the following round, provided the hold is maintained, the attacker then makes a contested strength roll against the defender (difficulty 7 for the defender if they are knocked down). No damage is inflicted at this time. If the strength roll succeeds the attacker drags the defender up to two hexes backwards. Repeat this process until the attacker reaches the intended body of water.

Once underwater the rolling begins and the hold inflicts damage using the second damage listed modifier. The defender automatically begins drowning - suffering aggravated damage each round - if any damage from the hold goes unsoaked.

Source: editor

Death ThrowCost: noneSpeed: -2Damage: +4Move: 1

Requirements: Grab ***, Throw

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Power Points: Ler Drit, Judo 1, Any 2School System Power Points: Ler Drit, Grappler 1, Any 2Description: The fighter grabs their victim, draws them over his head, and then smashes them to the ground. Death Throw is not a flashy maneuver but it is effective at moving an unwanted target from one point to another while inflicting some pain upon them. It also doesn't force the grappler into full body contact with the target which can be useful at times.System: The victim lands in an adjacent hex of the attacker's choosing and suffers a knockdown.

Source: S.A.Sh.- HQ

Death Valley DriverCost: 2 WillpowerSpeed: -2Damage: +5Move: 1

Requirements: Grab ****, Athletics ***, Fireman’s CarryPower Points: Bando, Dirty Fighting, Lua, Wrestling, Special Forces 5School System Power Points: Military, Grappler 5Description: The Death Valley Driver, or D.V.D., is known by a number of different names but all share the same core mechanics. The wrestler hoists their unlucky victim up onto their shoulders using both arms to secure them then pulls the opponent’s head down and falls in that direction driving the victim into the ground head first.System: For each point of Strength that the attacker has over the defender this maneuver inflicts an extra +1 damage. The defender is knocked down in the same hex as their attacker. Because the attacker holds the victim and falls into them the damage cannot be negated with Breakfall and the knockdown cannot be prevented.

In order to perform the Death Valley Driver the victim must first be placed into a Fireman’s Carry which requires 2 successes on a Grab check.

Source: editor

DisengageCost: noneSpeed: +1Damage: noneMove: -2

Requirements: Grab **, Athletics ** Power Points: Ninjitsu, Chin Na 1, Lua, Native American Wrestling, Pankration, Sanbo, Spanish Ninjitsu, Wrestling, Bando 2, Tai Chi Chuan 3, Any 4

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School System Power Points: Hunter 1, Grappler 2, Dirty Fighting, Inner 3, Any 4Description: This maneuver utilizes a fighter's flexibility and quickness to extract themselves from an opponent's grasp. System: A fighter may play this move during any combat turn in which they are in a sustained hold and constitutes that character's action for that round. The captive fighter rolls a second time to try to escape from their captor using their Dexterity versus their opponent's Strength. If they escape they may immediately move away using the movement modifier listed below.

Source: Player’s Guide

Dislocate LimbCost: noneSpeed: -1Damage: +1Move: +1

Requirements: Grab ***, Kick **, Athletics * Power Points: Baraqah, Capoeira, Lua, Pankration, Ninjitsu, Chin Na, Dirty Fighting 2, Jiu Jitsu, Kabbaddi, Native American Wrestling, Sanbo, Special Forces, Silat, Tai Chi Chuan, Wrestling 3School System Power Points: Grappler, Dirty Fighting 2, Mystical, Military, Capoeira 3Description: Jumping forward the fighter grasps their opponent's arm tightly with both of theirs. They then lift one leg into the pit of the opponent's arm and pull with all of their strength. This pulls the shoulder joint loose from it's socket; causing incredible pain and rendering the arm useless until reset.

Very little damage is inflicted by this maneuver but it is an effective way to deal with an opponent who specializes in punches. Depending on the venue this could be seen as a dishonorable tactic.System: During the round after a fighter's shoulder has been dislocated they suffer a -3 speed penalty as they are forced to pop the arm back into its regular position. Any punches used while the arm is dislocated have a -2 damage modifier as the fighter attempts to return some feeling to the arm. Alternately, they can choose not to relocate the arm and only throw kicks until they take the time (and the -3 speed penalty) to relocate the arm.

Source: Player’s Guide

Double SlamCost: 1 WillpowerSpeed: -1Damage: +0/-3Move: 1

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Requirements: Grab *** Power Points: Scottish Highland Fighting 4School System Power Points: Scottish Highland Fighting 3, Grappler 4Description: Scottish Highlanders show off their strength with this move where they pick their victim up, slam her to the ground, then hoist her up again to slam her down again! Like all Highlander techniques it's brutal and to the point.System: The victim is hoisted overhead to land for the first slam in the hex opposite where they were relative to the Highlander then is returned to their own hex after the second slam. The Highlander must move into the same hex to grab but steps back for the slams thus effectively not moving from their original position. The victim is knocked down. They also take separate damage from each individual slam.

Source: Scottish Highland Fighting

Dragon DropCost: 1 WillpowerSpeed: +0Damage: +4Move: 1

Requirements: Grab ***, Athletics **, Kick ***Power Points: Wu Shu 3, Capoeira 4, Any 5School System Power Points: Wu Shu 3, Capoeira, Kickboxing 4, Any 5Description: In a seemingly impossible chain of movement the fighter grabs hold of their opponent and flings themselves up and over him - doing a 180 degree turn while directly above them. On their descent the fighter uses their forward momentum to slam a powerful kick to back of their opponent’s head or back. System: The attacker needs to score at least two successes on a grab check to get into position. Use the listed modifiers and the opponent is forced forward as many hexes equal to attacker’s strength and knocked down. The attacker ends the round one hex behind where the defender was standing at the time the kick was delivered.

Source: New Legends

Elbow CrusherCost: 1 WillpowerSpeed: -1Damage: +2Move: 2

Requirements: Grab **, Athletics *, Jump, Elbow SmashPower Points: Savate, Kung Fu, Western Kickboxing 2School System Power Points: Kung Fu, Kickboxing 3

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Description: This head knocking move has the fighter jump onto his opponent’s shoulders, wrap their legs around their head, and begin smashing their elbows into his head repeatedly.System: This is a sustained hold. If the victim is knocked down the grabber also suffers half damage from the move inflicting knockdown.

Source: editor

Eye RakeCost: noneSpeed: +2Damage: -3Move: +0

Requirements: Grab *, Punch *Power Points: Animal Hybrid, Lua, Ninjitsu, Bando, Dirty Fighting 1, Any 2School System Power Points: Inhuman, Dirty Fighting 1, Any 2Description: In a truly desperate move the fighter clenches their fingers into a claw and rakes them across their opponent's eyes. The pain caused by this is incredible but usually does not result in any permanent damage. Few Street Fighters use this attack as it is considered extremely poor form. Nonetheless, it has often meant the difference between winning and losing a match. System: Very little damage results from this attack but for the next turn the opponent must fight blind. If their Blind Fighting skill is zero they are effectively dizzied.

A fighter forced to resort to this desperate move loses one temporary Honor point. If an Eye Rake is used in a tournament they will also lose one temporary Glory point.

Source: Player’s Guide

FacelockCost: noneSpeed: +1Damage: +2Move: 1

Requirements: Grab **Power Points: Wrestling, Native American Wrestling, Sanbo, Pankration, Lua 2School System Power Points: Grappler 3, Any 4Description: Unlike the Sleeper a Facelock is intended to inflict pain by forced contortion rather then oxygen depravation. The wrestler wraps their arm around their opponent’s head and secures the lock by holding the wrist on their wrapping arm with their other hand.System: This is a sustained hold.

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Source: editor

Face SlamCost: noneSpeed: -1Damage: +3Move: 1

Requirements: Grab **, Strength ****Power Points: Native American Wrestling, Sumo Wrestling 2, Sanbo, Bando, Dirty Fighting 3, Any 5School System Power Points: Grappler 2, Dirty Fighting 3, Any 4Description: This maneuver requires tremendous upper body strength. Basically the fighter palms his opponents face, lifts him in the air and slams him face-first into the ground. The World Warrior E. Honda has worked this maneuver into a frightening combination. System: Use the listed modifiers. If any damage is done the opponent suffers a knockdown.

Source: Storyteller’s Screen

Fireman’s BackbreakerCost: 1 WillpowerSpeed: -1Damage: +4Move: 1

Requirements: Grab ***, Athletics **, Back Breaker, Fireman’s CarryPower Points: Wrestling 2, Bando, Dirty Fighting, Lua, Special Forces, Pankration, Jiu Jitsu, Sanbo 3School System Power Points: Grappler 3, Military 4Description: The wrestler first places their victim into a Fireman’s Carry then heaves their victim over their head and kneels so that the victim slams into the wrestler’s knee. System: If used on the same round as the Fireman’s Carry the wrestler needs two successes on a Grab check to get the defender into position. The defender is knocked down in the hex in front of the wrestler.

Source: editor

Fireman’s CarryCost: noneSpeed: +0

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Damage: noneMove: 1 (see desc)

Requirements: Grab **, Athletics *Power Points: Wrestling 1, Bando, Dirty Fighting, Lua, Special Forces, Pankration, Jiu Jitsu, Sanbo 2School System Power Points: Wrestling 1, Grappler 2, Dirty Fighting 3Description: The Fireman’s Carry is a fairly basic Wrestling maneuver. The wrestler scoops up their victim and drapes them horizontally face down over their shoulders using one arm to hold the victim’s head and the other to secure a leg. Typically the arm that holds the victim’s head also locks down one arm. System:This is a sustained hold that is tricky to break free of due to its awkward position and limb pins. While sustaining the Fireman’s Carry the wrestler may move up to one half of their Athletics in movement each round – walking speed at best – in order to position the defender for one of the throws or drops utilized from this position.

Wrestling maneuvers that require Fireman’s Carry to learn also require it to be used. In this case this maneuver is converted into a grab check on the speed of the damaging maneuver if there is no delay in rounds between setting up the Fireman’s Carry and performing the other maneuver. There is no movement between the grab and the drop in these cases. The wrestler can opt to wait a round when using these maneuvers, at no additional penalty, in order to avoid the Grab check.

Source: editor

Fireman’s GutbusterCost: 1 WillpowerSpeed: +0Damage: +4Move: 1

Requirements: Grab ***, Athletics **, Fireman’s CarryPower Points: Wrestling 2, Bando, Dirty Fighting, Lua, Special Forces, Pankration, Jiu Jitsu, Sanbo 3School System Power Points: Grappler 2, Dirty Fighting 3

Description: The wrestler first places her victim in a Fireman’s Carry then pulls the head forward and down while going into a quick kneel. This action forces the victim’s head into the wrestler’s knee as well as driving their upper body into the wrestler’s shoulder. The snap of this action forces the wrestler to release the victim who is thrown back by recoil.System: If used on the same round as the Fireman’s Carry the wrestler needs two successes on a Grab check to get the defender into position. The defender is knocked down in the hex behind the wrestler.

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Source: editor

Fish HookCost: noneSpeed: -2Damage: +6Move: 1

Requirements: Grab *, Strength ***Power Points: Any 2School System Power Points: Any 2Description: This is a brutal, almost cruel, technique has become popular in the underground fighting world. A fighter hooks a finger into an opponent’s mouth and does his best to rip their cheek out or at the very least tear some facial muscles. Considered a dirty tactic, many see fighters that use it to be completely dishonorable. System: A fighter that wishes to use a Fish Hook must first have their opponent in a sustained hold which permits access to the defender's face. On the round it is used this maneuver's speed and damage apply instead of the sustained hold's. Any damage dealt above the opponent's Stamina counts as aggravated damage. Because of the highly dishonorable nature of this maneuver the user loses a point of permanent Honor (or all of their temporary Honor if they have less than 1 permanent Honor).

Source: New Legends

Flowering CrescendoCost: 2 WillpowerSpeed: -2Damage: +7Move: 1

Requirements: Grab ***, Athletics *****, Flowering SmashPower Points: Silat, Savate, Baraqah, Kung Fu, Hapkido, Majestic Crow Kung Fu 3, Ninjitsu, Spanish Ninjitsu 4, Any 5School System Power Points: Karate, Kung Fu 3, Hunter 4, Any 5Description: This maneuver starts just like a Flowering Smash but once on their target’s back the fighter kicks off her opponent into a jump straight up and comes crashing back down feet first.System: This maneuver requires two successes on a Grab check to get into position. Both fighters are knocked down from this maneuver in the same hex. The attacker rolls Grab to get into position, needing 2 successes, then uses Athletics for damage that can be negated with Breakfall at difficulty 8 (it is simply more difficult to tuck into a defensive posture with someone driving their heels into your back).

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Source: editor

Flowering SmashCost: 1 WillpowerSpeed: -2Damage: +4Move: 1

Requirements: Grab ***, Athletics ****, Back RollPower Points: Silat, Savate, Baraqah, Kung Fu, Hapkido, Majestic Crow Kung Fu 2, Ninjitsu, Spanish Ninjitsu 3, Any 4School System Power Points: Karate, Kung Fu 3, Hunter 4, Any 5Description: Like a whirlwind of force this maneuver can take an unsuspecting street fighter completely by surprise. The fighter grabs their opponent by the head, neck, hair, etc and yanks them over then launches themselves onto their back into a psuedo-Back Roll. Once there they spin in place, grasp the head again, and fall taking their opponent with them to the ground.System: Both fighters are knocked down from this maneuver in the same hex. The attacker rolls Grab twice – once to get into position and the second time for damage. This maneuver requires two successes on a Grab check to get into position.

Source: editor

Flying TackleCost: noneSpeed: -1Damage: +0Move: +2

Requirements: Grab **, Athletics ** Power Points: Any 2School System Power Points: Any 2Description: 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 it's effectiveness cannot be denied. System: Both the attacker and the defender suffer a knockdown but only if damage is done. After impact both the attacker and defender fly back two hexes and end the round on the ground occupying the same hex. The attacker gains a +2 speed bonus to their next move if it is a Grab maneuver and does not require the victim to be standing or jumping. If the opponent stands before the wrestler can begin their grab this bonus is forfeit.

Source: Storyteller’s Screen

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Giant SwingCost: noneSpeed: -1Damage: +3 (see desc)Move: 1

Requirements: Grab ***, Athletics **Power Points: Wrestling, Pankration, Sanbo, Lua, Jiu Jitsu 3School System Power Points: Grappler 3Description: A Giant Swing is a maneuver performed by the wrestler against an opponent who is on the ground. They grab their foe by the leg and swing them around. This maneuver may be used as a throw or to simply smash the other fighter into the ground back-first.System: The victim of the Giant Swing is knocked down. If thrown the defender is launched a number of hexes equal to half the attacker’s strength, rounded down, and suffers an additional number of damage dice equal to that distance.

Source: editor

GrabCost: noneSpeed: +1Damage: +0Move: 1

Requirements: Grab *Power Points: Any 1School System Power Points: Any 1Description: This is a relatively basic maneuver, in the sense that it is a basic maneuver, known to Street Fighters and street thugs alike. The fighter simply grabs their target with the intent to hold them and can slowly inflict damage by squeezing although this maneuver lacks the precision that special sustained holds possess.System: This is a sustained hold. Grab may be used without inflicting damage as long as the person being held does not struggle.

Source: editor

Grappling DefenseCost: noneSpeed: +4Damage: noneMove: -1

Requirements: Grab ****

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Power Points: Jiu Jitsu 2, Aikido, Baraqah, Lua, Native American Wrestling, Pankration, Sanbo, Tai Chi Chuan, Wrestling, Chin Na, Hapkido 3, Jeet Kune Do, Kung Fu, Ler Drit, Majestic Crow Kung Fu, Silat, Bando 4, Any 5School System Power Points: Grappler 2, Inner, Kung Fu, Karate 3, Any 4Description: Wrestlers don't survive long unless they learn ways to escape and counter the grabs and holds of their fellow wrestlers. Other styles, such as the Kung Fu art of Chin Na or the Japanese art of Jiu-Jitsu, formalize this grappling training.System: Grappling Defense works similarly to a Block but it only protects against Grab maneuvers. A fighter employing Grappling Defense adds their Grab technique to their Stamina to determine their Soak total against any Grab maneuver used on them that round. Grappling Defense can even be played each round by a fighter trapped in a sustained hold thereby minimizing the damage the hold inflicts. This is not considered a block for purposes of speed bonuses.

Source: Core Rulebook

Ground LeglockCost: noneSpeed: +1Damage: +2Move: 0

Requirements: Grab **, Punch ** or Kick **, Ground Fighting (see below)Power Points: Wrestling, Pankration, Sanbo, Lua, Jiu Jitsu 3School System Power Points: Grappler 3Description: This leglock is a defensive maneuver designed to be utilized by a wrestler on the ground to eliminate the height advantage of their opponent. When their opponent closes, say to perform a Pin, the wrestler uses an arm or leg to wrap around the opponent’s ankle and force them to the ground with a quick snap.System: The defender is knocked down in the same hex as their attacker. This may not be used against an aerial opponent. It can be used as an abort maneuver by the ground wrestler but at a speed of +0. If the wrestler on the ground also as Ground Fighting they may perform this maneuver as if its base speed were +2.

Source: editor

Hair ThrowCost: noneSpeed: -2Damage: +5Move: 2

Requirements: Grab ***, Athletics **, Throw

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Power Points: Jiu Jitsu, Kung Fu, Majestic Crow Kung Fu, Ninjitsu, Special Forces, Silat, Dirty Fighting 2, Any 3School System Power Points: Grappler, Kung Fu, Hunter, Military, Karate, Dirty Fighting 2, Any 3Description: This throwing maneuver was invented hundreds of years ago by a Mongolian tribe renowned for it’s 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, flipping up and over the horseman's head, grabbing his hair from behind and throwing the marauder off his horse.

Various styles of Kung Fu and several Special Forces groups have since picked up the technique.System: The fighter must move into and straight through an opponent's hex. The opponent can then be thrown along the same straight line the fighter initially used to move over their opponent.

Source: Core Rulebook

Hangman’s NooseCost: 1 Willpower per roundSpeed: -2Damage: see descMove: 1

Requirements: Grab ***, Athletics ***, Jump, Sleeper, Elbow SmashPower Points: Special Forces, Sanbo 2, Shotokan Karate, Native American Wrestling 3School System Power Points: Military, Grappler 3, Karate 4 Description: The fighter jumps at their opponent, catches them around the neck, then hangs off their back while squeezing the head or throat.System: The jump is considered an aerial maneuver that cannot evade projectiles. This maneuver is a sustained hold that lasts up to the attacker’s Stamina, in half, in rounds. On the first round the defender must score at least one success on a Strength roll or be ripped off their feet and suffer three extra dice in damage from the hard fall. The defender cannot opt to automatically fail this roll (it is hardwired for humans to try to keep their balance) but if they do the sustained hold ends.

Every round the fighter applying this grab must inflict damage or lose their grip and fall. Damage from the sleeper grip receives a +2 bonus and automatically dizzies the victim if maintained for three rounds. On the last round, or any prior if the attacker wishes, the defender is slammed in the head by an Elbow Smash (Strength + Punch + 2) and knocked down. This ends the hold.

Hangman’s Noose is established with a deliberately awkward angle to make it difficult for the defender to shake the grappler. All attempts to do so have +1 difficulty except for

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teleport maneuvers. Grappling Defense is useless against this maneuver after the first round although San He can prevent knockdown.

Source: editor

Head BiteCost: noneSpeed: +1Damage: +3Move: 1

Requirements: Grab ** Power Points: Animal Hybrid, Boxing, Dirty Fighting 1, Capoeira, Lua, Pankration, Sanbo, Bando 2, Any 3School System Power Points: Inhuman, Boxing, Dirty Fighting 1, Capoeira, Grappler 2, Any 3Description: 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.System: This is a sustained hold and inflicts damage each turn the hold is maintained.

Source: Core Rulebook

Head Butt HoldCost: noneSpeed: -1Damage: +3Move: 1

Requirements: Grab **, Head ButtPower Points: Boxing, Kabbaddi, Sumo Wrestling, Thai Kickboxing, Bando, Dirty Fighting 2, Any 3School System Power Points: Boxing, Mystical, Grappler, Kickboxing, Dirty Fighting 2, Any 3Description: 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 by grabbing their opponents and smashing them with repeated head butts.System: The move is a sustained hold so the boxer gets to attack their opponent each turn until the victim escapes.

Source: Core Rulebook

Headlock

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Cost: noneSpeed: -2Damage: 0Move: 1

Requirements: Grab *Power Points: Any 1School System Power Points: Any 1Description: As a tried and true favorite the Headlock is a staple maneuver in almost every fighting style that gets close and personal. The fighter grabs their opponent around the neck and holds them to cut off their air.System: This is a sustained hold. It does no damage but if held for three consecutive rounds the victim is dizzied. This maneuver doesn't have the same duration limits other Grab maneuvers do. Instead use the fighter's Stamina + Grab technique to determine the maximum length of time a Headlock can be sustained.

Source: New Legends

Headlock KicksCost: noneSpeed: -1Damage: +1Move: 0

Requirements: Grab **, Kick *, HeadlockPower Points: Any 2School System Power Points: Any 2Description: While keeping their opponent in a headlock a fighter then brings up their foot to kick them in the head. System: The fighter must have their opponent in a sustained Headlock. They may then roll Strength + Kick to do damage each round until either the Headlock is broken or a number of rounds equal to their Grab rating have passed. If the hold hasn't yet been broken the fighter may continue the sustained Headlock but cannot attempt another use Headlock Kicks until the hold is released.

Source: New Legends

Head SlamCost: 1 WillpowerSpeed: +0Damage: +4Move: 1 (see desc)

Requirements: Grab **, Athletics **, Kick **

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Power Points: Special Forces, Wu Shu 2, Thai Kickboxing, Western Kickboxing, Majestic Crow Kung Fu 3, Any 4School System Power Points: Military, Wu Shu 2, Kickboxing, Kung Fu 3, Any 4Description: The fighter dares to defy gravity by grabbing their opponent, jumping onto their shoulders and kicking off hard into a cartwheel with such force the opponent is forced face first into the ground.System: The attacker must score two successes on the grab check to get into position. The defending fighter is knocked down. This maneuver uses Athletics for damage (and the damage roll is treated as if it were for an Athletics maneuver). After jumping off their opponent the fighter may move as many hexes as they would with a normal Jump.

Source: editor

Head Twist (Dervish Eight)Cost: 1 WillpowerSpeed: +0Damage: +3Move: 1

Requirements: Grab ***, Athletics ****, Punch **Power Points: Baraqah, Bando 2School System Power Points: Karate, Mystical, Inner 3Description: Daredevils of Bando love to confuse their opponents with this tricky yet flashy maneuver. First the fighter leaps onto their opponent’s shoulders, moves into a handstand, then falls behind their opponent while holding their shoulders to violently spin them in place. To add insult to injury the fighter concludes with a backhand punch to their opponent’s head.System: The attacker must score two successes on a grab check to get into position. Punch Defense provides no protection from either the grab or the backhand. Damage is considered double for the purposes of determining a dizzy and is treated as if it were a Punch maneuver. The attacker ends their turn in the hex behind the defender.

Source: editor

Heel HammerCost: 1 WillpowerSpeed: -2Damage: +3Move: 1

Requirements: Grab **, Athletics **, Kick **Power Points: Shotokan Karate, Bando 3, Any 4School System Power Points: Karate 3, Any 4

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Description: The fighter jumps onto their opponent and with their feet braced against their foe leaps off pushing hard with both legs.System: This maneuver cannot be used against an opponent on the ground, in a sustained hold, or in the midst of an aerial maneuver. The attacker needs to score at least one success on a Grab check to get into position.

Once the grab is established the attacker kicks off using their Kick technique for damage instead of Grab. Breakfall can negate up to half the damage inflicted (this move is assumed to do half its damage from the kick and half from the fall). Both fighters are moved two hexes from their starting point in opposite directions and are knocked down.

Source: editor

Hooligan ComboCost: 1 Willpower per roundSpeed: -2Damage: +4Move: +1

Requirements: Grab ***, Athletics ***, Jump, Thigh PressPower Points: Special Forces, Sanbo 2, Capoeira 3School System Power Points: Grappler, Military 3, Wu Shu, Capoeira 4Description: The fighter jumps at their opponent and catches their head in a thigh press. The attacking fighter maintains their hold after both fall to the ground.System: The jump is considered an aerial maneuver. Both the fighter and their victim are knocked down in the same hex with only half the initial damage delivered from the fall itself. This is a sustained hold with both fighters on the ground during the hold’s duration. The attacker may choose to substitute their Athletics or their Kick technique instead of Grab for damage in subsequent rounds (the damage source is still treated as a Grab maneuver).

Source: sfrpg.com

Improved PinCost: 1 WillpowerSpeed: +0Damage: +2/+1Move: 1/2 (see desc)

Requirements: Grab ***, Athletics **, Pin Power Points: Aikido, Baraqah, Jiu Jitsu, Lua, Wrestling, Hapkido 2, Kung Fu, Pankration, Silat, Special Forces, Tai Chi Chuan, Wu Shu 3, Any 4School System Power Points: Inner, Mystical, Grappler 3, Any 4Description: This is simply a refinement of the Pin maneuver.

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System: The fighter may use an Improved Pin on any one target in their hex or an adjacent hex regardless of whether the target is knocked down or dizzy, using the modifiers below. In all other ways it acts exactly like a Pin and is a sustained hold with both fighters on the ground. If both fighters are knocked down and the grappler has Ground Fighting they may use the second movement rating (2) to move to their opponent without standing up and attempt the Improved Pin.

Source: Contenders

Inza Drop (Inuza Drop)Cost: 1 WillpowerSpeed: -1Damage: +5Move: +0/+2

Requirements: Grab ***, Athletics ****, Wall Spring, Air SuplexPower Points: Ninjitsu, Spanish Ninjitsu 3School System Power Points: Hunter 3Description: The ninja snatches up their unlucky victim, wall springs and suplexes them. If there is no wall to spring off of the ninja cannot perform an Inza Drop. The victim can be grabbed before the wall spring but if they have Disengage they get a Dexterity test to break free while the ninja is still moving to reach their intended destination.System: One success is needed on the initial Grab test to scoop up the victim. The wall spring is an aerial maneuver and dodges projectiles like a standard jump. Both the attacker and their victim end in the same hex and are knocked down. Because of the speed the ninja is moving at this maneuver cannot be used to interrupt an aerial maneuver their target is performing (their intended target must be on the ground when the ninja attempts to grab them). This maneuver can hit crouching opponents. The ninja can perform the suplex in any hex they wish after the wall spring thereby ending the maneuver.

Source: sfrpg.com

Iron ClawCost: 1 WillpowerSpeed: +1Damage: +4Move: 1

Requirements: Grab ***** Power Points: Lua, Majestic Crow Kung Fu, Native American Wrestling, Sanbo, Silat, Wrestling, Chin Na 4, Ler Drit 5School System Power Points: Kung Fu, Grappler, Karate 4, Ler Drit 5

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Description: The wrestler quickly grabs their opponent with one hand, draws them in, and then places their other hand on the opponent's face. The wrestler's hand clenches like a vise over the opponent's face; each finger digging into a 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.

Wrestlers train for the Iron Claw by performing a variety of exercises to increase their grip strength. One of the most popular involves dropping and catching slabs of concrete. A wrestler takes a concrete block and raises it over their head with both outstretched arms. They release the block and then dart their hands down to catch it before it hits the ground. Grasping the heavy concrete quickly builds tremendous hand strength. Wrestlers then practice clapping their hands together after they release the concrete and then still grabbing it before it hits the ground. The clapping builds speed.

System: The Iron Claw is a sustained hold that uses the modifiers listed below.

Source: Core Rulebook

Jaw CrackerCost: noneSpeed: -1Damage: +3Move: 1

Requirements: Grab **Power Points: Any 2School System Power Points: Any 2Description: This simple yet effective maneuver has helped plenty of dentists put their kids through college. The fighter grabs their opponent by the head, moves behind them, then slams the foe's head off their shoulder before heaving the other fighter over their head and to the ground. Sometimes the victim is simply thrown back and allowed to fall to the ground but this tends to be used less often as it doesn't have as much bite or flashiness.System: Both damage tests for this maneuver use the listed modifier. The victim is knocked down in the hex in front of the fighter.

Source: editor

Jaw HammerCost: noneSpeed: -1Damage: +4/-1Move: 1

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Requirements: Grab ***, Athletics **, Headlock, Joint LockPower Points: Wrestling, Sanbo, Native American Wrestling, Dirty Fighting 3, Kung Fu, Ler Drit, Special Forces 4, Any 5School System Power Points: Grappler, Military, Dirty Fighting 3, Ler Drit, Kung Fu 4, Any 5Description: This maneuver is banned in most tournaments and for good reason. Holding her opponent in a gruesome headlock the wrestler applies pressure to the lower jaw trying to force it out of joint so that it will break. The pain alone is usually enough to force the target of this maneuver to surrender.System: This is a sustained hold. Each round after the first it rolls for damage twice. The first damage roll uses the first damage modifier listed below and deals normal damage. The second damage roll uses the second modifier and deals aggravated damage that is trackeded to see if the joint break itself is successful and if so how long the injury takes to heal. If the target of this maneuver suffers more aggravated damage, cumulatively, than twice their Stamina their jaw is broken.

Source: editor

Jaw Spin [hybrid maneuver]Cost: 1 WillpowerSpeed: +1Damage: +5Move: 0

Requirements: Grab ****, Athletics ***, Tearing BitePower Points: Animal Hybrid 3School System Power Points: Inhuman 3Description: This is truly a terrifying tactic to witness. The fighter assumes a crouching stance and waits for their opponent's attack. When the attack is launched the hybrid jumps, grips their assailant's limb in their jaws, and clamps down while still moving. System: To be successful the hybrid must be faster than their opponent. Both fighters are knocked down in the same hex.

Source: Player’s Guide

Joint BreakCost: 1 WillpowerSpeed: +0Damage: +2Move: 1

Requirements: Grab ****, Joint Lock Power Points: Chin Na 2, Lua, Sanbo 3School System Power Points: Grappler, Karate, Military 3, Dirty Fighting 4

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Description: The fighter grabs one of his opponent's limbs and twists it violently in a manner it was not meant to be - breaking the joint. Breaking an opponent's limbs is considered very poor form in most tournaments but is generally held to be acceptable in some dojos as part of training. Such a sensei is quick to point out that students who aren't ready to handle this maneuver have no business fighting.System: If the victim takes more damage from this maneuver then their Stamina the limb is broken until it heals. The break may be applied to a joint itself or to a limb bone. If applied to the neck the victim will suffer airway constriction and pass out within 8 rounds. Such an injury always results in death unless treated. Killing an opponent in this manner costs the fighter 3 full ranks of Honor.

Damage from this maneuver is always considered aggravated. Chi Kung healing can fix the break if as many health levels are restored as the Joint Break inflicted. Natural healing requires medical treatment to set the break and twice as much time as normal. If the limb is not set the fighter will suffer a permanent loss of 1 Dexterity as the bone, tendons, and ligaments heal in an awkward manner.

Source: Warrior’s World

Joint LockCost: noneSpeed: +1Damage: +1/+0Move: 1

Requirements: Grab **Power Points: Chin Na, Judo, Jiu Jitsu 2, Lua, Sanbo 3School System Power Points: Grappler, Karate 3, Dirty Fighting 4Description: The fighter grabs one of the opponent's limbs and twists it around in a manner it was never meant to be - forcing their opponent to the ground in pain. The Joint Lock is an advanced version of a classic hold utilized by many in law enforcement to prevent someone from striking back.System: This is a sustained hold. For the duration of the Joint Lock the victim is considered to be crouching and cannot use the locked limb though they may attack with another limb by spending a point of Willpower. The damage from a Joint Lock is minimal although it is extremely painful. Armor and abilities which modify the defender's soak total do not effect the damage taken from this.

Source: Warrior’s World

Judo ThrowCost: noneSpeed: +0Damage: +3

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Move: 1

Requirements: Grab **, ThrowPower Points: Judo 1, Chin Na, Hapkido, Dirty Fighting, Special Forces 2, Any 3School System Power Points: Grappler 1, Karate, Inner, Dirty Fighting, Military 2, Any 3Description: This is an improved throw using the opponent's momentum to hurl them. It is a classic martial arts move frequently taught in self-defense classes and amongst law enforcement. It is a fast maneuver (for a grab) but it's speed is an offshoot of the fact that is a reactionary move.System: The fighter employing this maneuver must interrupt their opponent's attack. The fighter can throw their victim up to their strength in hexes plus one additional hex if the victim was rushing them. The victim is knocked down.

Source: S.A.Sh.- HQ

Jumping Power ThrowCost: 1 WillpowerSpeed: -1Damage: +5Move: 1

Requirements: Grab ***, Jump, Judo ThrowPower Points: Judo 2, Kung Fu, Special Forces 3, Any 4School System Power Points: Grappler 2, Kung Fu, Military 3, Any 4Description: The Judoka grabs his opponent as if it perform a Judo Throw and jumps high into the air. From there he throws her over his shoulder and lets her crash to the floor. The Power Throw is a slower interrupt but packs more of a punch.System: Like using Judo Throw the fighter must interrupt their opponent. The jump is vertical and ends in the same hex where it started. The victim lands in an adjacent hex and suffers a knockdown even if no damage is inflicted. Projectile attacks cannot be dodged with this maneuver.

Source: S.A.Sh.- HQ

Knee BasherCost: noneSpeed: -1Damage: +4Move: 1

Requirements: Grab **, Kick * Power Points: Capoeira, Pankration, Special Forces, Thai Kickboxing, Western Kickboxing, Wrestling, Bando, Dirty Fighting 2, Any 3

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School System Power Points: Capoeira, Grappler, Military, Kickboxing, Dirty Fighting 2, Any 3Description: This move resembles the Brain Cracker except that the wrestler grabs his opponent's head and doubles her over in order to knee her in the head. Capoeira stylists practice this move by holding coconuts in one hand and crushing them with their knees.System: This move is a sustained hold and even if the opponent is lucky enough to escape they are considered knocked down and suffer a -2 speed penalty the turn after freeing themselves. Damage for the Knee Bash is calculated using the fighter's Kick technique instead of Grab.

Source: Core Rulebook

Leg ScoopCost: 1 WillpowerSpeed: -2Damage: +4Move: 1

Requirements: Grab ***, Kick **, Athletics ***, ThrowPower Points: Wu Shu, Silat, Thai Kickboxing, Western Kickboxing, Native American Wrestling, Capoeira 3, Majestic Crow Kung Fu 4School System Power Points: Wu Shu, Karate, Kickboxing, Grappler, Capoeira 3, Kung Fu 4Description: In one graceful yet powerful motion a fighter whirls backward bringing a heel up into their opponent’s midsection and then using sheer momentum to throw them. System: Use the listed modifiers. The target of this attack is knocked down in any adjacent hex the attacker wishes to deposit them.

Source: New Legends

LeglockCost: noneSpeed: +1Damage: +1Move: 1

Requirements: Grab **Power Points: Wrestling, Lua 1, Any 2School System Power Points: Grappler 1, Any 2Description: The Leglock is a basic wrestling maneuver. The fighter holds their opponent in a vice-grip with their legs and squeezes. Although this is commonly performed with both the wrestler and their victim on the ground a Leglock can be applied at any time the fighter has the opportunity to do so although such cases are no doubt awkward at best.

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System: This is a sustained hold. If the lock is established on the victim’s head and neck it will automatically inflict a dizzy if maintained for three rounds. Traditionally both the wrestler and the defender are knocked down during the hold.

Source: editor

Leg SmashCost: 1 WillpowerSpeed: -1Damage: +4Move: 1

Requirements: Grab ***, Athletics ***, LeglockPower Points: Jiu Jitsu, Tae Kwon Do, Lua 1, Wrestling 2, Any 3School System Power Points: Grappler, Kickboxing 2, Any 3Description: The Leg Smash is a sustained Leglock with a vicious demeanor. Instead of simply holding their opponent and hoping that pressure forces them to surrender the fighter uses pure lower body strength to smash their opponent into the ground or a nearby object. It takes considerable strength to successfully perform this maneuver.System: This is a sustained hold and functions much like Leglock. The attacker uses their Athletics for damage instead of Grab and has a penalty to damage equal to one point for each dot of Strength their opponent has over them.

Source: editor

Leg Twist (Fatal Leg Twister)Cost: 2 WillpowerSpeed: -2Damage: +4/+5Move: -1

Requirements: Grab ****, Kick **, Hooligan Combo, Back Roll ThrowPower Points: Special Forces 3, Ninjitsu 4School System Power Points: Military 3, Hunter 4Description: Gradually fighters developed the Hooligan Combo into a rolling throw. This variation sees the fighter run to their target, jump, and catch them in the thigh press, but instead of applying a sustained hold they roll and throw their unfortunate victim with a single powerful kick.System: The fighter wishing to perform a Leg Twist must have two open hexes between themselves and their target to run and get up to speed. This maneuver scores two damage tests. The first is the Thigh Press and subsequent slamming to the ground, which has a +4 damage modifier. The second is from the back roll throw immediately afterwards and has a +5 modifier. The victim of a Leg Twist is thrown a number of hexes equal to their attacker’s Strength. Both participants are knocked down.

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Source: sfrpg.com

LeverageCost: noneSpeed: +0Damage: -2Move: 1

Requirements: Grab * Power Points: Sanbo, Judo 1, Any 2School System Power Points: Grappler 2, Any 3Description: Leverage is a very painful maneuver although it inflicts little damage. The fighter pounces on a downed opponent seizing a limb and applying pressure with their body as they pull the limb in order to inflict pain. System: The opponent must be in a knockdown position. This means the fighter must knock them down at the end of one round and apply Leverage in the next one or have a teammate inflict knockdown first. Doing this the fighter is now, too, in a knockdown position sharing the same hex. If the attacker first applies a Pin they may add that maneuver's bonus to maintain the hold each round.

A person in Leverage can only try to get out with half their strength unless they also have Ground Fighting. After 3 rounds in the hold the defender is automatically dizzied from pain. If used outside the ring to extract information the fighter loses 1 temporary Honor per round the hold is maintained.

Source: S.A.Sh.- HQ

Mandara TwistCost: noneSpeed: -1Damage: +2Move: 1

Requirements: Grab ***, Athletics *, Kick DefensePower Points: Wrestling, Native American Wrestling, Lua 2, Savate, Thai Kickboxing, Bando 3School System Power Points: Grappler 3, Savate, Kickboxing, Karate 3, Kung Fu, Capoeira 4Description: A Mandara Twist is a legwhip performed by grabbing the opponent’s leg, holding it parallel to the ground then spinning it with enough force to rip her off her feet.System: Mandara Twist is a conjunction maneuver with Kick Defense. The fighter will have two speed values for the round. The first is for Kick Defense and the second is for Mandara Twist. At the time the defending fighter wishes to initiate the Twist they must

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be faster then the kick which they are attempting to interrupt and until then they gain the usual soak modifications associated with Kick Defense. Successfully intercepting a kick requires winning a contested Perception + Block roll. Damage is inflicted by contortion and pain, not the fall itself. If the fighter is the target of a multi-hit kick like Lightning Leg they may opt to wait until the second or third hit to initiate the Mandara Twist. If this maneuver inflicts any damage the victim is knocked down.

Source: editor

Monkey FlipCost: 1 WillpowerSpeed: -2Damage: +2/+4Move: 1

Requirements: Grab ***, Athletics ****, Back Roll ThrowPower Points: Wrestling, Lua 3, Majestic Crow Kung Fu 4, Spanish Ninjitsu, Capoeira, Special Forces 5School System Power Points: Grappler 3, Kung Fu 4, Hunter, Capoeira, Military 5Description: It takes a certain skill (or complete disregard for one's safety) to attempt a Monkey Flip in a street fighting arena. The wrestler clasps their opponent behind the head and springs up placing their feet against the abdomen. Then they fall pulling their victim to the ground and kick up launching them into a gut-busting throw. Damage is dealt both by the contortion on the initial pull and the hard landing.System: Performing a Monkey Flip without a means to hold the target steady increases the difficulty of the damage roll to 7. The fighter may add up to half of their Athletics technique, rounded down, to the first damage roll. Both fighters are knocked down and the victim is thrown back in a straight line a maximum number of hexes equal to the attacker’s Strength. Unlike the Rising Storm Crow the damage tests are not combined for the purposes of dizzying the victim.

Source: editor

Neck ChokeCost: noneSpeed: -1Damage: +3Move: 1

Requirements: Grab ***Power Points: Jiu Jitsu, Native American Wrestling, Special Forces, Wrestling, Hapkido 1, Lua, Pankration, Sanbo, Dirty Fighting 2, Any 3School System Power Points: Grappler, Military 1, Dirty Fighting, Inner, Hunter 2, Any 3

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Description: The fighter grabs their opponent and applies a strangling Neck Choke. Big fighters like T. Hawk prefer to lift their opponents off the ground as they apply the hold.System: The Neck Choke is a sustained hold.

Source: Core Rulebook

Old FaithfulCost: 1 Willpower per roundSpeed: -2Damage: +6Move: 1

Requirements: Grab *****, Athletics *****, PowerbombPower Points: Wrestling, Native American Wrestling, Sanbo, Lua 5School System Power Points: Grappler 5Description: Old Faithful, like the famous geyser, is a slow but brutal technique of repeatedly Powerbombing one’s opponent until he submits or is knocked unconscious.System: This is a sustained hold. Each round the wrestler performs a Powerbomb on the defender. It can be sustained for a maximum number of rounds equal to one half the wrestler’s stamina, rounded down. If the wrestler fails to do any damage they suffer one point of damage themselves and release the defender who is knocked down in the same hex.

Source: editor

Pile DriverCost: noneSpeed: -2Damage: +4Move: 1

Requirements: Grab ***, Athletics *Power Points: Sanbo 2, Native American Wrestling, Special Forces, Wrestling 3, Any 4School System Power Points: Grappler 3, Any 4Description: 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 legs into a seated position. When the wrestler and his victim land the opponent's head hits first.System: The victim of a successful Pile Driver also suffers a knockdown.

Source: Core Rulebook

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PinCost: 1 WillpowerSpeed: -1Damage: +2/+0Move: 0

Requirements: Grab ** Power Points: Aikido, Jiu Jitsu, Lua, Pankration, Tai Chi Chuan, Wrestling, Hapkido 2, Baraqah, Jeet Kune Do, Kung Fu, Shotokan Karate, Silat, Wu Shu, Chin Na 3, Special Forces 4, Any 5School System Power Points: Inner, Grappler 2, Kung Fu, Karate 3, Military 4, Any 5

Description: Jiu Jitsu practitioners learn many ways to hold someone immobile. To perform a Pin the target must be knocked down or dizzy. The fighter moves into their opponent's hex and attacks. Two successes are needed to establish the pin.System: This is a sustained hold. If the defender is held on the ground they may not use Disengage to break free unless they also have Ground Fighting. On rolls to maintain the hold the grappler rolls an extra two dice.

Source: Contenders

PowerbombCost: 1 WillpowerSpeed: -2Damage: +6Move: 1

Requirements: Grab ****, Athletics ***Power Points: Wrestling, Native American Wrestling, Sanbo, Lua 4School System Power Points: Grappler 4Description: A Powerbomb is a wrestling move that carries a hefty punch and serves to showcase the fighter’s strength and stamina. It is typically performed in the following sequence. The wrestler places their foe’s head between their thighs then lifts her up onto his shoulders. He then slams her down to the ground.System: The victim of the Powerbomb suffers an unpreventable knockdown. Although the damage from this maneuver comes from hitting the ground it cannot be negated via Breakfall as the wrestler holds the victim in a contorted body lock as they fall.

Source: editor

Reverse SuplexCost: noneSpeed: +0

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Damage: +4Move: 1

Requirements: Grab ****, SuplexPower Points: Sanbo 3, Any 4School System Power Points: Grappler 3, Any 4Description: The Reverse Suplex 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 them.System: The opponent lands in one of the rear three hexes and suffers a knockdown.

Source: S.A.Sh.- HQ

Rising Storm CrowCost: 1 WillpowerSpeed: -3Damage: see descMove: +2 (must move min of 2)

Requirements: Grab ***, Athletics ***, ThrowPower Points: Majestic Crow Kung Fu 4, Kung Fu 5School System Power Points: Kung Fu 4, Dirty Fighting 5Description: The Rising Storm Crow is a devastating maneuver based on the same principles of leverage seen in the Thigh Press only taken a step further. The fighter charges and grabs anything at hand on the front of her target (lapels, hair, ears). They then launch into a forward flip directly over their opponent. As they land in a crouched position (still facing the direction they started in) the fighter bends their opponent over backwards and pulls them over their head using the momentum of the leap to fling them tumbling through the air. Damage is caused by both the forced backward contortion and the impact of the landing. Successful repetition of this maneuver can easily batter an opponent senseless.System: The fighter must start at least two hexes away from their target and can throw them in a straight line forward for as many hexes as they have Strength. The target takes two damage tests: one at the fighter's (Strength + Grab) -3 when the forced flip is initiated and then another using twice the fighter's Strength when the target lands: (Strength x 2) + Grab. The opponent suffers a knockdown regardless of damage. Both damage tests combine to determine if the victim is dizzied.

Cost: 1 Willpower Speed: -3 Damage: see above Move: +2 (minimum Move 2)Source: The Perfect Warrior

Ripping Bite [hybrid maneuver]Cost: 1 WillpowerSpeed: -1

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Damage: +1Move: 1

Requirements: Grab ***, Bite Power Points: Animal Hybrid 2School System Power Points: Inhuman 2Description: Animal hybrid Street Fighters often use their jaws as weapons. The fighter chomps down on the limb he wishes to weaken and then tries to tear the muscles and ligaments from their connecting tissue. It is because of this maneuver (and others like it) that animal hybrids are looked down upon in and out of tournaments. System: The fighter leaps forward and indicates which limb they wish to strike. A successful roll inflicts damage and causes the target to suffer a -1 penalty on both Strength and Dexterity when using maneuvers requiring that limb for the remainder of combat. This maneuver can be performed multiple times on the same opponent but only one bite per limb is effective.

Source: Player’s Guide

Samoan DropCost: noneSpeed: -1Damage: +3Move: 1

Requirements: Grab ***, Athletics *, Fireman’s CarryPower Points: Wrestling 1, Bando, Lua, Special Forces, Jiu Jitsu, Sanbo 2School System Power Points: Grappler, Military, Dirty Fighting 2Description: After placing his opponent in a Fireman’s Carry the wrestler falls backward crushing her under his weight.System: Both fighters end the round knocked down in the same hex. Neither knockdown can be prevented. Like other maneuvers performed from a Fireman’s Carry two successes are needed on a grab check to get the defender into position.

Source: editor

SchoolboyCost: noneSpeed: +0Damage: +2Move: 1

Requirements: Grab ***, Athletics **Power Points: Wrestling, Native American Wrestling, Pankration, Sumo Wrestling, Bando, Dirty Fighting, Lua 3

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School System Power Points: Grappler 3, Dirty Fighting 4Description: A Schoolboy is a colorful term for a crouching shoulder slam performed by a crouching wrestler to the back of their opponent’s legs. Being behind the opponent is not required but is the most common way this maneuver is performed.System: The defender is knocked down in the same hex as the wrestler. If the attacker’s next maneuver is any form of Pin they receive a +2 speed bonus. This is a crouching maneuver.

Source: editor

Scissor SweepCost: noneSpeed: +0Damage: +3Move: 1

Requirements: Grab **, Kick **, Ground Fighting (see below)Power Points: Wrestling, Native American Wrestling, Pankration, Lua 1, Bando, Thai Kickboxing, Savate, Kung Fu 2, Any 3School System Power Points: Grappler 1, Kickboxing, Kung Fu 2, Any 3Description: The Scissor Sweep is a fairly simple tripping maneuver performed from the ground. The wrestler clasps their legs around one of their opponent’s and pulls forcing them off their feet. It is specifically designed in that it does not require a grounded fighter to rise to their knees to perform thus imposing no speed penalty if said fighter is knocked down and has Ground Fighting.System: This is a crouching maneuver. Both fighters make contested Dexterity + Athletics rolls. If the attacker wins the defender is knocked down in any hex adjacent to their starting position that the wrestler desires and suffers damage.

Source: editor

Siberian Bear CrusherCost: 1 WillpowerSpeed: +0Damage: +3Move: +1

Requirements: Grab ***, Athletics **, Back BreakerPower Points: Sanbo 5School System Power Points: Grappler 5Description: 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

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breaker to hammer the beast into submission. (Of course, Zangief acquired a lot of claw scars trying to learn the maneuver.)System: The wrestler dashes forward into the opponent's hex, grabs the opponent, inverts them, and leaps into the air. In midair the wrestler adjusts their hold to ensure the victim 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 during the time the wrestler and their prey are both airborne.

Source: Core Rulebook

Siberian SuplexCost: 1 WillpowerSpeed: +0Damage: +2Move: 1

Requirements: Grab ****, Athletics **, SuplexPower Points: Sanbo 3School System Power Points: Grappler 4Description: 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 they invented the Siberian Suplex. This move begins exactly like a regular Suplex but the fighter back-bridges 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. System: 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.

