SPECIAL MANEUVERS Main Book PUNCH Buffalo Punch Prerequisites: Punch ** Description: 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 modifiers below. Cost: None Speed: -2 Damage: +5 Move: One Dim Mak Prerequisites: Punch ****, Focus ***, Chi Kung Healing Description: 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. 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 touch, damage is rolled normally, but the attacker inflicts two extra effects. The first is that she can decide to delay the damage from the strike for any specified number of turns. The damage will be applied against the opponent's Health at the beginning of the specified turn. The character does not have to tell her opponent when the 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 can not be lowered below 1 in this manner. The victim's Speed, Damage, and natural resistance temporarily drop as his Dexterity, Strength or Stamina is 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 (see Chapter Five on regaining 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). Cost: 1 Chi Speed: +0 Damage: +0 Move: +0 Dragon Punch Prerequisites: Punch ****, Jump, Power Uppercut Description: 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 his Move 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 (as if it wouldn't!). 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 the Athletics special move Jump to avoid incoming projectile attacks; however, if it is used to interrupt and leap over a projectile attack, the Dragon Punch cannot be used against the opponent firing the projectile attack. Cost: 1 Willpower Speed: +0 Damage: +6 Move: -2 Ear Pop Prerequisites: Punch ** Description: The big wrestlers of Russia, Japan and North America could not find many punching techniques that would seriously slow other fighters of their style, until they developed the Ear Pop. This nasty move is held to be dishonorable under some tournament rules. The fighter slaps both sides of his opponent's head with his hands slightly cupped. This causes incredible air pressure to rush into the opponent's ear's, stunning her and possibly causing loss of hearing (which is why the move is held to be dishonorable by some). System: This strike completely ignores the opponent's Stamina for purposes of Soaking damage from the Ear Pop strike. Any fighter who uses the Ear Pop automatically loses one Honor point. Cost: None Speed: -1 Damage: -4 Move: -1 Flaming Dragon Punch Prerequisites: Punch *****, Focus **, Dragon Punch Description: Ken was not satisfied with his ability to execute the Dragon Punch, so he trained long and hard to improve the already devastating move. He learned to focus his Chi into his fist during the punch, causing his fist and anything hit by it to burst into flame. 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 fighter using the Dragon Punch does not have to move in order to be next to the opponent), the Flaming Dragon Punch will hit twice! The player gets to roll two damage tests for her character's punch. For example, during a combat turn, Zangief's player plays a Roundhouse and decides to move next to Ken to deliver the punch. Ken's player decides to interrupt Zangief's action when the big Russian moves next to Ken. Ken's player reveals the Flaming Dragon Punch card. Because Zangief is right next to Ken when Ken begins his Flaming Dragon Punch action, Ken gets to hit Zangief twice with the punch. Cost: 1 Chi, 1 Willpower Speed: -1 Damage: +6 Move: -2 Head Butt Prerequisites: Punch * Description: 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 modifiers below. Cost: None Speed: +0 Damage: +3 Move: -2 Hundred Hand Slap Prerequisites: Punch ***** Description: In formal sumo wrestling matches, sumotori are not allowed to strike with a closed fist, only with slaps and palm heel strikes using an open hand. This restriction has led sumotori to develop an awesome technique that utilizes open hand slapping. With the Hundred Hand Slap, the sumotori creates a blurringly fast flurry of strikes to overwhelm an opponent. The strike's name derives from the fact that sumotori who train to perfect this special move practice by striking a large wooden post 100 times as fast as they can. A fighter is timed on how fast he can deliver the blows with his open hand to the wooden post; over years of training, he is expected to reduce this time to under two seconds! Even the thickest posts often crack under the torrent of hammering blows. 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. Cost: 1 Willpower Speed: -2 Damage: +0 Move: One Hyper Fist Prerequisites: Punch ****, Power Uppercut Description: 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. Cost: 1 Willpower Speed: +1 Damage: +0 Move: +One Monkey Grab Punch Prerequisites: Punch *, Grab * Description: This relatively simple Special Maneuver originates from Monkey Kung Fu. The fighter lunges forward, grabbing and pulling away an opponent's blocking arm with one hand, then delivering a quick punch with her remaining hand. System: The Monkey Grab Punch works just like the Basic Maneuver Strong Punch, but it is slower and ignores Blocks. If the fighter's target Blocks, he does not get to add his Block Technique to his Soak total against the damage from the Monkey Grab Punch. Cost: None Speed: -2 Damage: +1 Move: +0 Power Uppercut Prerequisites: Punch * Description: This move is relatively basic as Special Maneuvers go, but more than one Street Fighter has won a tournament with bread-and-butter moves like 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 her feet as she punches upward. System: If the Power Uppercut is used to interrupt an opponent's Aerial Maneuver, the Power Uppercut will also cause a Knockdown (if it scores damage), knocking the opponent out of the sky before he can land his own move. Cost: None Speed: -1 Damage: +3 Move: One Rekka Ken Prerequisites: Punch ****, Athletics ** Description: The Rekka Ken maneuver was developed by Fei Long. He combined the speed of his Wing Chun Kung Fu punching with new concepts of footwork. The Rekka Ken is essentially a special kind of punching combination. 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 similar to other Combo Maneuvers (see later in this chapter). During the first turn of the Rekka Ken, the player uses her Rekka Ken Special Maneuver card along with any of the three Basic Maneuver punch cards (Jab, Strong or Fierce). The 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 playing the Rekka Ken card along with a regular 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 the opponent. A special showmanship always accompanies the Rekka Ken. If a fighter uses the Rekka Ken for three consecutive turns against an opponent, the fighter is obligated to take a moment to strut his stuff, posing and howling in overconfident zeal. If the fighter does not take a turn to do this, he loses three temporary Glory points. If he does pose, he gets the standard +1 Glory (temporary) for showmanship. Cost: 1 Willpower per turn used. Speed: See description above. Damage: See description above. Move: See description above. Shockwave Prerequisites: Punch ****, Focus ** Description: Native American warriors can strike the earth with a mighty fist, causing it to tremble and quake. The force of the strike sends a shockwave straight across the ground; this tremor can topple objects and people. The Shockwave Maneuver can even cause some walls to buckle and crack as their supports vibrate. System: The character chooses a straight hex-line down which to send the shockwave. The shockwave 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. Cost: 1 Chi Speed: +0 Damage: +0 Move: None Spinning Back Fist Prerequisites: Punch ** Description: This punch gets its power from the rotation of the fighter's body. To deliver the Spinning Back Fist, the fighter steps forward with her rear foot, pivoting 180 degrees backward to strike with an outstretched back fist. The move is powerful and allows the fighter to advance on an opponent as she delivers the strike. System: Use the modifiers below. Cost: None Speed: -1 Damage: +2 Move: +1 Spinning Clothesline Prerequisites: Punch ****, Athletics *** Description: Whirling destruction! The wrestler spins her body like a top. Her outstretched arms club any opponent near her. She can wade through a gang of street punks, sending them flying in all directions. System: When using the Spinning Clothesline, the fighter moves and attacks simultaneously. When she initiates the move, the wrestler makes a damage test against all opponents sharing her 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. She keeps moving and making damage rolls until she uses up her Move or decides to stop. Anyone nearby who is executing a Crouching Maneuver will not be hit. Cost: 1 Willpower Speed: +0 Damage: +0 Move: -2 Spinning Knuckle Prerequisites: Punch ***, Athletics *, Spinning Back Fist Description: This move is an advanced version of a Spinning Back Fist. Instead of taking one step forward and spinning into a back fist, the fighter actually dances forward, taking several body-turning cross-steps before delivering the attack. The Spinning Knuckle uses the fighter's advancing motion to add power to the blow. Furthermore, the fighter actually delivers two back fists at the end. System: The fighter gets to roll two damage tests, as the fist connects twice. Additionally, the fighter's dancing, turning steps allows him to evade projectile attacks. If the fighter interrupts a projectile attack with a Spinning Knuckle, the fighter gets a chance to dodge the projectile just as if he had used the Jump special move (see the Athletics special moves section). Cost: 1 Willpower Speed: -1 Damage: +1 Move: +3 Triple Strike Prerequisites: Punch **, Kick * Description: The fighter pulls back into a tight position, almost as if she were blocking, and then lashes out with two fists and a kicking foot at any one target next to her. System: The fighter rolls damage for all three strikes, but the target only suffers damage from the two strikes that inflict the most damage (the third one is assumed to have missed its mark). For example, the fighter rolls damage for the two punches and the kick, scoring two, one, and three successes on the damage rolls. The