Source: Core Rulebook

SleeperCost: 1 WillpowerSpeed: -1Damage: +2Move: 1

Requirements: Grab ***Power Points: Lua, Native American Wrestling, Sanbo 3, Special Forces, Sumo Wrestling, Bando 4, Any 5School System Power Points: Grappler 3, Military, Karate 4

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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 lose consciousness.

System: If the character can maintain their grip for three rounds, including the first, they will automatically dizzy their opponent. This is a sustained hold.

Source: Player’s Guide

Snap ThrowCost: 1 WillpowerSpeed: +1Damage: +3Move: 1

Requirements: Grab **, Focus **Power Points: Bando 1, Any 2School System Power Points: Grappler 1, Any 2Description: This quick yet simple grab has the fighter snatch their victim and throw them to the ground with a snap of the wrist.System: The victim ends the round in an adjacent hex and is knocked down.

Source: editor

Soul DrainCost: 1 Chi per round (see desc)Speed: +0Damage: see descMove: 1

Requirements: Grab **, Focus ***Power Points: Mystic, Kabbaddi, Ler Drit 1, Any 3School System Power Points: Mystical, Ler Drit 1, Inner, Dirty Fighting 2, Any 3Description: A master of focused chi can be a terrifying opponent in the wrestling ring. Some have developed the ability to siphon the will to fight right out of their opponents with a mere touch. Depending on the venue this move could be seen as dishonorable.System: Using Soul Drain requires the target to first be put into a sustained hold from the basic Grab technique (this move does not work with special grabs) and is itself considered a sustained hold. The attacker inflicts damage each turn equal to Intelligence + Focus which the victim soaks with permanent Willpower treating the source of damage

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as a Focus maneuver. At the end of each round the defender loses one temporary Willpower to the draining effect.

Disengage and Grappling Defense have reduced effects due to the intense pain the draining causes and function at a –2 penalty. If the attacker runs out of Chi before the hold is broken the victim suffers no additional damage but is still considered to be held as per the Grab basic maneuver. To shift into another sustained hold the attacker must first release this one then attempt to apply a new one.

Source: sfrpg.com

Soul ShockCost: 1 ChiSpeed: +0Damage: +4Move: 1

Requirements: Grab **, Focus ***Power Points: Ler Drit 2, Chin Na 3, Any 4School System Power Points: Mystical, Ler Drit 2, Inner 3, Any 4Description: In this powerful attack the attacker grasps his opponent at the shoulders and infuses her with damaging psychic energy. System: The opponent is thrown back two hexes in a straight line and suffers a knockdown in addition to damage. This maneuver deals damage as if it were a Focus maneuver - using Intelligence for damage instead of Strength and Focus instead of Grab.

Source: Warrior’s World

Space Tornado Ogawa (S.T.O.)Cost: noneSpeed: +1Damage: +2Move: 1

Requirements: Grab **, Kick *Power Points: Wrestling, Pankration, Jiu Jitsu 1, Any 2School System Power Points: Grappler 2, Ler Drit, Inner 3, Any 4Description: Although it has a colorful name the S.T.O. is a Judo maneuver adapted into Wrestling. Standing next to her opponent the wrestler puts one arm across their chest while sweeping one leg out from under them.System: The defender is knocked down in the same hex as their attacker.

Source: editor

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Spinning Neck LockCost: noneSpeed: -2Damage: +2Move: 1

Requirements: Grab **, Kick **, Athletics **, Jump, LeglockPower Points: Bando, Dirty Fighting 2, Kung Fu, Jeet Kune Do, Savate, Silat 3School System Power Points: Kung Fu 2, Inner, Dirty Fighting 3, Any 4Description: The fighter leaps into the air, hooks a leg around their opponent’s neck or shoulders and then takes them down. The opponent is then caught in the fighter’s leg lock to suffer additional punishment. System: This is a sustained hold that knocks both fighters down in the same hex. The movement portion of this maneuver is considered aerial and may evade projectiles. After the initial round both fighters enter a sustained Leglock using that maneuver's speed and damage.

Source: New Legends

Spinning Pile DriverCost: 2 WillpowerSpeed: -2Damage: +7Move: 2

Requirements: Grab ****, Athletics ***, Jump, Pile DriverPower Points: Wrestling 3, Sanbo 4, Native American Wrestling 5School System Power Points: Grappler 4Description: 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). He perfected this move when he wrestled wild bears. 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 Fighter 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. System: The victim suffers a knockdown in addition to regular damage and is bounced three hexes away (attacker's choice which direction) after impact. The Spinning Pile Driver can be used like a Jump to interrupt and dodge a projectile attack. The move counts as an aerial maneuver after the fighter grabs their opponent and begins the airborne spin.

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Source: Core Rulebook

Spinning WristlockCost: noneSpeed: -1Damage: +2Move: 1

Requirements: Grab **, Athletics **, Punch DefensePower Points: Wrestling, Native American Wrestling, Pankration, Lua 1, Bando, Spanish Ninjitsu, Jiu Jitsu, Tae Kwon Do 2School System Power Points: Grappler 2, Hunter, Kickboxing, Dirty Fighting 3Description: The Spinning Wristlock is a rather basic wrestling maneuver performed by grabbing the opponent’s arm by the wrist then pulling it over the wrestler’s head with enough force that the opponent is thrown to the ground.System: Spinning Wristlock is a conjunction maneuver with Punch Defense. The defensive fighter will have two speeds for the round. The first is for Punch Defense and the second for Spinning Wristlock and both must be faster than the punch the fighter is attempting to intercept for the wristlock to be applied. Until the interrupt is attempted the defensive fighter gains the usual soak modifications associated with Punch Defense. When the interrupt is attempted the two fighters make a contested Perception + Block roll. If successful the interrupted fighter is knocked down in any adjacent hex, or in the same hex, that the wrestler chooses.

Source: editor

Springboard Arm DragCost: 1 WillpowerSpeed: -1Damage: +5Move: 3 (see desc)

Requirements: Grab **, Athletics ***, Wall SpringPower Points: Bando, Spanish Ninjitsu, Jiu Jitsu, Tae Kwon Do 2, Wrestling, Native American Wrestling, Pankration, Lua 3School System Power Points: Grappler 2, Hunter, Kickboxing, Dirty Fighting 3Description: The Springboard Arm Drag is only performed when the wrestler and his opponent are both near an object that can be used to spring off of. After grabbing the other fighter’s arm the wrestler keeps hold of it and performs a stepping spring off the wall. This contorts the opponent and forces them to violently flip and smash into the ground.System: The attacker must be close enough to a wall to complete the move in the allotted movement hexes. The defender is knocked down.

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Source: editor

Springboard BulldogCost: 1 WillpowerSpeed: +0Damage: +3Move: +0

Requirements: Grab ***, Athletics ***, Bulldog, Wall SpringPower Points: Wrestling, Lua, Jiu Jitsu 3, Spanish Ninjitsu, Ninjitsu, Tae Kwon Do, Aikido 4School System Power Points: Grappler 2, Hunter, Kickboxing, Dirty Fighting 3, Inner 4Description: This is a Bulldog performed in concert with a Wall Spring to give it extra distance. The wrestler makes the grab after springing from the wall which is where the movement bonus comes into play.System: Both fighters are knocked down. After establishing the grab the wrestler and their foe move one hex forward and end up adjacent to one another.

Source: editor

Standing Shoulder WheelCost: noneSpeed: -1Damage: +3Move: 1

Requirements: Grab ***, Athletics *, Fireman’s CarryPower Points: Wrestling, Pankration 1, Bando, Lua, Special Forces, Jiu Jitsu, Sanbo 2School System Power Points: Grappler 2, Hunter, Military, Dirty Fighting 3Description: The Standing Shoulder Wheel is a throw originating from a Fireman’s Carry. The wrestler kneels as they adjust the opponent on their shoulders then stands and pushes up at same time. The force of this hurls the opponent to the ground on their back. System: Like other maneuvers performed from a Fireman’s Carry two successes are needed on a grab check to get the defender into position. The defender can be thrown a number of hexes equal to one half the attacker’s strength, rounded down, and is knocked down.

Source: editor

Stomach PumpCost: noneSpeed: +0Damage: +1

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Move: 1

Requirements: Grab ****, Punch **Power Points: Jiu Jitsu, Native American Wrestling, Pankration, Sanbo, Wrestling 3School System Power Points: Grappler 3, Hunter, Military, Boxing, Dirty Fighting 4Description: The wrestler grabs the opponent, lifts them off their feet with one hand and repeatedly smashes the pit of their stomach with a palm heel. The move's name derives from the fact that many victims end up losing their lunch before they escape from this organ squeezing hold. System: The Stomach Pump is a sustained hold.

Source: Core Rulebook

Storm HammerCost: 2 WillpowerSpeed: -2Damage: +7Move: 1

Requirements: Grab *****, Athletics ***, JumpPower Points: Native American Wrestling, Wrestling 5School System Power Points: Grappler 5Description: 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 (opponent included!) in a big circle and then crushes the opponent's face into the arena floor. Very few opponents get back up.System: As with all Grab maneuvers the fighter must move into the same hex as their opponent. 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. Once the fighter has grabbed the opponent and jumped into the air the Storm Hammer is considered an aerial maneuver until the fighter and their prey land. The move can be used it to interrupt an incoming projectile attack and possibly dodge it.

Source: Core Rulebook

Sunset FlipCost: 1 WillpowerSpeed: -2Damage: +3Move: 1

Requirements: Grab ****, Athletics ****, Jump, LeglockPower Points: Bando, Dirty Fighting, Spanish Ninjitsu, Chin Na, Lua, Wrestling 3

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School System Power Points: Grappler, Karate, Kung Fu 3, Hunter 4Description: The Sunset Flip is a maneuver first learned by launching from a sitting position at head level to the opponent. The attacker leaps behind her opponent and grabs him from behind in a leglock around the waist then continues falling forward pulling him to the ground with her legs so that he smashes into the ground. After mastering this sequence the fighter then learns to perform the Flip by jumping over their opponent’s head and administering the leglock.System: The attacker moves forward into the defender’s hex and needs two successes on a Grab check to proceed. If that succeeds both fighters move an additional hex in the same line of movement and suffer an unpreventable knock down. Afterwards the opponent is held in a sustained Leglock.

Source: editor

SuplexCost: noneSpeed: +0Damage: +2Move: 1

Requirements: Grab * Power Points: Jiu Jitsu, Native American Wrestling, Pankration, Sanbo, Special Forces, Spanish Ninjitsu, Wrestling 1, Any 2School System Power Points: Grappler 1, Karate, Kung Fu, Hunter, Military 2, Any 3Description: The Suplex is a relatively fast Grab move. The fighter lunges forward, grabs their opponent, and then twists around to fall backwards. By arching their back, the wrestler slams the opponent's head into the ground and simultaneously cushions the wrestler's own fall.

System: Victims of a successful Suplex also suffer a knockdown. The victim lands one hex behind their original position. The attacker chooses which hex.

Source: Core Rulebook

Tail Trip [hybrid maneuver]Cost: noneSpeed: -1Damage: +2Move: 2

Requirements: Grab **, Athletics *Power Points: Animal Hybrid 2School System Power Points: Inhuman 2

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Description: Tail Trip is a simple maneuver in concept although it does require a good sense of balance to use effectively. The hybrid must have a tail to perform this maneuver. Using it as a prehensile extension they take an opponent off their feet.System: Use the listed modifiers. An opponent hit by this is knocked down unless they were blocking.

Source: editor

Tearing Bite [hybrid maneuver]Cost: 1 WillpowerSpeed: +1Damage: +4Move: 1

Requirements: Grab **, Athletics **, Head BitePower Points: Animal Hybrid 2School System Power Points: Inhuman 2Description: This special maneuver is similar to the Head Bite except that as the fighter's teeth bear down on his opponent's neck he also applies leverage to the victim and throws him over his back. System: After applying damage the attacker then throws their opponent in the opposite direction from the one they are facing. The victim travels a number of hexes equal to the fighter's Strength -1.

Source: Player’s Guide

Thigh PressCost: noneSpeed: -1Damage: +4Move: 1

Requirements: Grab **, Athletics ** Power Points: Jiu Jitsu, Native American Wrestling, Sanbo, Special Forces, Wrestling 2, Any 3School System Power Points: Grappler, Military 2, Any 3Description: This move is also called a Reverse Suplex but many tournament fighters began calling it the Thigh Press after they saw Cammy's version of it. The fighter starts by jumping onto the opponent's shoulders, locking their feet behind the opponent's back and catching the opponent's head between their thighs. The fighter then drops their body weight backward - bending the opponent over. As they do so the fighter flips backward, doing a half back flip and landing on their stomach. Meanwhile, the opponent is pulled over and off their feet smashing headfirst into the ground.

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System: The opponent suffers a knockdown in addition to regular damage. The fighter switches hexes with their opponent unless both combatants started in the same hex in which case the attacker can choose the adjacent hex in which the victim lands.

Source: Core Rulebook

ThrowCost: noneSpeed: -2Damage: +2Move: 1

Requirements: Grab *Power Points: Any 1School System Power Points: Any 1Description: Most martial arts teach special techniques for grabbing and throwing an opponent. These techniques involve using the hips, shoulders and/or arms to unbalance the opponent and leverage him into a throw. Masters can throw opponents over 20 feet through the air.System: 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 the fighter's Strength. Fast members of successful tournament teams often throw opponents to their stronger, slower comrades who then finish off the unfortunate with a powerhouse special maneuver.

The damage from a Throw is actually inflicted when the opponent lands and hits the ground, wall, car windshield, other fighter, etc. If the victim is thrown into another fighter, the fighter struck by the flying body may suffer damage as well. Roll damage based on the thrown character's Stamina minus the struck character's soak total (Stamina or Stamina + Block).

Example: Fei Long throws Zangief into a hex where Cammy is standing. Zangief's Stamina is 7 (he's a big guy!), and Cammy's soak total is equal to her Stamina of 4 (it would have been more had she been Blocking), so Fei Long's player rolls 7 - 4 = 3 dice of damage for Cammy.

Source: Core Rulebook

Tonga Death GripCost: 1 Willpower per roundSpeed: +0/-2Damage: +3 (see desc)Move: 1

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Requirements: Grab ****, Punch ****, Focus ***, Atemi Strike, Braincracker (see below)Power Points: Lua, Chin Na, Jiu Jitsu 4, Sanbo, Ninjitsu, Wrestling 5School System Power Points: Karate, Inner 3, Hunter, Grappler 5Description: Utilizing the knowledge of human nerve points learned in delivering Atemi Strikes the fighter seizes their opponent under the chin and squeezes causing immense pain. As the hold is maintained the victim loses feeling in their head as breathing and blood flow become labored. Even after the Grip is released these effects linger.System: This is a sustained hold and those held in its grip suffer a +1 difficulty penalty to any actions they take. After two rounds in the Tonga Death Grip the defender loses one point of Dexterity temporarily. If maintained for four rounds the defender also loses one point off of all their techniques temporarily. While the hold is being maintained the victim has +1 difficulty to all of their actions. These losses are healed as if they were aggravated damage but no character can lose more than 1 point in any statistic from the Tonga Death Grip.

If the attacker also knows Brain Cracker they may administer an Atemi Strike each round as an additional attack using the –2 speed listed below. The damage from the Grip and Strikes administered combine each round for dizzying purposes.

Source: editor

Tornado GripCost: 1 Chi, 1 WillpowerSpeed: -1Damage: +3/+4Move: 1

Requirements: Grab ****, Focus ****, Athletics *, Neck ChokePower Points: Special Forces, Elemental: Air 4School System Power Points: Military, Elemental: Air 4Description: The elemental grabs her opponent and lifts him up off his feet in a crushing Neck Choke. As she does so air flares around the victim whipping into a swift buffeting vortex that further smothers him. The elemental then throws her victim letting the wind smash him to the ground. The Tornado Grip is usually less a damaging maneuver than an intimidation tactic to remind an unwary oppponent just how dangerous one who commands the air can be.System: There are two base damage tests – one using the Neck Choke listed modifier and the other with the fall modifier next to it. Tornado Grip can be used as a sustained hold but the first round of holding the victim counts as two for the purposes of maximum duration. Additional rounds inflict damage as an average of Grab and Focus so use the formula Strength + [(Grab + Focus) / 2] for those damage pools. When thrown the victim ends the round knocked down a number of hexes away up to the attacker’s Strength - the attacker decides where to deposit their foe. This knockdown cannot be prevented but the

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damage can be reduced by a difficulty 9 Breakfall check. The victim soaks as normal but for the purposes of determining a dizzy they only use half their stamina rounded up.

Source: editor

Twirl and HurlCost: 1 WillpowerSpeed: +0Damage: -2/+2 (see desc)Move: 2

Requirements: Grab ****, Athletics ** Power Points: Scottish Highland Fighting 4School System Power Points: Scottish Highland Fighting 4

This move is famous among bar-frequenting Highlanders as an excellent way to clear an area for fighting properly in, and all it needs is one willing person lying nearby to pull it off..

System: The victim of the T & H must be already knocked down. The Highlander seizes them by the legs (no need to move into the same hex to perform this Grab) and swings the victim around a few times before throwing them through the air. Swinging the victim around inflicts damage on anyone in an adjacent hex using the first damage listed modifier and is knocked down. The swinging continues for as long as T & H is maintained as a sustained hold inflicting no damage on the victim (except nausea and disorientation) but injuring anyone who enters an adjacent hex to the twirling highlander. When the hold is released the Highlander lets go, sending the victim a number of straight-line hexes in the direction of the fighter's choice, a distance equal to the fighter's Strength score. The victim is knocked down upon landing.

Source: Scottish Highlander Fighting

Wall SlamCost: noneSpeed: -1Damage: +1Move: -1

Requirements: Grab **, Athletics *Power Points: Any 2School System Power Points: Dirty Fighting 2, Any 3Description: Grab your opponent and slam them into a wall. A simple yet effective tactic.

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System: The fighter needs one success on a Grab check to get a hold of the defender. Then they may finish their movement in a straight line to administer damage. Although this is a Grab technique damage is calculated in the following manner: (Punch/2) + (Athletics/2) + Strength. Round fractions down. The two fighters end the round in the same hex.

Source: editor

ATHLETICS

Aerial RecoveryCost: noneSpeed: noneDamage: noneMove: none

Requirements: Athletics **, Jump or Bushin FlipPower Points: Any 2School System Power Points: Any 3Description: Any fighter who is heavily dependent on aerial maneuvers would be wise to learn how to roll with the force of being knocked out of the air to control their descent.System: When interrupted in an aerial maneuver make a base Athletics roll. Two successes allow the fighter to control where they land. If they have any movement left over from the maneuver they attempted they can land and roll into any adjacent hex and are considered knocked down. For maneuvers that score multiple damage tests the recovering fighter must roll athletics for each test that damaged them.

This maneuver can be combined with Femina Wind. The fighter pays 1 Willpower to do so but can move up to three hexes in any direction before landing. In this case they don’t get any additional movement and are not knocked down. A fighter in the middle of an aerial recovery can be hit with additional attacks.

Source: editor

Air SmashCost: noneSpeed: -1Damage: +4Move: -1

Requirements: Athletics *, JumpPower Points: Majestic Crow Kung Fu, Native American Wrestling, Pankration, Sanbo, Sumo Wrestling, Wrestling 1, Any 2School System Power Points: Kung Fu, Grappler 1, Any 2

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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." System: The Air Smash is an aerial maneuver and acts as a Jump for purposes of interrupting and evading projectile attacks. The fighter must move in a straight hex-line while executing the power, and will end the move in the same hex as the opponent on whom they landed.

Source: Core Rulebook

Back RollCost: noneSpeed: +3Damage: noneMove: see desc.

Requirements: Athletics **, JumpPower Points: Hapkido 1, Any 2School System Power Points: Inner, Military 1, Any 2Description: Like a flying monkey the fighter springs up over their opponent’s head and rolls down their back in a single graceful motion. A Back Roll can be both confounding and frustrating for opponents.System: This may be used as an abort maneuver. It is aerial and the fighter performing it ends the round one hex behind the opponent they rolled off of.

Source: editor

BackflipCost: 1 WillpowerSpeed: +3Damage: noneMove: +2

Requirements: Athletics *** Power Points: Capoeira, Jeet Kune Do, Spanish Ninjitsu, Wu Shu 2, Any 4School System Power Points: Capoeira, Kung Fu, Hunter, Wu Shu 2, Karate, Kickboxing 3, Any 4Description: This athletics maneuver provides a warrior 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.

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System: While executing this maneuver the fighter can only move in a straight line away from their foe and cannot be harmed by any attack. However, they will be vulnerable to attack both before and after this maneuver is executed.

Source: Secrets of Shadoloo

Beast RollCost: 1 WillpowerSpeed: +0Damage: +3Move: -2/+2

Requirements: Athletics *****, Rolling Attack, Vertical Rolling Attack Power Points: Capoeira 3School System Power Points: Capoeira 5Description: Superhuman. Few individuals have deciphered exactly how Blanka accomplishes this gravity-defying move. He begins by springing backward into several aerial backflips then rolls back forward in a series of somersaulting forward flips to ram his opponent. 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. This backward roll can be used to attack an opponent. The fighter then reverses direction along the same straight hex- line to strike a second opponent. The fighter caroms oft the second opponent ending up two hexes away in the direction from which they came. For both attacks the fighter must move into the opponent's hex.

Source: Core Rulebook

Body AvalancheCost: noneSpeed: -1Damage: +4Move: 3

Requirements: Athletics **Power Points: Any 2School System Power Points: Grappler, Military 1, Any 2Description: The Body Avalanche is an incredibly simple maneuver that still packs quite a bit of power. With their opponent backed against a wall the fighter makes a short run and hop then launches into them for a full body smash. Damage is dealt by forcing the opponent into the wall.

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System: The defender must be adjacent to a wall to attempt the Body Avalanche. The attacker needs a straight line, an open hex to get up to speed, and must be able to complete the maneuver in the allotted movement.

An alternate version of the Body Avalanche can be performed without needing a wall to slam the opponent into but inflicts knockdown on both fighters. Neither knockdown can be prevented. When the maneuver is purchased specify which form has been learned.

Source: editor

BreakfallCost: noneSpeed: see descDamage: see descMove: see desc

Requirements: Athletics * Power Points: Jiu Jitsu, Aikido, Baraqah, Capoeira, Pankration, Tai Chi Chuan, Wrestling, Bando, Spanish Ninjitsu 1, Any 2School System Power Points: Kung Fu, Karate, Capoeira, Inner, Hunter, Grappler 1, Any 2Description: Jiu Jitsu, Aikido, and a number of other styles emphasize throwing techniques. Before one can learn how to throw, however, she must first learn how to be thrown without getting hurt. Breakfall is usually performed as a roll onto the shoulders and arms with the head tucked in to protect against neck injuries. System: Breakfall is a technique that fighters practice until it becomes instinctive therefore you do not need to play Breakfall to use it. Whenever your character takes damage from a maneuver that does knockdown you may reduce the amount of damage he takes from the fall by one point of Health for each success made on a Dexterity + Athletics roll. (Note: Breakfall doesn't help against maneuvers that do damage and then knock you down only against maneuvers where hitting the ground is the source of the damage such as a Throw.)

Source: Contenders

Bull RushCost: 1 WillpowerSpeed: -1Damage: +4Move: -3

Requirements:Athletics ****, Shoulder SmashPower Points: Any 3School System Power Points: Any 3

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Description: The fighter rushes into their opponent shoulder first bracing themselves against the ground with their feet just before the impact. This forces tremendous kinetic energy into their target knocking them back.System: At the time this maneuver is purchased the fighter must specify whether or not it is crouching. If it inflicts any damage the target is knocked back a number of hexes equal to damage received.

Source: editor

Burning Tail [hybrid maneuver] Cost: 1 ChiSpeed: -1Damage: +2/+0Move: -1

Requirements: Athletics ***, Focus ***, Tail SlashPower Points: Animal Hybrid 2, Mystic, Elemental: Fire 3, Any 4School System Power Points: Inhuman, Mystical, Elemental: Fire 3, Any 4 Description: The hybrid whips an enemy with their tail after igniting it with their chi. The result is explosive. This maneuver can be used by non-hybrids by substituting an article of clothing for the tail. However learning this form of the maneuver is difficult because so few fighters actually use it.System: Use the listed modifiers for two damage tests. The first uses Athletics and the first damage modifier below. The second uses Focus, the second damage modifier below and is treated as if the source of damage were a Focus maneuver. The fire created by this maneuver is actual fire and can ignite objects touched, inflict burns, etc.

Source: editor

Burning WingsCost: 1 ChiSpeed: +0Damage: +2/+1Move: -2

Requirements: Athletics ***, Focus ***Power Points: Mystic, Elemental: Air, Elemental: Fire, Animal Hybrid 3School System Power Points: Inhuman, Mystical, Elemental: Air, Elemental: Fire 3Description: This graceful, yet strange, maneuver mimics birds in a way only those kamikaze enough to use their full bodies as weapons would think to try. It has since caught on with animal hybrids blessed with natural wings. The fighter closes with their opponent and tumbles into them wrapped in a blazing coat of chi that looks like a pair of translucent wings rising from their back.

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System: The fighter must enter their opponent’s hex to deal damage. There are two damage tests. The first uses Athletics and the +2 modifier below. The second uses Intelligence + Focus with the +1 modifier. After damaging their opponent the fighter then rolls into an adjacent hex.

Source: editor

Bushin FlipCost: noneSpeed: +2Damage: noneMove: +3

Requirements: Athletics **Power Points: Ninjitsu 1, Any 3School System Power Points: Hunter 1, Any 3Description: This flip is a staple of Ninjitsu and functions using torque rather then raw leg strength.System: A long jumping flip that functions exactly as would a standard Jump manuever with the exception that a Bushin Flip cannot be used to initiate a Wall Spring.

Source: sfrpg.com

Bushin StepCost: noneSpeed: noneDamage: noneMove: none

Requirements: Athletics ****, Aerial Recovery (see below), BreakfallPower Points: Any 3School System Power Points: Hunter, Inner, Capoeira 3, Any 4Description: The gymnast catches themselves from a fall and rolls so they touch the ground hand first and somersault to their feet.System: Bushin Step is not an attack. It is a recovery technique that can be used after being struck by an attack that causes knockback or knockdown as long as the gymnast is neither crouching nor dizzied. Two successes on a base Athletics roll allow the fighter to recover and backflip to their feet avoiding a knockdown. If played during a knockback effect Bushin Step can be used immediately after the first hex of push and negates further involuntary movement. In any event the fighter ends one hex back from where they where struck.

This can also be used from the air. After successfully using Aerial Recovery when interrupted in the middle of an aerial maneuver roll base Athletics again. Two successes

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allow the fighter to safely get an arm underneath them to push off the ground and land on their feet. If this maneuver is unsuccessful the fighter falls flat on their face.

Source: editor

Butterfly CartwheelCost: noneSpeed: +2Damage: noneMove: -2

Requirements: Athletics ***Power Points: Spanish Ninjitsu, Ninjitsu, Capoeira, Wu Shu 3, Any 5School System Power Points: Hunter, Wu Shu, Capoeira 2, Any 3Description: This is an aerial cartwheel performed without hands. Using sheer strength and a twist of the torso the fighter launches himself in a direction and lands feet first. The fighter always travels in a straight line.System: This is an aerial maneuver and can be used to dodge projectiles with an additional +2 dice to the dodge roll (the attacker’s Focus is contested versus the defender’s Dexterity + Athletics). Any opponent attempting to interrupt a fighter in the midst of this technique must move into the same hex and has a +1 difficulty to hit.

Source: New Legends

Butterfly KickCost: 1 WillpowerSpeed: +2Damage: +0Move: -2

Requirements: Kick ***, Athletics ***, Butterfly CartwheelPower Points: Spanish Ninjitsu, Ninjitsu, Capoeira, Wu Shu 2, Any 4School System Power Points: Hunter, Wu Shu, Capoeira 3, Any 4Description: Displaying an amazing level of body strength the fighter Butterfly Cartwheels straight into their opponent striking them with their spinning feet.System: The fighter does a Butterfly Cartwheel into their target rolling for damage twice using the modifiers below. This is an aerial maneuver that can hit crouching opponents. Just like with the Butterfly Cartwheel any opponent attempting to interrupt a Butterfly Kick must enter the same hex and has a +1 difficulty to hit.

Source: New Legends

Cannon Drill

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Cost: 1 WillpowerSpeed: +2Damage: +2Move: +2

Requirements: Athletics ***** Power Points: Special Forces 4, Kabbaddi, Majestic Crow Kung Fu, Wu Shu 5School System Power Points: Military 4, Kung Fu, Wu Shu 5Description: Fast and ferocious, the Cannon Drill has given Cammy an edge on her competition in the Street Fighter tournaments. Since they saw Cammy pull off 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. System: Because it flies so low to the ground the Cannon Drill does not count as an Aerial Maneuver.

Source: Core Rulebook

Chi CrashCost: 1 Chi, 1 WillpowerSpeed: -1Damage: +3/+2Move: +0

Requirements: Athletics ****, Focus ***, Shoulder SmashPower Points: Any 3School System Power Points: Any 4Description: The fighter Shoulder Smashes their target after forming a wall of abrasive pulsing chi in front of them.System: There are two damage tests. The first uses Athletics with the +3 modifier below and the second using Intelligence + Focus and the +2 modifier. If it inflicts any damage the opponent is knocked down and the fighter may continue moving up to their maximum movement.

Source: editor

Chi RushCost: 1 Chi, 1 Willpower

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Speed: -1Damage: +3/+2Move: +1

Requirements: Athletics *****, Focus ****, Chi CrashPower Points: Any 4School System Power Points: Mystical, Inner 4, Any 5Description: This is an advanced version of Chi Crash.System: This functions exactly like Chi Crash - dealing damage twice, first with Athletics and the first modifier listed below then Intelligence + Focus for the second damage test - except that every three hexes of movement the fighter may stop and change directions to repeatedly strike a target or hit new targets. An opponent knocked down by one of these strikes may be repeatedly hit as they are still in the air and will not hit the ground until this maneuver is finished. This causes knockdown.

Source: editor

Claw Dive (High)Cost: 2 WillpowerSpeed: -1Damage: +3Move: +2/+3

Requirements: Athletics *****, Punch or Weapon ***, Low Claw DivePower Points: Spanish Ninjitsu 3School System Power Points: Hunter 5Description: The reconquistador, having mastered a low wall spring launch for their weapon strike, takes to the high skies to bring death from above.System: The wall spring to initiate this attack is considered a standard jump except that it can only be interrupted by vertical aerial maneuvers (Dragon Punch, Dragon Kick, Vertical Rolling Attack, etc.). If the target of a High Claw Dive cannot keep sight of the attacking ninja they must score at least three successes on a Perception + Alertness roll or be surprised by their attacker – dropping the ninja’s difficulty to hit them to 5 and opening them to being hit from behind. Damage is calculated using Athletics + Punch if unarmed or Athletics + Weapon technique if using a weapon (additional modifiers might apply depending on the weapon used). The damage modifier below also applies.

High Claw Dive can be split over two rounds if desired. During the first round the ninja springs up onto a high object (rafters, tree limbs, etc.) where they can remain hidden until the second. This requires an additional point of Willpower but as long as the ninja is out of view and remains still they gain all the benefits of surprise.

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When this maneuver is purchased the character must specify whether they are purchasing the armed or unarmed version. Weapons used in a claw dive must be small and light enough to be held in one hand. Obviously if there is no wall to spring from a High Claw Dive cannot be used.

Source: sfrpg.com

Claw Dive (Low)Cost: 2 WillpowerSpeed: +0Damage: +2Move: +2/+3

Requirements: Athletics ****, Punch or Weapon ***, Wall SpringPower Points: Spanish Ninjitsu 4School System Power Points: Hunter 5Description: The reconquistido way encourages it’s practitioners to strike from the blue using their reflexes and whatever surfaces happen to be available as a springboard. Springing from a wall the reconquistador adds the momentum of their leap to a punch or weapon swipe.System: The low spring of this dive is not high enough to avoid aerial maneuvers and projectiles although a ninja may use the change in direction of their wall spring to evade such things if they are swift enough. Damage is calculated using Athletics + Punch or Athletics + Weapon technique depending upon which version of this move is used. The damage modifier below also applies. This is not a weapon technique and any damage modifier for the weapon itself is ignored.

When this maneuver is purchased the character must specify whether they are purchasing the armed or unarmed version. Weapons used in a claw dive must be small and light enough to be held in one hand. Obviously if there is no wall to spring from a Low Claw Dive cannot be used. Source: sfrpg.com

Claw DriverCost: 2 WillpowerSpeed: -1Damage: +0Move: +3

Requirements: Athletics ******, High Claw DivePower Points: Spanish Ninjitsu 5School System Power Points: Hunter 5

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Description: After all the time Vega has spent in Shadoloo’s employ many whisper that he has truly gone mad. As the crowing achievement of this supposed psychosis they point to this maneuver – Vega’s adaptation of M. Bison’s Psycho Crusher. Springing from a wall he drives into his opponent claws first in a horizontal, spinning maelstrom of death. The secrets of this technique are known only to Vega himself.System: This is an aerial maneuver and a linear attack. The unarmed version uses Athletics + Punch and the armed Athletics + Weapon technique + weapon modifier. It can be used to evade projectiles but will not strike crouching opponents.

Source: editor

DisplacementCost: 1 WillpowerSpeed: +2Damage: -1Move: +1

Requirements: Athletics **, Block **, Punch *, Esquives Power Points: Hapkido, Savate 2, Spanish Ninjitsu 3, Wu Shu 4School System Power Points: Hunter, Military, Boxing, Kickboxing 3, Inner, Karate, Wu Shu 4Description: This move consists of a quick sidestep which allows the fighter to dodge an oncoming attack. The fighter may then execute a short jab if the opponent is still within range. Many opponents are intensely frustrated by this evasion which is commonly practiced by Savate fighters. System: The evasive fighter must have enough speed to interrupt their opponent’s attack otherwise the Displacement is ineffective. The fighter executing the Displacement may then travel 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 they have any move left. This maneuver can be used to evade projectiles although a contested roll must still be made. The Street Fighter's Punch technique is used for damage plus the modifier below.

Source: Player’s Guide

Diving HawkCost: 1 WillpowerSpeed: +0Damage: +5Move: +2

Requirements: Athletics ***, Focus *, JumpPower Points: Native American Wrestling, Spanish Ninjitsu 4School System Power Points: Grappler, Hunter 4

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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. System: The Diving Hawk is an aerial maneuver. It starts as a vertical Jump (and can dodge Fireballs just like a Jump). The fighter subsequently uses their Move to enter the opponent's hex and deal damage.

Source: Core Rulebook

Double Heel StompCost: 1 WillpowerSpeed: -1Damage: +1Move: +0

Requirements: Athletics ***, Kick ***, Flying Heel StompPower Points: Wu Shu, Ninjitsu 2, Any 3School System Power Points: Wu Shu, Hunter 4, Any 5Description: The Wu Shu artist jumps and executes two swift heel stomps as they fly over their opponents’ heads.System: Double Heel Stamp scores two damage tests that can be split between two targets as long as they are adjacent to each other.

Source: sfrpg.com

Dragon's Tail [hybrid maneuver]Cost: 1 WillpowerSpeed: -1Damage: +5Move: -2

Requirements: Athletics ****, Upper Tail Strike Power Points: Animal Hybrid 3School System Power Points: Inhuman 4Description: This special maneuver is similar to the Upper Tail Strike but is more difficult to control and requires greater strength and coordination to perform. The fighter leans forward as if winding up for a powerful uppercut. He then shifts his weight in the other direction while twisting his lower body to snap the tail forward. Using sheer brute strength and momentum the fighter crashes his tail across the upper body of the target. System: The target suffers a knockdown if airborne otherwise a grounded target damaged by the Dragon's Tail will be pushed one hex directly away from the fighter.

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Source: Player’s Guide

Drunken Monkey RollCost: noneSpeed: +3Damage: noneMove: +2

Requirements: Athletics ** Power Points: Jeet Kune Do, Kung Fu 1, Animal Hybrid, Aikido, Capoeira, Majestic Crow Kung Fu, Ninjitsu, Silat, Wu Shu, Chin Na 2School System Power Points: Kung Fu 1, Inhuman, Inner, Mystical, Capoeira, Hunter, Wu Shu 2, Any 3Description: 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 by prison guards and began staggering and rolling around on the ground. Copying the monkeys' drunken antics the master developed a series of evasive tumbles which became the Drunken Monkey Roll. System: 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 evade projectile attacks using the same rules given under Jump. It can be used as an abort maneuver.

Source: Core Rulebook

EsquivesCost: noneSpeed: +2Damage: noneMove: 2

Requirements: Athletics **, Block *Power Points: Savate, Ninjitsu, Spanish Ninjitsu 2, Kung Fu, Hapkido, Wu Shu 3School System Power Points: Hunter, Military, Boxing, Kickboxing 2, Inner, Karate, Wu Shu 3Description: This is an evasion technique similar to certain Aikido moves. The fighter simply sidesteps away from the attack - placing himself out of harm's way. As with Boxing Savate strategies depend a lot upon avoiding an adversary's blows. System: This may be used as an abort maneuver. The fighter must have enough speed to interrupt his attacker. As the opponent attacks the player using Esquives simply moves in any one direction up to two hexes. This move is similar to Displacement except that the fighter may not initiate a counterattack with this move. On the next round the fighter gets a +2 speed bonus as long as they suffered no damage.

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Source: Player’s Guide

Femina WindCost: noneSpeed: as JumpDamage: noneMove: as Jump

Requirements: Athletics ****, JumpPower Points: Wu Shu, Ninjitsu, Spanish Ninjitsu 1, Any 2School System Power Points: Hunter, Wu Shu 3, Any 4Description: By harnessing the wind a skilled Ninja can leap, flip in midair, and use their momentum to continue jumping in a new direction.System: Femina Wind is not an attack by itself. It functions in conjunction with a standard Jump so that at any time the jumper may opt to stop, change direction, and continue moving up to their maximum movement. Femina sacrifices vertical clearance for lateral movement. Characters using this are limited to jumping 2’ in height per point in Athletics after changing direction.

Source: sfrpg.com

Flamingo StanceCost: noneSpeed: +1Damage: see descMove: none

Requirements: Athletics ***, Kick **Power Points: Tai Chi Chuan 2, Wu Shu 3, Any 4School System Power Points: Inner, Kung Fu 2, Wu Shu 3, Any 4Description: The fighter adopts a kicking stance, perched on one leg. While in this stance the fighter cannot move, punch, or use non-kicks.System: A fighter may assume the Flamingo Stance at any time using the speed modifier below. While in this stance all rolls to hit with basic kicks (short, forward, and roundhouse) are at -2 difficulty to hit and +2 speed. Also all called shots with the aforementioned kicks are the normal difficulty of 6 without having to raise.

Disadvantages are: a fighter may not make any attacks other than kicks while in a Flamingo Stance, cannot move, and cannot use maneuvers that require movement. If a fighter takes damage, even if they fell into a block, they must spend a Willpower point and make an immediate Dexterity + Athletics check versus the damage received to stay upright and avoid being knocked down.

Source: New Legends

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Flying Body SpearCost: 1 WillpowerSpeed: +0Damage: +3Move: +1

Requirements: Athletics ***, JumpPower Points: Kabbaddi 2, Ler Drit, Majestic Crow Kung Fu 3, Any 4School System Power Points: Mystical, Ler Drit, Kung Fu 3, Any 4Description: 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. 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 their Move range. The fighter must travel in a straight hex-line and ends the move in the hex in front of the victim.

Source: Core Rulebook

Flying Head ButtCost: 1 WillpowerSpeed: +0Damage: +4Move: +3

Requirements: Athletics ***, Head Butt, JumpPower Points: Sumo Wrestling, Wrestling 2, Any 3School System Power Points: Grappler 3, Any 4Description: This move is similar to the Flying Body Spear except that the fighter leaps horizontally at an opponent ramming her headfirst. 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 oncoming missiles. System: The Flying Head Butt is an aerial maneuver which cannot evade projectiles and strikes crouching opponents. The fighter must travel in a straight line.

Source: Core Rulebook

Flying Heel StompCost: 1 WillpowerSpeed: +0

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Damage: +1Move: +2

Requirements: Athletics ***, Kick **, Jump Power Points: Ler Drit, Majestic Crow Kung Fu, Ninjitsu, Pankration, Spanish Ninjitsu, Wu Shu, Bando 3, Any 4School System Power Points: Ler Drit, Kung Fu, Hunter, Wu Shu 2, Karate, Grappler 3, Any 4Description: 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 away to safety after the attack. System: The fighter can interrupt their own movement with a damage roll and then finish their allowed Move after rolling damage. The Flying Heel Stomp is an aerial maneuver and can be used like a Jump move to interrupt and evade a projectile attack (as well as give the would-be attacker a heel-stomping headache).

Example: Chun Li, with an Athletics Technique of 6, can Move eight hexes using her Flying Heel Stomp and can stop at any point in her movement to attack one opponent. She decides to jump three hexes, stomp Sagat, and then finish her move five hexes away. The only limit is that the jump has to be in a straight line from beginning to end.

Source: Core Rulebook

Flying PunchCost: 1 WillpowerSpeed: -2Damage: +2Move: +5

Requirements: Athletics ****, Punch **, Focus ***, Jump Power Points: Ler Drit 3, Dirty Fighting 4School System Power Points: Ler Drit, Kung Fu, 3, Dirty Fighting 4Description: This move takes a Street 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 degree of aerial control Ler Drit practitioners exhibit while performing this maneuver lead some to believe that the practitioner is actually flying up and past her opponent before swooping back down with an outstretched fist. System: To execute this move, the fighter must move two hexes past their opponent and move back to the opponent's hex as they arc back downwards to hit them from behind. This attack is considered an aerial maneuver and halves the opponent's total Stamina for the purposes of determining how many damage dice are rolled.

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Fighters lose a point of Honor each time the Flying Punch is used. Alternately, the attack can be done straight forward without the loss of Honor but the fighter also loses the advantage of halving their opponent's Stamina. The attacker ends in the hex behind or in front of their opponent depending on how the maneuver was used.

Example: If a Flying Punch hits a fighter who is blocking her soak would normally be her determined by adding her Stamina of 3 and her Block technique of 4. (3 + 4 equals a Soak of 7.) But because the Flying Punch is a sucker shot the fighter's Stamina is halved. So (3 divided by two, rounding down, is 1) is 1 Stamina plus 4 Block technique for a total of 5.

Source: Secrets of Shadoloo

Gazelle StepCost: 1 ChiSpeed: +3Damage: noneMove: see desc

Requirements: Athletics ****, Focus **, JumpPower Points: Any 2School System Power Points: Kung Fu 2, Any 3Description: Hong Kong flicks have long had the staple leaping from rooftop to rooftop. What most people don’t realize is that some Street Fighters have figured out how to use their Chi to accomplish this feet without wires or camera tricks.System: Using Gazelle Step allows a fighter to jump 6’ for every point in Athletics they possess. It otherwise functions like a standard Jump.

Source: sfrpg.com

Gore [hybrid maneuver]Cost: noneSpeed: +0Damage: +1Move: +0

Requirements: Athletics *Power Points: Animal Hybrid 1School System Power Points: Inhuman 1Description: An animal hybrid who sports horns can do some serious damage with them if they are large enough. Like an angry bull, the hybrid strikes with deadly intent.System: In order to inflict damage the hybrid must enter the defender's hex and attack. One point of damage inflicted by this maneuver is always aggravated while the rest is

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bashing, as normal. If the Animal Hybrid also defeats the defender in a contested Strength roll the defender is lifted off their feet and thrown one hex in any direction.

Source: editor

Ground FightingCost: noneSpeed: see descDamage: see descMove: see desc

Requirements: Athletics ***Power Points: Pankration 2, Sanbo, Native American Wrestling, Wrestling 3, Special Forces 4, Any 5School System Power Points: Grappler 3, Military 4, Any 5Description: Most fighting styles prepare a contender for fighting on his feet but once their back hits the ground they are at a disadvantage. Street Fighters from other styles are better prepared for this eventuality while Pankrationists train at fighting while grounded. Many Pankrationists are even known to take their opponent to the ground to take advantage of their confusion. System: This maneuver is invoked whenever the character falls down, has been thrown, or is otherwise prone. The Street Fighter does not have to rise from the ground to continue fighting (although if they do, they suffer from the standard knockdown speed penalties). Instead they may continue fighting from the ground using any basic or special maneuver within Storyteller discretion. For instance a Double Dread Kick would be impossible but basic punches and kicks could still be accomplished. Street Fighters who do not have this maneuver may attempt to fight while on the ground but at -3 speed and damage to their own attacks.

Individuals fighting ground-based contenders have a number of their own disadvantages. The awkwardness of fighting so close to the ground imposes a –2 speed and damage penalty in addition to being restricted to moves that hit low to the ground. Fighting opponents armed with weapons is especially dangerous because the attacker doesn't have the same options for getting around the weapon they normally would while the duelist is standing. Hand firearms and light, one-handed weapons are usually not penalized when used from the ground however anything larger or two-handed is simply too awkward to use effectively while grounded.

Source: Contenders

Ground RollCost: noneSpeed: +6Damage: none

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Move: see desc

Requirements: Athletics **Power Points: Hapkido 1, Any 2School System Power Points: Grappler, Military, Kung Fu 2, Any 3Description: While on the ground the fighter can forego standing up to instead roll to either side avoiding their enemy’s blows as they go.System: Ground Roll may be used as an abort maneuver any time the fighter is knocked down before attempting to rise. The fighter adds their Athletics to their soak total for one attack. If no damage is scored against the fighter they may move one hex to their left or right and are still knocked down. If the fighter also has Ground Fighting their soak total increases by one.

Otherwise the fighter can roll for a number of hexes in any direction up to their Athletics in half, rounded up. At the beginning of the next round the fighter may Kippup, stand, or continue using this technique as they wish.

Source: editor

HamstringCost: 1 WillpowerSpeed: +1Damage: +0Move: -2

Requirements: Athletics *, Bite or Weapon: Blade *Power Points: Animal Hybrid 2, Any 3School System Power Points: Inhuman, Hunter 2, Any 3Description: This bloody tactic is simple and straightforward: cut your opponent's leg out from under him. Hybrids and ninjas enjoy this technique and prefer to slice at a foe's achille's tendon from concealment. This tactic is highly dishonorable.System: In order to employ a Hamstring the attacker must be behind the defender. The difficulty of the strike is 7 if the defender spots the attacker with a Perception + Alertness roll. This maneuver deals aggravated damage to the targeted leg. Once the slice is made the defender will be knocked down and unable to stand on the injured limb. Because of the nature of the dealt damage this maneuver always inflicts aggravated damage and healing this wound requires twice the normal amount of time.

Using this maneuver is dishonorable and costs the attacker 3 points of temporary Honor. If the defender is then subsequently attacked and killed while prone the attacker instead loses a full rank of Honor.

Source: editor

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Hundred Demon SomersaultCost: 1 WillpowerSpeed: +2Damage: see descMove: +2

Requirements: Athletics ****, Jump or Backflip, ThrowPower Points: Ninjitsu, Spanish Ninjitsu, Hapkido 1, Silat, Savate, Capoeira 2, Any 3School System Power Points: Hunter, Kung Fu, Kickboxing, Capoeira 3, Any 4Description: This maneuver appears in several versions. In one the fighter jumps and sails spinning through the air towards his opponent and upon reaching them either grabs and throws or uses a normal attack. In another the fighter uses cartwheels and forward flips to close the distance.System: When purchased the fighter must specify whether or not this is an aerial maneuver. If it is the character can jump a number of hexes equal to their total move (including the modifiers below) and when in the same hex as an opponent they may attempt a basic throw, punch, or kick. This version is an aerial maneuver and can strike a crouching opponent.

If purchased as a ground maneuver the fighter closes using the same rules given under Backflip, except that the difficulty to hit the fighter is only 8, with the movement modifier below. Upon entering their target’s hex the fighter may attempt a basic throw, punch, or kick.

With both versions of this maneuver the attack portion is not declared until the fighter reaches their destination. Use this maneuver’s speed and movement and not the basic maneuver’s. When using this maneuver as part of a combo the attack used must be specified in the combo’s description.

Source: Warrior’s World

JumpCost: noneSpeed: +3Damage: noneMove: +0

Requirements: Athletics * Power Points: Any 1School System Power Points: Any 1Description: 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 projectile attacks (like fireballs) and hopefully escape unscathed. A lucky fighter might even time his jump to hurdle a fireball and close with his flame-spewing enemy.

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A fighter can jump three feet into the air for every dot in Athletics. For example, a fighter with Athletics 3 can jump nine feet into the air. System: A fighter can use Jump along with any of the six basic maneuver punches and kicks. Alone it shows that the fighter is simply moving across the arena by jumping. The fighter uses the modifiers for Jump shown below. When used alone as a move Jump can be played as an abort action.