two- and three-point damage strikes are applied to the target; the punch that scored only one damage success is ignored. The two punches have a +0 damage modifier; the kick has a +1 damage modifier. Naturally, the damage for the kick is calculated using the fighter's Kick Technique, even though the Triple Strike is a Punch Special Maneuver. Cost: None Speed: -2 Damage: See description above. Move: None Turbo Spinning Clothesline Prerequisites: Athletics ****, Spinning Clothesline Description: 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. Cost: 1 Willpower Speed: +1 Damage: +0 Move: -1 Fist Sweep Prerequisites: Punch *** Description: Nobody told the boxers on the Street Fighter circuit that they couldn't hit below the belt. Not to be outdone by other styles, some boxers developed a low, powerful punch that takes the legs right out from under their opponents. System: Victims of a successful Fist Sweep suffer a Knockdown in addition to normal damage. The Fist Sweep is a Crouching Maneuver. Cost: None Speed: -1 Damage: +3 Move: -2 Dashing Punch Prerequisites: Punch ****, Athletics * Description: This explosive move was practically invented by Balrog (although some people say one of his trainers actually developed it). When the starting bell rang for Balrog's boxing matches, he would dash across the ring and blast his opponent with a knockout punch before the opponent realized the fight had begun. The move was considered by many to be a typical Balrog cheap shot, but it won him lots of matches. 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 modifiers below. Cost: 1 Willpower Speed: +0 Damage: +4 Move: +2 Dashing Uppercut Prerequisites: Dashing Punch Description: This move is a slight adaptation of the Dashing Punch. The difference is that the fighter delivers an uppercut punch instead of a straight punch at the end of the dash. System: The Dashing Uppercut can hit opponents executing Aerial Maneuvers. Against such opponents, it scores a Knockdown in addition to damage. Cost: 1 Willpower Speed: +0 Damage: +4 Move: +2 Turn Punch Prerequisites: Punch **** Description: This heavy punch is one of the most potent Special Maneuvers available to the style. The boxer craftily works his way around the ring, setting up his opponent for a powerful overhand blow. The boxer actually turns his torso away from his opponent and then twists all the way forward as he throws the punch. This turning body motion gives the punch its name and its power. System: At the beginning of any combat turn, a player can play her fighter's Turn Punch Combat Card. This shows that her character is beginning to size up her opponent in preparation for a Turn Punch. During that same turn, the player can use any other maneuver she wants, but the move has a -1 penalty to Speed, Damage, and Move because the boxer is concentrating on setting up the Turn Punch. This can continue for up to four turns total. The player continues to use any maneuver she chooses, but all maneuvers have penalties of-1 to Speed, Damage, and Move. At any time, including during the very first turn she played the Turn Punch card, she can choose to execute the Turn Punch instead of playing some other Combat Card. The modifiers for the Turn Punch depend on how many combat turns the boxer was allowed to prepare the Turn Punch: Combat Turns Speed Damage 1 -1 +4 2 -1 +5 3 +0 +6 4 +1 +7 For example, the boxer executes the Turn Punch the first turn it is played. The modifiers are -1 Speed, +4 Damage, Move Two. Another example would be if the player lays down the Turn Punch in a combat turn, and plays a Block that turn (at the modifier penalties), a Jab on the next turn (again, each move is at the modifier penalties), a Move on the third turn, another Jab on the fourth turn, a Block on the fifth turn, and finally, on the sixth turn, instead of playing a Combat Card, the player announces the Turn Punch's Speed during the Speed Declaration stage of the combat turn. The Turn Punch Combat Card is still sitting on the gaming table. The Turn Punch's modifiers would be +1 Speed, +7 Damage, and Move Two. After the end of any turn, before new Combat Cards are selected, the player can choose to return the Turn Punch card to her hand, having never used it. Cost: 1 Willpower when the card is first laid down. Speed: See description above. Damage: See description above. Move: Two KICK Air Hurricane Kick Prerequisites: Kick ****, Athletics ***, Jump, Hurricane Kick Description: Only after they had begun testing themselves in Street Fighter combat did Ryu and Ken fully embrace the spirit of the Hurricane, allowing them to fly on the winds of fury as they deliver their Hurricane Kick. System: This move works just like the standard Hurricane Kick (see the Hurricane kick description), except that the fighter has trained herself to execute the move while airborne. This allows the fighter to jump over incoming projectile attacks (see the Athletics special move Jump) and then execute the Hurricane kick from the high point of her jump to descend on her opponents in a blaze of spinning feet. Cost: 1 Chi, 1 Willpower Speed: -1 Damage: -1 Move: +1 Backflip Kick Prerequisites: Kick **, Athletics ** Description: This move combines acrobatics and a powerful kick into a special move that can rattle an opponent and simultaneously tumble the attacker to safety. 