A Jump with a basic maneuver represents the fighter jumping on an opponent to deliver the punch or kick. This turns the standard punch or kick into an aerial maneuver.

Combos must distinguish between a basic maneuver and a basic maneuver played with Jump at the time the combo is created. For example, the player might use Roundhouse in a combo or he might instead create the combo using Jumping Roundhouse. Whenever a fighter plays Jump with a basic maneuver use that maneuver’s speed instead of Jump’s.

If the fighter plans to dodge a projectile attack by jumping they must wait for an opponent to declare them the projectile’s target. Then, if fighter's Jump has a higher speed than the missile attack, they can interrupt the opponent's attack and attempt to dodge with a contested roll comparing the attacker's Focus to the jumping fighter's Dexterity + Athletics. If the attacker wins the jumping fighter is hit by the projectile (he mistimed his leap or perhaps the attacker managed to blast him out of the air) and must immediately end their turn. A jumping punch or kick successfully executed as such gets a chance to hit if a target is in range.

Source: Core Rulebook

Jumping Shoulder ButtCost: noneSpeed: +0Damage: +3Move: -1

Requirements: Athletics **, Jump Power Points: Any 2School System Power Points: Any 3Description: The fighter jumps up and into an opponent, ramming his shoulder into the unfortunate victim. System: The Jumping Shoulder Butt can be used against a standing opponent or against an opponent who is executing an aerial maneuver. This is an aerial move which can also be used to dodge a Fireball just like a regular Jump.

Source: Storyteller’s Screen

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Kick-UpCost: noneSpeed: +2Damage: +1Move: none

Requirements: Athletics **, Kick **, Spinning KippupPower Points: Wu Shu, Kung Fu, Pakua 1, Any 2School System Power Points: Wu Shu, Kung Fu 1, Any 2Description: The Kick-Up is a springing leap forward or backwards using sheer momentum to prevent an attacker from pinning the fighter to the ground or to get back to one's feet while keeping the enemy at a safer distance.System: This form of Kippup uses the fighter's action for the round. The user may move one hex forward or backwards with their spring, even if on the ground face-first, damaging anyone occupying the hex they are moving into using the damage modifier below. If the fighter is trying to Kick-Up up out of a sustained hold they must make a Strength + Athletics roll vs. the holder's Strength + Grab technique. If the hold was sustained for at least one full round the holder's Strength score is effectively doubled for this check. Should the athletics check botch the fighter slams back to the ground suffering an unsoakable health level of damage and is still held.

Source: New Legends

KippupCost: noneSpeed: see descDamage: see descMove: see desc

Requirements: Athletics ** Power Points: Any 1School System Power Points: Kung Fu, Hunter 2, Military, Kickboxing, Karate, Capoeira 3, Any 4Description: 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. System: A fighter who knows the Kippup special maneuver only suffers a -1 Speed penalty the turn after suffering a knockdown instead of the standard -2 Speed penalty. Kippup’s effect is automatic. All fighters with Kippup are assumed to perform the maneuver at the very beginning of the next round after they were knocked down before any other actions may take place although they may opt not to if they wish. If their hex is occupied (by another fighter or otherwise) they may Kippup into any adjacent hex.

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Source: Core Rulebook

Leap DodgeCost: noneSpeed: +6Damage: noneMove: +0

Requirements: Athletics ****, JumpPower Points: Ninjitsu, Spanish Ninjitsu, Baraqah, Hapkido 2, Wu Shu 3, Kung Fu, Jeet Kune Do, Majestic Crow Kung Fu 4, Any 5School System Power Points: Hunter, Wu Shu, Kung Fu 3, Mystical, Inhuman 4, Any 5Description: This rather impressive maneuver allows the fighter to avoid an attack by simply leaping over it. This must be performed with incredible speed and skill and many opponents will not even realize where the character has gone to until they land.

System: A leap dodge allows the fighter to avoid an attack by jumping over it. A leap dodge takes the place of a normal dodge and never suffers dice pool penalties except when dealing with firearms. A leap dodge can be played at any time regardless of what the character is doing although it will interrupt any attack that the character was doing that turn with any Chi and/or Willpower required spent for no benefit.

Source: Warrior’s World

Light FeetCost: see descSpeed: see descDamage: noneMove: see desc

Requirements: Athletics ****, Jump Power Points: Jeet Kune Do, Lua, Spanish Ninjitsu 3, Any 5School System Power Points: Hunter, Kung Fu, Kickboxing 3, Grappler 4, Any 5Description: The fighter is adept at leaping and moving quickly - moreso than other fighters. The fighter's nimble feet enable her to cover greater distances than most other fighters in the Arena. System: This technique adds +1 Move to all of the fighter's maneuvers. The fighter can also elect to spend one Willpower point during a fight to move an additional three hexes as part of an action instead of gaining the one hex bonus that this maneuver usually adds. This bonus cannot be used with maneuvers which have a fixed movement.

Source: Secrets of Shadoloo

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Low Shoulder ButtCost: noneSpeed: -1Damage: +2Move: -3

Requirements: Athletics **Power Points: Any 2School System Power Points: Any 2Description: This is a shoulder ram executed while crouching. The Low Shoulder Butt is a simple maneuver based on the wrestling technique Schoolboy but it relies on raw striking force rather then any attempt to grab and pull an opponent down.System: This is a crouching maneuver and causes knockdown.

Source: sfrpg.com

Mekon Delta EscapeCost: 1 WillpowerSpeed: see descDamage: +0Move: +0/+2

Requirements: Athletics ***, Wall SpringPower Points: Special Forces 3School System Power Points: Military 3, Hunter, Inhuman, Kung Fu 4Description: This escape maneuver was developed by Rolento and subsequently taught to his soldiers. It has since become a staple move that aspiring officers under his command either quickly master or they become their commander's latest demonstration in how not to perform it. Rolento does not react well to other fighters botching his moves...System: Mekon Delta Escape functions as a standard Wall Spring that is usually used to evade enemy attacks and spring close to the desired target. The user leaps back, using the first movement modifier listed below, then leaps forward towards their target using the second movement modifier. It can be used as an abort for any non-grab, non-focus move at +1 to the previous move’s speed as long as the modified speed does not exceed the soldier’s Dexterity +Athletics total.

When used as a standalone maneuver Mekon Delta Escape has a +2 speed modifier. It may be combined with any basic maneuver (to include basic weapon strikes), except grab, using a +1 speed modifier instead. This is an aerial maneuver and can dodge projectiles. If performed from a Wall Spring it gains an additional point of movement.

Source: sfrpg.com

Pounce [hybrid maneuver]

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Cost: 1 WillpowerSpeed: -1Damage: +2Move: +4

Requirements: Athletics ***, Jump Power Points: Animal Hybrid 2School System Power Points: Inhuman 2Description: The fighter drops into a crouch and explodes into a mighty leap at her prey. The ferocity of this maneuver often takes opponents by surprise. Experienced fighters may be tipped off by the low growl emanating from the fighter as she concentrates on the upcoming leap. System: The hybrid hurls themselves at their opponent. This is considered an aerial maneuver and can be used to avoid projectiles. The fighter lands on top of their opponent so both end the round in the same hex. If any damage is scored the opponent also suffers a knockdown.

Source: Player’s Guide

Rising Wolf Cost: noneSpeed: -1Damage: +2/+3Move: -3

Requirements: Athletics ****, Low Shoulder Butt, JumpPower Points: Any 4School System Power Points: Any 4Description: The Rising Wolf is a tricky maneuver requiring considerable strength and flexibility to pull off. The fighter rushes into their opponent with the low shoulder strike driving them back then flips forward into the air smashing the unlucky victim again.System: The first phase of this maneuver is crouching and the second is aerial. In order to be effective the attacker must enter the defender’s hex. If the defender is not aerial they are hit twice – the first hit knocks the defender back one hex then the attacker, if they have any movement left over, moves forward and executes the second part of the maneuver. The attacker ends the round in an adjacent hex in the defender’s frontal arc.

Source: editor

Rocket Wheel [hybrid maneuver]Cost: 1 WillpowerSpeed: +3Damage: +0/+3Move: 2

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Requirements: Athletics ***, Grab **, Pounce, Back RollPower Points: Animal Hybrid 3School System Power Points: Inhuman 3Description: Some hybrids seem to enjoy full body fighting that takes advantage of their size and weight. In this maneuver the hybrid combines a Pounce and a Back Roll. After the initial leap, using their momentum to help them, the hybrid grabs his foe, and throws himself onto the opponent's back. The force of this fall knocks their opponent to the ground. System: There are two damage tests and both fighters are knocked down in the same hex. The first damage roll is impact and the second is falling damage.

Source: editor

Rolling AttackCost: 1 WillpowerSpeed: +0Damage: +3Move: +4

Requirements: Athletics ***Power Points: Capoeira, Ninjitsu, Wu Shu 3, Majestic Crow Kung Fu 4, Any 5School System Power Points: Capoeira, Hunter, Wu Shu, Kung Fu 4, Any 5Description: Gravity-defying! A fighter executing this amazing move leaps forward through the air and tucks into a somersault. They then roll through the air as far as their momentum will take them or until they slam into an opponent.

This is a tough move to learn and like any move where a fighter uses their own body as a projectile the Rolling Attack takes a bit of a kamikaze attitude to use. Besides attacking Rolling Attack is good for moving across a battlefield quickly, making long jumps, or smashing through the window of a getaway car. System: The character must travel in a straight line on the hex map and will stop at the first hex occupied by a target which can be a character or any sizable object. After damage is applied to the target, the rolling character will bounce off and land two hexes in front of them. The Rolling Attack is an aerial maneuver.

Source: Core Rulebook

Shooting Star PressCost: 1 WillpowerSpeed: -1Damage: +5Move: -1

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Requirements:Athletics ****, Backflip, Air SmashPower Points: Wrestling, Native American Wrestling, Lua, Jiu Jitsu, Tae Kwon Do 4School System Power Points: Grappler, Inner, Capoeira 4Description: The Shooting Star Press seems at first glance like it’s Wrestling’s answer to Rolling Attack. It is a dangerous maneuver to use as it can cause serious injury if the wrestler makes a small mistake. Leaping from an elevated position (or a Jump if the wrestler has at least one full hex between them and their target) the wrestler tucks their knees against their chest, spins in midair, then slams into their opponent as if performing an Air Smash. The rotation gives the Shooting Star Press extra power.System: This is an aerial maneuver. Both fighters are knocked down.

Source: editor

Shoulder SmashCost: noneSpeed: +0Damage: +3Move: +1

Requirements: Athletics **, Jump Power Points: Any 2School System Power Points: Any 2Description: Wrestlers, brawlers, and the like commonly use this simple and effective maneuver. The attacker slams into his opponent as hard as possible with his shoulder much like a football player making a tackle. The charge gives Shoulder Smash it’s stopping power but is a maneuver which is hard on the fighter’s shoulder joints.System: The fighter moves into the opponent's hex, rolls damage, then finishes their movement if any damage was inflicted. This maneuver can strike crouching opponents. The fighter must move in a straight line.

Source: Warrior’s World

Spinning KippupCost: noneSpeed: see descDamage: +1Move: see desc

Requirements:Athletics **, Kick **, Kippup Power Points: Wu Shu 1, Any 2School System Power Points: Wu Shu 1, Any 2Description: Skilled fighters sometimes opt to put a little flare into their kippup either to impress the crowd or keep attackers at bay a little longer.

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System: This is not a maneuver played on its own. It is used in consort with another maneuver when the fighter is recovering from knockdown. The fighter can opt to keep their -2 speed penalty in order to lash out with their spinning legs before jumping to their feet (which happens just before the fighter performs their maneuver for the round). Anyone attempting to attack the fighter while they are spinning suffers a +1 difficulty penalty and those adjacent to the fighter are subject to kick damage using the modifier listed below.

Source: New Legends

SprintCost: noneSpeed: +3Damage: noneMove: +3

Requirements:Athletics *, MovePower Points: Any 1School System Power Points: Any 1Description: Sprinting is moving at maximum possible running speed with no intention of stopping. The user simply breaks into a run and keeps going until they reach their destination or are forced to stop.System: No other action may be taken in the same round that Sprint is played, including abort maneuvers. The fighter uses twice their Athletics technique for determining movement range. If the fighter intends to stop in the same round the last hex must be dedicated to slowing down. A Sprint can be maintained for a maximum number of turns (10 rounds = 1 turn) equal to the fighter's Stamina +1.

Source: editor

Tail Slash [hybrid maneuver]Cost: noneSpeed: -1Damage: +2Move: -1

Requirements: Athletics **Power Points: Animal Hybrid 2School System Power Points: Inhuman 2Description: The hybrid whips an opponent with their tail lashing and bruising them. It is a crude maneuver but more than one hybrid has won a bout by angering their opponent using it. Most Street Fighters would be embarrassed, if not insulted, if it were used on them.

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System: Use the listed modifiers. A hybrid with tail plates or spines has a damage modifier of +4 instead of the +2 listed below. This can be purchased as an aerial maneuver.

Source: Player’s Guide

Tail Spin [hybrid maneuver]Cost: noneSpeed: -1Damage: +2Move: none

Requirements: Athletics **Power Points: Animal Hybrid 1School System Power Points: Inhuman 2Description: The hybrid must have a tail to perform this maneuver. They quickly spin in place damaging anyone adjacent to them with their lashing tail.System: Use the listed modifiers. This maneuver deals damage to everyone occupying an adjacent hex.

Source: editor

Tail Sweep [hybrid maneuver]Cost: noneSpeed: -1Damage: +1Move: none

Requirements: Athletics ***, Upper Tail StrikePower Points: Animal Hybrid 2School System Power Points: Inhuman 3Description: By crouching low to the ground and spinning around the fighter may strike with her tail. Of course the fighter must possess a tail. It sweeps out in a circle smashing into the feet of all opponents in the hexes surrounding the fighter. All targets will suffer damage and a knockdown. Because this is a crouching maneuver jumping or airborne targets will not be hit. System: Anyone in the six hexes surrounding the attacker will be struck and (if damage is done) suffer a knockdown. This includes allies of the fighter who stray too close when the Tail Sweep is used. This is a crouching maneuver.

Source: Player’s Guide

Thunderstrike

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Cost: noneSpeed: +0Damage: +5Move: -1

Requirements: Athletics **, JumpPower Points: Native American Wrestling, Pankration 1School System Power Points: Grappler 2, Any 3Description: 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. System: 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, and then finishes their movement. Thunderstrike is an aerial maneuver and enables the user to avoid projectile attacks.

Source: Core Rulebook

TrampleCost: noneSpeed: -1Damage: +4Move: -2

Requirements:Athletics *Power Points: Animal Hybrid 1, Any 2School System Power Points: Inhuman 1, Any 2Description: Trampling is something rarely endured by humans. It is the simple act of being run over by others while knocked down. Although it may seem innocuous enough it can quickly prove fatal as the victim is crushed underfoot.System: The defender must be knocked down and the attacker must enter and pass through their hex in order to inflict damage. If the attacker botches the damage roll they too are knocked down and both suffer impact damage via Stamina rolls. This is almost never used as a maneuver on its own except by some animal hybrids but covers instances where characters can be trampled underfoot such as by a panicked crowd.

Source: editor

Tumbling AttackCost: 1 WillpowerSpeed: -1Damage: -1Move: +0

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Requirements: Athletics ***, BackflipPower Points: Capoeira, Spanish Ninjitsu 3, Any 5School System Power Points: Capoeira, Hunter 4, Any 5Description: The fighter can propel herself 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 an unsuspecting opponent several times if it is timed properly. System: Use the listed modifiers. Like a Hurricane Kick the Tumbling Attack has simultaneous movement and damage tests each time the attacker moves a hex. Whenever the fighter tumbles into the same hex as an opponent roll for damage and automatically push the opponent back one hex. They can continue tumbling into them pushing their opponent back and damaging them once for each hex up to the fighter's full Move. The fighter will push their opponent back and make damage tests until they have moved their full distance or until the fighter fails to damage their opponent. The Tumbling Attack is a crouching maneuver traveling in a straight line.

Source: Secrets of Shadoloo

Tumbling ClawCost: 1 WillpowerSpeed: -1Damage: -1/+2Move: +0

Requirements: Athletics *****, Punch or Weapon ***, Tumbling AttackPower Points: Spanish Ninjitsu 3School System Power Points: Capoeira, Hunter 4, Any 5Description: This advanced version of Tumbling Attack is used by Vega and a select few elite Spanish Ninjas under his employ. It combines the Tumbling Attack with his great speed to deliver a swift gut punch or claw stab.System: Tumbling Claw is a crouching maneuver traveling in a straight line that functions exactly like Tumbling Attack except that the fighter can choose to strike with a punch or weapon in any round and thereby end further movement. They can do this even if the tumbling portion did no damage. This strike inflicts damage using Athletics + Punch and the + 2 bonus below or Athletics + Weapon technique and weapon bonus (if any). The fighter must specify whether they are purchasing the armed or unarmed version at the time it is learned.

Source: editor

Typhoon Tail [hybrid maneuver]Cost: 1 Chi, 1 WillpowerSpeed: -2Damage: +5/+2

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Move: +1

Requirements: Athletics ***, Tail Sweep, Jump Power Points: Animal Hybrid 3School System Power Points: Inhuman 3Description: The Typhoon Tail seems to have been inspired by the Hurricane Kick taught in Shotokan Karate. The fighter uses her leg muscles to propel herself high into the air. As she descends she pirouettes - tucking her legs beneath her body and allowing the tail to extend in a circle around her angling her descent to strike her target's head. System: The fighter begins the Typhoon Tail by moving up to their designated move in hexes. During this time the fighter is airborne. Any opponent in the final hex of movement will be hit by the attacker's knees and takes damage at a +5 modifier. This opponent is also knocked back one hex along the attacking fighter's trajectory. At this point all fighters in adjacent hexes, including the one just hit, are struck by the spinning tail and are knocked back one hex away from the attacker. The Damage modifier for the second attack is +2.

Source: Player’s Guide

Upper Tail Strike [hybrid maneuver]Cost: noneSpeed: +1Damage: +2Move: 1

Requirements: Athletics *** Power Points: Animal Hybrid 3School System Power Points: Inhuman 3Description: By twisting her hips the fighter may use her tail to strike at the head of an opponent directly in front of her. The ferocity of such an attack often takes fighters by surprise, especially ones trained to watch only the hands, feet and eyes of an opponent. System: This attack uses the modifiers below. Airborne or jumping opponents will suffer a knockdown if any damage is inflicted.

Source: Player’s Guide

Vertical Rolling AttackCost: 1 WillpowerSpeed: +0Damage: +3Move: +0

Requirements: Athletics ***, JumpPower Points: Capoeira, Ninjitsu, Wu Shu 2, Any 4

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School System Power Points: Capoeira, Hunter, Wu Shu 3, Any 4Description: 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 somersault four feet into the air for every dot in Athletics.System: This special maneuver counts as a Jump for purposes of interrupting and dodging a projectile attack. It will inflict a knockdown on opponents who are in the middle of an aerial maneuver and is itself aerial.

Source: Core Rulebook

WallclimbingCost: 1 Willpower per 10 roundsSpeed: -3Damage: noneMove: +3 (3' = one hex) on the wall

Requirements: Athletics ****, Strength ***, JumpPower Points: Ninjitsu, Spanish Ninjitsu, Animal Hybrid 3 , Any 5School System Power Points: Hunter, Inhuman 3, Grappler, Inner 4, Any 5Description: The ability to rapidly scale walls and come crashing back to earth when least expected has earned fighters like Vega a well-deserved reputation.System: Wallclimbing is not an attack. The fighter using this maneuver makes a Dexterity roll while standing adjacent to a wall to begin climbing. The number of successes indicates the maximum height that can be achieved by that turn of climbing (scoring no successes indicates that the attempt to scale the wall has failed) at a rate of 3’ per success. The user can begin wallclimbing immediately at the end of their action if an aerial maneuver used that round that puts them within grabbing distance of a wall.

While climbing the fighter cannot block or use attacks other than basic punches or kicks (except Roundhouse) and these suffer a –2 damage due to awkward angle in which they must be delivered. The fighter can leap from the wall as their action and perform any aerial maneuver at –2 speed except High Claw Dive, which suffers no speed penalty. If the climbing fighter suffers damage they must score more successes on a Dexterity + Athletics roll than the damage received or fall from the wall and suffer an additional die of damage rolled per hex of height fallen. This damage can be negated with Breakfall unless the fighter is unconscious. In a tournament every round after the second spent Wallclimbing costs the fighter 1 Glory. This is considered an aerial maneuver for the purposes of evading projectiles.

Source: sfrpg.com

WallflipCost: 1 Willpower

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Speed: +0Damage: noneMove: +0

Requirements: Athletics ****, Wall Spring, Wallclimbing, BackflipPower Points: Ninjitsu, Spanish Ninjitsu, Animal Hybrid 2, Any 3School System Power Points: Hunter, Inhuman 4, Any 5Description: Running, jumping, and just grabbing onto walls gets boring after awhile. Eventually a ninja starts pushing their ability to reach the wall in creative new ways.System: This is not an attack but a backflip maneuver that moves in a straight line to the desired wall. On the last tumble the fighter pushes up hard from the ground and springs onto the wall up to a maximum hex height equal to Athletics divided in half.

This move can also be used to dodge projectiles. The attacker rolls their Focus and compares successes to the back flipping fighter’s Dexterity + Athletics roll. If the attacker does not get more successes their projectile attack simply misses.

Source: sfrpg.com

Wall SpringCost: noneSpeed: +2Damage: noneMove: +0 first jump, +2 off spring

Requirements: Athletics ***, Jump Power Points: Jeet Kune Do, Majestic Crow Kung Fu, Ninjitsu, Spanish Ninjitsu, Wu Shu 1, Any 2School System Power Points: Hunter, Kung Fu, Wu Shu 1, Any 2Description: 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. System: The character can jump normally up to their full Move. Additionally, if they aim for a wall they can bounce off it 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 they jumped into it unless they jumped straight at the wall in which case they spring straight back.

Like a regular Jump, Wall Spring can be played with any basic punch or kick. Use the basic maneuver's speed and damage modifiers with Wall Spring's movement. The Wall Spring is an aerial maneuver of the highest order.

Source: Core Rulebook

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Wind DashCost: 1 WillpowerSpeed: +2Damage: noneMove: +3

Requirements: Athletics ****, Focus *, Light FeetPower Points: Ninjitsu 4, Spanish Ninjitsu 5School System Power Points: Hunter, Kung Fu, Inner, Mystical 5Description: With the wind at their backs a ninja can seemingly run faster than should be humanly possible. Reason would dictate that no one could move that fast – not unless the wind is on their side that is.System: Add the following speed and movement bonuses to any one move that doesn’t use Willpower or Chi for one round. This cannot be used in conjunction with a combo move unless a new combo is purchased that specifies this as a modifier to that move.

Source: sfrpg.com

FOCUS

FOCUS MANEUVERS

Absorbing Barrier Cost: 1 ChiSpeed: +3Damage: see descMove: 1

Requirements: Focus ****, Reflecting Barrier Power Points: Mystic, Kabbaddi 3School System Power Points: Mystical 4Description: This is the ability to create an energy barrier which will absorb the chi from incoming energy attacks. The barrier forms in front of the defending fighter and thus will not protect against attacks originating behind them.System: This technique only functions against chi-based attacks and will not stop physical projectiles. The Absorbing Barrier lasts for one full round during which time the fighter cannot move more than 1 hex or use other maneuvers. The fighter rolls Intelligence + (Focus x 2) and compares this to the attacker’s damage roll. For each success the mystic cancels out one point of damage while every three successes replenish one point of Chi. At the end of the round deduct one temporary Chi from the mystic.

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Source: Warrior’s World

Acid Breath Cost: 1 ChiSpeed: -2Damage: +3/+0/-3Move: -1

Requirements: Focus ***Power Points: Dirty Fighting, Animal Hybrid 3, Any 4School System Power Points: Inhuman, Inner 4, Any 5Description: Acid Breath is a foul power that only a few loathsome Street Fighters have developed. Fighters using it are able to churn their gastric acid into a highly toxic mixture which they then vomit forth 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 it continues to burn the fighter after the initial impact inflicting more damage and eating away fabric and any other dissolvable materials it hits.

Some believe the Acid Breath is a mutant power that only a few unique individuals possess. Others believe that fighters who have mastered Acid Breath use their Chi to alter their stomachs' natural acid into a highly potent chemical weapon. System: The spray has a range equal to the fighter's Stamina rating and the fighter must have line-of-sight to hit his intended 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 purgative method has been employed, the acid continues to burn the victim's body. At the very end of the combat turn, after all actions have been completed, the acid damages again at the +0 modifier. Finally, on the third turn the acid damages for the last time using the -3 damage modifier.

Characters hit with more than one dose of Acid Breath in quick succession could suffer several different damage rolls against them at the end of each turn. Acid Breath can be dodged like any other projectile attack.

Source: Core Rulebook

Air BlastCost: 1 ChiSpeed: -1Damage: +3Move: 1

Requirements: Punch *, Focus **Power Points: Elemental: Air 3School System Power Points: Elemental: Air 3

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Description: The elemental can summon a burst of air and direct it at his opponents. This blast comes from nowhere and often catches unwary opponents off guard.System: The user of an Air Blast must have a clear line of sight to the target as the blast travels in a straight line. The range of a blast equals the character's Intelligence + Focus in hexes. While the Air Blast is treated like a projectile it is not visible to the common eye. Only those fighters who score three successes on a Blind Fighting roll (Perception + Blind Fighting) can attempt to interrupt this attack with their own maneuver.

Source: Player’s Guide

Air Step Cost: 1 ChiSpeed: +0Damage: noneMove: +0

Requirements: Focus ****, Femina WindPower Points: Mystic 2, Spanish Ninjitsu, Ninjitsu 3, Native American Wrestling 4School System Power Points: Hunter 3, Mystical 4Description: By this point in their training the ninja has developed an almost symbiotic relationship with the wind around them and can use their Chi to increase the air density in one location enough that it feels solid. Anyone watching the ninja perform this technique merely sees a slight shimmer as they bounce off the air. This has left more than one fighter scratching their head in wonder.System: Air step creates a solid wall or platform of air just large enough for the fighter to spring or stand on. This miniature wall is invisible to the naked eye except for a slight sparkling of the user’s Chi. If used as a platform to stand on Air Step lasts for three rounds per Chi as long as the user doesn’t use any other maneuvers that require Chi and can maintain concentration. Otherwise it vanishes the instant the ninja is no longer in contact with it.

The step is invulnerable to telekinesis and it’s height or dimensions cannot be altered once created. Because it has no connection to the ground it is unaffected by attacks like Shockwave.

Source: editor

Ashura Blade Cost: 3 ChiSpeed: -1Damage: +8Move: 1

Requirements: Focus ******, Echo Blade

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Power Points: Elemental: Darkness 5School System Power Points: Elemental: Darkness 5Description: This ability is not a blade - although it can be formed into a blade-shaped projectile with sufficient mental control. Focusing intense energy into a chi blast the elemental generates a short-ranged, purple and black pulse of intensely destructive energy. Although it can harm living creatures the properties of the Blade are more destructive against matter unprotected by chi.System: The range of this projectile attack is limited to Intelligence in hexes. It does not lose strength when passing through barriers or other projectiles as it, like Echo Blade, does not actually impact them. It can be stopped by another Ashura Blade or Echo Blade. It cannot be reflected or absorbed except by another darkness elemental.

Damage from this attack is soaked using Intelligence + temporary Chi instead of Stamina. As the Ashura Blade damages targets by shredding them at the molecular level any object destroyed by this blast is utterly annihilated and it always inflicts aggravated damage. Handling this energy is just as dangerous and the elemental suffers one health level of aggravated damage each time the Blade is fired.

Source: editor

Ashura Warp Cost: 1 ChiSpeed: +2Damage: noneMove: see desc

Requirements: Focus ****Power Points: Shotokan Karate, Elemental: Light, Elemental: Darkness 4School System Power Points: Elemental: Light, Darkness 4, Karate, Inner 5Description: This maneuver causes the fighter to "phase out" for a short while and glide along by floating a few inches above the ground - leaving a trail of blue shadows behind them as they go.System: This power takes one round to use and allows the user to move a number of hexes equal to their Chi or Willpower - whichever is higher. While moving in this manner they cannot be affected by any attacks and may stop using the move whenever desired. If this is used to position oneself for an attack it is carried out at +2 Speed.

Ashura Warp can also be used as an abort maneuver to avoid suffering any damage from one attack. After using it in this way it does not give a speed bonus as it was not used for positioning but defensive evasion.

Source: Warrior’s World

Astral Projection

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Cost: 1 Chi per hourSpeed: noneDamage: noneMove: none

Requirements: Focus ****, Meditation ***, Mysteries ***Power Points: Mystic, Kabbaddi, Tai Chi Chuan 3, Native American Wrestling 5School System Power Points: Mystical 4, Any 6Description: Through guided meditation monks of far eastern sects have learned to project their minds beyond the confines of their body into the distant realm of spiritual existence. The transition is not easy and there is always the risk of never returning.System: A monk attempting to perform Astral Projection must meditate undisturbed for a minimum of one hour. Should they receive any damage while using this ability the projection immediately ends and they return to their body. To establish the projection requires a Focus + Meditation roll. The number of successes indicate the maximum number of hours the projection can be sustained.

Attempting to stay in a far realm drains 1 chi per hour. When the monk has only one chi remaining they will feel themselves being tugged back towards their body. Ignoring this warning is foolhardy for if at any time the fighter has no chi they must make an immediate Willpower roll, difficulty 9, to endure the violent shock of being forced out of the realm. If this roll fails the monk suffers one point of aggravated damage and cannot use Focus maneuvers for 24 hours while they recover. If this roll botches the connection between mind and body becomes disrupted. The monk cannot complete the return trip and remains trapped in the far plane until an external force aids them.

Source: editor

Avalanche Cost: 2 ChiSpeed: -3Damage: see descMove: 0

Requirements: Focus ****, Pit (see below), Corrosion (see below)Power Points: Elemental: Earth 3, Elemental: Metal: 4School System Power Points: Elemental: Earth, Metal 4Description: By dissolving the chemical bonds in small portions of an earthen formation the elemental can create structural instability and even collapse. Metal elementals can achieve the same effect by weakening bolts, plates, rivets, etc. Earth elementals need to first learn the Pit maneuver to master this art while metal elementals must have Corrosion.System: One cubic meter of material can be thusly affected per application. The elemental makes a Intelligence + Focus roll which is then "soaked" by the attacked material with a soak total dependent on its hardness. The Art of Breaking, under Punch

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maneuvers, has a list of sample hardness values that can be used. If the elemental is successful the affected area breaks down into its constituent elements - generally a fine grainlike substance - which is then compressed as gravity pulls on the now-unsupported weight above. If enough support is destroyed in this way a collapse is inevitable.

Source: editor

Awareness Cost: noneSpeed: noneDamage: noneMove: none

Requirements: Focus ****, Alertness ***Power Points: Ninjitsu 1, Spanish Ninjitsu, Kung Fu, Kabbaddi, Hapkido 2, Any 4School System Power Points: Hunter, Kung Fu, Inner, Mystical 3, Any 4Description: Also known as Zanshin, this power grants the character a natural sense of when others are approaching them with hostile intent.System: The character cannot be taken by surprise while conscious. The range of this ability is limited to Wits + Focus times ten feet. It manifests itself as a sense of foreboding when someone intent on harming the fighter enters this area. If the fighter purchases Sakki that maneuver overwrites this one’s functions.

Source: Warrior’s World

Balance Cost: noneSpeed: noneDamage: noneMove: none

Requirements: Focus ***Power Points: Ninjitsu, Spanish Ninjitsu, Wu Shu, Tai Chi Chuan 2, Kabbaddi, Kung Fu, Baraqah 3, Shotokan Karate, Capoeira 4School System Power Points: Hunter, Kung Fu, Inner, Mystical, Karate, Capoeira 3, Any 4Description: The fighter has practiced and mastered the skill of keeping their center of balance in difficult terrain so they will not lose their footing. A fighter with this skill is not easily tripped up by ice, roof tiles, or running across narrow surfaces.System: When in a situation that requires the fighter to make a Dexterity check to avoid falling the check is made at –1 difficulty. In addition the fighter can navigate terrain most goats would avoid.

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By paying 1 Willpower the fighter can attempt a difficult balancing feat. Some feats may be easy, such as running across a narrow length of board between two buildings without falling. Others, such as running the length of a high wire in the middle of a hurricane, can be trickier.

Source: editor

Barrier Cost: noneSpeed: +0Damage: +0Move: +0

Requirements: Focus *****Power Points: Mystic, Kabbaddi 4School System Power Points: Mystical 4Description: The mystic shapes their Chi into a honeycomb barrier protecting their hex from attack. Anyone sharing their hex is also protected and cannot leave the hex until the barrier is destroyed.System: The Barrier acts as a shield by absorbing all damage. Treat the Barrier as a separate entity whose life points are equal to however much Chi a fighter decides to put in up to the fighter’s Chi rating. When the Barrier takes cumulative damage equal to more than its health it fades but the fighter still takes no damage. Damage is dealt from a source as usual but minus the defending character’s Focus + Stamina.

The fighter may not use maneuvers that require them to cross the barrier and must maintain concentration. Any attacks they make on a character inside the barrier are at –2 speed and damage. The field can be dropped at any time.

Cost: See above Speed: +3 Damage: None Move: NoneSource: New Legends

Battle Ginga Cost: noneSpeed: see descDamage: see descMove: see desc

Requirements: Focus *Power Points: Capoeira, Jeet Kune Do 2, Hapkido 3, Any 4School System Power Points: Capoeira, Kung Fu 2, Inner, Karate 3, Any 4Description: The ginga is the rhythmic pattern of movements that is rudimentary to any capoeirist. The Battle Ginga is used to enhance a fighter’s movement while in the heat of battle.

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System: If the fighter spends one round setting up a Battle Ginga then he gets a +1 bonus to either speed, damage, or move each turn. If he is knocked down or dizzied any time during the fight he loses these bonuses unless he takes another round to Ginga. If the fighter is also using Musical Accompaniment then he gets +2 bonuses.

Source: New Legends

Beast Focus Cost: noneSpeed: -1Damage: +0Move: +0

Requirements: Focus ***, Animal Companion ****, Shared EyesPower Points: Mystic 3, Any 4School System Power Points: Capoeira, Kung Fu 2, Inner, Karate 3, Any 4Description: This power enables the fighter to use Focus maneuvers through his animal companion. All such maneuvers must be useable without vocal requirements. Thus, maneuvers such as Force Shout cannot be used through Beast Focus.System: The character may use any Focus maneuver with the effects originating from their animal companion. Apply the modifiers listed below. Using Beast Focus uses the turn for both the fighter and their companion. The companion must be within 100’ feet in order to use this ability.

Source: Warrior’s World

Binding Light Cost: 1 ChiSpeed: -1Damage: noneMove: 1

Requirements: Focus ***Power Points: Elemental: Light 4School System Power Points: Elemental: Light 4Description: The elemental holds their target with binding tethers of light which severely restricts the victim’s field of movement.System: The elemental targets a hex up to Focus in hexes away. This becomes the center of the binding if it is successful. Then they must defeat the defender in a contest of permanent Chi to establish the hold. Once established the attacker determines the strength of the bind with a Focus + Intelligence roll. The defender is restricted to movement within the target hex plus any adjacent hex (this includes up and down).

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Binding Light is treated as a sustained hold although the elemental does not need to do anything to maintain it. It lasts for a number of rounds equal to twice the elemental’s Focus technique, until broken, the elemental loses line of sight, or is knocked unconscious. Each round the defender may attempt to contest a new Focus + Intelligence roll with their Strength + Athletics to see if they can break free.

Source: editor

Blind Cost: 1 ChiSpeed: +0Damage: noneMove: 1

Requirements: Focus ***Power Points: Elemental: Darkness 2, Mystic 3 School System Power Points: Elemental: Darkness 2, Mystical, Inner, Karate 3Description: The monks of Perpetual Darkness derive their name from their ability to inflict blindness on disbelievers. With a simple gesture a monk can turn a nearby victim's world into eternal darkness.System: The monk can inflict blindness on any victim within their Wits + Focus. The monk must defeat the opponent in a resisted roll of the monk's Intelligence + Focus versus the victim's Stamina + Mysteries. If successful the victim is completely blinded as a veil of darkness shuts off all sight. The works against sight-enhancing maneuvers as this power interrupts the flow of information between the eyes and the brain.

This power acts like a sustained hold. The victim gets a resisted roll of Intelligence versus Intelligence to break free of the monk's power each turn. Should the monk lose concentration or a distance greater than one mile separates them from their target the veil dissipates immediately.

Source: Secrets of Shadoloo

Blur the Mind Cost: 1 ChiSpeed: -1Damage: noneMove: see desc

Requirements: Focus ***Power Points: Baraqah, Ninjitsu 3School System Power Points: Mystical, Hunter, Inhuman 4Description: Walking calmly amongst other humans the ninja's outline seems to shimmer ever so slightly before they slip from sight. They are not hidden in any real sense as this

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is the ability to avoid drawing attention in a crowd. Cameras and other electronic instruments are not affected.System: The ninja makes a Manipulation + Stealth roll which can be contested by Perception + Awareness for those actively trying to keep sight of them. If the ninja does anything other then walk or move, including speaking, the effect ends.

Source: editor

Bright Howl Cost: 1 ChiSpeed: +0Damage: +1/-1Move: 1

Requirements: Focus ****, Light FlashPower Points: Elemental: Light 3, Mystic 4School System Power Points: Elemental: Light 3, Mystical, Inner, Karate 4Description: The Bright Howl is an extremely short-ranged form of Light Flash that packs concussive force alongside blindness. The elemental must enter the intended target's hex or wait for them to enter theirs in order to perform this maneuver. Light is discharged from the hands directly in the target's face. This discharge contains enough energy to heat the air - expanding it and creating the distinct miniature boom.System: This attack has two damage portions. The first uses the first damage modifier listed below and is soaked using Wits instead of Stamina - the fighter's ability to shield themselves from the sudden intense burst at a moment's notice. If any damage from this is unsoaked the defender is automatically blinded for the next three hours.

The second damage test uses the second modifier below and is considered standard Focus damage from the concussive blast. If the target has suffers unsoaked damage from both tests they are stunned for the remainder of the round and are unable to attack or defend themselves.

Source: editor

Calm Minds Cost: 1 Chi, 1 WillpowerSpeed: -2Damage: noneMove: 1

Requirements: Focus ****Power Points: Mystic 2, Kabbaddi 3School System Power Points: Mystical 3, Inner, Karate 4, Any 5

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Description: This power enables the character to radiate calm such that he can quell aggression in others. The mystic becomes the center of the field which moves with them.System: When this power is used against unwilling targets everyone within a number of hexes equal to the character's Wits + Focus must make a Willpower roll or lose any aggression. Willing targets need no roll – they are automatically calmed. Maneuvers that are mind altering are at +2 difficulty if directed into this field. Each round spent in the field allows victims of mind-altering affects a chance to break out using the mystic’s mental attributes instead of their own. This technique lasts for a number of rounds equal to the mystic’s Focus and can be dropped whenever desired.

Source: Warrior’s World

Camouflage [hybrid maneuver] Cost: 1 ChiSpeed: see descDamage: see descMove: see desc

Requirements: Focus ***Power Points: Animal Hybrid 3School System Power Points: Inhuman 3Description: The hybrid with this ability can emulate a chameleon and alter their skin color to better match their environment.System: The effect of Camouflage lasts for as long as the hybrid wishes although a change of environment will necessitate using this ability again to continue blending. While active all efforts to spot the hybrid at a distance greater than 10’ are difficulty 9 if they are still and difficulty 8 if they are moving. This does not stack with other maneuvers that hide a fighter.

Source: editor

Cannibalize Cost: see descSpeed: see descDamage: see descMove: 1

Requirements: Focus ***Power Points: Ler Drit, Jeet Kune Do, Shotokan Karate 3, Any 4School System Power Points: Ler Drit, Kung Fu, Karate 3, Any 4Description: Chi can at times be pushed beyond its normal limits by sacrificing some of one’s own life to fuel the engines of war. This technique is dangerous to employ for left unchecked it can be fatal.

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System: This maneuver requires a full round of concentration to activate. Afterwards it remains active for a number of minutes equal to twice the user’s Focus technique. Each round the fighter may opt to suffer two health levels of damage and regain one Chi up to their normal maximum.

Source: editor

Center Cost: 1 ChiSpeed: see descDamage: see descMove: see desc

Requirements: Focus ****Power Points: Ninjitsu, Hapkido, Wu Shu 2, Kabbaddi, Kung Fu 3, Shotokan Karate, Spanish Ninjitsu, Capoeira 4School System Power Points: Hunter, Inner, Wu Shu, Kung Fu 3, Mystical, Karate, Capoeira 4Description: By focusing his chi 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 fighters who watched Indian fakirs lying down on beds of nails without being harmed developed this ability. Specialists can actually dance upon the head of a pin.System: This ability is a continuous effect that may be activated at will. While functional the fighter is considered to have a Strength of 1 due to their reduced mass. The fighter adds +1 to move when using an aerial maneuver and only takes falling damage when falling from a great height such as four or more stories of a building – the fighter has the same surface area for wind resistance but far less mass for gravity to act on. A fighter using this ability suffers an additional hex of knockback from other maneuvers that inflict knockback.

Source: Player’s Guide[This maneuver was originally known as Balance.]

Cherry Blossom Cost: 2 ChiSpeed: -2Damage: +4Move: 1

Requirements: Focus ******, Improved Fireball, Guided FireballPower Points: Any 5School System Power Points: Mystical 4, Any 5

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Description: The fighter unleashes a fireball that immediately breaks apart into a spiraling mass of smaller chi blasts, work their way across the ring, and reassembles into a devastating attack. This technique is a sight to behold. The Cherry Blossom can take virtually any visual pattern the fighter wishes to display and is not limited to the generic blast of other fireballs.System: The range of a Cherry Blossom is Wits + Focus. Anyone who attempts to dodge this attack rolls against the attacker’s damage roll with their Dexterity + Athletics at difficulty 10. The number of successes scored reduces damage by that amount.

Source: editor

Chi Kung Healing Cost: see descSpeed: -1Damage: noneMove: -1

Requirements: Focus **** Power Points: Tai Chi Chuan 2, Aikido, Kabbaddi, Kung Fu, Lua, Silat, Chin Na 3, Jiu Jitsu, Jeet Kune Do, Majestic Crow Kung Fu, Native American Wrestling, Shotokan Karate, Thai Kickboxing, Wu Shu 4School System Power Points: Inner, Kung Fu, Mystical, Karate 3, Wu Shu, Kickboxing, Grappler 4Description: 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" wherein the healer touches the patient to infuse them with additional Chi. This healing power is relatively rare among Street Fighters but some styles teach the philosophy that the ability to heal must be taught along with the ability to hurt. System: A character who uses Chi Kung Healing in the midst of combat must enter the same hex as their patient and then execute the healing process. Like the Regeneration special maneuver the healer can restore one lost Health level per point of Chi spent up to their Focus rating per turn of healing.

Source: Core Rulebook

Chi Push (Kongjin)Cost: 1 ChiSpeed: -3Damage: see descMove: 1

Requirements: Focus ****, Chi Kung HealingPower Points: Baraqah, Kabbaddi, Kung Fu, Lua, Native American Wrestling, Silat, Tai Chi Chuan 5

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School System Power Points: Kung Fu, Mystical, Grappler, Inner 5, Any 6Description: The Chi Kung masters are able to use their Chi to shatter rocks with a gentle touch or even a gesture from feet away. Like Chi Kung Healing, Chi Kung Push focuses their Chi into the target but instead of healing the Chi is used to topple or destroy the target.System: This technique can be used with any basic maneuver to extend it’s effective range to a number of hexes equal to Focus. The focused blast travels in a straight line and will be stopped by the first thing it encounters dealing damage as per the basic maneuver performed.

Source: Contenders

Cobra Charm (revised version)Cost: 1 ChiSpeed: -1Damage: noneMove: -1

Requirements: Focus **Power Points: Kabbaddi 2, Ler Drit 3, Any 4School System Power Points: Mystical, Ler Drit 3, Any 4Description: Kabbaddi stylists are masters of mental powers. Having mastered the hypnotic trick of charming cobras with flute music they are able to apply their hypnotic influence to other humans.System: A martial artist using Cobra Charm must be within three hexes of his victim and have a clear line of sight to gaze into the victim’s eyes. Once contact is established each makes a Wits + Mysteries contested roll. If the charmer wins the hypnotic spell is established. Once begun it functions as a sustained hold where at the end of each round the two fighters compare Intelligence rolls to see if the hypnotic hold is broken. When used on a willing subject there is no need to roll for resistance. If the victim is ever hurt the charm is immediately broken – this also extends to sudden, unexpected stimuli particularly bright flashes. To maintain this technique the hypnotist must remain in an adjacent hex at all times and do nothing but move and talk.

Hypnotism means placing the victim into a deep state of relaxation where the conscious mind becomes quiet and the person feels a deep sense of rapport with whomever put them into the trance. A hypnotized person will not lie when questioned but depending on how it is phrased what comes out of their mouth may not be the truth. The hypnotist can give simple verbal commands which will be followed literally and often unpredictably (it is not out of the question for someone to spontaneously break down into a sobbing mess) depending on other psychological factors in the hypnotized mind. The hypnotized fighter essentially “plays along” with whatever the hypnotist tells them to do. It is even possible for the hypnotist to induce hallucinations. This maneuver doesn’t actually allow Mind Control (that is it’s own technique).

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A secondary effect of this technique is at the end of the trance, if the subject was willing, the relaxation of being hypnotized allows the fighter to make two rolls to recover Chi and Willpower using either their permanent Honor or the hypnotist’s Focus – whichever is higher. If the hypnotist also suggested that the fighter feel better or regain their strength they may use restorative maneuvers between rolls to recover lost health.

Source: Core Rulebook

Comatose Cost: 1 ChiSpeed: noneDamage: noneMove: none

Requirements: Focus ***Power Points: Tai Chi Chuan, Kabbaddi 3School System Power Points: Inner, Kung Fu, Karate 3, Any 4Description: Through meditation the fighter guides his body through the stages of descent into a comatose state. Their metabolism slows, major organs function at minimal levels, and the fighter loses consciousness.System: The fighter can specify when they wish to waken from this state which can be a time period up to three times their Focus in days. To an untrained eye they will appear to be dead. The fighter is completely immune to pain and will not feel the effects of extreme heat or cold. They are still adversely affected by these things (this maneuver confers no level of invincibility) and intense physical shock will prematurely awaken the fighter. While in the comatose state the fighter is unconscious and cannot see, hear, or smell. They require only the barest minimums of food, water, or oxygen to survive. Activating this power requires a full scene.

Source: editor

Companion Fusion Cost: see descSpeed: -2Damage: noneMove: 1

Requirements: Focus ******, Animal Companion *****, Shared Life, Shared Chi, Shared EyesPower Points: Any 5School System Power Points: Any 5Description: A fighter and their animal companion fuse together temporarily into one humanoid being. When used both vanish as if teleporting. At the end of the round the

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fighter reappears anywhere within 6 hexes of their original location. Someone who is already a hybrid or a cyborg cannot use this ability.System: This technique uses 1 Chi and 1 Willpower from both the fighter and their animal companion. It lasts for 2 rounds (beginning with the round after fusing) plus a number of rounds equal to successes on a Focus roll. Each round spent fused drains an additional point of Chi. When the effect ends the fighter vanishes again and the two reappear, unconscious, in the same hex. Both remain unconscious for one round plus any rounds needed to recover from negative health levels. After waking the fighter is weakened and disoriented for three turns (1 turn = 10 rounds) plus a number of rounds equal to the amount of time spent fused. In this time they suffer –2 to all damage rolls and the speed and movement of all maneuvers.

Size of Animal

Modifier

Small Animal:squirrel, raccoon, iguana, dog, cat+1 Dexterity

Medium Animal:horse, tiger, bear+1 Strength

Large Animal:rhino, elephant+1 Stamina

Exotic animal:fish, insectAsk the GM

When fused the two add their current Chi, Willpower, and Health together – which may exceed the fighter’s maximum although they make Chi and Willpower rolls based on the fighter’s normal permanent scores. The fused being uses the fighter’s physical and mental attributes but all social attributes are a 1 (stat maximum of 8). They also gain a +1 stat bonus based on their animal companion.

If the fighter has not purchased any hybrid moves they gain one, either at random or by GM selection, for the duration of this maneuver. Once this maneuver is purchased the fighter can buy any hybrid maneuver as if they had Animal Hybrid 5.

All damage by dealt by hybrid maneuvers use the fighter’s Strength + Technique instead of the Animal Hybrid background.

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When the effect ends apply lost health, chi, and willpower first to the fighter and any remaining losses after the fighter reaches 0 to the companion. If the companion reaches 0 health any remaining damage becomes aggravated damage the fighter suffers.

Source: editor

Corrosion Cost: 1 ChiSpeed: +0Damage: +0Move: 1

Requirements: Focus **Power Points: Elemental: Metal 2School System Power Points: Elemental: Metal 2Description: An elemental specializing in metals can cause rapid oxidization with the merest touch by directing their chi to accelerate this chemical process. Any object so affected will be warm to the touch for a time as rust eats away at it.System: This ability requires touch to be effective. The metallic surface must also be susceptible to rusting for this ability to have any effect whatsoever. Specially treated materials and those protected by the chi of other fighters automatically resists. Each round that Corrosion is used the object suffers damage using the damage modifier below. The object may “soak” this damage with an effective Stamina dependent on it’s hardness. Once it’s health is depleted the object is destroyed.

Source: editor

Condensation Cost: 2 ChiSpeed: see descDamage: noneMove: 1

Requirements: Focus ****, FogPower Points: Elemental: Water 4School System Power Points: Elemental: Water 4Description: Anyone who's tried to wade through a swimming pool knows just how heavy and resistant liquid water can be. A perceptive water elemental knows that this same principle can be put into action by utilizing the ambient water vapor around them. Use of this maneuver causes said vapor to condense into what appears to be thick, viscous fog. Using this requires a high humidity level or source of open water nearby.System: Using this technique requires a full round of complete concentration. It affects an area up to (Wits + Focus) x2 in hexes in every direction from the elemental and lasts for one scene or until something happens to disperse the water. Movement through the

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affected area is hampered due to resistance and everyone loses two hexes of movement unless they are using a maneuver that can overcome or avoid this resistance. Visibility is likewise limited to 3 hexes in any direction. The water is (usually) not dense enough to be outright harmful although it can be manipulated by additional maneuvers and abilities (such as Hydrokinesis). It will short out any exposed electrical circuit within the field.

Source: editor

Corrosion Cost: 1 ChiSpeed: +0Damage: +0Move: 1

Requirements: Focus **Power Points: Elemental: Metal 2School System Power Points: Elemental: Metal 2Description: An elemental specializing in metals can cause rapid oxidization with the merest touch by directing their chi to accelerate this chemical process. Any object so affected will be warm to the touch for a time as rust eats away at it.System: This ability requires touch to be effective. The metallic surface must also be susceptible to rusting for this ability to have any effect whatsoever. Specially treated materials and those protected by the chi of other fighters automatically resists. Each round that Corrosion is used the object suffers damage using the damage modifier below. The object may “soak” this damage with an effective Stamina dependent on it’s hardness. Once it’s health is depleted the object is destroyed.

Source: editor

Crashing Wave Cost: 1 Chi per turnSpeed: +0Damage: +2/+5Move: 1

Requirements: Focus ****, Hydro BlastPower Points: Elemental: Water 4School System Power Points: Elemental: Water 4Description: This ability requires a sizable amount of water in order to be used. The elemental establishes a rudimentary control over it forming the water into a wave that is then directed against a target. Skilled elementals can send wave after wave against their foes until they finally surrender or perish amidst the torrent. This maneuver requires full concentration from the elemental.

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System: A maximum number of waves can be generated in one turn (1 turn = 10 rounds) equal to the elemental’s Focus. Each wave has a maximum hex width equal to 1 and a ½ the elemental’s Focus, rounded down. Anyone struck must score more successes on a Dexterity + Athletics roll or be knocked down (unpreventable) and immediately be swept back into the water as it retreats. Those unfortunate souls who are sucked into the water will then suffer additional damage tests using the +5 modifier below as they are repeatedly dashed against solid objects with each new wave and dragged back. If the originating body of water is deep enough victims will begin drowning if rendered unconscious or are unable to escape the water after a full round.

Drowning fighters make Stamina rolls each round at difficulty 7. Each failure inflicts one point of damage. A conscious fighter who suffers more damage in this way then they possess Stamina is rendered unconscious.

Source: editor

Cross Wave Cost: 1 ChiSpeed: +2Damage: +2/+0Move: 1

Requirements: Focus ****, GadoukenPower Points: Shotokan Karate, Special Forces 2, Any 3School System Power Points: Karate, Military, Inner, Mystical 3, Any 4Description: This fast and more powerful version of Dan’s Gadouken is utilized by those fighters who have realized that range isn’t everything. It takes it’s name from the usual X shape the chi forms as the fighter uses it. It is very fast for a fireball maneuver and is primarily used to ward off aggressors.System: This extremely short range blast can only hit an opponent in the same hex or an adjacent hex. The fighter rolls for damage twice using the modifiers below and the opponent is knocked back two hexes from the force of the blast.

Source: editor

Cryokinesis Cost: 1 ChiSpeed: -1Damage: +0Move: +0

Requirements: Focus *****, Ice BlastPower Points: Mystic 5School System Power Points: Mystical, Elemental: Ice 5

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Description: The mystic uses their chi to draw heat from the air. This causes water vapor to rapidly condense into ice.System: Cryokinesis is used alongside any punch, kick, or weapon maneuver to shock the victim with a sudden burst of cold. The attacker rolls their Focus + Mysteries which the defender may attempt to negate using their Block technique, difficulty 8. If the defender loses they are stunned – treat as any other dizzy – for the round and knocked down. The chilling effect can be used as part of a sustained hold adding an extra die of damage each round. This effect does not stack with Elemental Skin.

This ability can be used without a chi cost to achieve cosmetic effects like creating ice cubes from the air. To be used as part of a combo Cryokinesis must be specified as modifier at the time moves for the combo are purchased.

Source: editor

Dark Shock Cost: 2 ChiSpeed: see descDamage: see descMove: -3

Requirements: Focus ****, Dim MakPower Points: Mystic 4School System Power Points: Mystical, Inner, Ler Drit, Karate, Kung Fu 4Description: By injecting negative chi into their target the mystic creates impediments in the victim’s chi flow which can prove crippling. This is similar to the Dim Mak but because it introduces foreign chi into the body it can be difficult to heal.System: In order for this attack to be effective the attacker must touch the intended target. For this reason it is usually delivered via a Fingertip Attack. However, the attacker must roll for damage and score at least one success for this ability to have any affect. If successful the attacker rolls their Intelligence + Focus. This reflects the strength of the chi injected.

Dark Shock targets one of the victim’s technique scores at random. The afflicted score is effectively halved until the shock is fully healed. To remove this detriment requires either a number of weeks to pass equal to successes on the Intelligence + Focus roll (which loses one success each week as the victim’s body repairs itself) or the victim can be healed by another using a combination of Medicine and Mysteries. Multiple uses of this ability do not stack.

The would-be healer first rolls Wits + Mysteries to discern the cause of the malady, it’s strength, and relative location. If this roll is botched the healer has come to a mistaken conclusion and the difficulty of the next part increases to a base of 8. Next the healer rolls Intelligence + Medicine in an attempt to repair the damage. They may not glean more successes then they possess in Focus per roll. One such attempt may be made per day

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with new Wits + Mysteries rolls every day. Once the cumulative successes are more then the strength of the Dark Shock the victim is healed and regains full use of the lost technique points.

Source: editor

Death's Visage Cost: 1 ChiSpeed: +1Damage: noneMove: 0

Requirements: Focus ***Power Points: Ninjitsu 3School System Power Points: Hunter 3Description: With a special hand sign the Ninja draws forth the fear in an opponent's heart and manifests it on her own face- particularly 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 roll of Willpower against 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 and overwhelmed opponents will continue to flee from the Ninja until they succeed in a contested roll or until three combat turns have passed. Successful fighters may move and attack normally.

Source: Player’s Guide

Delay Damage Cost: 1 ChiSpeed: see descDamage: noneMove: none

Requirements: Focus ****Power Points: Tai Chi Chuan 3, Any 4School System Power Points: Inner, Grappler, Boxing, Kickboxing 3, Any 4 Description: This power enables the character to stop the damage from an attack from affecting them until later. Although very useful this can also be dangerous if not used in moderation. System: Delay Damage may be used anytime the character suffers damage (and is the last affect used in the resolution of damage) except when the source is Dim Mak. For each point suffered that the character wishes to delay they need one success on a base Focus +1 roll and cannot delay more damage than they have dots in Stamina. Delayed damage can be ignored for a maximum number of minutes equal to Stamina + Focus but is still

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suffered – a limb that was broken with a maneuver is still broken even if the pain and shock are blocked out.

If the fighter receives healing delayed damage that is still being ignored is the last to be recovered. When damage is applied it is treated as any other wound and can render the character unconscious or even kill them.

Source: Warrior’s World

Dementia Cost: 1 ChiSpeed: -1Damage: noneMove: 0

Requirements: Focus *****, Psychic VisePower Points: Ler Drit 4School System Power Points: Ler Drit 4Description: Skilled in mental manipulation an advanced Ler Drit practitioner can warp the minds of those around him causing hallucinations, confusion, and chaos. By channeling Psycho Energy into the target the fighter infects his foe with the very madness at the core of Ler Drit. Other practitioners of Ler Drit are immune to this ability.System: The attacker rolls their Manipulation + Subterfuge against the defender’s permanent Chi or Willpower, whichever is lower. If successful they may implant a temporary derangement into the target which can be annoying but not in and of itself life threatening. In this manner the Ler Drit stylist can make his foes see and hear what he wants them to. He can turn friends against each other by making them appear as enemies in each other’s eyes, to hear things which have not actually been said, or to feel threatened when no such danger truly exists.

Source: editor

Dimensional Rift Cost: 1 ChiSpeed: -2Damage: noneMove: 1

Requirements: Focus ******Power Points: Baraqah, Kabbaddi 4, Elemental: Light, Darkness 5, Ler Drit 6School System Power Points: Elemental: Light, Darkness, Mystical 5, Ler Drit 6Description: The ability to warp the very fabric of space is something usually recounted only in legends. Surely no mortal could harbor such an immense power? Whether or not the legends are true rumors persist of one able to bend space itself to his will.

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System: The Dimensional Rift is a tiny rip in space creating a portal, usually no more then two feet in diameter, connecting two points. Both points must be within line of sight, no more then Intelligence + Focus +2 hexes away, and must be created in open space. As the two points are linked matter and energy can flow freely through them. The portals themselves are two-dimensional structures and can be imperceptible depending upon the angle at which they are viewed. They exist for as long as the creator can maintain concentration.

Source: editor

Displacia Cost: 4 ChiSpeed: -2Damage: noneMove: 0 (see desc)

Requirements: Focus *****Power Points: Baraqah 4, Mystic 5School System Power Points: Mystical, Karate 5Description: This ability seems like magic and indeed it might be. Utilizing centuries of knowledge about natural rhythms the monk can literally alter someone's perception of time and their place within it. Whether this power truly exists or is just a charlatan's game is anybody's guess because the monks aren't talking.System: The monk can affect one target with this ability up to 50' away with whom they have line of sight. The effect is more easily attained by touch (difficulty 6 versus 7). Once the target is chosen the monk and their target begin an extended contest of Intelligence + Willpower. The first one to accumulate more successes then the other possesses in permanent Chi wins. Other actions may be undertaken while this contest rages but operate at a -1 penalty. Combat maneuvers have all their values penalized individually. Line of sight must be maintained but teleportation maneuvers do not automatically sever the link unless the teleporting fighter can escape the range of affect.

If the monk is successful the target is forcefully shifted to an altered perception of time. Everyone around them seems out of place: jumping between being faster and slower in an unpredictable manner at random intervals. The monk then makes a base Focus roll. For each success they can temporarily drop Dexterity, Perception, Wits, Alertness, or Awareness. These penalties "heal" at a rate of one point per week or until the Storyteller feels sufficient actions have been undertaken to restore the character's normal brain processes.

Source: editor

Disquiet

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Cost: 1 Chi, 1 WillpowerSpeed: see descDamage: noneMove: see desc

Requirements: Focus ***Power Points: Lua, Baraqah 2, Ler Drit 3School System Power Points: Mystical, Ler Drit, Kung Fu 2, Any 3Description: In some parts of the world oral traditions still remain the primary mode of passing knowledge to future generations. Lua and Baraqah are the two martial styles that still maintain the strongest strain of this tradition (although all martial arts practice it to some extent). In the course of their training wise Sensei's use fanciful tales of terror and tragedy to unsettle their pupils and challenge them to overcome their fears.System: This is an extended action of Manipulation + Empathy on the part of the storyteller. Spinning the tale requires at least thirty uninterrupted minutes. Each additional ten minutes of storytime affords another check. This is contested by Charisma + Subterfuge by those listening to the yarn who try to resist. One failure by a defender leaves them unable to further contest the storyteller unless the sensei botches their manipulation attempt. Those who fail to resist (or don't resist at all) cannot spend Willpower for a number of hours equal to the total number of checks the storyteller passed. During this time the affected individuals will be skittish and edgy. Any botched Willpower roll during this time results in an immediate panic.

Source: editor

Dissipate Cost: see descSpeed: +4Damage: noneMove: 1

Requirements: Focus ****Power Points: Tai Chi Chuan, Kabbaddi, Hapkido, Baraqah 3, Any 4School System Power Points: Inner, Karate, Boxing 3, Mystical 4, Any 5Description: With force of will a fighter dissipates the ambient energy of a Chi Attack.System: When faced with a Chi-powered attack a defending fighter may spend 1 Chi point to detract two points from the damage scored. Dissipate cannot be used in the same round as San He, Toughskin, or any of the various barrier maneuvers. It can be used as an abort maneuver.

Source: New Legends

Double Flying Fireball Cost: 1 Chi, 1 Willpower

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Speed: -2Damage: +2Move: +0

Requirements: Focus *****, Flying FireballPower Points: Shotokan Karate 2, Kung Fu, Kabbaddi 3School System Power Points: Karate, Kung Fu, Mystical 4Description: This move, used to great affect by the infamous Akuma, allows a skilled fighter to fire two fireballs in mid-air. It is also known as a Repeating Aerial Fireball.System: While in mid-air the fighter fires two quick fireballs. The first travels up to 3 hexes from that point in a straight line while the second into the adjacent hex along the same line. Anyone caught in the path of both fireballs who wishes to evade must roll separately for each one. The dice pool for damage is divided between the two fireballs as the user wishes.

This is an aerial maneuver and anyone crouching in the same hex as the fighter at the time the fireballs are fired cannot be hit by either. It will strike other crouching targets and can be used to evade projectile attacks.

Source: sfrpg.com

Drain Cost: 1 ChiSpeed: -1Damage: 1 (no soak)Move: -1

Requirements: Focus **Power Points: Elemental: Water 3School System Power Points: Elemental: Water 3Description: Truly a vicious power Drain causes the target to become dehydrated and weakened. The water held by the target's body actually seeps through her pores. A Street Fighter may not even be aware that she is being dehydrated until she passes out. Affected fighters appear to glisten with sweat even in extremely cold weather.System: This is a projectile attack similar to Fireball and can be dodged although there is no outward sign of a projectile. Characters who make a successful Perception + Mysteries roll will notice the blast headed towards them and may attempt to counter or evade.

A target struck suffers one health level of damage regardless of Stamina or soak bonuses. The following round the target will also suffer a -1 speed and move penalty. These penalties continue until the fighter takes time to rest and rehydrate themselves.

The real danger of Drain comes over time as the victim will continue to sweat profusely. They will feel no outward effects for the first ten minutes. After that the victim suffers a temporary one point penalty to dexterity and stamina. After thirty minutes without resting

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nausea and light-headedness set in. For every thirty minutes afterwards the victim continues to suffer a one point temporary drop in stamina. Should the victim hit zero stamina they lose consciousness and require medical attention or they will die of severe dehydration.

Source: Player’s Guide

Drain Chi Cost: 1 ChiSpeed: +0Damage: see descMove: 1

Requirements: Focus ***, Grab ***Power Points: Ler Drit, Majestic Crow Kung Fu, Sumo Wrestling, Tai Chi Chuan 3School System Power Points: Ler Drit, Kung Fu, Grappler, Inner, Karate 4, Any 5Description: This power enables the character to steal chi energy in much the same manner that the Leech power allows for the taking of health.System: For every Chi point spent two will be transferred from the victim to the attacker. The attacker may not spend more Chi than their Focus to maintain this ability. A target must be successfully held in a sustained hold before Drain Chi can be used. On the round that Drain Chi is used do not apply damage from the sustained hold as this maneuver takes the place of that. At the end of the hold deduct one Chi from the attacker.

Source: Warrior’s World

Drench Cost: 1 ChiSpeed: +1Damage: +2Move: -2

Requirements: Punch *, Focus **Power Points: Elemental: Water 2School System Power Points: Elemental: Water 2Description: A portion of the elemental's body transforms into a huge fist and lashes out at the target. This power usually originates from the fighter's extended arm but may be projected from any part of the body such as the back or head.System: The range of Drench equals the elemental's Intelligence + Focus. This is a Focus-based maneuver however damage is determined according to the fighter's Punch technique and the modifiers listed below.

Source: Player’s Guide

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Echo Blade Cost: 2 ChiSpeed: -1Damage: +4Move: 0

Requirements: Focus *****, Improved FireballPower Points: Elemental: Darkness 4School System Power Points: Elemental: Darkness 4Description: Drawing out the ambient light around them the elemental seems to warp space itself through their chi and reshape it into a pulsating, black blast that glides through the air silently.System: Unlike other chi blasts Echo Blade is not affected by impacting other Fireballs, Ice Blasts, etc except when it encounters another Echo Blade. In fact it doesn’t impact them at all and keeps going as if there was nothing there. It can be stopped by Barriers but cannot be reflected. Anyone damaged by it is knocked down.

Source: editor

Elemental Glyph Cost: see descSpeed: see descDamage: see descMove: see desc

Requirements: Focus ***, Weapon: Any Melee ***Power Points: Any 5School System Power Points: Any 5Description: During the weapon's construction esoteric words or marks are embedded in its surface. Glyphs of this sort are difficult to make and tend to be temporary but once set they can confer a variety of powers depending on the glyph's quality. The secret of this technique is closely-guarded by those who know it to prevent it from falling into Shadoloo hands and the real difficulty in learning it is first finding a willing teacher.System: A fighter using a weapon with an Elemental Glyph corresponding to their personal Hado can pay 1 chi at any time they are holding the weapon during a kata session to charge the glyph and ready it for use. At the end of the kata, which must be performed for no fewer than 30 minutes, the duelist rolls Focus, difficulty 8, and needs two successes in order to transfer chi into the glyph. This charge remains ready until it is used and lasts a number of weeks equal to the charger's Focus technique before it dissipates.

Once charged the glyph can be activated at will. It adds three extra dice of elemental damage to any two consecutive weapon attacks - this is either two separate attacks or one attack that strikes twice. If the duelist has a glyphed weapon in each hand they can

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activate a glyph in both at the same time. For each weapon only one glyph can be active at a time and there is a minimum two round wait between activations as trace amounts of chi are purged. (This is a safety mechanic to prevent nasty side affects. Depending on the crafter and type of weapon the lockout can be much longer.)

Creating the original glyph will depend on the weapon's quality. Those of below average quality cannot hold a charge at all. Otherwise the glyph maker must pay 3 Chi and make a Focus + Craft roll, difficulty 9 (-1 per level of quality above Average). If this roll succeeds the glyph is successfully emblazoned on the weapon and works once per success on the Craft roll before burning out and becoming inoperable. If the Craft roll botches the weapon can never again act as a Chi conduit and any later attempts to augment it automatically fail.

Source: editor

Elemental Guardian Cost: see descSpeed: see descDamage: see descMove: see desc

Requirements: Focus *******Power Points: Elemental: All 5School System Power Points: Elemental: Any 5Description: The elemental can awaken the primal forces around them as a shadow of their own will. The Guardian forms from any elemental material nearby (which is required) into a humanoid form. It acts at all times as an extension of it’s creator. To direct the Guardian in combat requires the elemental's complete attention although it can act in the simplest of manners on its own.

Guardian’s Stat

Creating Pool

Health = 2x Focus technique + Chi paid

Physical Attributes = Intelligence + Focus split as desired

Social Attributes = None

Mental Attributes = use ½ of creators as needed

Chi and Willpower = Focus + Elemental background, split pool

Techniques = ½ of creator's, rounded down

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System: Using this maneuver requires one full turn (1 turn = 10 rounds) doing nothing but forming the minion. The Guardian consumes two Chi plus any desired amount of additional Chi which gives it life. See the side table for how to generate the elemental's stats. The Guardian forms adjacent to the elemental’s hex and must remain within Focus + two hexes at all times. It will move according to the element from which it was born: earth elementals shamble, air and light elementals levitate, water elementals flow, fire elementals dance, etc. Because the creature has no mind of its own it is completely immune to mental attacks, Mind Reading, and equivalent effects. It does not feel fear nor anger and cannot be bargained with.

Each round after it forms the creature responds telepathically to its creator’s will by attacking and defending as they wish - requiring casual concentrate to maintain the link and simple commands. It can use simple Focus maneuvers using half their creator’s mental attributes (rounded up) for speed and damage. It can use all the basic maneuvers and any special maneuvers its creator decides to impart it with that they know at the time the elemental is created.

All guardians automatically have Elemental Renewal and Elemental Skin which they regenerate at the beginning of each round. Neither of these maneuvers cost Chi to use. The Guardian lasts for up to an hour or until it is dismissed or destroyed.

Source: editor

Elemental Renewal Cost: 2 ChiSpeed: +0Damage: noneMove: none

Requirements: Focus *****, RegenerationPower Points: Elemental: Any 4School System Power Points: Elemental: Any 4Description: The elemental has such mastery and rapport with their primal force that they can absorb such energy into their bodies and use it to heal their wounds.System: The elemental requires physical contact with a sizable amount of the element to which they are aligned in order to use this ability. This technique requires complete concentration. The elemental begins the ability at Speed +0 and cannot opt to delay it or abort out once it begins. This ability may not be used with Zen no Mind.

At the time the ability is activated the elemental recovers 1 health level and rolls their Focus. For each success an additional wound level is restored at a rate of 1 point per speed beyond the initial + 0 until the end of the round. This ability first heals bashing damage and is less efficient with aggravated damage for which every two successes heals one such damage.

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Source: editor

Elemental Skin Cost: 1 Chi, 1 WillpowerSpeed: -2Damage: see descMove: none

Requirements: Focus ***Power Points: Elemental: Any 5School System Power Points: Elemental: Any 5Description: The elemental is able to coat her body in the elemental essence in which she specializes. The effects vary but always last for a short time during which the fighter usually closes with her luckless opponent. System: The following modifiers apply to combat against elementals of the different types. These effects last for a number of rounds equal to the elemental's Focus.

Element

Description

Air

The elemental is surrounded by a shifting airmass that attempts to deflect everything away from them. All aerial maneuvers against the air elemental suffer a -2 damage penalty. All projectile attacks such as fireballs cause one fewer Health Level of damage.

Darkness

The writhing mass of black shadows makes the elemental look like living darkness. All attempts to strike the elemental are done at +2 difficulty. When moving in darkness the elemental cannot be seen by normal means.

Earth

The elemental's skin is covered by a tough rocklike formation that seems to root them to the ground. All punching or kicking attacks aimed at the elemental suffer a -2 damage penalty. When in this form the elemental cannot be thrown and is unaffected by knockdowns. If the elemental also uses San He their Block technique is considered 1 point higher for the purposes of soak.

Fire

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Heat radiates from the elemental's body and their skin is covered in a bright layer of flickering red and orange chi. When struck the elemental rolls damage to the striking foe using his Focus technique minus the defender’s Stamina. All punching, grabbing or kicking attacks by the elemental have an additional +1 damage modifier. Anyone staying near the elemental for an extended period of time while this power is in use will become dehydrated and risk heat exhaustion.

Ice

The elemental rolls Intelligence + Focus and this becomes the “health” of the ice covering their skin. This skin absorbs its health rating in damage for a number of blows equal to the elemental’s Focus. For every strike except the last all damage above this rating carries on to hurt the fighter. The last hit, which shatters the skin, absorbs the full damage of whatever destroyed it. This skin also functions like Maka Wara when struck.

Kinetic

The fighter’s skin gleams with an iridescent sheen. Whenever this skin is struck the elemental may roll their Focus technique and reflect an amount of damage equal to successes back at their attacker. If the fighter uses this in conjunction with Energy Reflection they may add successes from the Focus roll above to their attempt to reflect the attack.

Light

The elemental emits a soft light at all times lighting the area around them and preventing blindness (even the Blindness maneuver).Any technique that restores their health has +1 effectiveness and the elemental may add their Focus a second time to rolls to resist mental attacks directed against them. Once per four rounds the elemental may use the Light Flash maneuver as a free action.

Lightning

Electricity crackles from the elemental’s skin. This functions like it’s fiery cousin outlined above except that the damage it deals is nullified if the opponent is well-grounded (Earth elemental skin is sufficient).In addition the charge can be carried across conductive surfaces.

Metal

The elemental’s skin takes a greyish, metallic tone as it hardens against attack. While in this form the elemental’s movements are restricted resulting in a temporary loss of 1 Dexterity but any attack that inflicts aggravated damage instead inflicts only bashing damage. If the elemental is Blocking they may add their Focus technique to their soak total for the duration of the round at no additional cost.

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Sonic

The elemental becomes immune to things that would deafen them as a low-intensity low frequency soundwave emanates from their body. Anyone who enters the same hex as them suffers as though they were struck with Ear Pop using the elemental’s Focus + Intelligence for Ear Pop damage with a +0 damage modifier.

Water

The elemental’s skin gleams with a thin layer of semi-translucent water. Any attack that successfully damages the elemental in this form subtracts one success from the damage done. Opponents trying to grab the elemental have +1 difficulty to do so. In addition when using Hydrokinesis defensively the elemental may add up to one half of their Focus technique again if they can make physical contact with the water being contested.

Wood

An elemental closely aligned with plants and nature can change their skin to a dark greenish tinge with what appears to be vines and thorns over their limbs. Whenever the elemental comes into full body contact with another – most grabs and some athletics moves - the razor-sharp thorns inflict damage via a Stamina + Focus roll minus the defender’s stamina. Anyone attempting to grab the elemental in this form automatically suffers one point of damage as they willfully impale themselves.

Source: Player’s Guide

Elemental Stride Cost: see descSpeed: +1Damage: noneMove: see desc

Requirements: Focus ***Power Points: Elemental: Any 4School System Power Points: Elemental: Any 4Description: Similar to the Yoga Teleport except that the elemental melds into his element and travels through it to appear magically in another place. The same element must also be in this second area. Thus a water elemental may dissolve into one pool of water only to appear suddenly out of another the next round.System: This power has a range limit with regard to combat hexes equal to Focus + Stamina. Striding fighters reappear at the end of the same round they disappeared. Outside of combat the elemental may move invisibly through their element at a rate of Stamina + Focus miles per hour. The cost of this maneuver likewise changes between 1 Chi per round in combat and 1 Chi per hour traveled out of combat.

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Source: Player’s Guide

Entrancing Cobra Cost: 1 ChiSpeed: +2Damage: noneMove: -1

Requirements: Focus ** Power Points: Ninjitsu 4School System Power Points: Hunter 4Description: By gesturing with this particular hand sign the Ninja can confuse an opponent. The intricate weaving of the Ninja's fingers through the air baffles the target with its grace and complexity. 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.System: 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 if she is dizzied next turn. Outside of combat this pattern can be maintained as if it were a sustained hold.

Source: Player’s Guide

Envelop Cost: 1 ChiSpeed: -2Damage: +1/-2Move: -2

Requirements: Focus ***, Grab **, DrenchPower Points: Elemental: Water 3School System Power Points: Elemental: Water 3Description: This power produces two fists similar to those produced by the Drench power. Both fists attempt to grapple the target and, if successful, will cover him completely. An Enveloped fighter will begin to drown. Most elementals will only sustain this hold until their target passes out. Truly evil elementals will sustain it longer.System: Envelop functions as a Grab maneuver that uses the elemental’s Intelligence + Focus technique instead of Strength + Grab. It is a sustained hold that can be used on anyone in an adjacent hex and envelops the entire hex (multiple fighters sharing the affected hex are checked separately to see if they are held). Neither Grappling Defense nor Disengage are effective against this technique.

Each round the elemental must maintain concentration to sustain the hold. Any damage the elemental suffers requires a Focus roll to maintain this power. The elemental cannot

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move but can drop the hold at any time at no penalty. For each point of damage scored in each round after the first victims in the hold need one success on a Stamina roll or they inhale water and begin drowning. Each subsequent round spent drowning increases the difficulty of the Stamina roll by 1 until the victim has spent a number of rounds drowning equal to Stamina and loses consciousness. Fighters who succeed the Stamina roll can attempt to break out using their Strength + Athletics versus the elemental’s Focus + Intelligence.

A defender using Hydrokinesis can pay 1 Chi to prevent drowning for the duration of the hold and each round may pay more chi to attempt to gain control of the water. This is in addition to the break check. If at any time the elemental loses the contest of Wits + Mysteries the hold is broken and the water splatters to the ground.

Source: Player’s Guide

Extendable Limbs Cost: noneSpeed: see descDamage: see descMove: see desc

Requirements: Focus ****Power Points: Kabbaddi 4, Silat 5School System Power Points: Mystical 4Description: This remarkable power is acquired only after long and intense meditation by Kabbaddi masters. They study unsolvable riddles of dimensional space, expanding their minds to understand the true nature of distance. In the end, the Kabbaddi master acquires the superhuman ability to stretch her limbs far beyond their normal length. The limb actually appears to telescope out into space.

Kabbaddi 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 Kabbaddi 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 pipe to collect a lost article. 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 maneuvers (Jab, Strong, Fierce, Short, Forward, or Roundhouse) to give the attack extra range. The character can extend his limbs a number of hexes equal to his Focus rating. So for example, Dhalsim, with an amazing Focus rating of 6, can extend his limbs to hit an opponent six hexes away. He can stand in one hex and hit an opponent almost 20 feet away!

The only drawback to the 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

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attack the opponent can damage the stretching character by hitting him in any hex through which his limbs extend (including hitting the fighter's extending fist or foot).

Source: Core Rulebook

Fireball Cost: 1 ChiSpeed: -2Damage: +2Move: 0

Requirements: Focus ***Power Points: Aikido, Kabbaddi, Shotokan Karate 3, Kung Fu, Lua, Majestic Crow Kung Fu, Silat, Thai Kickboxing, Wu Shu, Hapkido 4, Any 5School System Power Points: Mystical, Inner, Karate, Kung Fu, Wu Shu, Kickboxing, Military 4, Any 5Description: 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 Kabbaddi stylists are known for launching the 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, gasoline, etc. They also make decent light sources. If a character launches a fireball straight up the immediate area will be dimly lit for a couple of turns.System: Fireballs have a range equal to the projecting character's Wits + Focus. For example, Ken has a Focus of 5 and a Wits of 4, so his fireballs have a range of nine hexes. As with all projectile attacks the attacker must have an unobstructed line-of-sight on his intended victim.

To evade a fireball with an aerial maneuver requires a contested roll between the attacker’s Wits + Focus and the defender’s Dexterity + Athletics. If the defender fails they were unable to get out of the way in time and are struck.

Source: Core Rulebook

Fire Strike Cost: 1 ChiSpeed: -1Damage: +3

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Move: 0

Requirements: Focus **, Flaming FistPower Points: Elemental: Fire 3School System Power Points: Elemental: Fire 3Description: A long gout of flame extends from the elemental's hands setting ablaze anything in its path. Most elementals shoot the flame from their hands but it can come from any part of the body. The flame extends in a straight line from the fighter.System: The character uses the modifiers below to produce a long gout of flame that is in effect a "line of death" on the arena floor. The fighter uses her Focus technique to determine the length of the flame in hexes. The Fire Strike must travel in a straight line and like the Yoga Flame occupies the hexes for the duration in rounds equal to the fighter’s Focus. Damage is applied to any character standing or entering the affected hexes over the duration.

Source: Player’s Guide

Flaming Fireball Cost: 1 ChiSpeed: -3Damage: +5Move: 0

Requirements: Focus ****, Fireball, Improved FireballPower Points: Shotokan Karate 3School System Power Points: Karate, Inner 4Description: Whereas other fireballs are merely Chi blasts the flaming fireball is a real incendiary attack which is more powerful than a normal fireball.System: This works basically the same as a normal Fireball except that it is highly incendiary in nature and upon hitting will inflict full damage to the target and half as many dice (rounded up) to anything in a one-hex radius. Like an Improved Fireball it will score a knockdown on any opponents it hits.

Source: Warrior’s World

Flaming Fist Cost: 1 ChiSpeed: see descDamage: +3Move: see desc

Requirements: Punch *, Focus *Power Points: Elemental: Fire, Dirty Fighting 2School System Power Points: Dirty Fighting, Inner, Elemental: Fire 2

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Description: The fire elemental can surround her hands with flames for brief periods of time, causing her foes additional damage or setting things on fire. Her fist blazes for a moment before she strikes her opponent and then dies down once the blow has landed.System: Add the damage modifier below to any basic Punch maneuver. The player must select a basic Punch and play the Flaming Fist with it. The Flaming Fist does not affect the speed or move of the maneuver only the damage.

Source: Player’s Guide

Flight Cost: 1 ChiSpeed: +1Damage: noneMove: see desc

Requirements: Focus ****, Athletics *Power Points: Elemental: Air 2School System Power Points: Elemental: Air 4Description: Air elementals can summon the winds to propel themselves through the air. Usually this is accompanied by a gust of wind that whips any loose objects hither and yon. The possessor of this skill can also fly without creating the associated disturbance (though few do - the wind blast is wonderfully dramatic).System: Outside of combat this power allows the fighter to fly without tiring at a speed equal to (Focus + Dexterity) x 10 miles per hour. He can lift any amount of weight he would normally be able to carry on the ground. Out of combat this technique drains 1 Chi per hour. Otherwise this affect lasts for a number of rounds equal to Intelligence + Focus or until the elemental is knocked out of the air. The elemental may attempt to use Aerial Recovery to avoid this affect.

While in Flight the fighter is never completely still. The winds which support them cause a constant bobbing effect. The fighter must move (or at least attempt to move) one full hex each round to stay aloft. This includes vertical movement.

In combat the player must stand still for a full round while activating the Flight power. They may block but cannot initiate any offensive attacks. The following round the fighter will be treated as an airborne target and may attack and move using Focus instead of Athletics as base movement. Furthermore they are only affected by aerial maneuvers or by projectile attacks.

Source: Player’s Guide

Flying Fireball Cost: 1 Chi, 1 WillpowerSpeed: -2

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Damage: +2Move: +0

Requirements: Focus ****, Fireball, JumpPower Points: Shotokan Karate, Wu Shu 2, Kabbaddi, Kung Fu, Majestic Crow Kung Fu 3School System Power Points: Karate, Wu Shu, Kung Fu, Mystical 3, Any 4Description: 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 sky - jumping up and launching their fireballs in midair.System: The Flying Fireball is identical to the standard Fireball power except that opponents cannot dodge the Flying Fireball with Jump or similar aerial maneuvers unless they can get out of the line of fire. The fighter jumps into the air and fires the fireball in a straight line parallel to the ground. Dodging this fireball in mid-air with an aerial maneuver is only possible with the Femina Synthesis modification to Femina Wind (unless the aerial maneuver is a basic jump) and is difficulty 9 for the defender. If the defender is hit they are knocked down.

The fighter can choose to fire their blast downwards to the ground instead of directly in front of them with the same line of fire rules applying. When fired in the air like this the fighter must choose what hex on the ground they are targeting – which cannot be an adjacent hex. The fireball travels in a straight line to it’s destination and may sail over the heads of opponents as it moves. The height at which the fireball was fired is important in this case. Crouching opponents sharing the same hex as the fighter when they fire the fireball cannot be hit.

Source: Core Rulebook

Flying Ice Blast Cost: 1 Chi, 1 WillpowerSpeed: -3Damage: +3Move: +0

Requirements: Focus ****, Ice Blast, JumpPower Points: Elemental: Ice 3, Any 4School System Power Points: Elemental: Ice 3, Any 4Description: This Ice Blast, taking a cue from Fireballs launched from mid-air, is also fired from mid-jump. Ice-wielding Street Fighters aren’t known for letting their fiery cousins get ahead of them.System: Flying Ice Blast functions as a regular Ice Blast except that it is fired like a Flying Fireball from mid-air (see that maneuver for more information). If used against an aerial opponent it knocks them down.

Source: editor

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Focus Rage Cost: 1 Chi, 1 WillpowerSpeed: noneDamage: noneMove: none

Requirements: Focus ***Power Points: Ler Drit 3School System Power Points: Ler Drit, Hunter 3Description: This is the ability to form rage in oneself from nowhere. Doing this requires that the fighter stand completely still and concentrate. The more permanent Chi the fighter has the more spectacular the charging effect is as energy ripples over their skin.System: The fighter using Focus Rage may attempt any punch, kick, or grab on the same round at –4 speed as long as they only move 1 hex. Otherwise they must wait until the next round. This rage gives the fighter an extra two dice of damage but robs them of clarity in thought – any honor rolls automatically fail and the fighter will attack regardless of the circumstances.

While active opponents attempting to use Cobra Charm, Mind Control, and Calm Minds must make two separate checks: once to break through the wall of anger and again to overcome the mind underneath. The technique lasts for a number of rounds equal to Focus or until the fighter is knocked unconscious.

Source: Warrior’s World

Fog Cost: 1 ChiSpeed: see descDamage: noneMove: 0

Requirements: Focus ****Power Points: Elemental: Water 3School System Power Points: Elemental: Water 3Description: Fog and mist form when water droplets become suspended in the air because they are bound to airborne particles via friction. These tiny droplets scatter light and impede visibility. In order to use this power the elemental needs a source of water and airborne dust. Normally 10 cubic feet of mist can be created at a time by use of this power. If the elemental first uses Hydro Storm or raises the fog during precipitation the created mass increases to one hundred cubic feet per use.System: The fog bank requires five minutes to fully form. This time can be halved if more then one elemental aids in its formation. The fog bank is heavier then air and will sink to fill low lying areas. Visibility inside the mist is limited to 50' or less depending on

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the prevailing weather conditions. Once created the fog is essentially permanent and will remain until natural forces dissolve it.

Source: editor

Force Shout Cost: 1 ChiSpeed: +2Damage: noneMove: -2

Requirements: Focus ***, Stunning ShoutPower Points: Shotokan Karate, Sumo Wrestling, Animal Hybrid, Elemental: Sonic 2, Ler Drit, Majestic Crow Kung Fu 3, Any 4School System Power Points: Hunter, Grappler, Inhuman, Ler Drit, Kung Fu, Elemental: Sonic 3, Any 4Description: This is an advanced form of the Stunning Shout which enables the character to yell with such power that they can actually physically knock over opponents.System: A Force Shout must be directed at one opponent. The victim must make a Stamina roll against a difficulty equal to the attacker's permanent Chi. If they do not roll at least two successes they will suffer a knockdown.

Source: Warrior’s World

Gadouken (Short Fireball)Cost: 1 ChiSpeed: +0Damage: +1Move: 1

Requirements: Focus **Power Points: Shotokan Karate, Bando 2, Any 3School System Power Points: Grappler, Inner, Karate, Kickboxing 3, Any 4Description: This is basically the same as the typical Fireball move except that its range is extremely limited. Dan is the first fighter of any renown to use this maneuver.System: This is an short-range fireball that can only affect opponents in the same or adjacent hex. It can be used against someone holding the fighter in a sustained hold due to its extremely short range. It can also be used as a touch attack or in other close quarters situations.

Source: Warrior’s World

Ghost Form

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Cost: see descSpeed: +1Damage: noneMove: +0

Requirements: Focus *****Power Points: Kabbaddi, Native American Wrestling, Elemental: Light, Elemental: Air, Elemental: Darkness 5School System Power Points: Mystical, Elemental: Light, Air, Darkness 5Description: 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 Kabbaddi masters. These masters know of the disciplines practiced at the temples - disciplines that led to the deaths of many monks but also to the mastery of mind over matter. The monks gained 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 their bodies back into solid matter. The same rumors purport that these ancient masters still roam the world.System: Activating Ghost Form drains 2 Chi and an additional Chi per round the fighter remains incorporeal. Nothing solid will affect a character in Ghost Form. Energy like fire and electricity will still affect them but bullets, ice blasts, fists and kicks will pass harmlessly through their body. The character cannot attack or use any other maneuvers while in Ghost Form but they can move and pass through walls, floors, and even people. Ghost Form can be played during a round that the character is caught in a sustained hold allowing the character to walk right out of the hold. The character's clothing and personal possessions of small size can be turned insubstantial and follow the character in Ghost Form.

Source: Core Rulebook

Glacier Strike Cost: 2 ChiSpeed: -2Damage: +5Move: 0

Requirements: Focus *****, Ice BlastPower Points: Elemental: Ice 3, Any 4School System Power Points: Elemental: Ice 3, Any 4Description: This enhanced version of an Ice Blast is relatively new to the circuit but it’s effectiveness cannot be disputed. Fighters with this power can generate mind-bogglingly huge amounts of ice from the water vapor around them.

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System: Glacier Strike functions as a regular Ice Blast except that it’s modifier are better and it will knock down anyone damaged by it.

Source: editor

Glare Cost: 1 WillpowerSpeed: +0Damage: noneMove: 0

Requirements: Focus *, Intimidation **Power Points: Any 3School System Power Points: Ler Drit 1, Hunter 2, Any 3Description: The user locks their gaze with one target and holds them in a contested stare down. The Glare delivers a shock directly to the mind of the accused. It is common for Mrigankan instructors of Ler Drit to use this ability just before ordering their students to fight each other and see who is strong enough to ignore the mental command.System: This ability requires an unobstructed line of sight between the attacker and the target with a maximum range of Intelligence + Focus in hexes. If the defender loses the contested roll their action for the round is forfeit. The two engage in a contest of Manipulation + Intimidation vs. Willpower. This can be held as an extended action over successive rounds by either side if they fail their roll by paying 1 Willpower. The defender may continue to move and act normally in each round provided they continue to win the willpower check. If the attacker wins the defender cannot take any offensive action for the next 10 rounds but may defend themselves.

Source: editor

Ground Fire Cost: 1 ChiSpeed: -2Damage: +2Move: 0

Requirements: Focus ***, Fireball or GadoukenPower Points: Any 3School System Power Points: Any 3Description: The fighter fires a chi blast that travels along the ground in a straight line just like a fireball.System: The blast has a maximum range equal to Wits + Focus and cannot hit aerial opponents. If it scores any damage the opponent is knocked down. When this maneuver is learned the fighter may choose whether they go into a crouch to fire the blast and thus end their round that way.

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Source: editor

Ground Ice Cost: 1 ChiSpeed: +2Damage: noneMove: 0

Requirements: Focus ****, Ice BlastPower Points: Elemental: Ice 3, Any 4School System Power Points: Elemental: Ice 3, Any 4Description: The user coats the ground in front of them with a thick layer of ice.System: The fighter can coat a number of hexes equal to Focus + 3 which must begin in an adjacent hex and all occupy hexes adjacent to each other. When used the fighter rolls Intelligence + Focus. Every character in an ice-coated hex must score more successes on a Dexterity + Athletics roll or be knocked down and suffer a –3 speed penalty on their next move. At the end of each round repeat this check until the ice melts. Characters may use aerial maneuvers to pass over the iced hexes without penalty.

The ice lasts for a number of rounds equal to the user’s Focus in an average temperature area. By GM discretion it can melt more quickly or slowly depending on the temperature and other character’s maneuvers. The Intelligence + Focus roll also determines how much “health” the ice has – which can be damaged by maneuvers such as Inferno Strike or Spinning Piledriver. Of course there's nothing preventing the fighter using this maneuver from slipping and falling on their own miniature ice rink.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Guided Fireball Cost: 1 Chi + base costSpeed: -1Damage: -1Move: 1

Requirements: Focus ****, Fireball or Improved Fireball (see below)Power Points: Kabbaddi, Mystic, Tai Chi Chuan 3, Baraqah, Lua, Ler Drit 4School System Power Points: Mystical, Inner, Karate, Ler Drit 4, Any 5Description: This maneuver allows the character to actually guide the paths of their projectile attacks. Guiding any such fireball requires complete concentration from the fighter so this ability will fail if concentration lapses.System: Guided Fireball is not an attack on it’s own. It is a modifier applied to a normal or Improved Fireball (which must be specified for comboes). This ability, because of the preciseness in control, increases the dice pool for determining if it hits by two dice and

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also allows the fireball to turn corners and such. A fireball can stay active for a number of rounds equal to the character's Focus before dissipating and drains an additional Chi each action. Controlling it’s course counts as an action and it may be reaimed once per round. The modifiers listed below are in addition to those of the projectile attack used.

Source: Warrior’s World

Heal Cost: see descSpeed: -1Damage: noneMove: -1

Requirements: Focus ***Power Points: Elemental: Any 4School System Power Points: Elemental: Any 4Description: By drawing upon the Earth's essence and power the elemental may transform her own internal energies into a healing aura. This is very similar to Kung Fu's Chi Kung Healing ability, but it may also be used to heal animals and environmental damage. System: The character must be able to touch the person or animal to be healed. One Health Level is restored per point of Chi the character spends. This power also extends to plants and animals - which Chi Kung Healing will not affect.

Source: Player’s Guide

Heatwave Cost: 1 ChiSpeed: +0Damage: +2 (see desc)Move: +0

Requirements: Focus **Power Points: Elemental: Fire 3School System Power Points: Elemental: Fire 3Description: The fire elemental can suddenly raise the temperature around a person or object - making the air difficult to breathe and disorienting an opponent. A person affected by this feels as though she's suddenly stepped inside an oven. Dizziness and nausea often follow.System: The elemental rolls damage but only for the purposes of calculating a dizzy. The opponent actually takes no damage. This maneuver bypasses any bonuses the opponent gets from blocks. This is considered a projectile and can be dodged as such.

Source: Player’s Guide

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Hydro Blast Cost: 1 ChiSpeed: -1Damage: +3Move: 0

Requirements: Focus ***Power Points: Mystic, Elemental: Water 3School System Power Points: Elemental: Water 3Description: The elemental condenses water vapor in the air and blasts it from their hand. This blast strikes the unfortunate victim as if a high pressure hose had just been unleashed. Not to mention it drenches anything it comes in contact with.System: Hydro Blast must have a clear line of sight to the target. The range of the blast equals the character's Intelligence + Focus in hexes. The target is knocked back a number of hexes equal to half the elemental’s Focus rounded down.

Source: editor

Hydro Storm Cost: 2 ChiSpeed: -3Damage: +0Move: 0

Requirements: Focus *****, Hydro Blast, HydrokinesisPower Points: Mystic, Elemental: Water 4School System Power Points: Elemental: Water 5Description: The mystic can condense water in the air around them creating a number of different affects. They can cause a brief but seemingly torrential rainfall, pelt the area around them with small water blasts, or use the water to batter nearby opponents.System: The elemental can create a number of watery projectiles equal to their Focus. These projectiles form above the elemental from where they are then deployed against any target or targets the elemental wishes using the damage modifier below if they strike anything. For the next three rounds after the Hydro Storm the ground will be coated in water making it difficult to keep one’s footing. Any maneuver that requires movement over the water is difficulty 7.

Source: editor

Hydrokinesis Cost: 1 ChiSpeed: -1

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Damage: +0Move: +0

Requirements: Focus *****Power Points: Elemental: Water 4, Mystic 5School System Power Points: Elemental: Water 4, Mystical, Karate 5Description: A mystic attuned to the element of water can control it using only their mind. This control is limited to touch and cannot affect the water contained in another living creature’s body.System: When making any punching or kicking maneuver the mystic can cover their limb with a layer of water. After each strike the water lashes out at the victim in a phantom blow. The mystic rolls their base Focus, minus the defender’s Stamina, after each strike for additional damage.

Hydrokinesis provides the mystic with protection from having the water in contact with their skin being manipulated by others. The two fighters make a contested Wits + Mysteries roll. Whoever wins has “dominion” over the water for that round. If used to resist a damaging maneuver successes on the Wits + Mysteries roll reduce the damage received.

This ability can be used without a chi cost to achieve cosmetic effects like causing water droplets to form from the air or dousing small to medium fires. To be used as part of a combo Hydrokinesis must be specified as a modifier at the time moves for the combo are purchased.

Source: editor

Ice Blast Cost: 2 ChiSpeed: -2Damage: +3Move: 0

Requirements: Focus ***Power Points: Elemental: Ice 3, Any 4School System Power Points: Elemental: Ice 3, Any 4Description: 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 particles from their hands. Kung Fu masters say that the Ice Blast fighter uses negative Yang Chi to super cool the air into the icy projectile. Characters who have mastered the Ice Blast are seldom uncomfortable even in very cold climates. They can

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sleep in meat freezers and wake up refreshed. To other people the character's skin is always cold to the touch.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 aerial special maneuvers such as Jump. The attacker must have line-of-sight on his victim.

A victim who suffers damage is encased in sheets of thick ice that freeze him in place. The attacker rolls Intelligence + Focus and this becomes the “health” of the ice. At the beginning of each round the encased victim makes a Strength roll. Successes inflict damage on the ice. If the victim is attacked while they are encased the ice coating will absorb all the damage from the attack. Once the ice is reduced to 0 “health” it shatters.