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 turn. The Backflip kick does not count as an Aerial Maneuver. Cost: None Speed: + 0 Damage: +2 Move: +Two (backwards) Double Dread Kick Prerequisites: Kick ***, Double-Hit Kick Description: This special move is a fast combination of a roundhouse kick and spinning back thrust kick. The fighter stuns her opponent with a quick kick and then spins into the more powerful thrust kick before the opponent can recover. System: The move scores two damage tests on its victim. The first test has a +1 Damage Modifier; the second has a +4. The first hit knocks the opponent back one hex; the second hit knocks 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. For 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. Cost: 1 Willpower Speed: -2 Damage: +1, +4 (see description above) Move: +1 Double-Hit Kick Prerequisites: Kick ** Description: Many styles feature combination kicks that use one leg to deliver two kicks in rapid succession without the kicking foot touching the ground in between. 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. Cost: None Speed: -2 Damage: +1 Move: -1 Double-Hit Knee Prerequisites: Kick ** Description: 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. Cost: None Speed: +0 Damage: +0 Move: -2 Dragon Kick Prerequisites: Kick *****, Focus ****, Jump Description: The ancient art of Dragon Kung Fu is the only system that has preserved knowledge of this mystical technique. The fighter taps the spirit of the celestial dragons, rising into the air in a twirling kick while his 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. Cost: 1 Chi, 1 Willpower Speed: -1 Damage: +6 Move: -2 Flash Kick Prerequisites: Kick ***, Athletics **, Focus ** Description: Guile's trademark kick is one of the deadliest moves on the Street Fighter circuit. A fighter who has mastered this move crouches down before springing into an aerial back flip. As her body flips over, her foot sweeps a deadly arc in front of her. 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 modifiers below. The Flash Kick will also inflict a knockdown against opponents who were executing Aerial Maneuvers. The Flash Kick itself is an Aerial Maneuver. Cost: 1 Chi, 1 Willpower Speed: -1 Damage: +7 Move: None Flying Knee Thrust Prerequisites: Kick **, Athletics * Description: This move has quickly become a favorite among beginning Street Fighters. It's fast, covers a lot of ground, and still hits hard. The fighter launches into a quick broad jump and flies into the opponent, driving a knee right into him. System: Use the modifiers below. The Flying knee Thrust is an Aerial Maneuver. Cost: 1 Willpower Speed: +1 Damage: +2 Move: +1 Flying Thrust Kick Prerequisites: Kick ****, Athletics ****, Jump Description: This move requires strong legs! The fighter thrust-kicks into the air so hard he actually lifts off the ground and rockets into the air heel-first with his body inverted. In order to perfect the move, the fighter has to develop the leg flexibility to do a full split and must have superhuman leg muscle conditioning. One-legged squats are popular training exercises among fighters who wish to develop the strength to do a proper Thrust Kick. System: The Thrust Kick works just like a Dragon Punch. It can knock down aerial opponents and be used to jump over fireballs. The Thrust Kick is an Aerial Maneuver. Cost: 1 Willpower Speed: +0 Damage: +6 Move: -2 Foot Sweep Prerequisites: Kick ** Description: 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. The Foot Sweep is a Crouching Maneuver. Cost: None Speed: -2 Damage: +3 Move: -2 Forward Flip Knee Prerequisites: Kick **, Athletics ** Description: 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 she drops out of the forward flip, the fighter uses her body weight to drive her knee into the opponent's back. System: The fighter must attack someone standing in her own hex or an adjacent hex. The fighter moves one or two hexes forward to land in a hex on the far side of her opponent. As the fighter lands, she rolls for damage. If the fighter interrupted an opponent's attack with the Forward Flip knee, the opponent cannot execute his declared attack on the fighter, who has now flipped behind him. The Forward Flip knee is an Aerial Maneuver. Cost: None Speed: -2 Damage: +4 Move: Two Great Wall of China Prerequisites: Kick *****, Lightning Leg Description: 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 him. He then fills 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. Cost: 2 Willpower Speed: -2 Damage: +1 Move: None Handstand Kick Prerequisites: Kick **, Athletics * Description: The fighter bends over, puts his hands on the ground, and presses his legs up into a handstand. The legs snap up with the force of a kicking mule, bringing an airborne opponent down for a crude landing or just clipping a ground opponent under the chin. System: Use the modifiers below. Aerial opponents will suffer a Knockdown in addition to damage. Cost: None Speed: -1 Damage: +4 Move: -2 Hurricane Kick Prerequisites: Kick ****, Athletics *** Description: By embracing the raw power of the hurricane, the fighter lifts himself into the air and spins like a cyclone. As the fighter spins, his outstretched foot carves a deadly path through his opponents, mowing them down like wheat before a scythe. System: A character executing this move can move up to his full Move in hexes, but must travel in a straight hex-line. Each time he enters a new hex, anyone occupying that new hex or any of the six hexes adjacent to it must Soak the Hurricane Kick's damage roll. The fighter must roll a separate damage test for each person affected. Regardless of damage, anyone in range of the kick is automatically knocked backward one hex away from the kicking fighter (or back the way the attacker came if the victim is in the same hex as the kicker). 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 process continues until the character chooses to stop moving or uses up his Move. So, a character with Hurricane kick could move right into a single opponent and continue knocking her 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. The Hurricane kick is an Aerial Maneuver. Cost: 1 Chi, 1 Willpower Speed: +0 Damage: -1 Move: -1 Lightning Leg Prerequisites: Kick ****, Double-Hit Kick Description: 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. Cost: 1 Willpower Speed: -2 Damage: +1 Move: None Slide Kick Prerequisites: Kick **, Athletics * Description: Some fighters have developed sliding kicks designed to take an opponent's feet right out from under him. From a ready stance, the fighter drops to the ground, slides an amazing distance and kicks the victim's feet. System: In addition to regular damage, the victim of a successful Slide Kick will suffer a knockdown, unless he was blocking. Cost: None Speed: -1 Damage: +3 Move: +1 Spinning Foot Sweep Prerequisites: Kick **, Athletics *, Foot Sweep Description: This move is identical to a regular Foot Sweep, except that the fighter actually spins his body and his outstretched kicking leg a full 360 degrees around him, mowing down anyone standing near him. This move is sometimes called an iron broom, tiger's tail, or dragon's tail sweep by Kung Fu and Wu Shu stylists. System: The fighter rolls for damage against everyone in her own hex and the six hexes directly adjacent to her. Any victim who suffers damage also suffers a Knockdown (unless the victim was blocking). The Spinning Foot Sweep is a Crouching Maneuver. Cost: 1 Willpower Speed: -2 Damage: +3 Move: None Stepping Front Kick Prerequisites: Kick ****, Double-Hit Kick Description: 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 her opponent, then roll one damage test for the knee. The force of the knee will knock the opponent back one hex. The fighter can then roll for the second damage test as the snap kick connects. If the fighter does not have enough movement to reach her opponent's hex, she can still hit with the front snap kick if she can reach a hex adjacent to her opponent. Cost: 1 Willpower Speed: +0 Damage: +1 Move: +1 Whirlwind Kick Prerequisites: Kick ****, Athletics **** Description: Few fighters have mastered the Whirlwind Kick, which Chun Li has made famous. The move requires superhuman athleticism and kicking skill. The fighter begins by kicking into a handstand and then launching herself into a spinning tornado of striking feet. The fighter appears almost to fly (upside down, no less!) across the ground and into the midst of her opponents. 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. Cost: 2 Willpower Speed: -2 Damage: +0 Move: -1 Wounded Knee Prerequisites: Kick *** Description: Native American Wrestling shares this Special Maneuver with Western kickboxing. The Wounded Knee kick involves the fighter executing a low, powerful kick that drives his shin into the outside of his opponent's thigh. This kick hits the femoral nerve, which runs down the outside of the leg, and weakens the opponent's leg, making it hard for him to move or kick. 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 turns, and -2 to Speed on all kick Maneuvers for the next two turns. Cost: None Speed: -2 Damage: +3 Move: -1 BLOCK Deflecting Punch Prerequisites: Block ***, Punch *, Punch Defense Description: 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 his punch even though he was interrupted. The fighter gets his full Block Soak against the opponent's damage. The blocking portion of this move is only useful against a punch. If the fighter's opponent uses any other Technique, the fighter gets no blocking bonus to his Soak total (although he can still land his counterpunch). Once the opponent has dealt damage, the fighter immediately gets to land his counterpunch unless he was dizzied, knocked back, or knocked down by his opponent's maneuver. The fighter calculates damage using his Punch Technique. Cost: None Speed: +2 Damage: +0 Move: None Kick Defense Prerequisites: Block ** Description: A fighter who can guess his opponent's next move always has a distinct