For example, a Strength 3 character is hit by the Ice Blast which results in having 4 health levels of structural integrity. After the combat turn is over, he rolls three dice (his Strength) versus difficulty 6 and scores two successes. He is still frozen stiff through the next turn. After that second turn, he rolls again, scoring two more successes. He now breaks free of the ice.

Source: Core Rulebook

Improved Fireball Cost: 1 ChiSpeed: -1Damage: +4Move: 0

Requirements: Focus *****, FireballPower Points: Shotokan Karate 3, Kabbaddi, Kung Fu, Majestic Crow Kung Fu, Wu Shu 5School System Power Points: Karate, Mystical, Kung Fu, Wu Shu 5Description: While Ken went on to master the Dragon Punch above and beyond what Gouken had taught him Ryu took Shotokan Karate's Fireball and further perfected it into a faster, more destructive attack.System: The Improved Fireball is the same as a regular Fireball except that its modifiers are better and it will score a knockdown on any opponent it damages unless the opponent blocks.

Source: Core Rulebook

Inferno Cost: 5 ChiSpeed: see descDamage: see descMove: 0

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Requirements: Focus ******, Improved Fireball, PyrokinesisPower Points: Elemental: Fire 5, Mystic 6School System Power Points: Elemental: Fire 5, Mystical 6Description: A maximum number of plumes equal half the mystic's Focus, rounded down, can be created in any adjacent hex. The mystic is immune to the damaging effects of this maneuver. The fire lasts for one full round and sets anything it touches on fire.

This maneuver always has a speed of 0 (any moves with negative speed still go first) and requires complete concentration to activate. If at any time during the round the mystic is knocked down, dizzied, or put into a sustained hold no chi is spent and the technique fails. It cannot be played as part of Zen No Mind.

Damage is calculated using Intelligence + Focus + the number of dots in Mysteries as the damage modifier. After the first round any character who does not take time to put out the flames suffers additional damage tests starting at -5 and increasing in damage by 1 point per round as their clothing, skin, and hair continue to burn. The fire columns also produce a sucking effect as they draw in air to feed the flames. Anyone adjacent to a fire column or sharing a hex must score three successes on a Strength test or be pulled in. A check must be made for every column the character is adjacent to and multiple failures result in multiple damage tests.

Source: editor

Inferno Strike Cost: 2 ChiSpeed: -2Damage: +4Move: 0

Requirements: Focus *****, Improved FireballPower Points: Elemental: Fire 4, Kabbaddi, Shotokan Karate 5School System Power Points: Elemental: Fire 4, Mystical, Karate 5Description: 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.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 the targeted hex. Anyone in any of the hexes affected suffers damage using the modifier below. Any one using a Jump or similar special maneuver that can dodge Fireballs can also attempt to dodge the Inferno Strike.

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Source: Core Rulebook

Invisibility Cost: 1 Chi per turnSpeed: -1Damage: noneMove: see desc

Requirements: Focus ****Power Points: Elemental: Light 5School System Power Points: Elemental: Light 5Description: By bending light around them the elemental prevents it from striking and reflecting off their bodies. This renders the elemental effectively invisible in the normal visible light spectrum. However the effect is purely optical. The elemental can still be heard, smelled, and touched.System: Unless an observer can see into the infrared or ultraviolet spectrums they cannot see the elemental. Using this technique requires complete concentration although the elemental may move and run normally. While running and jumping the light bending field lags slightly behind resulting in a faint shimmer which can be spotted via a successful Perception + Alertness roll.

Source: editor

Iron Will Cost: 1 ChiSpeed: see descDamage: noneMove: see desc

Requirements: Focus ****, Willpower ******Power Points: Any 4School System Power Points: Any 4Description: Harnessing the foundations of their fortitude some fighters can shake off the stunning effect of some blows and carry on.System: When the fighter is damaged by an attack that dizzies them they may make a Stamina + Focus roll versus the amount of damage that caused the dizzy. Each success on this roll negates one damage for the purposes of being dizzied. This maneuver doesn’t negate actual damage, only the physical shock.

Source: editor

Kaiser Wave

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Cost: 2 ChiSpeed: -2Damage: +4Move: 0

Requirements: Focus ******, Improved FireballPower Points: Any 5School System Power Points: Any 5Description: The fighter claps their hands together in front of them at full extension and as they do a tremendous wave of chi is released into the air. This wave, which immediately spreads out, can reach heights of up to 10’.System: Kaiser Wave is a massive, spread-force fireball. When fired it occupies two hexes horizontally and as many feet vertically as the fighter has in Focus. The wave travels for a maximum number of hexes equal to the fighter’s Wits + Focus damaging anyone it encounters along the way and loses strength in damage equal to the Block technique of anyone blocking in it’s path as it passes through them. Anyone not blocking who suffers damage from it is thrown one hex back and knocked down.

Source: editor

Lambent Flame Cost: 1 ChiSpeed: +0Damage: noneMove: -1

Requirements: Focus *Power Points: Elemental: Light 1, Any 3School System Power Points: Elemental: Light 1, Mystical, Inner, Karate 2, Any 3Description: Focusing chi into the palm of their hand the elemental creates a small sphere, no bigger than a softball, of pure pulsating light. The sphere emits light at roughly the same intensity as your average flashlight.System: The light source created must remain in contact with the elemental at all times or it will sputter out of existence. The elemental may move normally while carrying it. In a pinch the elemental can momentarily blind an opponent by throwing the Flame into the opponent's face. On contact the sphere explodes automatically blinding the target and everyone within 10' for three rounds.

Source: editor

Last Blessing (Gill’s Revival)Cost: see descSpeed: -5Damage: none

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Move: 0

Requirements: Focus ******, Promised RenewalPower Points:Mystic, Kabbaddi 5School System Power Points: Mystical, Inner, Karate 5Description: Like a phoenix rising from the ashes a handful of masters can recover from what should have been incapacitating injuries to fight on.System: In order to build the life-giving reservoir prior to use the mystic must meditate undisturbed for a minimum of three hours and pass a Stamina + Meditation roll. This costs the fighter 3 Chi and 2 Willpower. Afterwards Last Blessing waits until the activation requirements have been met or one week passes - whichever comes first. The three stored Chi can be drained and break the hibernating effect but only if the fighter has no other Chi to draw from.

Last Blessing is automatically triggered when the fighter reaches 0 bashing health levels. Up to 10 health levels of aggravated damage are instantly restored and the user rolls Focus. These dice may not be re-rolled nor may Willpower or Chi be spent to affect the outcome. One health level is restored plus one per success on the Focus roll. Every three points recovered beyond the first drains an additional point of Chi. This effect is instantaneous and if the fighter hasn't acted that turn they may choose a new maneuver to use at a -5 speed penalty. The fighter is also knocked down but suffers no additional modifiers for that.

This technique does not stack with Promised Renewal. When triggered the chi from Promised Renewal is rapidly consumed and produces no additional healing.

Source: editor

Lasting Breath Cost: 1 Chi per 3 roundsSpeed: noneDamage: noneMove: none

Requirements: Focus ***Power Points: Mystic, Kabbaddi 2, Baraqah 3, Tai Chi Chuan 4School System Power Points: Mystical, Inner, Karate, Kung Fu, Wu Shu, 3, Any 4Description: By employing this technique a fighter can hold their breath for an extended period of time. Exercises utilized in learning it include a number of slow breathing techniques intended to maximize the efficiency of each breath.System: Any fighter can hold their breath for a number of rounds equal to their Stamina without penalty. At the end of that time Lasting Breath can be used to continue holding their breath at a cost of 1 chi every three rounds. While active the fighter cannot be stunned or dizzied by maneuvers that deny them oxygen (ex. Sleeper, Lariat). On the

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round that Lasting Breath is activated another maneuver can be used at –1 speed as long as it is not a Focus maneuver.

Source: editor

Leech Cost: see descSpeed: +0Damage: see descMove: 0

Requirements: Focus ***, Grab **Power Points: Kabbaddi, Ninjitsu 3, Kung Fu 4School System Power Points: Mystical, Hunter, Grappler, Kung Fu 4Description: No one knows what ancient order developed this power although a few Kabbaddi masters speculate that it descended from the Mongol Empire. They believe that this ability was researched by the wise men of Genghis Khan's court in a futile attempt to discover immortality. Khan believed that the life energies of his foes would be able to sustain his life throughout 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. To use this power the fighter must be able to touch his opponent.System: No other actions may be initiated once Leech has begun. A fighter may attack and then use Leech but not the other way around. For each Chi spent one Health Level will be transferred from the target to the attacker. The maximum number of Chi that may be spent equals the attacker's Focus. An attacker may not increase his Health Levels beyond his maximum.

A target must be successfully grabbed in a sustained hold before Leech may be used. The hold is treated as still being in effect for purposes of the target breaking the hold except that damage is allocated as above instead of by the original hold's modifiers.

Source: Player’s Guide

Levitation Cost: 1 ChiSpeed: +0Damage: noneMove: see desc

Requirements: Focus ****Power Points: Baraqah, Kabbaddi, Ler Drit 3, Kung Fu, Lua, Shotokan Karate, Silat, Tai Chi Chuan, Wu Shu 4

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School System Power Points: Mystical, Kung Fu, Karate, Ler Drit 3, Wu Shu 4Description: By intense concentration and inner control the practitioner may lift her body from the ground, usually sitting in the lotus position - legs crossed, back straight, palms together in front of the chest.System: The practitioner may move up to their Focus in hexes per combat turn in any direction they choose (up, down, sideways). This is a sustained power with an upkeep of 1 Chi keeping the fighter in the air for a number of rounds equal to their Focus. If the fighter is hit with knockdown they may attempt an Aerial Recovery to not have Levitation canceled.

While levitating the fighter may use basic punches and kicks as they wish using Focus instead of Athletics as base movement in addition to Focus maneuvers that do not require contact with the ground. The fighter is considered an aerial target for the duration of this maneuver.

Source: Contenders

Light Flash Cost: 1 ChiSpeed: -2Damage: 1Move: 0

Requirements: Focus ***, Lambent FlamePower Points: Elemental: Light 2, Any 3School System Power Points: Elemental: Light 2, Mystical, Inner, Karate 3, Any 4Description: The fighter emits a blast of light to blind their enemies. Obviously this maneuver is ineffective against the blind. System: Light Flash has a Range of Wits + Focus in hexes and is centered on the elemental. Everyone caught in the blast will be affected. Victims may make a base Dexterity check to try to shield their eyes in time. This is not a concussive blast and it only does 1 damage from the intense retinal pain inflicted (which cannot be soaked, negated, or reflected). The blindness lasts for a number of rounds equal to Focus + Dexterity - 3. During this time blinded fighters must make Blind Fighting rolls to determine their effective technique scores per round - up to their normal maximum.

Using Light Flash in a tournament is not forbidden except in the most traditional of venues but attacking a blind opponent usually means -1 temporary honor. Light Flash is frequently used to get some space between the fighter and their opponent and light elementals usually use it when they need to make a hasty exit.

Source: S.A.Sh.- HQ

Lightness

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Cost: 1 ChiSpeed: +1/+2Damage: noneMove: +1/+3

Requirements: Athletics **, Focus ****, FlightPower Points: Elemental: Air 3School System Power Points: Elemental: Air 3Description: This power reduces the weight of the target (which doesn't need to be the elemental) allowing him to jump quicker and farther than normal. The elemental must have line of sight with their target to use this technique.System: The affected fighter may add +1 to his Speed and +3 to his move for all aerial, Jump-based maneuvers starting on the next round. This does not require concentration freeing the elemental to move and attack normally. Lightness lasts for a number of rounds equal to the elemental's Focus.

This technique does not stack with Wind Dash, Center, Speed of the Mongoose, or Gazelle Step. A fighter who uses any of those while Lightness is in use immediately ends Lightness. An elemental attempting to use Lightness on a fighter while they are using any of the above finds that they cannot alter the target’s weight and uses no Chi.

Source: Player’s Guide

Magnetic Repulsion Cost: 1 Chi + 1 Chi per 5 roundsSpeed: -2Damage: noneMove: see desc

Requirements: Focus ****Power Points: Elemental: Metal 4School System Power Points: Elemental: Metal 4Description: Mastery of metal includes mastery of the intrinsic properties of the metal itself including magnetics. A skilled elemental of this magnitude can generate strong electromagnetic fields to defend themselves with or just wreak a little havoc.System: Once created the field extends two hexes in every direction around the elemental and moves with them. Being a magnetic field it only affects metals that have been magnetized. The field has either a positive or a negative charge. It repels fields of its same charge and attracts those of the opposite charge. The elemental may, once per round, change the field's polarity.

When a magnetized metal enters the field it becomes much harder for its wielder to control as the elemental exerts their influence. The difficulty of attacks against an elemental with Magnetic Repulsion in play using an affected weapon increase by 1. In addition, the elemental's soak total against metal projectiles increases by their Focus

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technique. During any round, before acting, the elemental may opt to forego any other actions and fully concentrate on directing the electromagnetic field. This doubles their soak bonus against projectiles and raises the difficulty of other affected attacks to 10.

Source: editor

Metal Meld Cost: 1 Chi per turnSpeed: -1Damage: noneMove: none

Requirements: Focus ***, Metal WarpPower Points: Elemental: Metal 4School System Power Points: Elemental: Metal 4Description: In an inversion of Elemental Stride the elemental merges metal with their flesh temporarily. An object affected in this way will appear to melt at the point of contact and flow into the elemental’s skin.System: There are no set abilities for this maneuver as the effects will depend on the point of contact, originating substance, and desired outcome. An elemental using this ability could root themselves to an iron girder, attach a blade to their arm, or simply warp the object in question. When the maneuver ends the elemental can opt to pay an additional Chi to restore the metal to it’s previous form or simply allow it to melt off of them and drip to the ground.

Source: editor

Metal Warp Cost: 1 ChiSpeed: -3Damage: see descMove: 0

Requirements: Focus **Power Points: Elemental: Metal 3School System Power Points: Elemental: Metal 3Description: Directing their will through metal the elemental can reshape and remold it to suit their own needs. This power is limited to touch.System: One cubic inch of material can be affected at a time. The edges between the original structure and the area the elemental is reworking are soft and pliant as long as truly drastic changes or contortion are not forced upon them. Non-metal impurities will not be affected. As the metal contorts it releases energy as heat. Objects affected in this way will be warm (or even hot) to the touch for some time thereafter.

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Source: editor

Mind Control Cost: 2 ChiSpeed: -3Damage: see descMove: 0

Requirements: Focus *****, Psychic Vise, Mind Reading Power Points: Ler Drit 5School System Power Points: Ler Drit 5Description: After shattering an opponent's resolve M. Bison can directly control his actions. His every command must be obeyed. No one but M. Bison has ever been seen wielding such power but there are persistent rumors of a promising student who is every bit as dark as M. Bison and has apparently learned this secret as well.

1 Success = 1 round of combat

2 Successes = 3 rounds of combat

3 Successes = 5 rounds of combat

4 Successes = 10 rounds of combat

5 Successes = 1 hour

System: This power can be used to exert control over any opponent who has no Willpower left. The victim must be within a number of hexes equal to the attacker's Focus + Wits. A contested roll of Intelligence versus Intelligence is made. If the attacker gains more successes than their opponent on the resisted roll they take control over that opponent's actions. The duration of the psychic control depends upon the number of successes gained but the user must maintain at least partial concentration.

It is rumored that M. Bison has several servants who are permanently under his control in this fashion. This type of conditioning is possible, but it would take a considerable amount of time and repeated uses of the Mind Control power.

Any individual with a permanent Honor of 10 cannot be affected by this power. In addition a victim of Mind Control can make a resisted roll between their permanent Honor and the controller's Willpower in order to resist a command that goes against their own moral code or survival instinct (such as attacking friends or jumping off a cliff). If the victim is successful they resist the command but are still under Mind Control. This

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power may only be used against a single opponent a number of times in one day equal to half the fighter’s Focus, rounded down.

Source: Secrets of Shadoloo

Mind Reading Cost: 1 ChiSpeed: noneDamage: noneMove: none

Requirements: Focus ****, TelepathyPower Points: Kabbaddi, Ler Drit, Hapkido 3, Any 4School System Power Points: Mystical, Ler Drit 4, Any 5Description: 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.System: The Mind Reading special maneuver is not played as a technique. Instead the player announces in between combat turns that her character is using Mind Reading. The character spends one Chi and selects one opponent as the target of the mental scan. The two characters then perform a resisted roll using their permanent Willpower ratings.

If the Mind Reading character wins the resisted roll the opponent must reveal two of their maneuvers to the player of the Mind Reading character. The opponent must use one of the two on the next combat turn.

The victim must be within a number of hexes equal to the mind reader's Wits + Focus. When Mind Reading is used in noncombat scenes the Storyteller can decide what information a character gains from a successful Mind Reading. The more successes on the resisted roll the better. The victim will not realize that his mind is being read unless the mind reader botches her Willpower roll.

Source: Core Rulebook

Musical Accompaniment Cost: noneSpeed: see descDamage: see descMove: see desc

Requirements: Focus **Power Points: Capoeira 1, Any 2School System Power Points: Capoeira 1, Any 2

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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 to 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.System: If there is background music that fits the fighter's particular training preference, she gets a +1 bonus to either Speed, Damage, or Move each turn. At the beginning of the turn, the player must declare the modifier to which she is applying the +1 bonus that turn. She can change each turn.

Source: Core Rulebook

Mystic Circle Cost: 2 ChiSpeed: -4Damage: noneMove: 0

Requirements: Focus ******, Reflecting Barrier, LevitationPower Points: Ninjitsu, Mystic 5School System Power Points: Mystical, Inner 5, Hunter 6Description: The mystic calls upon the boundless life of the universe to form into a protective shell around them. They levitate and the barrier forms as a sphere of gleaming white energy around them.System: In order to form the Circle the mystic must first be Levitating. Contact with the ground will prevent the barrier from taking shape. When fully formed the Circle completely negates all damage from maneuvers that do not use Chi or Willpower. Using such a maneuver and a modifier that consumes Chi or Willpower only inflicts damage equal to the modifier. This barrier consumes 1 Chi per round and vanishes at the end of the round if the mystic has no Chi left to power it.

While the Circle is in effect the mystic cannot attack physically and must rely on Focus maneuvers or projectiles to damage their foes.

Source: editor

OverdriveCost: 2 Chi, 2 WillpowerSpeed: see descDamage: see descMove: see desc

Requirements: Focus *****, Focus RagePower Points: Ler Drit 4, Mystic, Bando 5School System Power Points: Mystical, Ler Drit, Dirty Fighting, Boxing, Kickboxing 5

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Description: Rumors abound of a Shadoloo experiment to create fighters so consumed with rage that they would continue to fight until they died of sheer exhaustion. A tiny handful of Street Fighters on the circuit who carry on past what would incapacitate most other fighters give the rumor credence.System: This maneuver can only be activated while Focus Rage is active although once purchased it is always considered ‘on’ while Focus Rage is and needs only to be triggered to have it’s full effect. The Chi and Willpower costs are paid when triggered.

When reduced to 0 health or less the fighter may roll Focus (these dice may not be re-rolled or affected by Willpower or Chi in any way). Each success allows the fighter to remain conscious for one wound level into aggravated. Every round spent in this state must be spent attacking. The fighter cannot block, wait, use non-damage maneuvers, or move unless no target is in range (if they possess a maneuver that would reach a target that maneuver must be used). If there are no conscious enemies the raging fighter immediately turns on anyone who happens to be nearby.

The ability to remain standing lasts for a number of rounds equal to Focus. Afterwards the fighter collapses and may not make stamina rolls to recover consciousness for a number of turns equal to the Focus roll (10 rounds = 1 turn). Even Chi Kung Healing cannot restore the fighter to consciousness before this time elapses.

Once Overdrive is triggered healing cannot force the fighter out of their rage although it does restore lost health. They are also immune to all mind-altering effects.

Source: editor

PitCost: 1 ChiSpeed: -1Damage: +1Move: -1

Requirements: Focus ***, Wall Power Points: Elemental: Earth 3School System Power Points: Elemental: Earth 3Description: A gaping hole is torn out of the earth beneath the elemental's opponent. The ground compresses and collapses under the target as structural integrity is lost. Once created a pit is permanent. Use of this ability under a structure can eventually cause said structure to collapse.System: In order to be effective the elemental must select a hex as the target for the pit. Any fighter who ends her turn on this hex falls into the pit. Use the modifiers below for damage from the fall. The pit is five feet deep plus one additional foot per dot in the elemental's Focus technique. Fighters who fall into the pit must spend their next action climbing out. Treat this action as a Move maneuver at -4 Speed.

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This power will not work if the fighter is not in contact with the ground; even thin wooden planks will negate this maneuver. Using Pit in an arena will result in the loss of one temporary Glory renown because of the damage it causes. Fighters will often be asked to make reparations.

Source: Player’s Guide

Plant CommunionCost: 1 ChiSpeed: noneDamage: noneMove: none

Requirements: Focus **Power Points: Elemental: Wood 2School System Power Points: Elemental: Wood 3Description: Through touch a nature elemental may psychically contact plants and share information. Since plants lack the ability to see, hear, or think rationally this information comes in the form of emotional impressions and physical sensations. The elemental could sense minute changes in air pressure and temperature, pick up vibrations through the ground, feel insects and animals as they scurry over the plant, detect fluctuations in chi, and any other information the GM would consider pertinent.System: This is not an attack and indeed would have little use in the ring on it’s own. However it may be combined with Telepathy to provide the elemental with an enhanced awareness of the area.

Source: editor

Poison Cloud [hybrid maneuver]Cost: 1 ChiSpeed: +0Damage: see descMove: 1

Requirements: Focus ***Power Points: Animal Hybrid 4School System Power Points: Inhuman 4Description: The hybrid releases a cloud of noxious, toxic chemicals from their body. This cloud is heavier then air and gradually sinks but not before inflicting those who come into contact with it with all manner of ailments. The most common form of this

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cloud is not life-threatening but severely irritates the eyes, noses, and throats of it’s victims. Some hybrids effect the nervous system which can lead to paralysis.System: The cloud fills the hybrid’s hex and all six adjacent hexes. Gradually it disperses outward as the cloud breaks up. The cloud will travel with a strong breeze.

When purchased the hybrid must specify what the cloud does. If it irritates the eyes then all who enter the cloud will be effectively blinded for a number of rounds equal to the hybrid’s Intelligence + Focus or until they take the time to wash the poison away. Combatants who wish to fight must do so using Blind Fighting.

A paralytic causes a temporary loss of 1 Dexterity to all whom are affected. Multiple rounds spent in this cloud are cumulative as more and more poison is inhaled. Anyone who drops to 0 Dexterity or is affected a number of times exceeding their Stamina becomes paralyzed and unable to move or act. This effect recedes at a rate of 1 point per hour of rest.

Source: editor

Poisonous Strike [hybrid maneuver]Cost: 1 ChiSpeed: see descDamage: see descMove: see desc

Requirements: Focus **Power Points: Animal Hybrid 3, Any 4 (see below)School System Power Points: Inhuman 3, Any 4Description: Hybrids who have been mixed with poisonous animals like snakes and scorpions can inject their feral side’s toxic brew with their teeth or claws. Poisonous Strike is not an attack played on it’s own. It must be combined with a bite or claw strike.System: The hybrid must specify when using a piercing attack if they wish to use this modifier. Anyone affected by the poison suffers a -1 penalty to Stamina and Strength for one hour. There is no roll to resist unless the target has a resistance to poison. In that case they may use a generic base Stamina roll or use the rules outlined in an applicable defensive ability. A hybrid generally has enough poison for 1 injection per two points of Stamina they themselves possess - if going by mass (the default).

Poisonous Strike can also be used as a generic venom attack from non-hybrid sources: poisoned blades, poison darts and pills, etc. If used in combat the strike uses the speed, damage, and movement ratings of whatever maneuver is being used to administer the assault.

Source: editor

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PoolCost: noneSpeed: +1Damage: noneMove: -2

Requirements: Focus ****Power Points: Elemental: Water 3School System Power Points: Elemental: Water 3Description: The body of the fighter dissolves into a pool of clear water which cannot be damaged by physical attacks or projectiles. The Street Fighter is able to move underneath and around thin obstacles, such as crates and poles, or under doors that are not watertight.System: Physical maneuvers will not affect the character who can still move although Focus-based maneuvers like Ice Blast and Fireball will still damage him.

Source: Player’s Guide

PrecognitionCost: 1 ChiSpeed: see descDamage: noneMove: none

Requirements: Focus *****Power Points: Mystic, Kabbaddi 5School System Power Points: Mystical 5Description: The most reclusive gurus of the mystic arts seem to a knack for knowing things before they happen.System: To activate Precognition the fighter must meditate undisturbed for 30 minutes. Afterwards they pay 1 Chi and gain +1 speed for all maneuvers and +2 to all Alertness rolls. This is a continuous effect and requires an upkeep of 1 Chi per hour. All Chi spent to maintain Precognition can only be recovered by complete rest.

Source: editor

Promised RenewalCost: 2 ChiSpeed: -2Damage: noneMove: none

Requirements: Focus *****, Chi Kung Healing, Regeneration, HealPower Points: Mystic, Kabbaddi 5School System Power Points: Mystical 5

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Description: A mystic who has mastered using their Chi to restore the life force of themselves and others can then begin to understand the deeper mysteries of how to maximize the body’s regenerative abilities. This is achieved by allowing Chi to flow through the target’s body gradually to gain a larger net effect.System: Promised Renewal can be used on any target adjacent to the mystic. The user rolls Focus and then subtracts that number from 10 (minimum 2). This is the number of rounds that pass before Renewal has any discernible effect. The mystic can opt to ignore this roll or any number of successes.

When the time period has elapsed the target of Promised Renewal makes a Focus roll and recovers that much health plus 2. For every two rounds that the mystic chose to delay the effect add an additional point of restoration. There is no discernible effect on the fighter while this technique is working until the very end when they feel a sudden rush of energy through their body. To outside observers it appears as though the healed fighter used Regeneration.

If the target of Promised Renewal uses Regeneration or receives Chi Kung Healing delay the healing from Promised Renewal by two additional turns with no additional healing benefit. This power continues ticking down while a fighter is unconscious and heals aggravated damage first at no penalty. This ability can only be used once per day per target and does not stack with itself.

Source: editor

Psychic AssaultCost: 1 ChiSpeed: +0Damage: +2Move: 0

Requirements: Focus ***Power Points: Ler Drit 3School System Power Points: Ler Drit 3Description: By directing their malevolence and psychokinetic forces directly into the mind of an opponent the Ler Drit practitioner assails them mentally. The force of these blasts can render the weak-willed unconscious in short order.System: This is a projectile attack and can be dodged as such by those who score at least two successes on a Perception check to see the pale, barely-visible blast as it moves through the air. This attack is soaked using Intelligence instead of Stamina.

Source: editor

Psychic CrushCost: 2 Chi

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Speed: -1Damage: +4Move: 0

Requirements: Focus *****, Psychic Vise, Psychic AssaultPower Points: Ler Drit 5School System Power Points: Ler Drit 5Description: The Psychic Crush (not to be confused with Psycho Crusher) is an advanced and more deadly form of the Psychic Vise. The Ler Drit stylist launches a painful and devastating attack upon the mind of his victim trying to bring it crashing down in a flood of mental and spiritual agony.System: In order to fully employ the Psychic Crush the victim should optimally be devoid of Willpower. Thus this ability is most often reserved until multiple applications of Psychic Vise have stripped the target of their capacity to resist.

Using this ability requires a full round of complete concentration. At the end of the round the attacker rolls for damage ignoring the defender’s Stamina. The defender then rolls to soak this agony using their Intelligence + temporary Willpower. If the attacker could not direct his complete attention to the psychic assault the base difficulty on the damage roll becomes 7.

If the defender suffers any damage from this maneuver it is considered aggravated damage which cannot be Regenerated or Chi Kung Healed. Outwardly there are no signs of injury but a successful Psychic Crush damages the mind and soul of it’s victim and leaves terrible mental scars. Until the aggravated damage is healed the victim is considered to have a permanent Willpower equal to their normal value minus the damage received. Thusly, a fighter with 6 permanent Willpower who suffers 2 damage from the Psychic Crush will function as if their permanent Willpower was only 4. This cannot reduce someone below 1 permanent Willpower.

Source: editor

Psychic LockCost: 1 ChiSpeed: +0Damage: +1Move: 0

Requirements: Focus *****, Psychic VisePower Points: Ler Drit 4School System Power Points: Ler Drit 4Description: Tapping into their foe’s deepest fears and darkest memories the Ler Drit fighter unleashes a flood of psychic trauma from deep within the subconscious. This flood overwhelms the senses with a haze of mortal agony which seems to have neither a

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beginning nor an end. To say it is torture would be an understatement. Victims feel as if their whole body has been set on fire as every nerve fires in an orgy of pain.System: The Psychic Lock is considered a sustained hold that uses a contest of Intelligence instead of Strength to maintain and lasts for a maximum number of rounds equal to the attacker’s Focus. Each round the defender is limited to a single hex of movement, in addition to damage, as they struggle under the weight of psychic pain. In addition, the damage from this maneuver is soaked using the defender’s Intelligence or Focus technique, whichever is lower, as it is not physical trauma.

Source: editor

Psychic PoisonCost: 2 ChiSpeed: -1Damage: see descMove: 0

Requirements: Focus ****, Psychic VisePower Points: Ler Drit 4School System Power Points: Ler Drit 4Description: By infusing the target with Psycho Energy the subversive Ler Drit stylist can infect them with the chaos that dwells in the heart of madness. This touch of poisonous chi gnaws at the opponent’s soul long after the fight is over inflicting harm and wreaking havoc.System: In order for the Psychic Poison to have any effect the attacker must defeat the defender in a contest of permanent Chi. If successful the attacker injects one point of poison into the victim’s chi per success over the defender. The attacker then rolls Intelligence + Focus, difficulty 7, to determine how long the poison lingers according to the table below. If the defender has the Eidolon background reduce the attacker's Intelligence + Focus dice pool by that value (minimum 1).

1 Success = 3 rounds of combat

2 Successes = 3 turns of combat (30 minutes)

3 Successes = 1 hour

4 Successes = 12 hours

5 Successes = 1 day

Each success thereafter is an additional day that the poison lingers in the victim's system.

The effects of Psychic Poison remain until the timer expires or the victim is able to purge the poison. Multiple uses of Psychic Poison stack but no character can have more then

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half their Chi tainted by this maneuver. For as long as the poison remains the victim has a number of “tainted” chi points equal to the injection successes. Which points out of the pool that are tainted are randomly determined. When the Chi is used the poison causes the desired effect to backfire. Thusly offensive maneuvers will automatically fail, attempts to heal harm instead, using passive abilities produce inverse and generally harmful effects to the victim. The poison may have no mechanical effect on the game (other than consuming Chi) and can be used purely for story purposes.

This, in and of itself, is debilitating but the fighter can never be certain when they call upon their chi whether or not it is poisoned until it is too late. Each time chi is restored the taint is reshuffled and replenished. For those who fall prey to this ability the nerve wracking it causes far outweighs the actual damage.

Source: editor

Psychic RageCost: 1 ChiSpeed: -2Damage: see descMove: see desc

Requirements: Focus ***Power Points: Ler Drit 4School System Power Points: Ler Drit 3Description: Also called the Poison Haze this is the dreaded power of the Revenants. Psychic Rage pushes honorable fighters into fits of berserk battle fury. In this fury the fighter is capable of delivering devastating damage but he will also give absolutely no thought to his own safety and precious little consideration to the morality of his actions. Victims of Psychic Rage have been known to turn on their own teammates.System: The Ler Drit stylist using Psychic Rage selects an opponent. The victim must be within a number of hexes equal to the attacker's Focus + Wits. The fighter must then defeat their opponent in a contested roll of permanent Chi. If the fighter is successful the opponent enters a berserker fury.

The victim will only be able to play their highest damage maneuvers. They will spend Chi and Willpower as needed until they run out and then switch to Fierces and Roundhouses. Furthermore, they will be incapable of playing any movement or Block maneuvers and will not gain the benefits from combos and team abilities.

After each round the victim has suffered Psychic Rage (not counting the first) the victim can attempt a contest of permanent Honor against the attacker's Manipulation to try to break free of the rage. This effect will automatically end if the attacker or the victim are knocked unconscious.

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Victims still lose Honor from any actions they take during Psychic Rage even if the rage forces them into dishonorable acts. The remorse and self-doubt will plague the victim long after the rage finally subsides.

Source: Secrets of Shadoloo

Psychic StormCost: 2 ChiSpeed: -2Damage: +5Move: 0

Requirements: Focus ****, Psychic AssaultPower Points: Ler Drit 4School System Power Points: Ler Drit 4Description: This area effect blast of intense negative psychokinetic energy originates with the Ler Drit stylist and spreads out to impact anyone and everyone around them. Although a potent attack it is draining for the user.

System: This maneuver inflicts damage to everyone within Wits + Focus hexes of the user. In order to see the flood of energy before it strikes (and thus able to get out of its way) requires a Focus check with a minimum of two successes. This attack is soaked using Intelligence instead of Stamina.

For every two points of damage inflicted each defender loses a point of speed, damage, or movement to all their maneuvers for the next hour - defender's choice. Movement values cannot be reduced below zero in this way. Point losses cannot be allocated to negative movement or to affect values for maneuvers for which the value doesn't apply. For example you cannot penalize the damage rating of Regeneration because that maneuver doesn't have a damage value to begin with.

In the round following this maneuver the user cannot use any Chi-driven maneuvers and has a -1 speed penalty. This maneuver does not stack with itself.

Source: editor

Psychic ViseCost: 1 Chi, 1 WillpowerSpeed: +0Damage: see descMove: 0

Requirements: Focus ****Power Points: Ler Drit 4

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School System Power Points: Ler Drit 3Description: This fearsome power literally strips the energy from an opponent, demoralizing and disheartening her. Often M. Bison can be seen staring into the eyes of a would-be opponent. Energy crackles from the mad dictator's eyes and his opponent's resolve crumples before the fight begins.System: The victim must be within a number of hexes equal to the attacker's Focus + Wits. The attacker rolls damage using the opponent's Intelligence instead of Stamina to determine the victim's soak total (Psychic Vise ignores blocking techniques for purposes of soak). For each damage success the opponent loses one temporary Willpower point and is also at -1 Speed for their next maneuver. If the victim loses a number of Willpower points greater than their Intelligence in a single attack the victim is mentally stunned (treat this as a Dizzy).

Victims reduced to zero Willpower points can still be slowed down and stunned with repeated uses of the Psychic Vise.

Source: Secrets of Shadoloo

Psycho Crusher (original version)Cost: 2 ChiSpeed: -1Damage: +5/1 (see desc)Move: +6

Requirements: Focus *****, Athletics ***, Psychokinetic Channeling Power Points: Ler Drit 5School System Power Points: Ler Drit 5Description: To date, M. Bison is the only individual alive who is known to possess this awesome power (although it is rumored that he has one promising student who has learned it as well). When executed the warrior is surrounded by crackling blue psychic energy as he hurdles through the air at his opponents. The Psycho Crusher actually allows the Fighter to fly, up, down or across the ground, changing direction rapidly during flight and always leaving a comet-like trail of blue energy.System: The Psycho Crusher deals damage as the fighter moves into the same hex as his opponent. While flying the fighter may turn or even double back as much as he desires in order to ram as many opponents as possible with one use of the Psycho Crusher. However, no opponent can be hit by the Crusher more than once even if the attacker reverses or loops around to enter his victim's hex again.

If the victim is not blocking then they are consumed in the attacker's psychic fire taking full damage from the attack (use the +5 Damage modifier) and suffers knockdown as they are thrown into a hex adjacent to the one where they were standing (the victim chooses which hex).

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If the opponent is blocking then they are knocked back one hex from the direction the attacker flew at them and takes one die of damage (a botch on this damage roll brings the Psycho Crusher to an immediate end). The attacker can continue to push the blocking opponent back and do an additional die of damage for every hex left in his movement up to a maximum of five damage tests after which the attacker continues moving past his opponent.

Source: Secrets of Shadoloo

Psycho Crusher (Improved Version)Cost: 2 ChiSpeed: -1Damage: +5/+1 (see desc)Move: +6

Requirements: Focus *****, Athletics ***, Psychokinetic ChannelingPower Points: Ler Drit 5School System Power Points: Ler Drit 5Description: This is an improved and revised version of the Psycho Crusher that can be used in place of the normal version listed above.System: This Psycho Crusher always travels in a straight line. If the fighter impacts a defender who is not blocking that victim suffers damage using the +5 modifier below and is knocked back one hex. The attacker then continues forward and continues dealing damage and causing knockback using the +1 listed modifier If the attacker fails to damage the defender they can opt to lose one die off of their damage pool to pass through the defender and keep moving. All damage rolls from this point onward use the new minimum damage rating.

Source: editor

Psychokinetic ChannelingCost: 1 ChiSpeed: (see desc)Damage: (see desc)Move: (see desc)

Requirements: Focus ***Power Points: Ler Drit 3, Any 5School System Power Points: Ler Drit 3, Karate, Inner, Military 4, Any 5Description: Through force of will the Street 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 kick or punch. Currently M. Bison has been teaching some promising operatives the secrets of this technique. Its mastery lies primarily in the hands of those

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studying Ler Drit. However, some masters speculate that under the right circumstances others could learn to harness and channel these energies as well. System: This power is played along with any of the six basic punches or kicks. When played this way, Psychokinetic Channeling adds +2 damage to the attack.

Source: Secrets of Shadoloo

Psycho WarpCost: 2 ChiSpeed: +4Damage: noneMove: see desc

Requirements: Focus *****Power Points: Ler Drit 4School System Power Points: Ler Drit 4Description: This power, made infamous by none other than M. Bison himself, enables the character to disappear and reappear in a manner similar to a Yoga Teleport only they must reappear instantly.System: When this maneuver is used the character is instantly moved to another location which can be up to (Focus + Intelligence) hexes away. This may be used as an abort maneuver.

Source: Warrior’s World

Punishing ThornsCost: 1 ChiSpeed: see descDamage: see descMove: 0

Requirements: Focus **Power Points: Elemental: Wood 2School System Power Points: Elemental: Wood 2Description: The elemental covers part of their body, typically a limb, in thorny vines which damage those who come into contact with them. These thorns are tremendously painful as they easily break off and dig into the victim’s flesh.System: The elemental must specify upon activation which limbs will be armored. This maneuver only functions on exposed flesh (both to create and to inflict damage with). Every two limbs costs 1 Chi. If the arms are covered then only punches and select grab maneuvers will be modified. Likewise with the legs and kick maneuvers. Armoring the main body increases damage for full-body contact and inflicts an automatic, unsoakable health level of damage every round to anyone attempting to maintain a sustained hold by contact via the protected area.

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Strikes with this modifier active inflict an additional two damage. In addition, the damage from the thorns cannot be healed until the fighter takes at least three full rounds per time they suffered damage from the thorns themselves to remove the offending irritants. This maneuver lasts for twice the elemental's Focus in rounds and the thorns regenerate at the beginning of each round as needed.

Source: editor

PushCost: 1 ChiSpeed: -2Damage: +1Move: 0

Requirements: Focus ***, Air BlastPower Points: Elemental: Air 3School System Power Points: Elemental: Air 3Description: Clasping both hands together and pushing forward the fighter funnels a hurricane-strength gust of wind toward the target. Unprepared opponents have been thrown dozens of feet by the winds produced.System: This produces a blast of air with a width in hexes equal to the character's Focus technique. The wall of wind starts one hex-line in front of the character and continues forward for three hexes striking everyone in it’s path even if they are aerial.

Any fighter who suffers damage is thrown back a number of hexes equal to damage received unless they were blocking. Aerial opponents will suffer a knockdown as well and an additional damage test from falling using the elemental’s Intelligence + Focus for base damage and a modifier of +1 per hex fallen.

Source: Player’s Guide

PyrokinesisCost: 1 ChiSpeed: -1Damage: +0Move: +0

Requirements: Focus *****, Flame FistPower Points: Elemental: Fire 4, Mystic 5School System Power Points: Elemental: Fire 4, Mystical 5Description: The mystic uses their chi to create fire just by touch.System: Pyrokinesis is used alongside any punch, kick, or weapon maneuver to burn the intended victim and set them on fire. When rolling for damage add two extra damage

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dice. The opponent is automatically set on fire and if they do not take a turn putting out the flame they suffer an additional damage test each turn equal to the mystic’s Focus. This damage cannot be soaked. This effect does not stack with Elemental Skin.

This ability can be used without a chi cost to achieve cosmetic effects like setting a piece of paper alight. To be used as part of a combo Pyrokinesis must be specified as modifier at the time moves for the combo are purchased.

Source: editor

QuicksandCost: 2 Chi +1 per hexSpeed: -1Damage: noneMove: none

Requirements: Focus ***, PitPower Points: Elemental: Earth, Elemental: Water 3School System Power Points: Elemental: Earth, Water 3Description: The elemental creates a dangerous bed of watery quicksand. The normally solid earth is broken up into a fine clay substance and water is introduced from below. This disrupts the ground’s ability to support weight above it. Until weight is introduced the ground appears normal but as soon as that happens the clay begins to compress forcing water out as the source of the weight sinks.System: It takes two full rounds to create the quicksand field plus an additional two rounds for each additional hex the elemental wants it to occupy. If there is more than one elemental working in consort this time is cut in half. The field is effectively permanent as long as there is water to drive the engine. The elemental can create a field in depth up to feet equal to their Focus technique.

Any being attempting to step onto the field will immediately begin sinking. There is no Strength check to escape as the act of resisting only increases the speed with which they sink. Because quicksand is mostly water humans will float once the water level reaches mid-chest level. In order to escape the victim must relax for a full round. Afterwards they may make one Strength check each round to free each trapped limb and finally crawl up onto the surface. Once on the surface movement is limited to one hex per turn of crawling although the victim may use Focus maneuvers to aid their movement.

Anyone crossing the field using aerial maneuvers or who has Water Walking or Center active will not be affected unless they are knocked into the quicksand.

Source: editor

Raging Earth

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Cost: 2 ChiSpeed: -1Damage: +3/+2Move: 0

Requirements: Focus ****, PitPower Points: Elemental: Earth 3School System Power Points: Elemental: Earth 3Description: The elemental sends a roaring surge of energy through the ground tearing it apart violently and damaging anyone in contact with it. Victims caught in the surge’s path are battered both by flying debris and sharp stone spikes under their feet.

System: In addition to damage anyone caught in this destructive wave is knocked down. The elemental targets a hex up to Focus + 1 hexes away from them. The surge then travels in a straight line to the target using the +3 damage listed modifier This attack will not hit an aerial opponent. Anyone knocked down suffers a second damage portion using the +2 listed modifier

Source: editor

Raging StormCost: 2 ChiSpeed: -2Damage: +4/+2/+0Move: 1

Requirements: Focus ****Power Points: Elemental: Air, Native American Wrestling, Aikido 3, Any 6School System Power Points: Elemental: Air 3, Inner 4, Any 6Description: With a thunderous cry the fighter strikes the ground with both fists clenched and unleashes a raging torrent of chi from the ground. These destructive waves of force don’t travel far but they pack a colossal punch as they tear through anyone unfortunate enough to be caught in them. Victims of the Raging Storm will feel as though they are being torn asunder.System: The storm will only damage those it comes into direct contact with. In order to be effective the fighter must get dangerously close to their foe and enter their hex. In this case there are three damage tests using the modifiers below. Anyone occupying that hex, other then the fighter using this ability, will be damaged, thrown back two hexes and suffer an unpreventable knock down. Additional damage may be applicable depending on where the force of the storm carries it’s victims.

This is a persistent effect and lasts from the time it is first created until the end of the round. Anyone attempting to attack the fighter or jump over their hex – unless they are at least 10’ above the fighter – suffers damage at the +2 modifier and are likewise knocked back two hexes and knocked down.

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Source: editor

Reflecting BarrierCost: 1 ChiSpeed: +2Damage: see descMove: 1

Requirements: Focus ****, Energy ReflectionPower Points: Mystic, Kabbaddi 3School System Power Points: Mystical 3, Inner, Karate 4Description: This power enables the character to create a small wall of energy in front of them. This can be used to reflect energy attacks or it can be slammed into opponents to inflict damage.System: The Reflecting Barrier creates an invisible wall protecting the fighter from the front and two adjacent hexes in an arc. It causes any projectiles that strike it to bounce back usually at the attacker (the defender must make a Wits + Block roll; otherwise it will reflect normally). The reflecting barrier will always counter such attacks (due to its size) unless they are delivered from behind. A Reflecting Barrier lasts for one round.

A Reflecting Barrier can also be used offensively by slamming it into the opponent. Just before the character would impact with an opponent they create the barrier which smashes into the foe as it forms. This inflicts Intelligence + Focus +3 damage and otherwise uses the modifiers listed below.

Source: Warrior’s World

Reflecting WallCost: 1 Chi +1 per roundSpeed: +2Damage: +1Move: 0

Requirements: Focus ****, Reflecting BarrierPower Points: Tai Chi Chuan, Kabbaddi 2, Baraqah 3School System Power Points: Mystical 3, Inner, Karate 4Description: The fighter shapes their Chi into a frontal-only protective barrier. This maneuver is quite fast as far as barriers go and is intended to ward off aggressors while the fighter regroups.System: Unlike Reflecting Barrier the Reflecting Wall is effective against both physical objects and energy. It automatically has a number of health level’s equal to the fighter’s Focus technique plus an additional level for each Chi beyond the first the fighter wishes to pour into it (optional) and cannot be passed through unless destroyed. Anything

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coming into contact with it suffers damage as per a Focus technique using the listed damage modifier and are knocked back one hex. At the end of the round the wall dissipates harmlessly unless the fighter maintains full concentration.

Source: editor

RegenerationCost: see descSpeed: +0Damage: noneMove: none

Requirements: Focus ***Power Points: Kabbaddi 1, Kung Fu, Ler Drit, Native American Wrestling, Dirty Fighting 2, Any 3School System Power Points: Mystical, Kung Fu, Grappler, Dirty Fighting 2, Any 3Description: 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.System: When using this power a fighter stops moving for a round to focus their Chi. The fighter may then spend points of Chi to restore lost Health Levels. Each Chi point spent enables the fighter to regain one Health Level. In one round a character can restore a number of Health Levels equal to their Focus rating. For example, a fighter with a Focus rating of 3 could spend up to three Chi to restore three Health Levels in one use of Regeneration.

Source: Core Rulebook

Repeating FireballCost: 2 ChiSpeed: -2Damage: +0Move: +0

Requirements: Focus *****, FireballPower Points: Any 4School System Power Points: Kung Fu 4, Any 5Description: 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.System: The fighter can throw a number of small fireballs equal to their Focus. Thus, a fighter with a Focus of 5 could throw a volley of five fireballs. They can target them at

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any opponent in range (e.g., two at one opponent and one at each of three different opponents). Each target must be in the fighter's line-of-sight.

A targeted opponent who uses a Jump or any other special maneuver capable of dodging fireballs must make a dodge test against each fireball targeted at him.

Range for Repeating Fireballs is the same as for a regular Fireball (Wits + Focus).

Source: Core Rulebook

Repeating Ice BlastCost: 2 Chi, 1 WillpowerSpeed: -3Damage: +1Move: +0

Requirements: Focus *****, Ice BlastPower Points: Elemental: Ice 4, Any 5School System Power Points: Elemental: Ice 4, Any 5Description: The fighter fires multiple quick icy blasts. These blasts can be directed at one person or several.System: Repeating Ice Blast allows the fighter to fire a number of Ice Blasts equal to Focus –2. Each blast requires line of sight to hit it’s target and has a maximum range of Wits + Focus -1. Each blast functions like a normal Ice Blast except that if more than one hits the same target the strength of the ice coating that target becomes the highest result on all the Focus + Intelligence rolls.

Source: editor

Reverse GravityCost: 2 ChiSpeed: -1Damage: see descMove: 0

Requirements: Focus ******Power Points: Elemental: Earth 5, Any 6School System Power Points: Elemental: Earth 5, Any 6Description: By creating a brief but powerful and localized fluctuation in gravity the elemental can hurl people and objects high up into the air then bring them crashing back down. The flux is brief but devastating to suffer.System: The elemental targets a hex for this area of affect ability. The target plus a ring including all hexes up to two spaces away will be affected. The two Chi expended are needed to generate two gravitational centers. One is in the ground under the target hex

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and creates the initial upthrust to nullify natural gravity. The second is in the air over the target and becomes the attracting force which pulls everything towards it.

Everything caught in the flux is ripped upwards into the air at a maximum height of five feet per point the elemental possesses of Focus technique. The elemental may choose to maintain the field for as long as they have the Chi to do so at a cost of two points per round. Movement while suspended in mid-air is impossible without the aid of special maneuvers.

When the flux ends everything caught in it plummets back to the ground. The elemental then rolls for damage with a damage modifier equal to the number of hexes fallen (1 hex = 3 feet). Round fractions down.

Source: editor

SakkiCost: noneSpeed: +0Damage: noneMove: Focus + Athletics (only to avoid a surprise attack)

Requirements: Focus *****, AwarenessPower Points: Ninjitsu, Dirty Fighting 3School System Power Points: Hunter 4, Dirty Fighting 5Description: This power does not require the elaborate hand signs that other Saiminjutsu powers do. Sakki allows the Ninja to read others' 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 would be able to sense a bomb planted in her own car but not one planted in her friend's car. An unsuspected blow aimed at her head can be easily avoided while she would have little idea that her associates were also targets. Sakki is never taught to non-Ninja.System: During combat with only one visible opponent this skill is of little value unless the Ninja is blinded somehow. Outside of the ring Sakki has many applications. The Storyteller must tell the Ninja that something "bad" is going to happen. The Ninja can take her next action protecting herself or she can try to warn and save those nearby. If she does this and innocents who would otherwise perish are thereby saved the Ninja gains a temporary Honor point.

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This power is always in effect - even when a character is sleeping. It has a maximum range equal to Wits + Focus times twenty feet. Anyone entering this field will trigger a feeling of unease in the ninja who can attempt to guess the direction and distance with a Wits + Insight roll whose difficulty depends on how far away the threat is and if the ninja can see it (if it originates from a person).

Source: Player’s Guide

Seismic ForceCost: 2 ChiSpeed: -2Damage: +4/-2Move: +0

Requirements: Focus ****, Air Smash, Ground FirePower Points: Any 4School System Power Points: Any 4Description: It’s bad enough being crushed under an Air Smash but one that strikes with enough force to cause a localized earthquake is even worse.System: When the fighter lands they release a rolling wave of chi along the ground in every direction. There are two damage tests. The first is the Air Smash which is Strength + Athletics + 4. Then roll damage using Intelligence + Focus –2 against everyone in the hex where the fighter landed and all six adjacent hexes. This maneuver will not damage aerial opponents.

Source: editor

Sense ElementCost: noneSpeed: noneDamage: noneMove: none

Requirements: Focus *Power Points: Elemental: Any 1School System Power Points: Elemental: Any 1Description: The elemental can intuitively sense the presence, amount and composition of his chosen element provided it is nearby. Earth elementals can discern the composition of the soil, the structure of a ledge, or the weak spot in a natural stone wall. Air elementals can sense any pollution in the air (including the air inside someone's lungs), detect the presence of air behind sealed doors, and sense subtle shifts in air pressure and temperature. Water elementals can discern the composition of nearly any liquid, sense any moisture buildups, and gauge an opponent's fatigue level through his level of

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dehydration. Finally, fire elementals can calculate the temperature of any object or area, gauge their opponent's body temperature, and discern any object's combustion point.

While this power may not be all that helpful in the ring many elementals find Sense Element to be an invaluable tool in other circumstances.System: The character rolls Perception + Elemental Background to discern information about her chosen element. There is no cost to activate this power; the elemental is acutely aware of her chosen element at almost all times.

Source: Player’s Guide

Shadow ChainCost: 1 ChiSpeed: +0Damage: -1Move: 0

Requirements: Focus ***Power Points: Elemental: Darkness 3School System Power Points: Elemental: Darkness 3Description: Drawing upon their Chi, the fighter shapes it into a black or misty dark-grey blast that looks vaguely like they are firing barbed wire or chains of darkness from their hands. The blast has little bite but saps strength right from the victim’s soul.System: This blast travels in a straight line from the elemental to it’s target up to a maximum range of Wits + Focus in hexes. The chains have no effect on non-living material. For every point of damage inflicted the victim is at –1 speed for a number of rounds equal to the elemental’s Focus. This effect degrades by 1 point per combat round. Multiple uses do not stack: they overwrite in that the largest negative Speed effect with it’s attached timer takes preference.

Source: editor

Shadow no JutsuCost: 2 ChiSpeed: -2Damage: see descMove: 0

Requirements: Focus ****Power Points: Ninjitsu, Elemental: Darkness 3School System Power Points: Hunter, Elemental: Darkness 4Description: The ninja makes a weaving pattern of hand gestures through the air focusing their chi as they do so to take form in their shadow on the ground. When the pattern is

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complete an inky, semi-translucent clone of the ninja rises from the ground. This shadow follows the ninja and mimics his movements.System: On the round that the fighter uses this ability they can do nothing else but concentrate on creating the clone. Afterwards the clone follows its creator but always stays one hex behind creating a delay between when the fighter strikes and when the clone follows up. The shadow can only repeat one physical action at a time (it cannot copy non-physical abilities) and cannot use special modifiers nor gain bonuses from combos.

The copy exists for a maximum number of rounds equal to the fighter’s Focus. It is immune to physical damage but if it suffers any amount of energy damage it is destroyed instantly.

Source: editor

Shadow PoolCost: 2 ChiSpeed: +0Damage: noneMove: 0

Requirements: Focus ****Power Points: Elemental: Darkness 4School System Power Points: Elemental: Darkness 4Description: By touching the ground the elemental releases a small fragment of their own Hado forming an inky black pool that looks and acts much like quicksand formed out of pure shadow. The pool spreads outward from the elemental sucking down any living creature it comes into contact with. Forming the pool requires 1 round of complete concentration.

# of Rounds Caught | Difficulty Modifier | Successes Needed 1 | +0 | 1 2 | +0 | 2 3 | +1 | 2 4 | +1 | 3 5 | +2 | 3 6+ | +2 | 4

System: When created the pool's radius begins as a 6 hex circle centered on the creator and spreads outward depending on how much Chi is spent to create it. Each chi beyond the first two expands the pool by one hex in every direction along the ground. The pool has an effective Strength equal to the creating elemental's Intelligence + Focus which it uses to pull creatures into it in a contest of Strength. Anyone caught in it enters into an

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extended contest of Strength with the pool itself and cannot move out of pool-occupied hexes until they can free themselves.

The pool can be maintained for as many rounds as the elemental wishes as long as they maintain complete concentration. It drains an additional Chi every 3 rounds + 1 per additional size modifier. For each round beyond the first that an opponent is trapped they must pass a Willpower roll or begin panicking. Modifiers and successes for the Willpower roll are listed in the chart.

The pool's depth begins at one vertical hex (3') and increases in depth at 3' increments depending on how much Chi was spent to create it. Victims sucked into the depths will be pulled down 1 hex each turn that they fail the extended Strength test and can suffocate once fully submerged. When the maneuver ends anyone still trapped inside finds themselves mired in loose dirt and a fine black powder.

Source: editor

Shadow SpheresCost: 2 ChiSpeed: +0Damage: +4Move: 0

Requirements: Focus *****, Shadow Chain or Light FlashPower Points: Elemental: Darkness, Elemental: Light 5School System Power Points: Elemental: Darkness, Light 5Description: Drawing all the ambient light from the space surrounding them the elemental briefly plunges into darkness. As light rushes back in to illuminate the area the elemental reshapes the energy in their hands and fires it outward as twin glowing blue spheres with black, pulsating cores.System: Each sphere can be launched up to the elemental’s Wits + Focus in hexes – including up and down to hit opponents above and below them. Both spheres are fired at the same time and in the same general direction and will end up within five hexes of one another. Both endure from the time they are created until the end of the round.

Each sphere completely fills the hex it occupies damaging anyone in comes in contact with using the modifiers below. Each sphere has a strong but short-ranged gravitational pull to it. Anyone passing through an adjacent hex – including above and below – needs two successes on a Strength check not to get sucked in. Anyone damaged by this is knocked one hex back.

Source: editor

Shared Chi

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Cost: noneSpeed: noneDamage: noneMove: none

Requirements: Focus ***, Animal Companion ***, Shared EyesPower Points: Any 3School System Power Points: Any 3Description: This maneuver enables the character to draw on his animal companion's chi and vice versa. Doing so requires the companion to be within 50' and line of sight.System: Animals are considered to have chi points equal to their Stamina plus one. A character with this maneuver may draw on the chi of their animal companion as though it were their own. If used at range this requires a Focus + Empathy roll, difficulty 6. If the fighter instead touches their animal companion no roll is necessary (an automatic success is implied by their strong connection). Animal companions regenerate one chi per hour of rest.

Source: Warrior’s World

Shared EyesCost: 1 ChiSpeed: noneDamage: noneMove: none

Requirements: Focus **, Animal Companion **Power Points: Any 4School System Power Points: Any 3Description: This maneuver enables the character to see through his animal companion's eyes and vice versa. The companion must be within line of sight to use this ability. While active the user's own vision is disconnected and they cannot see anything through their own eyes.System: The character can see whatever their animal companion is seeing and vice versa. Remember that most animals have monochromatic (colorless) vision. The fighter using this makes a Focus + Empathy roll at activation. The number of successes controls how long the connection lasts and clarity of vision. The first success gives a duration of five rounds. Each additional success adds an additional turn. (10 rounds = 1 turn)

Source: Warrior’s World

Shared Life

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Cost: 1 ChiSpeed: noneDamage: noneMove: none

Requirements: Focus **, Animal Companion *****Power Points: Any 3School System Power Points: Any 3Description: As an expression of the ultimate bond this maneuver allows the character to temporarily meld their life force with that of their animal companion. The two must be within 10' of each other.System: The character and their animal companion can exchange health levels between one another once per round. Damage can thus be shifted from the fighter to their pet or vice versa. This lasts until the end of the scene or until one falls unconscious.

Source: Warrior’s World

Shock Bolt Cost: 1 ChiSpeed: -1Damage: +3Move: 0

Requirements: Focus ****, Shock TreatmentPower Points: Any 2School System Power Points: Elemental: Electrical 3, Any 4Description: This is an advanced version of the infamous Shock Treatment. The fighter charges electricity into their hands and fires it as a lightning bolt.System: The range of the bolt is (Wits + Focus)/2 (round down) and everybody in its path will be affected. The bolt travels in a straight line between the fighter firing it and the targeted hex. For each opponent struck the damage is reduced by one die due to part of the electrical charge flowing into the ground. A dizzied opponent suffers a knockdown. Aerial opponents who fail to evade suffer a knockdown too even if not dizzied.

Source: S.A.Sh.- HQ

Shock TreatmentCost: 2 ChiSpeed: +0Damage: +7Move: 0

Requirements: Focus ***Power Points: Any 4

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School System Power Points: Elemental: Electrical 3, Any 4Description: 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 power, the Street Fighter is himself practically immune to electric shock. For example, a character could grab high-voltage wires without suffering damage, so long as he maintains this power.System: This special power affects anyone standing in the fighter's hex or in an adjacent hex (friend and foe alike get shocked). Everyone takes damage and suffers a knockdown as the electricity courses through their bodies. A blocking character is not knocked down, but still suffers damage. A fighter can decide when he buys Shock Treatment whether or not it is a crouching maneuver.

Source: Core Rulebook

ShroudCost: 2 ChiSpeed: -2Damage: noneMove: see desc

Requirements: Focus **Power Points: Elemental: Darkness 2School System Power Points: Elemental: Darkness 2Description: Banishing light in a small area the elemental creates a patch of inky blackness. In order to use this ability the area in question must not be directly illuminated by a bright light source.System: The difficulty to create the Shroud is reduced by 1 if the area is already in shadow. The elemental can affect up to five cubic feet with this ability. Once created the Shroud expels all visible light. Thus nothing can be seen within even with supernatural light sources. Infrared and ultraviolet light is unaffected by the Shroud. The darkness remains as long as the elemental is conscious and maintains concentration within.

Source: editor

Shrouded MoonCost: 1 ChiSpeed: +0Damage: noneMove: -1

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Requirements: Focus **, Athletics *Power Points: Ninjitsu 2School System Power Points: Hunter 2Description: This power allows the Ninja to slip away into shadows. As this is a Focus-based maneuver and has nothing to do with the actual blackness of the shadow it may be utilized in broad daylight.System: An opponent must succeed in a resisted test in order to see the Ninja. The opponent rolls Perception + Alertness against the Ninja's Focus + Stealth to spot the Ninja. If the Ninja cannot be spotted no attack can be made. An opponent can blindly attack a hex at random; if she chooses the wrong hex however her next action is taken at -2 Speed.

The Ninja may move up to the maneuver's full movement without being seen only to reappear the next turn. If they remain unspotted their next action is at +1 Speed.

Source: Player’s Guide

Silver ClawsCost: 2 ChiSpeed: -2Damage: see descMove: +0

Requirements: Focus ***, Metal WarpPower Points: Elemental: Metal 3School System Power Points: Elemental: Metal 3Description: A metal elemental with a source of metal can bend and reshape the material over their arm protecting the elemental and arming them at the same time. Although silver is the most visually-appealing material most pragmatic elementals will use harder metals like iron or steel.Description: Forming the claws takes a full round of concentration per arm to be armored in this way. Once formed the claws are considered normal weapons and may be used as such. They can be used to strike and parry like any weapon. The standard Silver Claws has an effective stamina of 4 and a hardness of normal metal. The material itself is considered armor so blows to the protected limb do damage only after the material itself soaks. The claws can be destroyed through uses of Tamashiwara and The Art of Destruction. Once created the Silver Claws are effectively permanent objects.

Source: editor

Slow FallCost: 1 Chi per roundSpeed: +2

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Damage: noneMove: none

Requirements: Focus ****, Air BlastPower Points: Elemental: Air 4School System Power Points: Elemental: Air 4Description: The elemental uses a rising cushion of air to provide increased wind resistance as they fall. This slows their descent and can even prevent all damage the elemental would otherwise sustain.System: This is an area of effect ability. The elemental creates a strong updraft with a width and length in hexes equal to Focus. While in effect anyone falling through the updraft does so at a rate of only 3 hexes per combat round. This ability may be maintained for as long as desired at a cost of 1 Chi per round. When used alongside Breakfall the elemental adds their Focus technique as additional soak against falling damage. (See Breakfall for more details on falling damage.)

Source: editor

Smoke StepCost: 1 ChiSpeed: +3Damage: see descMove: +2

Requirements: Focus ****Power Points: Mystic 4School System Power Points: Mystical, Elemental: Electrical, Fire, Water, Earth, Ice 4Description: The mystic quickly dashes forward leaving a trail of fire/ice/electricity/etc in their wake as they move. This move was originally developed as an escape maneuver used by monks to scorch the feet of their pursuers – hence the name.System: The monk rolls their base Focus and anyone caught in the trail takes that much damage. This damage cannot be soaked. The trail of elemental chi lasts for one full round before dissipating.

Source: editor

Sonic BladeCost: 1 Chi, 1 WillpowerSpeed: -2Damage: +3Move: 0

Requirements: Focus *****, Sonic BoomPower Points: Elemental: Sonic 4, Any 5

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School System Power Points: Elemental: Sonic 4, Any 5Description: The knowledge of this move is believed to have died with Charlie Nash. Since his untimely death no one has replicated it, not even his best friend Guile. Although many have tried it seems he took it’s secret with him to the grave.System: The fighter fires three Sonic Booms in rapid succession. Each Sonic Boom has a range equal to Wits + Focus and requires a clear line of fire. Each Boom can be directed at a different target or any combination of targets.

Source: editor

Sonic BoomCost: 1 ChiSpeed: -3Damage: +4Move: 0

Requirements: Focus ***Power Points: Elemental: Sonic 4, Any 5School System Power Points: Elemental: Sonic 4, Any 5Description: This move has been made famous by Guile, who is one of the few people in the world known to possess it. The Sonic Boom is a projectile attack like a Fireball except that the fighter focuses her Chi to blast a ripple of concussive sonic energy at an opponent. The sonic blast creates a very loud cracking sound just before the fighter releases it and an even louder boom when it's released into the air. Dee Jay is the only other prominent Street Fighter who has mastered the sonic energy attack. His Max Out move appears very similar to Guile's Sonic Boom but it sounds more like intense amplifier feedback when it's released.

System: Like a Fireball a Sonic Boom's range is equal to the fighter's Wits + Focus. It’s damage is calculated as Intelligence + Focus + 4. The attacker must have a clear line-of-sight to their opponent.

Source: Core Rulebook

Sonic Sight Cost: 1 ChiSpeed: noneDamage: noneMove: none

Requirements: Focus ***Power Points: Mystic, Animal Hybrid, Elemental: Sonic 3School System Power Points: Mystical, Inhuman, Inner, Elemental: Sonic 3

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Description: Being able to see purely by sound has it’s advantages for the blind. Although most come to navigate proficiently based on sound one who has mastered this ability can visualize the world around them based on sound waves bouncing around.System: Sonic Sight is not an attack. It is activated by paying 1 Chi and from then on is always considered to be active unless the fighter consciously wishes for it not to be. Sonic Sight takes the place of any normal eyesight the fighter has. The fighter can only be surprised by things that are insubstantial or which can disrupt sound vibrations. Extremely loud noises (foghorns, Ear Pop, Stunning Shout, etc.) will confuse the fighter to the point where they are effectively blind. This does not stack with other sight-modifying abilities.

Source: editor

Sonic WaveCost: 2 ChiSpeed: -1Damage: +6Move: 0

Requirements: Focus *****, Sonic Boom, Force ShoutPower Points: Elemental: Sonic 4School System Power Points: Elemental: Sonic 4Description: The Sonic Wave is an even more powerful and concentrated form of Force Shout. Like the Sonic Boom the user’s attack breaks the sound barrier.System: This is considered an aerial projectile maneuver which will hit crouching foes. The fighter’s blast of sonic force will strike everyone in a straight line up to Focus –1 hexes away. Anyone damaged by this attack is knocked down.

Source: editor

Soul BondCost: see descSpeed: see descDamage: see descMove: see desc

Requirements: Focus *****Power Points: Ninjitsu, Ler Drit, Mystic, Kabbaddi 5School System Power Points: Hunter, Ler Drit, Mystical 5Description: The exact origins of this technique have been lost and most people discount it’s very existence as pure fantasy. For those few who find it’s secrets it becomes a route to nigh invulnerability. In most tournaments using this technique would almost certainly result in instant disqualification.

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System: This is not a maneuver that can be used in combat. It only affects willing targets – victims of Mind Control can make a resisted Willpower roll (Cobra Charm cannot compel someone to partake in this maneuver). The user can have a number of bondees equal to their Focus rating but all must remain within a radius equal to the bonder’s Focus times 20 feet at all times or the effects of this technique end immediately.

To use this the bonder and all other participants must meditate together for no less than 30 minutes. At the end of this time the bonder rolls Intelligence + Mysteries (difficulty 7) and must score 3 successes for each bondee they wish to take on. Each participant pays 3 Chi while meditating. The bonder can continue making attempts every 30 minutes of meditation for an additional Chi. The affects of each check are cumulative.

The affect of Soul Bond is to transfer non-aggravated damage the bonder suffers to the bondees. Because the bonder still suffers the physical shock of each hit this maneuver provides no protection from being dizzied. When a bondee reaches 0 hit points they fall unconscious and their link to the bonder is severed. The bonder may be susceptible to effects that befall the bondees at the GM’s discretion.

Soul Bonding lasts for a number of days equal to Focus or until broken. Soul Bond cannot be used with animals, only humans, and while active Share Life cannot be called upon from animal companions.

When used in conjunction with Delay Damage only the bonder can delay any damage while this technique is in effect. The damage that has been delayed is only applied to the bondees at the time specified under Delay Damage and cannot force them under 0 health.

Source: editor

Speed of the MongooseCost: 1 ChiSpeed: +2Damage: noneMove: -2

Requirements: Focus ***Power Points: Ninjitsu 3School System Power Points: Hunter 3Description: The Ninja must concentrate on the form of her body's Chi and the method in which she wishes to tap it. By forming the intricate and secret hand sign of the Mongoose she may draw on its power to increase her natural speed.System: The Ninja may only move this combat round and cannot block or attack. The following round she may choose to add +4 to her Speed or +6 to her Move (the latter must be in a straight line and cannot be a jumping maneuver). This cannot be stacked with Center or Wind Dash.

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Source: Player’s Guide

Split ShadowCost: 1 Chi per roundSpeed: +0Damage: noneMove: 0

Requirements: Focus ****Power Points: Ninjitsu 4School System Power Points: Hunter 4Description: An ancient technique developed in ninjitsu, a warrior learns to use his ki to form illusions of his mirror image. When activated it looks as though there are multiple clones of the fighter. However these images are not perfect and the clones have a defect in their appearance which will become apparent if enough time is taken to study them.System: The fighter must spend one round to activate Split Shadow. It’s effect lasts a number of rounds equal to their Chi. Opponents attacking the ninja lose 3 successes when rolling to hit unless they may spend one full round studying the ninja. The aggressor makes a Wits + Perception roll against the ninja. If the ninja is fighting from darkness they may contest the roll using their Stealth. If a fighter using Split Shadow is actually hit then the effect ceases as does the Chi cost.

Cost: 1 Chi per round Speed: +0 Damage: none Move: noneSource: New Legends

Spontaneous CombustionCost: 2 Chi, 1 Chi per round afterSpeed: +0Damage: +5/+2Move: -2

Requirements: Focus ***, HeatwavePower Points: Elemental: Fire 4School System Power Points: Elemental: Fire 4Description: With this awesome power the elemental can make his opponent’s skin, hair, and clothes literally burst into flames. Unsuspecting or unfocused opponents will suffer horribly as they burn uncontrollably. Victims of this attack will continue to burn until they either extinguish the flames or the elemental allows them to go out.System: The elemental must defeat the defender in a contested Focus roll. If the elemental succeeds the defender bursts into flames taking the damage listed below. Each round thereafter the elemental can continue to expend Chi to keep the fire burning. The affected character can counteract this expenditure of Chi by spending one action rolling on the ground and putting the fire out. Unfortunately it is not always wise to do this in the

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middle of combat: any character who rolls out a fire suffers a -2 Speed penalty on her next action.

Spontaneous Combustion can be countered by both Pyro and Hydrokinesis. The defender must defeat the attacker in a contested Wits + Mysteries roll to extinguish the fire and is thereafter protected from further combustion attempts for a number of rounds equal to their Focus.

Source: Player’s Guide

StoneCost: 1 ChiSpeed: -2Damage: Strength + FocusMove: 0

Requirements: Focus **, Punch **, WallPower Points: Elemental: Earth 2School System Power Points: Elemental: Earth 2Description: The elemental may form earth touching them into a boulder and launch it at their opponent. This power provides structure and cohesion to the accumulated earth.System: This is a projectile attack very similar to a Fireball or Ice Blast. The more Focus the elemental has the larger the stone is. Because the stone is thrown this Focus maneuver uses Strength instead of Intelligence to determine the damage inflicted.

Source: Player’s Guide

Stone FormCost: see descSpeed: see descDamage: see descMove: see desc

Requirements: Focus *****, Elemental Skin: Earth, RegenerationPower Points: Elemental: Earth 4School System Power Points: Elemental: Earth 4Description: The earth elemental harnesses the power of the earth transforming their body into a statue. Although rendered immobile the elemental can not be detected by any normal means as a living creature. They become completely blind and deaf but can vaguely sense movement through the ground. The elemental may use Stone Form in conjunction with Elemental Stride to create a statue that is melded partially into any earthen formation.

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System: Activating Stone Form expends two Chi. The elemental may remain in this form for as long as they wish but entering or exiting the form requires one full round of complete concentration. While in this form the elemental adds twice their Focus technique to their soak totals and is impervious to earth elemental damage.

Each hour spent in Stone Form is as if the elemental had slept for two and they do not require food, water, or oxygen while in this state. In addition the elemental may make a Stamina roll every hour to recover aggravated damage at difficulty 9. Each success negates one point of damage. While in this form they may use Focus abilities that do not require movement, eye contact or speech.

Source: editor

Stone TouchCost: 1 ChiSpeed: see descDamage: +0Move: see desc

Requirements: Focus ***Power Points: Elemental: Earth 3School System Power Points: Elemental: Earth 3Description: The earth elemental focuses the strength of the earth through their hands inflicting their opponent with a paralyzing burst of chi that makes their entire body feel as though it has been turned to stone.System: Stone Touch is a modifier played in conjunction with any basic punch, grab, or throw. In addition to the damage roll the elemental rolls dice equal to their Focus technique. The victim then suffers a speed penalty to their next move equal to the number of successes.

Source: editor

StunballCost: 1 Chi or 1 WillpowerSpeed: -1Damage: +2 (see desc)Move: 0

Requirements: Focus **Power Points: Any 2School System Power Points: Any 2Description: This is a very low-powered fireball which does no physical damage but can stun opponents. Being stunned breaks combos.

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System: This works exactly the same as a normal fireball except that the opponent must make a Stamina roll (difficulty 8) to resist its effects. If the attacker gets more successes the defender is effectively dizzied and cannot act during the next combat turn.

Source: Warrior’s World

Stunning ShoutCost: 1 ChiSpeed: +2Damage: see descMove: -2

Requirements: Focus **Power Points: Shotokan Karate, Sumo Wrestling, Animal Hybrid, Elemental: Sonic 2, Ler Drit, Majestic Crow Kung Fu 3, Any 4School System Power Points: Karate, Inhuman, Grappler, Ler Drit, Elemental: Sonic 2, Wu Shu, Inner, Kickboxing, Hunter 3, Any 4Description: 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.System: A fighter must direct the Shout at one opponent (at the Storyteller's discretion, a whole group of minor thug opponents could be simultaneously affected). The victim of the Shout must make a resisted roll between the victim's permanent Willpower rating and the fighter's permanent Willpower rating. If the victim scores more successes the Stunning Shout has no effect.

If the fighter scores more successes one of two things happens to the victim depending on whether or not they have acted in the current combat turn. If the victim has not yet acted they lose all remaining Move and attacks for that turn. Completely unnerved and stunned by the force of the yell they must spend the remainder of the turn recovering.

If the victim has already finished their action that turn each extra success the fighter rolled on the Willpower test subtracts one Speed point from the victim's next maneuver. For example, a fighter using Stunning Shout bests their opponent's successes by four. That opponent will have -4 Speed to their maneuver next turn.

Source: Core Rulebook

Summon ChayaCost: 2 ChiSpeed: noneDamage: noneMove: 0

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Requirements: Focus ******Power Points: Mystic, Kabbaddi, Kung Fu, Baraqah, Majestic Crow Kung Fu 5School System Power Points: Mystical, Kung Fu 5Description: This technique was developed several centuries ago by Hindu monks to aid them in their battles against the malevolent spirits that roamed the land. The Chaya is a shadow woven of pure chi to mimic the form and function of its creator. As a temporary being it has the simplest sort of mind and is unable to plan or rationalize. It is an extreme manifestation of the monk's yin or yang chi and can only act according to its nature as such.System: The ethereal clone requires a complete round of concentration to build and appears within any adjacent hex. The user must specify if they are creating an active, aggressive clone (yang) or a defensive, passive one (yin). Once created the Chaya lasts for five rounds or until it is destroyed or dispelled. It has ten health levels. The clone has no Chi or Willpower and can only use maneuvers that require neither. It has dice pools equal to its creator as applicable.

Yang Chaya use their creator's stamina in half for soaking attacks and cannot defend. As an expression of aggression and energy this Chaya must always be moving. Indeed, if a Yang Chaya cannot move or attack in a given round it suffers an automatic health level of damage. A Yang Chaya adds an additional die to all of its damage rolls. When this clone is destroyed it explodes inflicting one health level of unsoakable aggravated damage to everyone within 15' of it. The creator can dispel the Chaya as an action by entering its hex and making a Stamina + Focus roll. Each success inflicts one health level of damage to the clone while restoring one point of temporary Willpower for the creator up to the clone's remaining health.

Yin Chaya lose two dice on all their damage rolls but double their stamina for the purposes of soaking. They are defensive and will try to protect their creators using block maneuvers. Every time it successfully blocks an attack (meaning the clone wasn't knocked down, dizzied, or destroyed while using a block maneuver) the Chaya gains a point of temporary Chi. They suffer an automatic health level of damage at the end of any round in which they are not defending. When destroyed it melts into a blue mist that drains one point of temporary Chi and Willpower from everyone within 15'. The creator can dispel the Chaya as an action by entering its hex and making a Stamina + Focus roll. Each success inflicts one health level of damage and drains a point of temporary Chi from the Chaya which then becomes one level of healing for its creator.

Source: editor

Sword EaterCost: 1 ChiSpeed: +0Damage: noneMove: 0

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Requirements: Focus ***Power Points: Elemental: Metal 2School System Power Points: Elemental: Metal 2Description: An elemental with this ability can devour and derive nourishment from metals which would otherwise prove highly toxic. The fighter uses their chi to break down the object and filter out harmful substances.System: This ability may be used in combat to destroy weapons if the elemental wishes. They may also choose to swallow small objects and not digest them so as to regurgitate them later. Thus an elemental of this kind could swallow a key and later recover it in a manner which would be difficult to detect.

Source: editor

TelekinesisCost: see descSpeed: see descDamage: see descMove: 1

Requirements: Focus **** Power Points: Kabbaddi, Tai Chi Chuan 3, Any 4School System Power Points: Mystical, Inner 3, Any 4Description: The art of Telekinesis is the ability to control matter using only the power of the mind. Training to master this ability is hard. It requires long hours of meditation and practice controlling one's own chi and directing it outward through force of will alone. Most of those who try to master this power find it is too much for them.System: Telekinesis can be used to lift up to 4 lbs per Focus point and move it at walking speed. This drains 1 Chi when activated plus an additional chi per minute when used out of combat. During combat the increased strain of fighting drains Chi faster and the telekinetic loses 1 Chi every round instead. The fighter cannot Telekinetically control more then one object at a time. To throw such an object with this power requires a Wits + Focus roll to hit and does damage equal to successes on an Intelligence + Mysteries roll. This damage is soaked normally but if the number of successes is high enough the object will shatter as it too suffers the same amount of damage.

There is an inherent danger in using this power that many of its users fall into given sufficient time. This comes about because it is possible to overclock the speed and weight limits by making a successful Chi roll, difficulty 8. Each success doubles the weight limit for one round. However, should this or any other roll required of Telekinesis botch while overclocking the effects are disastrous for the user. Energy surges out of control and rebounds back upon its user inflicting unsoakable damage equal to the user's permanent Chi.

Source: S.A.Sh.- HQ

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Telekinetic BoostCost: 1 ChiSpeed: see descDamage: see descMove: see desc

Requirements: Focus *****, TelekinesisPower Points: Mystic 5School System Power Points: Mystical 5Description: This power, which very few fighters seem capable of mastering, is a refinement in the application of Telekinesis. Using this the master is able to direct bursts of energy to assist their body. It cannot be used in the same round as Psychokinetic Channeling.System: Telekinetic Boost is played as a modifier to a physical maneuver. It can be used to increase the user's movement rating - so long as the value isn't 1 or none, a knockback value, or throwing range or speed by their Focus technique. It can increase the movement speed of Flight and Levitation. When augmenting throwing speed, for example to throw a dagger at higher velocity, add the user's Focus technique to their damage rating.

Source: editor

TelepathyCost: 1 Chi per turnSpeed: noneDamage: noneMove: none

Requirements: Focus ***Power Points: Kabbaddi, Ler Drit 2, Any 3School System Power Points: Mystical, Ler Drit 2, Inner, Hunter 3, Any 4Description: 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.System: A character using Telepathy can link a number of additional people up to her rating in Focus. So, a character with a Focus technique of 3 could telepathically link herself and three other people. Each individual must be within a range equal to the telepath's Wits + Focus in hexes and must stay within that range to maintain the link.

In between each combat turn the telepath can decide which characters will be part of the telepathic link for the upcoming turn. Those players can then discuss combat strategy among themselves without anyone else being able to hear them.

Maintaining a telepathic link costs one Chi point per round.

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Source: Core Rulebook

Teleport SlideCost: 1 ChiSpeed: +2Damage: +1Move: see desc

Requirements: Focus ****, Yoga Teleport, Slide Kick (see below)Power Points: Ninjitsu, Ler Drit, Mystic 1, Kabbaddi 2School System Power Points: Mystical, Ler Drit 3Description: The user teleports mid-slide in the blink of an eye. This maneuver is customarily combined with a Slide Kick or Forward Slide Kick.System: Teleport Slide functions much like Yoga Teleport. The fighter begins the port at the speed of this maneuver and finishes at the end of the round to deliver any damage if applicable. The fighter may move up to Wits + Focus in hexes and does not declare their destination until they are about to appear. Obviously as this is a teleport it will ignore obstructions (barriers, walls, people, etc.).

Source: sfrpg.com

Tenshin GlideCost: 1 ChiSpeed: +0Damage: noneMove: 2

Requirements: Focus ***, Athletics **Power Points: Kung Fu, Silat, Ninjitsu 3School System Power Points: Mystical, Inner, Kung Fu, Hunter 3Description: Ashura Warp has been made famous by a few prominent fighters but little attention is paid to it’s less powerful cousin. The fighter performs a cartwheel and seems to fade slightly away as they move allowing objects and blasts to pass harmlessly through them. Ninjas skilled in this technique make it seem as though they roll around the punches and kicks directed against them.System: Once activated the fighter makes a contested Wits + Mysteries roll against anyone and everyone attempting to damage them as they move. If they score more successes they glide silently through the attack unfazed. The fighter may move two hexes in any direction they wish and becomes vulnerable again as soon as they stop moving. Unlike Ashura Warp there is no speed bonus for this maneuver. This may be used as an abort maneuver.

Source: editor

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Thermal VisionCost: 1 ChiSpeed: noneDamage: noneMove: none

Requirements: Focus **Power Points: Ninjitsu, Mystic, Animal Hybrid 2School System Power Points: Hunter, Inhuman 2Description: The eyes of some hybrids are attuned to detect heat instead of reflected light. The hybrid sees the world around them as forms of hot and cool masses. The hotter an object is the brighter it becomes.System: This is not an attack. Once activated Thermal Vision takes the place of other forms of vision (with which it does not stack). This does not grant X-Ray vision as some movies would like to claim. Heat obstructed by objects such as trees and walls renders their sources just as invisible as one would expect with normal sight.

The effectiveness of Thermal Vision will vary depending on the environment. For example, seeing a hot car in the desert during the day would be difficult because of heat radiating from the desert floor. At night when the desert cools such a vehicle could be easily spotted from a great distance. For this reason most animal hybrids who see exclusively via this method are nocturnal.

Source: editor

Thunder ClapCost: 1 ChiSpeed: +0Damage: -3Move: 0

Requirements: Focus ***, Punch *Power Points: Native American Wrestling 4School System Power Points: Grappler, Karate 4Description: 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 warrior's opponents. The sound can be heard for miles.System: The Thunderclap inflicts damage on everyone within three hexes of the warrior. The damage is Intelligence + Focus - 3.

Source: Core Rulebook

Tornado Blitz

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Cost: 1 ChiSpeed: -1Damage: +3Move: 0

Requirements: Focus ****, Air BlastPower Points: Elemental: Air 3School System Power Points: Elemental: Air 4Description: The elemental can generate small vertical blasts of air by sheer force of will. These bursts start at the ground and fire up with sudden force ripping everyone in it’s way off their feet.System: This maneuver requires a clear line of sight to the target. This is a targeted effect and the desired hex must be in range equal to the character's Focus in hexes. Everyone in the targeted hex will suffer it’s effects. This micro burst is not a projectile but can be dodged like one. Only those fighters who score three successes on a Blind Fighting roll (Perception + Blind Fighting) can attempt to interrupt this attack with their own maneuver. If it does any damage it causes knockdown and throws victims back one hex.

Source: editor

ToughskinCost: 1 ChiSpeed: see descDamage: see descMove: see desc

Requirements: Focus **Power Points: Bando 1, Sumo Wrestling, Dirty Fighting 2, Boxing, Thai Kickboxing 3, Any 4School System Power Points: Boxing, Grappler, Kickboxing, Dirty Fighting 3, Any 4Description: Sumotori are renowned for their armor-like skin. One of the style's lesser-known special maneuvers is it’s practitioners' ability to focus their Chi into their skin and surface muscles making their already tough skin rock-hard.System: The character can use Toughskin along with any other maneuver in a combat turn. The character's Soak total is increased by two for the duration of the round.

Source: Core Rulebook

Twin ThunderCost: 2 ChiSpeed: -2Damage: +4Move: 0

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Requirements: Focus *****, Shock Bolt, Ground FirePower Points: Mystic 3, Any 4School System Power Points: Mystical 3, Any 4Description: This combination of Lightning and being able to fire projectiles along the ground has taken more then one fighter by complete surprise. It is difficult to learn but quite deadly in the right hands. The mystic charges electricity in both hands and releases their dual charge as two surging blasts that travel along the ground in straight lines.System: The fighter must choose two separate hexes in front of them to release the electrical blast. The range of each bolt is (Wits + Focus)/2 (round down) and everybody in its path will be affected unless they are aerial. Each blast travels in a straight line from the hex in which it is released. Anyone dizzied by this attack is also knocked down.

Source: editor

VacuumCost: 1 ChiSpeed: -2Damage: +2Move: -2

Requirements: Focus ****, Air BlastPower Points: Elemental: Air 3School System Power Points: Elemental: Air 3Description: Perhaps the most dangerous of all elemental powers. The wielder may temporarily remove the air in any given area. When this power takes effect there is a loud crack similar to thunder as the surrounding atmosphere rushes to fill the vacuum. Any target in the area affected will feel the air sucked out of his lungs while almost simultaneously the air around him smashes into every part of his body.System: This maneuver is a targeted area of affect ability. The user of this power designates one hex as the target hex. Any fighter in that hex or an adjacent hex must succeed in a Stamina test versus the damage scored, difficulty 8, or be automatically dizzied the following round (a botch indicates serious shock which knocks the victim unconscious). They also suffer damage using the +2 modifier below as intense air pressure squeezes them. Air elementals are unaffected by this power. A target with a higher speed may interrupt and move out of the affected area before the vacuum forms.

Source: Player’s Guide

Venom [hybrid maneuver]Cost: 1 ChiSpeed: +1Damage: +2 (see desc)Move: -2

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Requirements: Focus **, Athletics **, Grab **, BitePower Points: Animal Hybrid 2School System Power Points: Inhuman 2Description: The fighter has fangs which allow him to inject a mild poison into his target. The poison will paralyze small animals but only serves to slow, burn, and irritate tougher Street Fighters.System: On a successful attack the target suffers damage according to the modifiers below. For the next turn (10 rounds = 1 turn) plus a number of rounds equal to the hybrid’s Focus the victim will act at -1 speed and lose one additional Health Level per 3 rounds of the poison's effect. Although this damage is not aggravated it can only be healed through complete rest at a rate of 1 Health per day. Venom may not be used in conjunction with other biting attacks - although it may be worked into an effective combination with other biting attacks. Multiple bites do not stack. This poison does not work in conjunction with Poisonous Strike.

Source: Player’s Guide

WallCost: 1 ChiSpeed: -2Damage: +2Move: -2

Requirements: Focus **Power Points: Elemental: Earth, Elemental: Water 2School System Power Points: Elemental: Earth, Water, Ice 2Description: This is a simple yet effective concept. The elemental causes a solid wall of earth or water - depending on the elemental - to erupt from the ground.System: The elemental selects a hex other than their own and fills it with the wall. It has a height and length can be up to the elemental’s Focus in hexes. The range of this power is Perception + Focus. Anyone in this hex at the time the power is evoked suffers the damage listed below as it rises out of the ground and throws them back.

The wall has a number of Health Levels equal to the elemental's Intelligence + Focus and a Stamina equal to their (Intelligence + Stamina)/2. If this power invokes a wall of water it lasts for one full round before dissolving. Otherwise an earthen barrier lasts for a number of rounds equal to Focus before crumbling back into the ground.

Source: Player’s Guide

Water WalkingCost: 1 Chi per turnSpeed: noneDamage: none

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Move: see desc

Requirements: Focus *****, CenterPower Points: Ninjitsu, Ler Drit, Mystic 3, Kabbaddi 4School System Power Points: Hunter, Ler Drit, Mystical, Inner, Karate, Kung Fu 4Description: The monk has learned how to control their chi and mass distribution to the point that he can stand and walk on the surface of water without falling in. The water must be at least 2’ deep to support the monk. Running water or one churned by strong waves will not have sufficient surface tension.System: At any time the monk can choose to end this technique by stepping onto a solid object or diving under. While moving over the water the monk has a –1 penalty to all movement speeds (minimum 1) due to the care that each step must be taken with.

Source: editor

WeightCost: 1 ChiSpeed: -2Damage: noneMove: -1

Requirements: Focus ***, Wall, Stone, PitPower Points: Elemental: Earth 3School System Power Points: Elemental: Earth 3Description: The very essence of the planet is at earth elementals' beck and call. This includes gravity! The elemental may force the planet itself to root the target to the earth for a short period of time. Affected fighters are surrounded by a bizarre effect similar to waves of heat from a hot highway. The opponent suddenly feels as if her weight has been doubled - then tripled.System: This is a projectile attack and may be dodged as such. Otherwise the target will not be able to jump for the following five rounds and suffers -2 speed and -4 movement penalties to all their maneuvers. This also means the fighter cannot use Breakfall, Aerial Recovery, or Bushin Step while under the effects of Weight.

An opponent attempting to counteract this effect with Center, Lightness, Wind Dash, or Speed of the Mongoose must first defeat the elemental in a contested roll of permanent Chi. If the elemental is defeated the two maneuvers cancel each other out. Against an opponent attempting to use Levitation or Flight (including similar maneuvers) the elemental must defeat them in a chi roll each round they maintain their ability in order to root them. This technique has no effect against an insubstantial target such as a fighter in Ghost Form.

Source: Player’s Guide

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Willow MindCost: 1 Chi per hourSpeed: -1Damage: noneMove: +0

Requirements: Focus ***, TelepathyPower Points: Baraqah 1, Kabbaddi, Ler Drit, Mystic 2, Native American Wrestling 3School System Power Points: Mystical, Ler Drit, Kung Fu 2, Grappler, Karate 3Description: Those with weak wills and simple thought processes are easily deceived into following simple telepathic suggestions that lead them on wild goose chases. This technique has since been picked up by M. Bison's disciples and shaped into another tool in their arsenal of oppression. System: This ability requires line of sight but has no limit on range. The telepath can implant suggestions in someone miles away via a video link although the difficulty of this increases with distance. Thus with the rise of the internet has a new method of manipulating world events opened for Shadoloo.

This is not an attack per se. The telepath manipulates sensory information as it is processed by the brain, particularly sight. Although this power cannot force the person to see whatever the telepath wants (see Dementia for that ability) the user can cause things that are seen and heard to be misinterpreted. Signs can change meaning, hazy images appear on the horizon, words are mistaken for things that sound similar, landmarks are not what the tracker expects to find, etc. Maintaining the telepathic link requires full concentration.

A victim of this power may attempt to see through the deception with Perception + Awareness. They need more successes then the telepath scored on Wits + Focus to instill the distortion. Seeing through one lie does not break the link but it does clue the victim in on the charade.

Source: editor

Withering StareCost: 1 Willpower, 1 Chi per round afterSpeed: -2Damage: see descMove: none

Requirements: Focus ****, Intimidation *****, GlarePower Points: Ler Drit 3, Silat 4School System Power Points: Ler Drit 3, Mystical, Boxing, Kickboxing, Grappler 4Description: This deadly, dread ability is the gift of mentally and spiritually wearing down an opponent through but an angry stare. If looks could kill, indeed. In some cultures this power is known as the "evil eye" although the legends have greatly

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exaggerated its power. In Ler Drit this ability is used to punish students who fail to conform to expectations.System: This ability requires an unobstructed line of sight between the attacker and the target. The attacker establishes the visual lock with a contest of Manipulation + Intimidation which the defender counters with Willpower. If the attacker wins the defender is gripped in searing pain as nigh-supernatural fury rips across their body. Each round the lock is held the victim suffers one health level of aggravated damage. Movement under the Stare requires a contest of Willpower between the two fighters.

Maintaining the Stare requires complete concentration. Taking any other action immediately breaks the hold. It also ends when the attacker runs out of Chi.

Source: editor

Yoga FlameCost: 2 ChiSpeed: -2Damage: +7Move: 1

Requirements: Focus ****, FireballPower Points: Kabbaddi 3School System Power Points: Elemental: Fire, Mystical 4Description: Not content to throw small balls of fire Kabbaddi stylists have perfected the ability to create a deadly geyser of flame which they can breathe from their mouths.System: The Kabbaddi 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 round so anyone foolish enough to enter the four fiery hexes also suffers damage. The Yoga Flame is even hotter than a Fireball and thus more prone to ignite nearby flammable materials.

Source: Core Rulebook

Yoga TeleportCost: 2 ChiSpeed: +3Damage: noneMove: see desc

Requirements: Focus *****Power Points: Kabbaddi 5School System Power Points: Mystical 5

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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.System: When executing this move a player simply announces that her character has disappeared. At any point during the rest of the combat turn the player can choose to have her character reappear on the map anywhere within her character's Intelligence + Focus in hexes away from his original position. For example, Dhalsim uses Yoga Teleport at the appropriate Speed. The player removes Dhalsim from the hex map and can have him reappear anywhere within Dhalsim's Focus (6) + Intelligence (6) = 12 hexes away. Usually a player will wait until the very end of the turn, after all other characters have finished moving, before deciding where the teleporting character reappears.

Source: Core Rulebook

Zen No MindCost: 1 WillpowerSpeed: see descDamage: see descMove: see desc

Requirements: Focus ***Power Points: Tai Chi Chuan 2, Aikido, Baraqah, Jeet Kune Do, Jiu Jitsu, Kung Fu, Silat, Thai Kickboxing 3, Any 4School System Power Points: Inner 2, Karate, Mystical, Kung Fu, Kickboxing 3, Any 4Description: 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.System: The player can select three maneuvers from the character's pool. The character must then wait until everyone else has performed movement and attacks that turn. At the very end of the turn, the player can select one of the three maneuvers and immediately use it as the character's action. This maneuver cannot be used with conjunctions.

Source: Core Rulebook

WEAPON

WEAPON MANEUVERS

Aerial SnapCost: 1 ChiSpeed: +0

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Damage: +3/+0Move: -2

Requirements: Weapon: Melee/Polearm ****, Focus ***, Athletics **Power Points: Any 4School System Power Points: Any 4Description: The duelist strikes the ground at their opponent's feet releasing a blast of concussive chi that throws their target into the air.System: This can only hit opponents on the ground and will not affect those who are in a blocking crouch (although they still suffer the first damage test). This tests twice for damage. On the first test the duelist attacks with the explosive boom using their Intelligence + Focus plus the first modifier below for damage. For every point of damage scored the opponent is thrown one hex straight up and suffers an additional die of falling damage. The opponent is knocked down within three hexes of their original position.

Source: editor

Ankle CutterCost: 1 WillpowerSpeed: +3Damage: +1Move: none

Requirements: Weapon: Blade ***, Grab ***, Athletics ***, Kick DefensePower Points: Any 4School System Power Points: Any 4Description: Ankle Cutter may only be used on a successful Kick Defense (see below). The fighter catches their attacker's leg in a free hand, leaps and twists in mid-air still holding their victim. They flip over their opponent to deliver a downward punch or kick to the victim's other leg.System: This is a conjunction technique. The defending fighter will have two speeds for that combat turn. The first is for Kick Defense and the second is for Ankle Cutter. During the round the fighter uses their soak total against kicks using Kick Defense until they choose to use Ankle Cutter (which is when the willpower is paid). At that time the defending fighter's Ankle Cutter must be faster then the kick they wish to intercept. Against a multiple-hit kick like Lightning Leg the fighter may choose to wait for their interrupt until the second or third kick.

The defending fighter rolls Dexterity + Grab to catch the opponent's leg who defends using Dexterity + Kick to avoid the grab and deliver their attack. If successful the first interrupts the second, jumps over their head as described above and rolls for damage using their Strength + Weapon technique and knocking their foe to the ground if any damage is delivered.

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After the grab attempt the fighter is considered to still be in Kick Defense if it failed but lose the soak bonus from that technique. Ankle Cutter may not be used in conjunction with a Kick Defense used as an abort maneuver. If the attempt to use this maneuver fails the fighter may not then proceed with another move in a combo off of Ankle Cutter but may continue with a combo that starts with Kick Defense.

Source: editor

Arc AxeCost: 1 WillpowerSpeed: +0Damage: +1/+3Move: -2

Requirements: Weapon: Melee **, Kick **Power Points: Any 2School System Power Points: Any 2Description: This maneuver can only be used with melee weapons small and light enough to be held in one hand. It was originally developed for use with hand axes. The first strike was a feint meant to lure the other warrior into a false parry leaving them open to the slower but more powerful kick.System: The duelist first strikes with a quick slash using the first modifier below then launches into a high kick. Kick defense does not guard against the weapon but is effective otherwise. Treat the second attack as if it were a kick maneuver (because it is).

Source: editor

Arm SlashCost: noneSpeed: -1Damage: +1Move: +0

Requirements: Weapon: Blade **Power Points: Escrima 2, Any 3School System Power Points: Escrima 2, Any 3Description: The Arm Slash is a cut made crosswise over a length of arm muscle with intent to sever or injure some of the tissue and weaken the arm as a whole. These cuts usually aren't deep but they bleed profusely.System: In order to administer the Slash the duelist must enter their target's hex. If any damage from this attack is unsoaked the target suffers a -1 speed and damage penalty with that arm and loses an additional health level from bleeding within three rounds.

Source: editor

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Art of DestructionCost: see descSpeed: -3Damage: see descMove: -1

Requirements: Weapon: Melee ***, Focus ***Power Points: Any 4School System Power Points: Any 4

Material | Difficulty | Price

Ice | 4 | none

Wood | 5 | none

Stone/Brick/Cement | 7 | 1 Willpower

Metal | 8 | 2 Willpower

Hardened Metal | 9 | 2 Willpower, 1 Chi

Diamond | 10 | 2 Willpower, 2 Chi

Description: The duelist can destroy an object by destroying it's chi with their weapon. This allows such things as cutting down telephone poles in a single sword stroke. This technique cannot destroy large objects, such as cars, but it does damage them.

System: This technique can be used on nearly any non-living object. Make a Chi roll against a difficulty as outlined by the table below. The Art of Destruction cannot be used on living things or cybernetic implants (attempting to do so delivers damage as per a Fierce strike). Each success inflicts 1 point of damage to the object. If the object runs out of health it is effectively destroyed. This technique does not function against cybernetics as mentioned above, clothing, and weapons held by other duelists as those objects are constantly sharing the chi of their owners.

Source: editor

Astral BladeCost: 1 ChiSpeed: -1Damage: +2

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Move: -2

Requirements: Weapon: Blade ***, Focus *****Power Points: Any 5School System Power Points: Any 5Description: Slicing through thin air and an opponent's flesh seems like it should take different amounts of force but the master of this technique understands there is no difference. One stroke, one kill is their motto. The Astral Blade seems to shimmer slightly as it moves to connect with it's target gliding through intercepting objects just as easily as it pushes aside the air in it's way.System: This attack cannot be blocked, parried or riposted. It ignores armor and physical obstructions (provided the duelist themself is not impeded) but can be stopped by using the Barrier focus maneuver. Use the listed modifiers.

Source: editor

AttunementCost: see descSpeed: noneDamage: noneMove: none

Requirements: Weapon: Any *****, Focus ****Power Points: Any 6School System Power Points: Any 6Description: A duelist can so cherish their weapon that through repeated use they develop a mystical connection with it. Legends have sprung up from the results of such a close relationship. To purchase this modifier the duelist must have used the weapon in combat at least three times a week for one year.System: Attunement is not an attack. It is a modifier and a maneuver that at the time of purchase applies to one weapon in the duelist's arsenal. Once purchased the following may be done by the duelist, at any time, by paying 1 Chi:

Sense Weapon: The duelist can, when separated from the weapon, tell the direction and distance to it. Successes on an Intelligence + Mysteries roll can reveal additional information such as hold or cold, light or dark, loud or quiet.

Summon Weapon: When willed the weapon flies to it's owner's hand as if it were using the Telekinesis maneuver. If the duelist possesses Telekinesis they may guide the weapon as it travels through the air but this movement must always be towards the summoning fighter. In any contest of strength between a weapon and someone trying to keep hold of it, the weapon has a strength equal to the duelist's Focus +1 (maximum 8). In addition, the fighter can pay experience - at a power point cost of 6 - to allow the weapon to use Yoga Teleport or Psycho Warp when summoned.

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Heal Weapon: Any maneuver that restores health to the duelist repairs the weapon for an equal amount of damage. The weapon must be in hand at the time of healing.

Rebuke: If the weapon is not in the hands of it's master and is touched by another the duelist can, as long as they are in line of sight, cause the weapon to shock/burn/etc. the offending party. Both parties roll their permanent Chi. Any successes the duelist wins this contest by cause 1 point of unpreventable damage - minimum 1. The offender must then score more successes on a Dexterity check to keep hold of the weapon.

Source: editor

Backhand FightingCost: noneSpeed: noneDamage: noneMove: none

Requirements: Weapon: Tonfa ****, Blind Fighting ***Power Points: Any 4School System Power Points: Any 4Description: The duelist develops the speed, maneuverability and finesse to continue fighting even with their back to their opponent. This requires strong peripheral vision or a nigh supernatural ability to sense others without sight.System: This is not an attack. The duelist may perform basic tonfa strikes and maneuvers that allow fighting from backhand while facing away from their opponent at no penalty. While so turned they cannot block or parry.

Source: editor

Bandit ChainCost: 1 WillpowerSpeed: -1Damage: +3Move: 1

Requirements: Weapon: Chain ***, Grab ***Power Points: Any 4School System Power Points: Any 4Description: The duelist grabs their opponent with their chain and hurls the victim away causing damage by impact with the ground.System: The victim is thrown three hexes in any direction. This can interrupt an aerial maneuver directed against the duelist but requires two successes on a Grab check. Breakfall attempts to negate this damage are base difficulty 8 because of entanglement

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with the chain. The duelist may opt to smash their target in any adjacent hex and increase the Breakfall difficulty to 10 but must have a chain of sufficient length to do so.

Source: sfrpg.com

Batting HeroCost: 1 WillpowerSpeed: +1Damage: +2Move: 1

Requirements: Weapon: Blunt ****, Energy Reflection (see below)Power Points: Any 4School System Power Points: Any 4Description: Utilizing their weapon the duelist strikes their opponent with a mighty swing reminiscent of professional baseball players. This can also be used to deflect projectiles and knock them away.System: If the defender is not blocking and any damage is scored they are knocked back two hexes from the force of this blow. Opponents who are crouching when struck are unaffected by the knockback and are instead knocked down.

This maneuver may be used as an abort maneuver against projectiles and functions based on the nature of the attack to be deflected. Against a physical weapon (dagger, knife, etc. but not against firearms) the fighter compares successes on a Dexterity + Athletics roll versus damage scored. If they get more successes the projectile is harmlessly struck from the air and flies up to three hexes away from the deflecting fighter. Failure means the projectile hits with full force. Deflecting energy like a Fireball requires Energy Reflection and functions as per that maneuver.

Source: sfrpg.com

Baton SmashCost: noneSpeed: +2Damage: +1Move: +0

Requirements: Weapon: Blunt ***, Athletics *Power Points: Special Forces 3, Any 4School System Power Points: Military 3, Any 4Description: The soldier attacks with their baton while rapidly spinning it in their hand. This is a maneuver is usually ascribed to Rolento and those who have felt it's sting can testify that the sickening crack that accompanied it was the least of their worries.

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System: This maneuver can be used with any blunt weapon small and light enough to fit in one hand. The defender is considered to have 1 less point of Stamina then they actually have for the purposes of soaking damage. This maneuver can be combined with any jump maneuver as if it were a basic maneuver. It can be performed as a crouching maneuver at no penalty.

Source: editor

Blade DanceCost: 1 Chi per roundSpeed: see descDamage: noneMove: none

Requirements: Weapon: Any Melee ****, Focus ****Power Points: Any 5School System Power Points: Any 5Description: The duelist develops a flowing sequence of steps and moves performed in quick succession with their weapon. This technique is most often seen in swordplay.System: The duelist pays 1 chi to increase the speed of any basic weapon strike by 2. As long as the duelist is not knocked down, dizzied, or put into a sustained hold they can continue to pay 1 chi each round to increase this speed bonus by 1. On each round the duelist must move at least one hex. For every three rounds the dance is maintained the difficulty of the duelist's strikes increases by 1 because of fatigue. The maximum speed bonus this maneuver can accrue is equal to the duelist's Dexterity.

This technique cannot be used with a combo unless a new combo is purchased with The Killing Dance as a modifier to every move in that combo.

Source: editor

Blade TossCost: noneSpeed: +1Damage: +1Move: none

Requirements: Weapon: non-Sword/Scythe ** (see below)Power Points: Any 3School System Power Points: Any 3Description: This maneuver covers thrown blades that are not covered by other weapon maneuvers. It's a straightforward concept and is done in order to keep at range with the enemy. This maneuver does not include weapons' whose normal mode of attack is being fired - arrows, slings, shuriken, etc.

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System: The weapon travels in a straight hex line up to the thrower's Strength + Athletics in hexes until it hits something or loses momentum. Use the listed modifiers.

Source: editor

Bloody KneeCost: noneSpeed: +0Damage: +0Move: -2

Requirements: Weapon: Melee/Scythe/Polearm ***Power Points: Any 4School System Power Points: Any 4Description: The duelist slashes low aiming for their opponent's legs or knees.System: If successful the victim suffers a -1 movement penalty for all maneuvers and a -1 damage penalty to all kicks for a number of rounds equal to the damage this maneuver inflicted. Multiple slashes stack with each other.

Source: editor

Bloody SlashCost: 1 WillpowerSpeed: -2Damage: +0Move: 1

Requirements: Weapon: Blade ***Power Points: Any 3School System Power Points: Any 3Description: This is a trio of lightning fast slashes with a single sword or blade. While initiating the maneuver takes a moment of concentration and preparation the strikes themselves occur in the blink of an eye and easily leave an opponent unable to defend against them.System: Roll damage three times using the modifiers listed for this manuever. If the target is attempting to Parry this attack reduce their soak total versus the second strike by 1. Reduce their soak total against the third strike by 1 plus an additional 1 per point of Dexterity the attacker has over the defender. If the defender has more Dexterity use only the base soak reduction.

Source: New Legends

Chain Hold

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Cost: noneSpeed: -2Damage: +0Move: none

Requirements: Weapon: Chain ***, Athletics **Power Points: Any 3School System Power Points: Any 3Description: Fighting out on the streets sometimes turns downright dirty in a manner that most reputable fighters turn a blind eye to - if they acknowledge at all. This technique is simple in concept but tricky to pull off in combat. The duelist lashes out with their chain in such a way that they entangle their foe with the same swing. It takes skill and experience with the weapon itself and a degree of maneuverability and body control.System: Two rolls are required for this maneuver. The first is the damage roll using the modifier below while the second is a Dexterity + Chain technique to entangle the target. The target of the chain - arm, leg, torso, neck, etc. - must be declared before the entanglement is attempted. Arms and legs are difficulty 7, the torso is difficulty 6, while small targets such as the head or neck are difficulty 9. This is a sustained hold inflicting constriction damage each successive round and is maintained using Dexterity instead of Strength, and Chain technique instead of Grab for duration.

Source: editor

Chain LockCost: 2 WillpowerSpeed: -2Damage: none/+3Move: none

Requirements: Weapon: Chain ****, Athletics ***, Grab **, Choke ChainPower Points: Dirty Fighting 4, Any 5School System Power Points: Dirty Fighting 4, Any 5Description: The Chain Lock is an extremely effective sustained hold that can be difficult to establish as it requires the right kind of environment but once in place is extraordinarily hard to break. The duelist entangles their target with a Choke Chain while simultaneously winding part of the chain around a standing structure to provide extra support and reinforcement for the hold.System: This maneuver requires an object at least three feet high and anchored to the ground within two hexes of the intended target. The duelist who wishes to perform the Lock must have an open hex between them and the opponent with which to work and enough length to cover the distance. First the duelist establishes the Choke Chain by making a Dexterity + Athletics roll, difficulty 7, to control the chain. The defender can attempt to evade the Lock with their own Dexterity + Athletics roll but if they were doing anything else in that round the difficulty of the dodge roll is 9. The defender may still attempt to abort as normal before the hold is established.

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A second Dexterity + Weapon: Chain technique roll is required to wind the extending length around the desired object. If this fails the following hold is not established and the defender is caught in a weak Choke Chain that is only difficulty 5 for them to attempt to break out of. If the check succeeded the lock is established.

This maneuver inflicts no damage on the initial round but constriction damage begins with the next round. This sustained hold can be maintained for a maximum number of rounds equal to the attacker's Weapon: Chain technique plus Strength score. Disengage is useless for trying to escape the hold and the strength check for the defender is difficulty 10 each round due to the chain itself. The attacker can only move to advance upon the defender while maintaining the hold. This pulls the chain and inflicts an additional health level of damage. The defender needs a minimum of six successes on a strength test to move at all.

Source: editor

Chain SmashCost: 1 Willpower per roundSpeed: -2Damage: +5Move: 1

Requirements: Weapon: Chain ****, Athletics **, Grab **Power Points: Dirty Fighting 3, Any 5School System Power Points: Dirty Fighting 3, Any 5Description: Birdie likes to employ this grab and smash technique using his chains to hold his foe while repeatedly lifting them and smashing them against the ground.System: This is a sustained hold that uses a contest of Dexterity instead of Strength each round. Because the hold is maintained using a chain Grappling Defense can only be used in defense on the first round when the initial grab is made. Disengage works normally. Breakfall cannot negate any damage while the defender remains entangled.

The hold can be sustained for as many rounds as the fighter has Stamina, in half, rounded down.

Source: editor

Choke ChainCost: 1 WillpowerSpeed: +0Damage: +2Move: 1

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Requirements: Weapon: Chain **, Grab **Power Points: Any 3School System Power Points: Any 3Description: The fighter entangles their victim with a chain and chokes them with it. This maneuver is commonly used by street thugs to incapacitate or kill their targets and can be quite lethal in the right hands.System: This is a sustained hold that pins the victim on the ground. After three consecutive turns taking damage the defender is automatically dizzied. Once dizzied the defender must make a Stamina roll each round to avoid losing consciousness from lack of oxygen. If the victim passes out there is no time limit on sustaining this hold (as their is no longer a struggle to keep hold) and it can be maintained until the victim expires.

Source: sfrpg.com

Circular ReasoningCost: 1 WillpowerSpeed: -1Damage: +2Move: 2 (max)

Requirements: Weapon: Baton ***, Athletics **, Baton SmashPower Points: Special Forces 3, Any 4School System Power Points: Military 3, Any 4Description: The duelist steps forward using their weapon as both a shield and an instrument of death by rapidly spinning it horizontally around their body.System: The duelist may move forward a maximum of two hexes and will damage anyone encountered as they move. Failure to inflict damage does not impede further movement with this maneuver.

Source: editor

Combination StrikeCost: 1 WillpowerSpeed: -1Damage: +0/+2Move: -2

Requirements: Weapon: Melee *** Punch or Kick ** (see below)Power Points: Escrima 3, Any 4School System Power Points: Escrima 3, Any 4Description: Some duelist schools teach the art of armed fighting as a precursor to open handed fighting. This sometimes leads to interesting intersections between traditional martial arts and weapon combat. The Combination Strike is one such maneuver utilizing both methods.

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System: When this maneuver is purchased choose whether it will use punch or kick. This maneuver hits three times. Two of the blows must be weapon strikes using the +0 modifier below and the third is either a punch or kick using the +2 modifier.

Source: editor

Concussion SmashCost: 2 ChiSpeed: -2Damage: +4Move: none

Requirements: Weapon: Blunt **, Focus ***, ShockwavePower Points: Any 4School System Power Points: Any 4Description: Slamming their weapon to the ground the duelist releases a mighty blast of energy that can easily deafen and stun everyone around them. This smash has been known to shatter windows and has been the parting shot of more then one dying fighter.

System: This maneuver inflicts damage to everyone within five hexes as a Focus maneuver using the damage modifier below. This includes the duelist using the maneuver. Because of the explosive blast three levels of damage are inflicted upon the weapon itself. If this causes it to break the duelist suffers an unpreventable health level of aggravated damage from flying shrapnel.

A dizzy caused by this maneuver lasts for two rounds instead of one in addition to five minutes of deafness and general disorientation immediately following the dizzy.

Source: editor

Crescent CombinationCost: noneSpeed: +2Damage: +0Move: +0

Requirements: Weapon: Tonfa **, Punch **Power Points: Any 2School System Power Points: Any 2Description: The duelist strikes twice: once by uppercutting with the tonfa and then again with the same hand in a quick downward punch.System: The second strike uses Strength + Punch for damage. If any damage from this attack is unsoaked the defender suffers a -3 speed penalty on their next turn.

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Source: editor

Crescent RushCost: 1 WillpowerSpeed: +1Damage: +3Move: +3

Requirements: Weapon: Tonfa ***, Dashing StrikePower Points: Any 3School System Power Points: Any 3Description: This is an improved Dashing Strike that uses a Tonfa and has the fixed movement listed below.System: Use the listed modifiers. This may be performed from Backhand but is base difficulty 7 to do so and has a movement modifier of -2 instead of the one listed below. The attacker ends the round in the defender's hex.

Source: editor

Crimson PillarCost: 1 WillpowerSpeed: +1Damage: +0Move: +2

Requirements: Weapon: Melee **, Athletics *, JumpPower Points: Any 3School System Power Points: Any 3Description: The fighter jumps and divebombs their opponent weapon first.System: This is an aerial maneuver and as such can avoid projectiles like a standard Jump. If the defender suffers any damage they are knocked down, along with the duelist, in the same hex.

Source: editor

Crimson Vorpal Blade (C.V.B.) Cost: 1 Chi, 1 WillpowerSpeed: +0Damage: +1Move: +0

Requirements: Weapon: Scythe *****, Focus ***, Telekinesis, Scythe ThrowPower Points: Any 5

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School System Power Points: Any 5Description: The duelist hurls their scythe at their foe and with Telekinesis sets it to continue spinning along it's path.System: The Chi cost for this maneuver covers activating Telekinesis. Once thrown the duelist may then move (or, if they started moving before the throw they may then finish doing so). The scythe travels in a straight hex path scoring three damage tests against the victim who is knocked back with each blow even if it is parried. After being thrown the duelist must retrieve their weapon on the next round. Each strike must be parried against separately. This attack cannot be deflected or riposted.

Source: editor

Cross StrikeCost: noneSpeed: +1/+2Damage: +1/-1Move: -2

Requirements: Weapon: Melee **Power Points: Any 2School System Power Points: Any 2Description: The duelist makes two quick strikes. Unlike Double Strike this can maneuver can be accomplished using only one weapon however it lacks the same speed a duelist would get with Double Strike.System: Damage from this maneuver always combines with itself for the purposes of determining dizzies. The first set of modifiers below are for one weapon and the second apply to dual wielding.

Source: editor

Daikyo BurningCost: 1 Willpower per roundSpeed: +0Damage: +0/-1Move: +0/-1

Requirements: Weapon: Blade ****, Grab ***, Athletics ***Power Points: Dirty Fighting 3, Any 4School System Power Points: Dirty Fighting 3, Any 4Description: Impale your victim with the blade, throw them to the ground, and then drag them around as the you move. It isn't a particularly fancy maneuver but it has a great intimidation factor.System: First the attacker rolls to hit and impale the victim. At this time any defensive maneuvers used by the defender are resolved. If this succeeds they need one success on a

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contested Strength roll to force their wounded opponent to the ground. Then the attacker can drag their foe across the ground and make an additional damage test for each hex traveled. In order to initiate the Burning the duelist must enter their opponent's hex within the movement allotted under the first move modifier below. They then have the second to determine the maximum distance they can maintain the hold.

Once this maneuver is started it continues until the end of the round. Other fighters may interrupt and attack the duelist as they move. The duelist enters a new hex every other speed rank until all other actions have been resolved or speed 0 is reached. The difficulty of all other actions while trying to maintain this hold are at +2.

Example: A duelist with a speed of 4 and Athletics of 3 gets their opponent into a Daikyo Burning. The grab and flip happens on speed 4 (bonus +0 and assuming no other modifiers). The duelist arrives in the first hex they wish to drag their opponent to on speed 2 and the second at speed 0.A fighter using Disengage rolls to slip out of the duelist's grip before they are pinned to the ground. This hold can be sustained but each round that includes dragging, beyond the first, inflicts one health level of damage on the weapon per two hexes moved.

Source: sfrpg.com

Dark HoldCost: 1 WillpowerSpeed: +0Damage: +0Move: 0

Requirements: Weapon: Whip ****, Grab **, Dark WhipPower Points: Any 3School System Power Points: Any 3Description: Entangle your victim with a whip and move them against their will.System: This maneuver may be used against an aerial opponent. If any damage is scored the victim has been entangled. The two fighters begin a contest of Strength to which the attacker adds their whip technique. If this succeeds damage is inflicted and the target is moved two hexes from where they were intercepted in any direction. A target who was aerial suffers an additional die of damage per hex they fall and suffers an unpreventable knockdown.

Source: sfrpg.com

Dark SparkCost: 1 Chi or WillpowerSpeed: -2Damage: +0/+3

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Move: 0

Requirements: Weapon: Whip ****, Focus ***, Dark WirePower Points: Any 3School System Power Points: Any 3Description: The duelist whips their opponent and with the damaging snap sends a bolt of electricity searing through their opponent's veins.System: Damage must be scored on the first strike for a second damage test to be made. The second damage test uses Intelligence + Focus. An opponent using Shock Treatment in the same round is invulnerable to the electrical damage.

Source: sfrpg.com

Dark WhipCost: noneSpeed: +2Damage: -1Move: +2

Requirements: Weapon: Whip **, Grab **, Focus *Power Points: Any 3School System Power Points: Any 3Description: The duelist makes a quick snap with their whip.System: This maneuver can be used as part of a called shot with only a +1 difficulty penalty. The affect depends on which part of the enemy's body is struck:

Location | Effect

Head | Damage is considered double for a dizzy.

Arm or Leg | Contested Grab vs. Dexterity to entangle.

Tail | Contested Strength rolls to cause knockdown.

An entangled limb cannot be used to attack with. Example: a boxer with one arm caught cannot Hyper Fist or Hundred Hand Slap. A Wu Shu artist with one leg caught could not Lightning Leg. Etc. If the result is entanglement Dark Whip can be maintained as a sustained hold. The duelist uses their Whip technique to maintain the hold while the fighter tries to free themselves with Dexterity. While maintaining the hold no other maneuvers can be used except Block and San He.

Source: sfrpg.com

Dark Wire

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Cost: 1 ChiSpeed: -2Damage: +0Move: +0

Requirements: Weapon: Whip ***, Focus *Power Points: Any 3School System Power Points: Any 3Description: The duelist charges their whip with Chi causing it to glow. The sting of the blow causes crippling pain.System: This maneuver has two damage portions. If the first part does no damage with the whip itself there is no second. Otherwise the victim suffers an automatic additional 1 damage from the chi shock, which cannot be soaked. Do not roll for this damage. The duelist and opponent make contested Intelligence + Focus rolls. If the duelist wins the opponent is dizzied from intense pain.

Source: sfrpg.com

Dashing StrikeCost: noneSpeed: +0Damage: -1Move: +2

Requirements: Weapon: Melee **, Athletics *Power Points: Any 2School System Power Points: Any 2Description: The fighter runs up to an opponent and strikes quickly. While the attack lacks the force packed into the Dashing Punch maneuver allows the duelist to cover a lot of ground quickly without having to use regular move maneuvers. Skilled duelists make use of this to surprise and disorient their enemies.System: Use the listed modifiers for the maneuver. The fighter using this must move in a straight line.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Dashing Upper StrikeCost: 1 WillpowerSpeed: +1Damage: +2Move: +2

Requirements: Weapon: Melee ***, Athletics *, Dashing StrikePower Points: Any 2

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School System Power Points: Any 2Description: The duelist dashes across to her opponent and delivers a powerful uppercut with their weapon. The Dashing Upper Strike is a quick maneuver that doesn't have quite as much bite as its punch maneuver counterpart but makes up for it in sheer acceleration to close the distance. It is a staple maneuver for many duelists because it can close the distance without leaving them vulnerable during their approach.System: The dashing Upper Strike can strike aerial opponents causes knockdown if it does so. The fighter moves in a straight line ending their turn in their target's hex. If the target was aerial and knocked down the duelist may opt to move their full distance and the target is knocked down adjacent to where they were intercepted.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Dazing BlowCost: noneSpeed: -1Damage: -2Move: -1

Requirements: Weapon: Melee *** (see below)Power Points: Any 2School System Power Points: Any 2Description: Although it takes a great deal if skill it is possible to use a weapon to do stun rather than lethal damage. With a blunt weapon the attacker hits less forcefully; with a sword he hits with the hilt or the flat of the blade. System: This always causes non-lethal damage. At the Storyteller's option it may not work with some weapons; knocking someone out with a sword or club is relatively easy while doing so with a switchblade is hard.

Source: Warrior's World

Deflecting StrikeCost: noneSpeed: +1Damage: noneMove: 1

Requirements: Block **, Weapon: Any **, ParryPower Points: Any 3School System Power Points: Any 3Description: The fighter deflects an attacker's weapon with his own weapon attack.System: The fighter may add the full weapon technique of the weapon they are currently using to their soak total against all melee weapon attacks until the beginning of their next turn. This maneuver only functions against targeted weapon strikes.

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Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Double Dread StrikeCost: 1 WillpowerSpeed: -2Damage: +1/+2Move: +1

Requirements: Weapon: Any Melee ***, Double StrikePower Points: Any 4School System Power Points: Any 4Description: A quick attack followed by a spinning, powerful strike.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 +2 damage and also knocks the opponent back a space if damage is scored. The fighter must have enough Move to make the attacks. The attacker may strike an empty space and then use the second attack as the only one meant to hit the opponent if they need to approach from a distance.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Double StrikeCost: noneSpeed: +2Damage: +0Move: -2

Requirements: Weapon: Melee **Power Points: Any 3School System Power Points: Any 3Description: To utilize this maneuver the duelist must be dual wielding. This maneuver enables the character to strike simultaneously with two weapons. An opponent can block or parry one attack but not both. System: The attacker makes two strikes simultaneously: one high and the other low. The Defender can only block one of the two strikes and thus must declare which one they are choosing to intercept. A defender using parry can only Riposte in the next round if they chose to parry the second strike or took no damage.

Source: Warrior's World

Dragon DiveCost: 1 Chi, 1 WillpowerSpeed: -2

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Damage: +2/+4Move: -3

Requirements: Weapon: Polearm ****, Focus ****, Crimson Pillar, ExplosionPower Points: Any 3School System Power Points: Any 3Description: The duelist performs a Crimson Pillar that culminates in an explosion of chi as they strike their opponent.System: This maneuver includes three damage tests. The two are for the weapon using the first modifier below and the second uses Intelligence + Focus for the explosive blast with the second modifier below. If the opponent suffers any damage they are moved up to two hexes in any direction (duelist's choice) and are knocked down.

Source: editor

Dragon LeapCost: 1 WillpowerSpeed: -1Damage: +2Move: +0

Requirements: Weapon: Staff/Polearm ***, Jump, Staff SpinPower Points: Any 4School System Power Points: Any 4Description: The duelist leaps at their target while performing a Staff Spin in mid-air as they move. The Leap is as much a defensive maneuver as it is an offensive one by putting the duelist's weapon in between them and any enterprising opponent who wants to intercept them as they move.System: Anyone interrupting from the front suffers one damage test and is knocked down, as does anyone in the hex where the duelist finishes their movement. This is an aerial maneuver that travels too low to the ground to avoid projectiles although it is high enough to avoid Ground Fire or similar on-the-ground maneuvers.

Source: editor

Dragon PlungeCost: 1 Chi, 1 WillpowerSpeed: -1Damage: +5Move: 0

Requirements: Weapon: Staff/Polearm ***, Focus ***, Athletics **Power Points: Any 3School System Power Points: Any 3

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Description: The duelist upends themselves into a handstand on top of their staff and gathers Chi into the weapon. As they fall forward the staff is swung overhead to crash into the enemy with great force.System: If the victim suffers any damage they are knocked down, even if blocking, unless they were also crouching.

Source: editor

Dragon's SpineCost: 1 WillpowerSpeed: -2Damage: +1/+3Move: -1

Requirements: Weapon: Polearm ***, Athletics ***Power Points: Any 4School System Power Points: Any 4Description: The duelist steps forward, plants the spear into the ground then leaps forward into a roll to strike their opponent. As they move through the air the duelist pulls their spear with them so that it will not be lost.System: If performed against an opponent in the same hex this inflicts two damage tests - both using Athletics (Use the listed modifiers). The victim is knocked back one hex. Afterwards the fighter performing this is knocked down.

Source: editor

Eagle's EyeCost: 1 ChiSpeed: +0Damage: noneMove: none

Requirements: Weapon: Projectile ****, Focus ***Power Points: Any 4School System Power Points: Any 4Description: The duelist focuses their mind's eye through their weapon seeing the world from it's perspective for a brief time. This provides great clarity of vision as distractions fall away.System: This technique may only be used with non-automatic weapons. While in affect the duelist does not suffer a difficulty penalty for hitting at long range. The effect lasts until first used or for a number of minutes equal to Focus.

Source: editor

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Eye StrikeCost: noneSpeed: +1Damage: -1Move: -1

Requirements: Weapon: Any ***Power Points: Any 4School System Power Points: Escrima 2, Any 4Description: Similar in purpose to the punch maneuver Eye Gouge, the Eye Strike is an attempt to blind a target by striking them directly in the eye. It is a decidedly dishonorable tactic as it can lead to permanent blindness but sometimes desperate times call for truly desperate measures.System: Performing this maneuver using a whip or polearm is difficulty 8 to hit. Using a ranged weapon such as a firearm is difficulty 9 (10 if the target is moving). This reflects the small target which is an eye socket and the extra precision such weapons require. Other weapons, which generally rely on smashing into the orbital lobe in general, are normal difficulty. Using a bow or firearm, however, inflicts double damage if it hits.If any damage from this attack is unsoaked the defender is blinded for the next three rounds in addition to damage. The duelist loses 3 temporary Honor.

Source: editor

ExplosionCost: 1 ChiSpeed: +0Damage: +2Move: -2

Requirements: Weapon: Non-Projectile ****, Focus ****, Jump (see below)Power Points: Any 3School System Power Points: Any 3Description: The duelist focuses their Chi into a kinetic bubble around them. When released the energy explodes outward with great force.System: This is a radial maneuver and affects everyone sharing an adjacent hex to the duelist. It cannot be riposted. If used in mid-Jump this can interrupt an aerial foe causing knockdown. Otherwise it does not affect aerial opponents. Use Intelligence + Focus to determine damage.

Source: editor

FlecheCost: none

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Speed: -1Damage: +1Move: 2

Requirements: Weapon: Melee ** Power Points: Any 2School System Power Points: Any 2Description: This maneuver takes its name from Fencing; it is most often used with swords and is also known as a charge. The fighter moves forward quickly using his momentum to increase the damage inflicted. System: This is a modifier played on top of one of the three basic weapon strikes. The duelist must have space between themselves and their target to make the charge - entering their target's hex as they do. Use the listed modifiers in addition to those of the basic strike type.

Source: Warrior's World

Flesh RipperCost: 1 WillpowerSpeed: +2Damage: -1Move: 0

Requirements: Weapon: Whip ***, Grab ***Power Points: Any 3School System Power Points: Any 3Description: After entangling their victim with their whip the duelist snaps their weapon back with such speed and force as to shred their victim's flesh.System: This is highly dishonorable even in most duelist tournaments. In addition to damage to clothing and immense pain this maneuver also causes profuse bleeding. The limb affected will suffer penalties to speed and damage for a number of rounds equal to damage inflicted. The duelist gets a +2 damage bonus for using a Cat O'Nine Tails. Using this maneuver costs the duelist two temporary Honor.

Source: editor

Flying StrikeCost: 1 WillpowerSpeed: -2Damage: +2Move: +2

Requirements: Weapon: Any Melee **, JumpPower Points: Any 2

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School System Power Points: Any 2Description: The fighter leaps up and behind to deliver a strike to the victim's back. This maneuver is generally considered to be dishonorable even amongst duelists.System: This is an aerial maneuver that requires the fighter to have enough movement to move past their opponent and strike them from behind in the same hex. If struck from behind the defender soaks using only half of their stamina and the attacker loses 1 honor.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Form WeaponCost: 2 ChiSpeed: see descDamage: see descMove: none

Requirements: Focus *****, Weapon (see below)Power Points: Mystic 3, Any 5School System Power Points: Mystical 3, Any 5Description: With the sheer force of his inner energy a fighter forms a weapon out of pure Chi. System: This technique allows a fighter to produce a non-firearm melee weapon in any given situation. Fighter must have a weapons proficiency and can only produce weapons in concordance with that proficiency. The fighter must spend one round to form the weapon. The fighter can divide points up to their Focus to determine the weapon's base speed, damage, and movement - which cannot be negative values but can be zero.

If the fighter is dizzied or successfully mentally attacked then his concentration is broken and the weapon dissipates if they fail a Wits check to hold the chi together. The fighter may also choose to dissipate the Weapon at any time. Because the weapon is an extension of the duelist it cannot be physically separated from them. It lasts for one hour.

Source: New Legends

Hawk StrikeCost: 1 WillpowerSpeed: -2Damage: +2Move: +2

Requirements: Weapon: Melee/Scythe/Polearm ***, Athletics **, JumpPower Points: Any 3School System Power Points: Any 3Description: From the air the duelist swoops down on their opponent weapon first slashing them like a hawk.

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System: This is an aerial maneuver and can avoid projectiles like a standard Jump. After damaging their opponent the duelist then finishes their movement.

Source: editor

Head SmashCost: 1 WillpowerSpeed: -1Damage: +0Move: -2

Requirements: Weapon: Blunt ***, Stunning BlowPower Points: Any 3School System Power Points: Any 3Description: The duelist slams their weapon into their opponent's head.System: Damage from this maneuver is considered double for the purposes of a dizzy and the victim is at -1 speed for the next two turns (10 rounds = 1 turn). The duelist loses 1 honor. Scythes and Polearms have a +1 difficulty to hit - using the handle - and the duelist must enter the target's hex to attack. The speed penalty inflicted by this maneuver does not stack with itself.

Source: editor

Humming BladeCost: 1 ChiSpeed: see descDamage: see descMove: see desc

Requirements: Weapon: Non-Ranged ***, Focus ***Power Points: Any 4School System Power Points: Any 4Description: There have always been a few fighters on the circuit capable of making themselves hard to injure by way of body displacement. This technique, which originated in South America, is the duelist's answer. It is unclear just how long ago it was first developed or how but it has since spread as a vaulted and tightly-guarded tool.System: Humming Blade is played as a modifier to a basic weapon strike. The damage of the strike is decreased by 1 point but it can injure an opponent using Ghost Form or similar maneuvers as if they were tangible.

Source: editor

Iaido

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Cost: noneSpeed: +3Damage: +1Move: +0

Requirements: Weapon: Blade *****, Athletics ***, Quick DrawPower Points: Any 5School System Power Points: Any 5Description: Iaido is the Japanese art of sword-drawing and is taught to students of sword styles. It allows the character to draw and slash with one's weapon almost instantly in one fluid motion. Masters of this art can resheath their blade in the same motion.System: While drawing a sword normally takes one action the character may draw it and attack once using only one action. Use the modifiers listed below.

Source: Warrior's World

Jaguar StrokeCost: noneSpeed: -1Damage: +0Move: +0

Requirements: Weapon: Polearm ***Power Points: Any 3School System Power Points: Any 3Description: The duelist makes a quick feint strike to the side of their opponent then quickly snaps the blade head back striking their foe from behind.System: This attack cannot be blocked, parried, or deflected from the front but it can be defended against if the defender has Backhand Fighting. Using Backhand Fighting in this way requires the defender to abort or to start their turn in a defensive posture.

Source: editor

Killing BladeCost: 1 WillpowerSpeed: -1Damage: +6Move: 3

Requirements: Weapon: Blade ****, Jump, Upper StrikePower Points: Any 4School System Power Points: Any 4Description: The fighter leaps high into the air blade first slicing their foe. It delivers a devastating blow by concentrating all of the duelist's power into upward momentum.

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Visually the Killing Blade is very similar to a Dragon Punch and it is rumored to have been developed to remind haughty Shotokan fighters that they weren't the only ones who could perform fancy uppercuts.System: This is considered an aerial maneuver for the purposes of evading projectile attacks. The duelist must move in a straight line, albeit an aerial one with the defender adjacent to them when the maneuver begins.

Source: sfrpg.com

Knee BreakerCost: noneSpeed: -2Damage: +1Move: -2

Requirements: Weapon: Blunt ***Power Points: Escrima 2, Any 3School System Power Points: Escrima 2, Any 3Description: The duelist's version of Wounded Knee, Knee Breaker is a brutal strike originating from the far east. Few foes are trained to keep fighting even when their legs have been proverbially cut from underneath them.System: The Knee Breaker is a precision blow aimed at the target's kneecap. For this reason the base difficulty to hit with it is 7. The attacker must declare which leg they are targeting with this maneuver. It takes six health levels of damage or more for the joint to break. Multiple uses of this maneuver stack to determine when this happens. This damage is considered aggravated for the purposes of determining how fast it heals.

Source: editor

Knuckle BreakerCost: 1 WillpowerSpeed: -1Damage: +0Move: -2

Requirements: Weapon: Blunt **Power Points: Escrima 3, Any 4School System Power Points: Escrima 3, Any 4Description: The Knuckle Breaker is a classic if somewhat down and dirty maneuver developed as a pragmatic option when fighting turned decidedly lethal. A form of this maneuver is regularly used in Escrima as a teaching tool although those who think the Filipino fighters won't break hands in real battle are in for a very rude awakening.System: This is a precise maneuver and requires a called shot against one of the target's hands, which is difficulty 7 to hit with. Because hands are not well-equipped for dealing

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with direct attacks the target's soak is reduced by half, rounded up. Those with Maka Wara use their full Stamina to soak.

If this maneuver inflicts up to five health levels of damage the defender suffers searing pain in that hand leaving them at -1 damage and -2 speed for attacks using the injured hand or +1 difficulty for fine motor skills. If the damage inflicted is six health levels or more the hand is broken and cannot be used at all until it heals. For the purposes of determining a break damage from multiple uses of this maneuver stack. This damage is considered aggravated for the purposes of determining how fast it heals.

Source: editor

Kunai DaggerCost: 1 WillpowerSpeed: -1Damage: +0Move: +3

Requirements: Weapon: Any Thrown ****, StingerPower Points: Ninjitsu, Special Forces 1, Any 2School System Power Points: Hunter, Military 1, Any 2Description: The ninja leaps into the air and hurls a rain of shurikens down.System: This is an aerial maneuver and can evade fireballs like a standard jump. A number of small projectiles can be thrown equal to the fighter's weapon technique in half, rounded down. Each one must be thrown at a different targeted hex and have a maximum range of Strength in hexes.

Source: sfrpg.com

Lotus StepCost: 1 WillpowerSpeed: -1Damage: see descMove: 1

Requirements: Weapon: Staff/Polearm **, Athletics **, Kick ****Power Points: Any 4School System Power Points: Any 4Description: The duelist plants their weapon into the ground and uses it as support as they jump up and kick three times.System: The fighter performing a Lotus step may make three short or forward kicks. Once the maneuver starts they cannot move but can use their weapon to change which hex they are facing with each successive kick. If the duelist is interrupted and damaged while kicking they must succeed in a strength test to keep a hold of their weapon.

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Source: editor

Mao's PrideCost: 1 WillpowerSpeed: -1Damage: noneMove: +3

Requirements: Weapon: Non-Projectile *****, Athletics **** Power Points: Any 4School System Power Points: Any 4Description: Mao's Pride is a taunting maneuver meant to showcase the fighter's ability with an impressive array of unused attacks often (but not necessarily) with weapons of some sort. While it cannot be used in real combat the intimidation factor is incredible. System: The fighter makes a series of maneuvers with a Dexterity + Athletics roll to determine how well they are executed. Opponents must make a Willpower roll (difficulty of the fighter's Dexterity + Athletics, maximum 9). If the Pride fighter gets more successes the opponent is intimidated and suffers a penalty to their Speed equal to the number of successes rolled by their adversary. A willpower botch indicates they are badly shaken unless they make a second Willpower check (difficulty 5) they will probably back out of the fight (Storyteller discretion).

Source: Warrior's World

Mark of [Your Name Here]Cost: noneSpeed: +0Damage: noneMove: +1

Requirements: Weapon: Blade ***Power Points: Any 3School System Power Points: Any 3Description: In an incredible display of either extreme skill or unmitigated gall a swordsman deftly uses his blade to carve a letter or symbol into his opponent's clothing. This maneuver is a definite crowd-pleaser.System: Placing the Mark requires a Dexterity + Weapon technique roll, difficulty 7. This maneuver inflicts no damage but it is intimidating to experience. The subject marked must make an immediate Willpower roll versus a difficulty equal to their attacker's successes + 6 (maximum 9). If this fails the surprise and shock cost them a point of speed for the next turn (10 rounds = 1 turn).

Source: New Legends

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Ni-jihan PressCost: 1 WillpowerSpeed: -1Damage: -1/+4Move: 1

Requirements: Weapon: Sai, Knife **, Grab **Power Points: Any 4School System Power Points: Any 4Description: Using a sai to grab his opponent Sodom lifts them up, upends them, then slams them down on the ground face first. It's certainly an eye-opening experience for anyone unfamiliar with his tactics.System: Establishing the hold requires two successes on a Grab check. This maneuver requires the attacker to enter the defender's hex. Both fighters are moved two hexes in any direction along a straight line. This maneuver checks for damage three times. The first is for the stab using the first damage modifier and the other two are for the twin ground slams and use the second damage value as a Grab maneuver. None of this damage can be prevented with Breakfall and the defender suffers an unpreventable knockdown.

Source: editor

ParryCost: noneSpeed: +3Damage: noneMove: none

Requirements: Weapon: Melee *, Block *Power Points: Any 2School System Power Points: Any 2Description: A Parry is a basic and essential tool for any serious duelist. The fighter uses their weapon to intercept their foe's and prevent damage from what might have been a lethal blow. Parries have no effect against non-weapon attacks.System: This is considered a Block and can be used as an abort maneuver. It provides the defensive fighter with a boost to their soak total equal to their weapon technique plus Block technique then divided in half, rounded down: (Weapon + Block)/2. This soak bonus only applies against the first strike of that turn.

Source: editor

Patriotic CircleCost: 1 Willpower

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Speed: +3Damage: +1Move: +0

Requirements: Weapon: Baton, Escrima, or Stick ***, Baton SmashPower Points: Special Forces, Escrima 3School System Power Points: Military, Escrima 3Description: This radial weapon maneuver sees the duelist whip their weapon around their body like lightning striking anyone near them. Although it lacks range it packs a nasty punch if the duelist gets a clear shot at their foe's upper body. System: Anyone in the same hex as the fighter performing this maneuver takes two damage tests. Crouching opponents have -2 to soak these hits.

Source: sfrpg.com

Phoenix BladeCost: 1 ChiSpeed: -1Damage: +1Move: 1

Requirements: Weapon: Blade ***, Focus ***, GadoukenPower Points: Any 3School System Power Points: Any 3Description: The duelist charges their Gadouken into their weapon while holding it behind them then strikes forward with a fiery blow.System: In order for this attack to be effective the duelist needs to enter the same hex as their intended target. Roll twice for damage: once for the weapon and again for Gadouken. Use whatever stats the fighter has for that maneuver for the second damage test. Obviously the Gadouken cannot be parried or riposted. If both tests do damage the defender is knocked down.

Source: editor

Phoenix TailCost: 1 WillpowerSpeed: +2Damage: +0Move: +0

Requirements: Weapon: Non-Projectile ****, Athletics ***, JumpPower Points: Any 3School System Power Points: Any 3

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Description: This technique gets it's name from the flash of steel as the duelist jumps and spins in mid-air so their weapon acts as a barrier while moving. A duelist who is fast enough can make it seem as though they are on fire.System: This is an aerial maneuver and will avoid projectiles just like a standard Jump. The duelist must jump to use this ability and will strike anyone they come in contact with - including fighters who try to interrupt them in mid-air - inflicting knockdown upon them. If the duelist connects with an opponent on the ground they take two damage tests and are knocked down.

Source: editor

Pole LaunchCost: noneSpeed: -1Damage: +2Move: 1

Requirements: Weapon: Staff/Polearm **Power Points: Any 3School System Power Points: Any 3Description: The monk catches their opponent in the groin with their staff, lifts them off the ground, and throws them over their own head.System: This maneuver causes knockdown and the defender ends one hex behind the attacker.

Source: editor

Pole TripCost: noneSpeed: +3Damage: -1Move: +1

Requirements: Weapon: Staff/Polearm **Power Points: Any 2School System Power Points: Any 2Description: With a quick jab the monk catches their opponent under one of their legs and snaps the staff back up so the opponent loses their balance.System: This maneuver causes knockdown.

Source: editor

Punishing Blade

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Cost: 1 Chi, 1 WillpowerSpeed: +2Damage: +2Move: 1

Requirements: Weapon: Melee *****, Focus *****, Bloody Slash, Double Dread StrikePower Points: Any 5School System Power Points: Any 5Description: This devastating martial technique can only be used with a one-handed weapon and cannot be combined with an Iaido strike. The duelist closes with their target, weapon in hand, and strikes them with what appears to be a multitude of blades all at once from the same lunge.System: This scores three damage tests. If the victim takes any damage they are knocked back one hex.

Source: editor

Quick DrawCost: noneSpeed: noneDamage: noneMove: none

Requirements: Weapon: Any *Power Points: Any 1School System Power Points: Any 1Description: The duelist can retrieve their weapon from it's sheath, holster, etc. in the blink of an eye and have it ready for use.System: A duelist with this technique does not suffer a speed penalty to draw a weapon so long as they weren't holding a weapon already when the round started.

Source: editor

Reflective ParryCost: 1 ChiSpeed: +3Damage: noneMove: none

Requirements: Weapon: Melee/Polearm ***, Focus ****, ParryPower Points: Any 3School System Power Points: Any 3

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Description: By focusing their chi into their weapon while in a Deflecting Parry the duelist can reflect chi attacks harmlessly away from their body. The reflected blast travels in a straight line directly back from whence it came.System: To reflect a projectile attack the duelist must score more successes on an Intelligence + Focus roll than the attacker did in damage.

Source: editor

Ride the LightningCost: 1 Chi per 2 affected hexesSpeed: -1Damage: -1Move: -2

Requirements: Weapon: Melee/Whip *****, Focus *****, Athletics **, Jump (see below)Power Points: Any 5School System Power Points: Any 5Description: The duelist whips their weapon around them whip such speed and force they release chi as glistening blasts that travel through the air striking anyone caught in their path multiple times. Each strike does little individual damage but the sheer number of them can be quite effective. Victims have testified it feels like receiving dozens of whip blows in a matter of seconds.System: The duelist can attack two hexes for every Chi spent. This includes above and, if they perform this mid-jump, below the duelist. Anyone who suffers damage is thrown back one hex and knocked down unless they are defending with San He. Each victim suffers three damage tests using the duelists weapon technique + Focus. This is a radial attack and cannot be riposted or reflected.

Source: editor

RiposteCost: noneSpeed: +2Damage: +0Move: none

Requirements: Weapons: Melee/Scythe/Polearm **, ParryPower Points: Any 2School System Power Points: Any 2Description: This maneuver is a rapid strike following a successful parry.System: A Riposte may only be used in the round following a successful use of the Parry maneuver and the speed bonus below reflects taking advantage of the opponent being thrown off balance. After using Riposte the duelist cannot Parry again in the following

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round as they must return to a balanced stance first. (Yes, this is a blatant rule patch to avoid endless Parry -> Riposte loops.)

Source: Warrior's World

Rising DragonCost: 1 WillpowerSpeed: +0Damage: +2Move: 1

Requirements: Weapon: Staff/Polearm **, Athletics **, Kick **Power Points: Any 3School System Power Points: Any 3Description: The duelist crouches, plants their weapon into the ground, then uses it to as support as they kick up into a backflip kick.System: This will knockdown an opponent struck unless they were blocking or crouching. If the duelist is interrupted and damaged mid-move by something that causes knockback they may make a Strength check to keep a hold of their weapon and only be knocked down. The duelist ends in the same hex they crouched in.

Source: editor

Scorpion's TailCost: 1 WillpowerSpeed: +3Damage: -1/+1Move: 2

Requirements: Weapon: Whip ****, Athletics **Power Points: Any 4School System Power Points: Any 4Description: The scorpion is a deceptive animal who uses his pincers in concert with his poisonous tail to throw opponent's off balance and leave them open for a fatal blow. This duelist has learned the same lesson and applies it to the deadly sting of their whip.System: The attacker makes four attack rolls this turn against one target starting with the speed modifier below and subtracting one per additional strike. Each strike must be made from a different angle from the one before. The first three attacks use the first damage modifier below. For each one that is not blocked by the target increase the final damage modifier by 1 on the last attack.

Source: editor

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Scythe SpinCost: 1 WillpowerSpeed: +1Damage: +1Move: +0

Requirements: Weapon: Scythe ***, Athletics **, Jump (see below)Power Points: Any 3School System Power Points: Any 3Description: The duelist moves in a straight line spinning almost as if in a dance with the scythe outstretched to slash unwary foes caught in it's path.System: The duelist must be able to move in a straight line for three hexes to use this technique. In each hex the duelist rolls for damage against anyone encountered who is not aerial. If they take any damage they are knocked back into an adjacent hex. A fighter who is knocked back into the next hex the duelist is moving to is attacked again and will continue to be knocked back until the duelist finishes. This is a radial move and cannot be riposted except for the last swing.

Scythe Spin can also be performed in mid-air from a Jump. The first two hexes are aerial but on the third the duelist lands and performs their last slash.

Source: editor

Scythe ThrowCost: 1 WillpowerSpeed: -1Damage: +4Move: -2

Requirements: Weapon: Scythe ***, Jump (see below)Power Points: Any 3School System Power Points: Any 3Description: The duelist throws their scythe at a targeted opponent that must be in a straight line from them. Afterwards the weapon must be retrieved.System: This maneuver can be performed from mid-air with a jump. It cannot be riposted.

Source: editor

Shadow StrikeCost: 1 ChiSpeed: -1Damage: see descMove: none

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Requirements: Weapon: Non-Ranged ***, Focus ***Power Points: Escrima 3, Any 4School System Power Points: Escrima 3, Any 4Description: Samurai held that their katanas were an extension of their own souls. Most adherents of animism similarly believe all objects have spirits that can be awakened if the proper steps are taken. Whether that's true or just a colorful story to help explain the existence of this maneuver is anyone's guess. It is true, however, that some duelists seem capable of sacrificing some of their energy to inflict a deadly blow at a distance.System: A Shadow Strike is a ranged attack with a maximum distance of Wits + Focus. It inflicts damage using Intelligence + Weapon technique plus an additional health level, that cannot be soaked, per health level the duelist is willing to sacrifice themselves. Although this damage to the duelist is bashing damage it heals as if it were aggravated.

Source: editor

Slice UpperCost: 1 WillpowerSpeed: +1Damage: +3Move: -2

Requirements: Weapon: Sword, Blunt ***, Athletics **, JumpPower Points: Any 3School System Power Points: Any 3Description: The Slice Upper is a leaping sword strike in which the attacker begins with the sword down and swings it upwards in an arc while jumping up. It can be used with small, one-handed blunt weapons. Rumors abound that this technique was developed to counter the deadly Dragon Punch.System: Slice Upper counts as an aerial maneuver and will affect any one grounded or aerial opponent adjacent to the duelist. Aerial opponents take two damage tests using the damage modifier below and are knocked down.

Source: Warrior's World

Somersault BladeCost: 1 WillpowerSpeed: +0Damage: -1Move: +0

Requirements: Weapon: Melee ***, Athletics *, BackflipPower Points: Any 3School System Power Points: Any 3

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Description: The duelist springs into a backflip striking their opponent as they flip back and out of reach. It lacks power as the attack is a retreating blow but it can afford a pressed or harried duelist a moment to gather their wits and consider their options.System: If successful the duelist ends two hexes back from where they started.

Source: editor

Spinning StrokeCost: 1 WillpowerSpeed: +3Damage: -1Move: +0

Requirements: Weapon: Chain, Blunt ***, Athletics *Power Points: Any 3School System Power Points: Any 3Description: The Spinning Stroke is as much a defensive gesture as it is an offensive one. It is fundamentally the same as Staff Spin but with an emphasis on movement instead of holding one position.System: The duelist must move in a straight line while performing this maneuver. One damage test is made against every adjacent opponent as the duelist moves. Those who suffer damage are knocked back one hex while the duelist continues moving forward.

Source: editor

Staff SpinCost: noneSpeed: +1Damage: +2Move: none

Requirements: Weapon: Blunt ***, Athletics **, Energy Reflection (see below) Missile Reflection (see below)Power Points: Any 3School System Power Points: Any 3Description: In this somewhat unusual maneuver the character spins his staff around very quickly inflicting damage to anyone who comes close. System: Anyone who enters a hex adjacent to the character takes three damage tests as noted below. This maneuver can be used in the same round as Energy or Missile Reflection adding the duelists Weapon technique to their soak total against front attacks of the type they are defending against. This attack cannot be riposted.

Source: Warrior's World

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Staff WallCost: 1 WillpowerSpeed: +0Damage: +0Move: 0

Requirements: Weapon: Staff ***, Focus ***Power Points: Any 4School System Power Points: Any 4Description: The monk whips their staff around them with such speed that it generates a wind strong enough to knock a grown man off his feet. System: The monk rolls Intelligence + Focus to determine the strength of the wind. Anyone within two hexes must score more successes on a Strength + Athletics roll or be lifted off their feet and thrown back three hexes. Opponents in the midst of performing an aerial maneuver get no check unless they are at least 10' feet above the monk.Anyone foolish enough to enter the same hex as the monk suffers three damage tests from the spinning staff as per a medium weapon strike. This is a radial attack.

Source: editor

StingerCost: noneSpeed: +2Damage: +1Move: +3

Requirements: Weapon: Any Thrown ***, JumpPower Points: Ninjitsu, Special Forces 2, Any 3School System Power Points: Hunter, Military 2, Any 3Description: The ninja jumps up and throws a knife into their opponent.System: This is an aerial maneuver and functions like a standard jump. The projectile's maximum range is equal to the fighter's weapon technique + Strength in hexes.

Source: sfrpg.com

Storm FireCost: 1 Chi, 1 WillpowerSpeed: +0Damage: -3Move: 0

Requirements: Weapon: Projectile ****, Focus ***, Athletics **Power Points: Any 5

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School System Power Points: Any 5Description: Storm Fire unleashes a flurry of weapon fire as the duelist spins in place spraying every one up to the weapon's range in all directions. It can only be used with fully automatic weapons.System: The duelist is unable to defend while performing this maneuver and all difficulties to strike them start at 5. If used after Yoga Teleport or Psycho Warp the duelist gains +2 to their damage modifier from surprise.

Source: editor

Stunning BlowCost: noneSpeed: +1Damage: -2Move: +0

Requirements: Weapon: Melee **Power Points: Any 2School System Power Points: Any 2Description: The duelist strikes their target in the head or upper chest with a blunt portion of their weapon to stun and disorient their foe.System: Damage from this maneuver is considered double for the purposes of a dizzy.

Source: editor

Telekinetic MasteryCost: see descSpeed: see descDamage: see descMove: see desc

Requirements: Focus *****, TelekinesisPower Points: Kabbaddi 4, Any 5School System Power Points: Mystical 4, Any 5Description: This advanced form of Telekinesis is used by duelists to guide and direct their weaponry at a distance. Using this replaces the base form of Telekinesis.System: Using Telekinesis on a weapon changes it's base speed to Wits instead of Dexterity. Every attack is considered a projectile attack and can be dodged. However, the attacker can choose where the weapon moves through space up to a maximum range of Wits + Focus. If they run out of Chi the weapon falls down where it was. It must then be retrieved by hand. While under Telekinetic control the weapon damages opponents as if it were using only basic weapon techniques - using that maneuver's speed and damage for the round.

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Maintaining this power requires partial concentration penalizing the user two points of speed and damage in all other maneuvers. The cost of maintaining the telekinetic hold depends on the circumstances. In combat it costs 1 Chi per round unless the duelist is doing nothing or only moving. Outside of battle the cost is 1 Chi per minute. If the weapon has been Attuned these base durations double.

Source: editor

Triple StabCost: 1 WillpowerSpeed: +1Damage: -2Move: 1

Requirements: Weapon: Polearm **Power Points: Any 3School System Power Points: Any 3Description: The duelist makes a trio of quick waist level stabs. This is primarily a defensive maneuver intended to keep the opponent from getting too close so the strikes lack power but are quick.System: Roll for damage three times using the listed modifiers.

Cost: 1 Willpower Speed: +1 Damage: -2 Move: 1Source: editor

Underhand StrokeCost: noneSpeed: -1Damage: +1/+2Move: -1

Requirements: Weapon: Melee **Power Points: Escrima 2, Any 3School System Power Points: Escrima 2, Any 3Description: The duelist takes a step forward, swings once as part of a feint, then closes for an uppercut in quick succession. It is a fairly basic one-two maneuver taught in many schools around the globe as a means of locating the opponent's weaknesses.

System: This maneuver hits twice. Between the first and second hits the duelist may move one hex in any direction before executing the uppercut. If this maneuver interrupts an aerial opponent it inflicts knockdown.

Source: editor

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Upper StrikeCost: noneSpeed: +1Damage: +3Move: 1

Requirements: Weapon: Any Melee **Power Points: Any 2School System Power Points: Any 2Description: This fierce uppercut with a melee weapon is used to send a foe reeling. Primarily used with blunt weapons like tonfas the Upper Strike can be done with blades but is less effective when used that way System: This is maneuver can hit aerial opponents. When using a blunt weapon against such an aerial foe it causes knockdown.

Source: sfrpg.com

ViseCost: noneSpeed: +0Damage: +4Move: 1

Requirements: Weapon: Tonfa **Power Points: Any 2School System Power Points: Any 2Description: To utilize this maneuver the duelist must be dual wielding. They then strike with both tonfas at the same time. One hits high and the other low catching their opponent in the head at the same time.System: The attacker must enter the target's hex in order to execute this maneuver. In order to parry this attack the defender must be able to step back a full hex and the normal soak bonus provided by Parry is halved. There is only one damage test for this maneuver.

Source: editor

Vise LockCost: 1 WillpowerSpeed: -1Damage: +3Move: 1

Requirements: Weapon: Tonfa ***, Grab **, Back Roll, VisePower Points: Any 3

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School System Power Points: Any 3Description: To utilize this maneuver the duelist must be dual wielding. The duelist grabs their opponent, rolls onto their back then forces the victim to the ground where a Vise is delivered to the back of the opponent's head or shoulders.System: This maneuver cannot be parried (as it is a grab). The attacker needs two successes on a grab check to get into position. The defender is knocked down and both fighters end the round in the same hex. Use the damage modifier below for the Vise.

Source: editor

Wall of SteelCost: 2 Willpower first round, 1 Willpower each round afterSpeed: +3Damage: +1Move: 0

Requirements: Weapon: Blade *****, Athletics ****, IaidoPower Points: Any 6School System Power Points: Any 6Description: An Iaido master continually trains until the act of drawing, swinging, and resheathing their blade becomes as natural as taking a breath. In heated combat the master seems as if they are superhumanly fast - striking down foe after foe with only a blur of light.System: The duelist takes up a position from which they cannot move. Use this maneuver's speed modifier only on the first round to see when the effect begins. For as long as the stance is maintained the duelist may Iaido strike any target that enters an adjacent hex as soon as they do so regardless of their attacker's speed. A number of targets may be attacked each round up to the duelist's Dexterity + Weapon technique.

If the duelist is knocked down, dizzied, or put into a sustained hold the effect of Wall of Steel immediately ends. Care should be taken by the duelist's allies not to enter striking range as everyone who gets close will be reflexively swung on.

Source: editor

Wave SlashCost: 1 ChiSpeed: -1Damage: +0Move: 1

Requirements: Weapon: Blade ***, Focus ***Power Points: Any 4School System Power Points: Any 4

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Description: The duelist focuses their chi into the blade and sends it through the air with a single slice. When manifested this usually takes the form of a surging blue wave.System: The duelist can make any basic weapon strike and have it damage a target at a maximum distance in hexes equal to Focus. For each hex traveled beyond the first the move's damage rating loses one die.

Source: editor

Weapon ChannelingCost: noneSpeed: -1Damage: +0Move: -1

Requirements: Weapon: Non-Projectile **, Focus *** Power Points: Any 4School System Power Points: Any 4Description: This maneuver allows any reasonable direct damage Focus maneuver the fighter already knows to be performed using the weapon itself as the focus instead of their hands. Thus, fireballs, lightning blasts, ice bolts and more can be generated without the duelist having to put their weapon down first. Weapon Channeling has no effect on and cannot be combined with non-damaging Focus maneuvers or those that are not focused through the hands.System: Use the modifiers listed below in addition to those of the Focus maneuver to be combined with this ability.

Source: Warrior's World

Weapon SweepCost: noneSpeed: -2Damage: +3Move: -2

Requirements: Weapon: Non-Projectile **, Athletics *Power Points: Any 2School System Power Points: Any 2Description: This is an attack intended to bring an opponent crashing to the ground. The duelist crouches and tries to take their opponent's feet out with their weapon.System: This is a crouching maneuver. If any damage is inflicted the victim of this maneuver suffers a knockdown unless they were blocking.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

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Whirlwind AttackCost: 1 WillpowerSpeed: -1Damage: +1Move: 0

Requirements: Weapon: Non-range **Power Points: Any 3School System Power Points: Any 3Description: The Whirlwind Attack is a basic if sometimes clumsy-looking maneuver where the duelist lashes out in a full circle with their weapon. It is sometimes looked down upon as a desperation maneuver but it does have its uses. This maneuver can only be performed with weapons that can reach adjacent hexes.System: This maneuver can be performed as a crouching maneuver. Otherwise it will not hit crouching opponents. This maneuver checks for damage against everyone occupying an adjacent hex be they friend or foe.

Source: editor

X-ParryCost: noneSpeed: +3Damage: noneMove: none

Requirements: Block **, Weapon: Non-Ranged **, ParryPower Points: Escrima 2, Any 3School System Power Points: Escrima 2, Any 3Description: The X-Parry gets its name from the X cross formed as the duelist catches their opponent's weapon between their own. This form of parry requires two weapons, a degree of skill, and some confidence that no one else is going to attack the duelist.System: This maneuver cannot be followed up with a Riposte. Making the catch requires a Dexterity + Weapon technique roll with more successes then the opponent's damage roll. If it is successful the attack is negated and the two fighters enter a weapon lock. This maneuver can be performed while on the ground.

Source: editor

Kalindo Techniques

Kalindo is the art of shapeshifting in the thick of combat in order to seize the advantage of a new form in the tiny window of opportunity in which it appears. Maneuvers which require shapeshifting in the middle of the fighter’s action use a Wits + Kalindo roll to

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determine if the attempt to shapeshift is successful. One success is generally needed unless the maneuver’s description says otherwise. The maneuver automatically fails if the fighter cannot shift forms.

Only ONE Kalindo technique can be used per combat turn. They must be declared at the beginning of the round. Unless the modifiers on the maneuvers below state otherwise when used alongside other maneuvers combine the total modifiers per category to reach the final values for that round. For example using a Kalindo technique in the same round as a Fierce punch would modify that punch’s speed, damage, and movement respectively.

All Kalindo maneuvers require ranks in the Kalindo background and use the listed technique for damage purposes. For speed and damage use the hybrid’s physical attributes for the form they begin the combat round in.

Alter Scent Cost: 1 ChiSpeed: noneDamage: noneMove: none

Requirements: Kalindo **, Focus *Power Points: Kalindo 1Description: Subtle changes in body chemistry can change, wholesale, how an animal smells. The Kalindori learns how to take advantage of this fact and can manipulate the scent they leave behind. Drastic changes are beyond the scope of this technique but it can save a desperate hybrid's life if used properly.System: The Kalindori rolls Wits + Kalindo as usual. Successes on this roll subtract from the successes of anything attempting to identify or track the hybrid via scent. If the hybrid is naturally odorous in one form they can use successes to supress this for up to one hour. Bathing, aromatic oils and mild perfumes can help cement the illusion.

Source: editor

Binding Wind Cost: noneSpeed: +0Damage: +1Move: 2

Requirements: Kalindo *, Grab **Power Points: Kalindo 2Description: Built upon the human martial art Jiu Jitsu which emphasizes turning an opponent's energies back upon them, the Kalindori seizes his opponent by the arm as they attempt to strike and, using their own momentum plus the shifting Kalindori's changing

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mass, leverages them into a hold. The goal of this maneuver is not to harm the opponent but to restrain them.System: This is a sustained hold but does no damage beyond the first round. All contests to break the hold use base Dexterity versus Dexterity. The Kalindori adds their Kalindo background as extra dice to their pool.

Source: editor

Bonecracker Cost: 1 ChiSpeed: see descDamage: noneMove: 0

Requirements: Kalindo ***, Focus ***, RegenerationPower Points: Kalindo 3Description: With superb self-mastery the Kalindori can set their own broken limbs by shifting between forms and molding the limb by hand. The sickening crack of this technique can easily lead others to think the Kalindori is breaking and completely reforming their limb.System: This is not an attack. By paying 1 Chi and succeeding on the Wits + Kalindori roll the hybrid may add successes as healing when using Regeneration to mend bone breaks, dislocated joints, and ligament tears. Using this requires three full rounds.

Source: editor

Carapace Cost: 2 ChiSpeed: -2Damage: noneMove: -3

Requirements: Kalindo *****, Focus ****, ToughskinPower Points: Kalindo 4Description: Built upon the same principles that Sumo wrestlers developed Toughskin the master of Kalindo knows that transformation of the skin into an elastic yet durable substance is a matter of patience and chi. It is an ability more common to hybrids who lack fur as the growth of the carapace itself inhibits sprouting fur.System: This cannot be used in the same round as Toughskin. This is considered a Focus maneuver and requires a full round of concentration to complete the transformation. Once completed the Kalindori rolls Wits + Kalindo. Successes on this roll determine the maximum number of rounds the power will last. For every three successes all attackers lose that numerical value off of all dice rolled to inflict damage against the hybrid. Dice

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that have their values lowered to 1 are not considered botches but still fail. This power has no effect on mental attacks, fire or acid.

For example, a Kalindori invokes Carapace and scores 7 successes on the Wits + Kalindo roll. The hardened skin will last up to 7 rounds beginning with the next one. Because they rolled 7 the value of all dice rolled for damage against the hybrid have their values reduced by 2: 7/3 = 2 and the remainder is discarded.

Source: editor

Changing Breeze Cost: 1 WillpowerSpeed: -1Damage: noneMove: -1

Requirements: Kalindo **, Focus **Power Points: Kalindo 4Description: After presenting a larger battle form to their opponent to inflict injury the Kalindori quickly shifts into a smaller one as they fall away from their foe's retaliation.System: This technique is only effective when the hybrid is struck after attacking for the round. Using it prior to then constitutes aborting their attack. The hybrid rolls Kalindo, difficulty 7, and adds successes to their soak for the attack which they are interrupting with the form shift. The speed and movement modifiers below are a penalty to the attack maneuver performed prior in the round.

Source: editor

Craven Kinship Cost: 1 ChiSpeed: see descDamage: noneMove: none

Requirements: Kalindo *, Focus *Power Points: Kalindo 1Description: The foundation of Kalindo is acceptance of one's animal nature. By extension the hybrid can radiate an aura of calm and authority to their animal kin. The bond is further enhanced amongst animals of their ilk by shifting enough to smell like them.System: This ability requires a full round of concentration to activate. It lasts for a maximum number of minutes equal to the hybrid's Kalindo + permanent Chi. While in affect the hybrid adds three dice to all dice pools to handle animals. This can be used to intimidate as well as soothe.

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Source: editor

Embrace the Beast Cost: noneSpeed: noneDamage: noneMove: none

Requirements: Kalindo *, Focus *Power Points: Kalindo 1Description: The art of Kalindo is the art of mastery over a fluid form. The basic tenets of the style teach willing students how to surrender the human form completely and adopt the body of an animal. By spending time in this form the student is forced to reevaluate their perspective of the world and adjust.System: This is not an attack. This is an extension of the Shapeshifting merit. The hybrid gains a third form upon mastering this maneuver. This form must be the animal which the Kalindori has been hybridized with.

Source: editor

Extra Limbs Cost: 1 Chi per limbSpeed: see descDamage: noneMove: see desc

Requirements: Kalindo ****, Focus ***Power Points: Kalindo 4Description: The human mind is ill-equipped to deal with suddenly sprouting new appendages. It is fortunate for the Kalindori that their mind is not so hobbled. This advanced technique of Kalindo allows the practitioner to temporarily add extra limbs to their hybrid form. It cannot be used in other forms.System: A successful Wits + Kalindo roll is required for each separate limb. Failed rolls indicate something went awry in the formation process. Although the limb is there it is useless and must be reabsorbed before the hybrid can try again. Each new limb requires a full round of complete concentration to create.

Source: editor

Fading Breeze Cost: 1 ChiSpeed: -1

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Damage: noneMove: +0

Requirements: Kalindo ***, Changing BreezePower Points: Kalindo 3Description: Stepping back as they prepare to strike the Kalindori shifts into their larger form to take advantage of its heightened reach. The extra distance makes it more difficult for the opponent to follow up with their counter strike.System: This technique has no effect against ranged attacks, must interrupt the opponent before they strike, and must be performed in the same round as a punch or kick maneuver. If the form shift is successful the targeted opponent has the difficulty of their attack increased by 1. Stepping back requires moving one full space.

Source: editor

Feral Guidance Cost: noneSpeed: noneDamage: noneMove: -1

Requirements: Kalindo ***, Focus ****Power Points: Kalindo 4 (see below)Description: Serenity of soul does not come easy for those that have the heart of an angry beast raging inside of them. Developing this center requires years of training and the completion of a vision quest in order to become one with the beast and tame it. Invariably those who fail in this task lose their sense of humanity. For the few who succeed the full power of their heart is within reach.System: This is not an attack. The mastery of form and instinct gives the Kalindori guidance that can, at times, seem almost supernatural. Once per round the Kalindori may use this technique to substitute their Kalindo background for one of their mental attributes or a technique score even if their Kalindo background is lower then the other value. To do so requires a Focus + Kalindo roll with a minimum number of successes equal to the value of the score that will be changed. For example if the Kalindori has a Kalindo of 4 and a Wits of 3 and wishes to substitute their Kalindo for Wits they make the roll and need a minimum of 3 successes to make the switch.

The effects last for one action (not round). This technique may be used in the same round as other Kalindo maneuvers.

Source: editor

Form of the Destroyer Cost: 3 Chi, 3 Willpower

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Speed: see descDamage: noneMove: see desc

Requirements: Kalindo *****, Focus *****, Extra Limbs, Focus RagePower Points: Kalindo 5Description: Many ancient Hindu and Vedic deities were represented as having massive destructive forms that would stamp out all life of Earth with their rage. By meditating upon these mysteries the Kalindo master is ready to release the destructive soul within them and transform into a raging force of nature.System: This maneuver requires three rounds of complete concentration to activate. Each round the Kalindori makes a Wits + Kalindo roll, difficulty 8, to direct the transformation. If any fail, this technique also fails. At the end of the third round, provided the Kalindori succeeded, the following changes take immediate affect.

The Kalindori falls into a bloodthirsty, unbreakable rage and lives only for endless slaughter. They attack whoever is closest indiscrimately until the maneuver's time runs out. The Kalindori shifts into hybrid form (if they weren't already), grows an additional 50% in height and weight and gains five additional limbs of their choosing. All physical attributes increase by one dot. All social attributes drop to zero. The hybrid is not immune to psychic attack but is completely invulnerable to Psychic Vise, Mind Reading, Telepathy, Cobra Charm, Mind Control, Calm Minds, and similar techniques. The hybrid gains an additional five health levels, does not fall unconscious at zero health levels and can continue fighting up until the moment they receive sufficient aggravated damage to prove lethal. They may use Focus maneuvers but only those that do not require concentration. Every round must be spent either attacking or closing distance to the nearest target.

The Form of the Destroyer lasts for a number of minutes no greater then the hybrid's Focus technique. When the technique ends the hybrid falls unconscious for one hour and suffers three aggravated health levels of damage from the rapid uncontrolled transformation.

Source: editor

Foul Humor Cost: 1 ChiSpeed: +0Damage: see descMove: +0

Requirements: Kalindo **, Focus **Power Points: Kalindo 3

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Description: Exuding a foul substance from the pores of their skin the hybrid tries to dissaude attackers before they ever get close. During the duration the hybrid is pungently obvious to everyone who catches wind of them.System: This is considered a Focus maneuver. The hybrid's skin becomes coated in a thin, oily substance that will not dissolve in water. Anyone coming into contact with this substance must make an immediate Stamina check against a difficulty of 5 + the Kalindori's successes on the Wits + Kalindo roll. Those who fail are affected by the intense odor and suffer a -2 speed penalty to all actions until they take the time to clean up. Anyone botching this roll is completely overwhelmed by nausea and can take no other action but to retch violently.

Source: editor

Growing Tempest Cost: 1 WillpowerSpeed: noneDamage: noneMove: none

Requirements: Kalindo ***, Grab **Power Points: Kalindo 3Description: As the hybrid closes with their opponent, intent on grabbing them, they suddenly shift into a larger form and use the extra arm length to cross the distance before their opponent expects it. Few adversaries will want to repeat the experience.

System: The Kalindori employing this technique need not enter their opponent's hex in order to begin their grab. Instead the foe is grabbed, dragged into the hybrid's hex, and then subject to the rest of the fighter's maneuver. Grappling Defense only provides half of its normal soak bonus against this technique.

Source: editor

Hummingbird Dart Cost: noneSpeed: +0Damage: +2Move: 0

Requirements: Kalindo ***, Focus **, Razor FeathersPower Points: Kalindo 3Description: The Kalindori, using Razor Feathers, can then pluck and throw them at his foes. The rigid metal feathers can be tossed as if they were small daggers or shuriken. Either way they lacerate the target upon contact.

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System: This is a projectile attack and can be dodged by using aerial maneuvers. This is considered a Focus maneuver but it uses Wits + Athletics to determine damage. The projectile travels in a straight line.

Source: editor

Iron Claws Cost: 1 ChiSpeed: -1Damage: see descMove: none

Requirements: Kalindo ***, Focus **Power Points: Kalindo 4 (metal elementals have a point cost of 3 instead)Description: By focusing all of their attention to their fingers and toes the Kalindori can force them to form into exceptionally strong claws that can slice through just about anything with ease.System: While Iron Claws is in effect the Kalindori cannot shapeshift. Claw damage increases to a +3 modifier (replacing any previous claw damage modifier) and always deals aggravated damage. These claws are sharp but cannot slice through steel, diamond, and other similarly-dense structures.

Source: editor

Leaping Kick Cost: 1 WillpowerSpeed: +0Damage: +2Move: 0 (see desc)

Requirements: Kalindo *, Athletics **, Jump, Embrace the BeastPower Points: Kalindo 2Description: This is a fairly basic Kalindo maneuver. The Kalindori runs and leaps at their opponent intent on knocking them down. As the foe hits the ground the hybrid slips into their animal form and hastily puts distance between the two. This technique is a favorite amongst Kalindori to get past annoying thugs.System: This is a rushing maneuver and requires a minimum of three hexes in a straight line to get up to speed. The damage portion must score at least one point of damage to inflict knockdown. Otherwise the Kalindori is unceremoniously deposited in the hex in front of the opponent and is stunned for the remainer of the round.

If the knockdown is successful and the Kalindori then passes the Wits + Kalindo roll they may then move up to three hexes away in animal form. This is considered an Athletics maneuver.

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Source: editor

Leap of Storms Cost: 1 WillpowerSpeed: -1Damage: +2Move: 2

Requirements: Kalindo **, Grab **, Athletics **, PouncePower Points: Kalindo 3Description: Leaping onto their opponent the Kalindori shifts into a larger form and uses the sudden change in center of gravity to force their opponent to lose their balance. Damage is dealt by impact with the ground.System: The hybrid needs one success on a Grab check to get into position. If successful the defender suffers an unpreventable knockdown and the hybrid gets a +2 speed bonus if their next manuever is a pin. This is considered a Grab maneuver.

Source: editor

Melting Mist Cost: 1 WillpowerSpeed: -1Damage: noneMove: none

Requirements: Kalindo **, Block **Power Points: Kalindo 2Description: Slipping from a larger to a smaller form the Kalindori tries to extricate themselves from an opponent's grip. The technique is inherently risky because it can leave the hybrid in a form less able to absorb their enemy's blows.System: This technique is played in the same round as the Kalindori is trying to break from a sustained hold. It may be used in the same round as Disengage. Successes on the Wits + Kalindo roll add additional dice to the Disengage check. If the Kalindo check fails, however, the Kalindori suffers 1 health level of damage from crushing and contortion. Only one attempt may be made per hold.

Source: editor

Molt Cost: 1 ChiSpeed: +0Damage: none

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Move: 0

Requirements: Kalindo **, Focus **Power Points: Kalindo 2Description: All creatures molt: shedding skin, fur, and scales alike in a continual process of death and renewal. The Kalindori understands this process and can stimulate their skin with chi to accelerate the cycle. Once the Molt begins it does not take long for the hybrid to completely replace the shed elements of their body.System: This technique requires one round of complete concentration to activate. Afterwards the process of steadily shedding fur/skin/scales continues for the next ten minutes as the hybrid gradually replaces these with new growth. Opponents attempting to keep ahold of the hybrid as they molt find their difficulties increase by 1. This process will also remove any harmful toxins that cannot be absorbed through the skin. This power may only be invoked a maximum of once per week. Any more and the Kalindori will overtax their metabolism.

Source: editor

Moon Howler's Curse Cost: 2 ChiSpeed: -2Damage: noneMove: see desc

Requirements: Kalindo ****, Focus ***, Dim MakPower Points: Kalindo 4Description: This rare, whispered ability is thought to originate in the mind of some depraved Kalindori who fell into the pit of utter depravity. Whether or not that is true this Dim Mak strike does bear more then a passing resemblance to the madness wrought by Ler Drit. Not only does the Kalindori have secret knowledge about how chi flows through the human body but also understands that just as they manipulate and shift themselves they can forcibly affect others with the same energies.System: The Moon Howler's Curse is delivered as a Dim Mak blow. Instead of the normal effects of that maneuver the Kalindori engages their target in a contest of Chi + Kalindo versus Willpower + Focus. If the Kalindori succeeds they immediately temporarily lower one of their target's mental attributes by 1 point.

However, the Curse is more insidious once it has taken hold. At a point in the future which the Kalindori decides upon when making the strike the victim is seized with a sudden derangement which has a strength value of the Kalindori's total successes +1. The effects of this derangement last for a period of time as determined when the strike is made or 10 hours, whichever is shorter. The Moon Howler's Curse takes it's name from one particularly infamous mad wolf who inflicted gibbering animalism on his victims when the moon waxed full. The Curse can be prevented if detected in time but only the Storyteller can decide when and if that will happen.

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Source: editor

No Moon Cost: noneSpeed: noneDamage: see descMove: see desc

Requirements: Kalindo ****Power Points: Kalindo 4Description: This technique has more than a passing resemblence to Monkey Kung Fu. It is based on the same concept: deceive your opponent with false tumbles and feints and make them think you are weaker then you truly are. The Kalindori uses this deception to mask their true intentions and catch foes off guard.System: No Moon is played as modifier with another maneuver. Using this technique to strike at an opponent from behind costs the hybrid a point of temporary Honor. The Kalindori makes a Dexterity + Subterfuge roll, difficulty 8. Successes on this roll reduce the difficulty of an attack made against the subject of the feint as long as that attack is made in the same round. If the target has no reason to suspect the ruse there is no roll to contest. Subsequent rounds can be contested with Perception + Insight rolls.

Source: editor

Nose Rake Cost: noneSpeed: +0Damage: +1Move: 0

Requirements: Kalindo *, ClawsPower Points: Kalindo 1Description: Combat in the animal kingdom is rarely an honorable affair. A battle to the death brings out every dirty tactic imaginable. Hybrids sometimes have to resort to such acts to defend themselves against stronger creatures. This swift claw swipe aims straight for the opponent's nose hoping to rob the opponent of their sense of smell, inflict intense pain, and mar good looks if nothing else.System: Any fighter performing this maneuver automatically loses a point of temporary honor. If any damage is unsoaked the defender's nose and nasal passages quickly fill with blood rendering them unable to smell or breath through their nose until the wounds heal. This is considered a Punch maneuver.

Source: editor

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Quill Skin Cost: 1 ChiSpeed: -2Damage: see descMove: 0

Requirements: Kalindo **, Focus **Power Points: Kalindo 3Description: By focusing and reshaping their fur and skin the Kalindori forms sharp quills to stab and injure those that attempt to grab them. In order to use this technique the hybrid must be in an animalistic form. The quills are each two inches long and cover the back, outer arms and legs, tail (if applicable), and torso.System: Once activated the Quill Skin remains in affect until the Kalindori opts to shapeshift again. The quills are quite dangerous and injure attackers who slam into them with bare skin for one health level of damage per success on a base Strength roll made after damage to the hybrid is calculated. Any 10s on this roll indicate serious injury in the form of aggravated wounds.

Source: editor

Razor Feathers Cost: 1 ChiSpeed: -1Damage: see descMove: +0

Requirements: Kalindo ***, Focus **Power Points: Kalindo 4 (metal elementals have a point cost of 3 instead)Description: To utilize this technique the Kalindori first needs to have feathers. By focusing their chi through them they harden the feathers into rigid, razor-sharp structures that can be used for attack or defense.System: Damage from the feathers is considered aggravated. While active the Kalindori cannot fly or shapeshift without first ending this technique. Successes on the Wits + Kalindo roll indicate the number of rounds the feathers will remain hardened.

While active the hybrid may slash at targets using their wings. These wounds are generally not deep but bleed freely. To determine damage the Kalindori makes an attack roll using (Dexterity + Athletics + Kalindo)/2. So, for example, if the hybrid had a Dexterity of 4, an Athletics of 3, and Kalindo of 3 their final damage pool would be 5 (yes, this maneuver ignores Stamina but not armor). The Razor Feathers will also easily cut through fabric, rope, wood, tires, etc.

Source: editor

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Rising Storm Cost: 1 WillpowerSpeed: +0Damage: noneMove: none

Requirements: Kalindo **, Focus **Power Points: Kalindo 3Description: The Rising Storm is a symbol of the growing mastery the Kalindori has over their myriad forms in the heat of battle. At this stage the hybrid has learned to wait until the precise moment before striking to shift.System: This modifier may be used with any other maneuver that involves physically hitting the opponent. If the Wits + Kalindo roll is successful the Kalindori changes into their hybrid form and uses its physical attributes for the maneuver in question. The Kalindori may opt to pay an additional point of Willpower to change forms again at the end of the round. This requires another Wits + Kalindo roll.

Source: editor

Shifting Sands Cost: 1 Willpower per roundSpeed: -1Damage: noneMove: none

Requirements: Kalindo ****, Focus ****, Rising StormPower Points: Kalindo 5Description: As sand slips and falls with ease when separated so too does the Kalindori mentally separate their limbs as if they were distinct units to be seized by the change upon command. This is the ability to shift single limbs into the hybrid form and back again at will.System: This is not an attack on its own. Each use of Shifting Sands is a modifier to the action being performed that round. A Wits + Kalindo roll must be made per limb to be affected with a number of successes per limb equal to the total number affected +1. If successful the hybrid may use the physical attributes of the form they are changing to instead of the one they started the round in and may add claw damage to attacks.

Source: editor

Silver Silhouette Cost: 1 WillpowerSpeed: +0Damage: +1

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Move: -1

Requirements: Kalindo **, Kick **Power Points: Kalindo 2Description: Feinting a frontal or side kick the Kalindori purposefully shifts position and changes form mid-strike to throw off their opponent's defenses.System: This technique may be used with any Kick maneuver that does not cost Chi or Willpower using that maneuver's damage instead of this one's and combining the two maneuver's speeds and movements. If the target attempts to Block they halve their total soak against this maneuver.

Source: editor

Silver Touch Cost: 1 WillpowerSpeed: -1Damage: see descMove: see desc

Requirements: Kalindo ****, Focus ***, Atemi StrikePower Points: Kalindo 4Description: With the paralyzing nerve strike the Kalindori shifts their arm and drives inward to inflict greater damage. Hybrids with claws can inflict terrible, slow-healing injuries with this attack.System: Silver Touch is used in the same round as Atemi Strike as a modifier to that maneuver. The Kalindori rolls Kalindo, difficulty 7, and adds successes to the damage pool of their Atemi Strike. If the hybrid uses claws with the attack they add an additional die of damage, inflict aggravated damage, and the victim suffers a temporary one point reduction in Strength and Dexterity while the injury heals. Doing this costs the hybrid 3 points of temporary Honor.

Source: editor

Steel Jaws Cost: 1 ChiSpeed: -1Damage: noneMove: 0

Requirements: Kalindo ***, Focus **Power Points: Kalindo 3Description: Biting down on a target the Kalindori shifts their jaw and neck to a stronger form. The vice grip formed by this pressure can crush bone and is invariably agonizing to

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experience first hand. This attack always inflicts aggravated damage as the hybrid's teeth slice into the victim.System: When maintaining a hold via a bite the Kalindori adds an additional two dice on their strength checks. If the grip is held for four consecutive rounds the held limb is rendered effectively broken and is useless until it heals.

Source: editor

Storm Dance Cost: noneSpeed: see descDamage: noneMove: see desc

Requirements: Kalindo ***, Focus or Athletics **Power Points: Kalindo 3Description: Engaging in a display of martial prowess is a time-honored tradition in the martial arts. It is an enactment of power and skill just as much as it is a warning to those watching that they had better steer clear of the hybrid.System: This is not an attack and takes five full rounds at a minimum during which the hybrid performs a variety of maneuvers to impress and intimidate the opposition. Any opponents watching the display must roll Wits + Subterfuge against the Kalindori's Manipulation + Kalindo. If the hybrid is successful the difficulty of all attacks made by failing opponents increases by 1 for a number of combat turns equal to the remaining successes.

Source: editor

Strike the Wind Cost: 1 WillpowerSpeed: noneDamage: noneMove: none

Requirements: Kalindo **, Block **Power Points: Kalindo 3Description: Anticipating their opponent's maneuver the Kalindori opts to wait for the strike headed towards them and counterattack afterwards. As their enemy closes to deliver damage the hybrid shifts into a larger form both to better absorb the blow and to ready themselves for their attack.System: This technique may be used with any of the waiting maneuvers found in other disciplines such as Counterstrike. The Kalindori must be faster then their opponent when using other attacks and sacrifices any speed advantage they have over their opponent to ready themselves. If the Wits + Kalindo roll is successful the hybrid uses their full hybrid

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stamina to determine soak for the round and may add up to half their Block technique, rounded down. After enduring the blow the Kalindori may then continue with their other action provided they were not knocked down or dizzied.

Source: editor

Subtle Draft Cost: 1 WillpowerSpeed: -1Damage: noneMove: +1

Requirements: Kalindo **, Embrace the BeastPower Points: Kalindo 2Description: Starting from their animal form the Kalindori charges into their opponent's feet and shifts into a larger form. This action trips the opponent and creates a window of opportunity for others to join in the attack.System: This is an attack and not a modifier. The Wits + Kalindo roll to change forms is also used as the contested value for the opponent to stay on their feet with a Dexterity + Athletics check. If the Kalindori succeeds the target is knocked down in any adjacent hex and any other attacks made upon them that turn while they are knocked down have a -1 difficulty bonus.

Source: editor

Tempest Body Block Cost: noneSpeed: -1Damage: +4Move: -2

Requirements: Kalindo **, Athletics **Power Points: Kalindo 3Description: Slamming their shoulder into their foe and driving upward with their momentum the Kalindori shifts into a larger form and presses forward forcing their shoulder and elbow deeper into the target.System: If the opponent suffers more damage then they possess Strength they are driven back one hex and knocked down. This is considered an Athletics maneuver and both fighters end the round in the same hex.

Source: editor

The Hurricane

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Cost: 1 WillpowerSpeed: noneDamage: noneMove: none

Requirements: Kalindo **, Grab ***Power Points: Kalindo 3Description: Used in concert with throws the Kalindori shifts into a larger form as they begin the throw and uses the change in size and leverage to increase the momentum which they impart on their opponent.System: For every two successes on the Wits + Kalindo roll the Kalindori heaves their foe an additional hex of distance away from them. For maneuvers that deal damage based on hexes traveled this increases damage proportionally.

Source: editor

The Lion's Roar Cost: 1 ChiSpeed: +1Damage: noneMove: 0

Requirements: Kalindo ****, Focus ***, Stunning Shout (see below), Force Shout (see below), Sonic Wave (see below)Power Points: Kalindo 5Description: Releasing the pent-up rage and frustration of a lifetime in their roar the hybrid instills in his opponents the mortal fear ingrained deep within each person's psyche. When combined with the roars taught in other martial arts this howl can cause physical harm, psychological trauma, and plenty of ruptured eardrums.System: When used as an attack on its own use the modifiers listed below. The roar affects everyone within a 50' radius of the hybrid. Everyone affected must make an immediate Willpower roll against a difficulty of 5 + successes on the Kalindori's Wits + Kalindo roll. Anyone failing this check is struck with fear and cannot voluntarily move within 10' of the hybrid for five rounds. Anyone who botches falls into a blind panic and will flee at their maximum possible movement rate in order to escape.

When used as a modifier to other shouts use the following rules per maneuver:

Stunning Shout: Everyone in front of the hybrid up to 50' away is affected by the Shout. The Kalindori adds successes from the Wits + Kalindo roll to their Willpower check. This has the following modifiers: 1 Chi, Speed: -1 Damage: none Move: none

Force Shout: The area of effect increases from one target to everyone within 10' of the hybrid. Everyone affected will be deafened for the following 10 rounds. This has the following modifiers: 1 Chi, Speed: -1 Damage: none Move: none

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Sonic Wave: Those hit by the blast must make the Willpower check outlined above and are deafened in addition to knockdown and damage. This has the following modifiers: 1 Chi, Speed: -1 Damage: -1 Move: none

Source: editor

Vocal Mimicry Cost: 1 ChiSpeed: noneDamage: noneMove: none

Requirements: Kalindo ****, Focus **Power Points: Kalindo 2Description: Mastery of form does have its more subtle perks. Using this technique the hybrid can reshape their vocal chords in order to mimic the voices of other people. This cannot generate sounds that would be impossible for humans to make.System: This is not an attack. Those attempting to notice something is wrong with the hybrid's voice may make a Wits + Subterfuge roll to hear tiny imperfections in the mimicry. They need more successes then the hybrid scored on their Wits + Kalindo roll.

Source: editor

Voice of Harano Cost: 3 ChiSpeed: see descDamage: noneMove: see desc

Requirements: Kalindo *****, Focus *****Power Points: Kalindo 5Description: Just as the Kalindori can focus and release their rage they can, with sufficient discipline, release the sorrow and regret built up over the years that has been buried deep within. The result is what masters of Kalindo call Harano: a deep, unyielding pain of what once was. It is believed that by working through this depression the Kalindori gains a better understanding of what drives them and their place in the universe.

Invoking Harano, however, is not without its perils. The Kalindori subjects not just themselves to its mercy but also everyone around them. The air around them seems to weep with unfathomable sorrows.

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System: Using this ability requires the Kalindori to meditate under a moonless night sky. Once activated this technique is continually active for twelve hours. During this time the Kalindori and everyone within 100' feet of them automatically thinks solely of the most painful experiences they have endured; going over the events again and again in exacting detail. Gradually these thoughts give way to a deeper feeling of worthlessness and a sense that they have forgotten something primal and important - something which is gone and can never return.

Those subjected to this power must check every hour for all derangements and flaws. If any check fails that person loses the benefits of all merits until they can escape Harano. Anyone leaving the Kalindori's area of effect may make a Willpower roll, difficulty 8, every 30 minutes thereafter to shake off the depression. One success is needed for each and every failed check related to this ability (for example if they failed a derangement check). For those who wish to stick it out, including the Kalindori themselves, a Chi roll is required each hour, difficulty 8 again, in order to use any special maneuvers, katas, and other abilities. Failure indicates that the subject has slipped deeper into the grip of Harano and is beginning to lose the will to live. Any botched roll during the duration of Harano deepens the depression invoking the loss of merits and abilities as described above. Enduring the crushing depression requires a Willpower roll, difficulty 9 every hour or more often if the period of Harano is especially stressful. At the GM's discretion actions and events during this time period can both hamper and help these rolls.

Anyone subjected to the full twelve hour duration who fails all the Willpower checks dies at the end of the ordeal. In the final hour, after the last check, they slip into a coma and their body gradually shuts down. Only immediate drastic medical attention to save such an individual. For those who only fail part of the twelve checks they temporarily gain 1 point in flaws related to the Harano for each failure. These flaws fade at a rate of 1 point per month provided nothing happens to render them permanent.

For the Kalindori undergoing this trial at the end of the twelve hour period, provided they didn't fail all the checks, they may make a Focus + Kalindo roll, difficulty 10. The Kalindori needs a minimum of 5 successes plus one for every failed Willpower roll. Willpower cannot be spent for automatic successes on this roll. If it succeeds the Kalindori has emerged from Harano with a deeper understanding of themselves. They gain a permanent point each of Focus, Chi, and Willpower. This may push Focus above 5 and Chi and Willpower above 10. These benefits can only be acquired once in a lifetime.

Should this final test fail the Kalindori may attempt to invoke the Voice of Harano again but cannot succeed at the last test for a minimum of one year. Other benefits and affects may be applicable depending upon Storyteller discretion.

Source: editor

Wasp Talons Cost: 2 Chi

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Speed: +1Damage: +3Move: 0

Requirements: Kalindo ***, Focus ***, RegenerationPower Points: Kalindo 3Description: This is a bloody and aggressive technique for a fighting form that tends to go with softer, less damaging maneuvers. Concentrating their chi the Kalindori can fire their claws as skewering projectile bards. They must be in a form with claws to use this ability.System: The barbs travel in a straight line up to ten hexes away inflicting Stamina + Focus damage plus the listed modifier. This damage is aggravated. The Kalindori also suffers a point of aggravated damage and cannot use their claws until they regenerate. Other hybrids may fire different projectiles like spines.

Source: editor

Whirlwind Cost: noneSpeed: -1Damage: noneMove: none

Requirements: Kalindo ***, Block **Power Points: Kalindo 3Description: The Kalindo master learns how to press their attacks by shifting into larger, stronger forms at correct times as well as how to diffuse their enemy's efforts by shifting into smaller forms that naturally shrink away from their opponent's blows as they contract. The frenzied motion of slipping and deflecting is called the Whirlwind.System: This technique may only be used in the same round as blocks: Block, Punch Defense, Kick Defense, Wing Defense, Grappling Defense, Tenshin Glide and Esquives. The fighter rolls Kalindo, difficulty 7, and adds successes to their total soak for that round. The speed modifier below is a penalty to the speed of the block.

Source: editor

Winter Coat Cost: 1 WillpowerSpeed: noneDamage: noneMove: none

Requirements: Kalindo *, Focus *Power Points: Kalindo 1

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Description: The act of growing a thick fur coat to protect against the ravages of winter is a seasonal act for most mammals. In order to use this technique the hybrid must assume an animalistic form.System: The coat takes three minutes to grow to full density during which time the Kalindori cannot undertake any actions more complex then walking and talking. Once established the thick fur gives the hybrid an additional two soak against cold including ice-based maneuvers.

Source: editor

Wolf Flux Cost: 1 ChiSpeed: +0Damage: noneMove: 0

Requirements: Kalindo ****, Focus ***Power Points: Kalindo 4Description: The mastery of mind over matter that Kalindo teaches doesn't stop at perfecting the hybrid's form to their situation but also the flow of chi throughout their bodies. A master Kalindori can create surges of chi flow when and where they wish.System: By paying 1 Chi the hybrid creates a surge of rich chi through the desired area of their body. They then roll Focus + Kalindo. For each success on this roll the hybrid may then subtract one success on attackers attempting to affect said chi in any way. For every two successes they may increase the effectiveness of Chi Kung Healing and Regeneration when used on the affected area. This lasts for a number of minutes equal to the hybrid's Focus + Kalindo technique.

Source: editor

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Appendices

All Grab maneuvers require the attacking fighter to enter the defending fighter’s hex. Most of these maneuvers have extremely limited range. Fixed movement ranges for maneuvers cannot be changed. They exist for a good reason: game balance. The following also applies:

1.) ALL grabs have a maximum sustained duration in rounds equal to the grabbing fighter’s Grab technique. This is listed on page 140 of the core rulebook for Street Fighter under Sustained Holds. A select few grabs have a fixed duration that usually calculates to less than this number. A fixed duration maneuver is still capped in rounds to the grabber’s Grab technique.

2.) In addition a grab maneuver that begins a sustained hold cannot be the starting or middle portion of a combo. It must be the last maneuver. Any other grab maneuver that does not place the victim into a sustained hold can be comboed prior to the holding maneuver. This is because a combo is built upon the flow of movement to movement. A sustained hold requires the fighter to direct all their concentration to maintaining the hold against an opponent who is actively resisting.

3.) Sustained holds do not necessarily render the defender helpless. Each hold is different so it will vary widely depending on circumstances but most holds do not pin all four limbs. A fighter with an arm free could still punch even if it would be more difficult to do so. If the grabber is dizzied by an attack from the person they are holding the hold is immediately broken. If the grabber is damaged by the person they are holding they need more successes on a base Strength check then damage received to maintain the hold.

4.) Some grabs are two stage maneuvers. These maneuvers utilize a grab to put an opponent into a position where damage is delivered via another technique. These moves are listed under Grab because without the initial positioning the rest of the move would not be possible. In the system text it will say The attacker must score XX successes on the grab check to get into position. This grab check uses the attacker’s base Grab technique in a roll at base difficulty 6. Because this grab does no damage the defender cannot soak with their Stamina. If the defender is using Grappling Defense in the same round they make their own Grab technique roll to resist the grapple. Whoever gets more successes wins.