advantage, unless he guesses wrong! Kick Defense incorporates many movements that help defend the fighter against an opponent's foot and knee attacks. However, because the fighter's concentration is on his opponentÕs feet, he 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 Maneuver 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. Cost: None Speed: +4 Damage: None Move: None Maka Wara Prerequisites: Block **** Description: Both Japanese and Chinese martial arts incorporate training methods for turning a fighter's body surfaces and bones as hard as iron. This training, called Maka Wara in Japanese, involves the fighter striking his hands, forearms, shins, etc. into progressively harder surfaces: padded wood, bare wood, bricks, stone, and finally metal. The repeated blows causes 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: Character who possess Maka Wara do not have to fill out a Combat Card for the power. Instead, they invoke the power whenever they use a Blocking Technique and an opponent strikes them with a punch or kick. The Maka Wara fighter takes damage as normal, but immediately rolls a damage test against his opponent, who has just injured herself 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 or Grab Technique maneuver, the attacker does not take damage. Cost: None Speed: See description above. Damage: See description above. Move: See description above. Punch Defense Prerequisites: Block ** Description: Similar to Kick Defense, Punch Defense incorporates a variety of ducking, bobbing, and deflecting movements that defend a fighter against punches but leave her open to other attacks. 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. Cost: None Speed: +4 Damage: None Move: None San He Prerequisites: Block ***, Focus ** Description: Some styles teach practitioners the ability to root their bodies to the ground using their internal Chi energy. This same energy can be spread out across the surface of the body, causing 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, her body becomes like a single, solid piece of iron - immovable and resistant to all attacks. System: When executing San He, the character adds double her Block Technique to her 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 she uses San He. In addition, the fighter cannot be knocked down except by a Grab Maneuver, nor can she be knocked back out of her 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 her ground. The bigger the object, the more successes the fighter needs on her roll (a car might be four successes, a bus might be seven successes). The fighter does not gain a +2 Speed bonus for blocking the turn after using San He. Cost: 1 Chi Speed: +2 Damage: None Move: None Missile Reflection Prerequisites: Block **** Description: Martial artists who have studied the intimate details of evasion and deflection motions are able to snatch arrows out of the air and catch thrown knives between clapped hands. Often the fighter will return the missile weapon to its sender in one fluid catch-and-throw motion. System: When this Special Maneuver is used, the fighter poises herself to intercept any objects thrown or fired at her. If any missile attacks are directed at her, she has a chance to catch them and even return them toward their sender or in any other direction. The fighter must roll Dexterity (difficulty 6) 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, and 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. If the missile is reflected at another party, the new victim suffers the same damage that the missile would have inflicted upon the fighter who caught and returned it. Gunfire cannot be reflected at the attacker (unless the Storyteller allows it in a heroic moment of high drama). The fighter can reflect any number of missiles targeted at her during the same turn. Yes, any number. Cost: None Speed: +3 Damage: None Move: -1 Energy Reflection Prerequisites: Block ****, Focus ****, Missile Reflection Description: Once a fighter has mastered the art of catching and returning physical objects, he can begin to use the same physical coordination to catch and reflect energy attacks. This phenomenal maneuver also requires the fighter to have a high degree of control over his own Chi. He must instantly summon the correct energy into his hands to "catch" energy projected at him 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 his 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. Cost: 1 Chi Speed: +1 Damage: None Move: None GRAB Air Throw Prerequisites: Grab **, Athletics *, Jump, Throw Description: Some Native American Wrestlers have been known to jump into the air to catch an aerial opponent, grab the opponent like a hawk snatching a dove, and slam the opponent to the ground. This lethal move is also seen in Sanbo, has been picked up by many Special Forces soldiers, and is even seen in the aerial artistry of Wu Shu. Some warriors prefer to grab their opponents and fall with them to crush them into the ground. Others grab their opponents and bring 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. Cost: 1 Willpower Speed: +2 Damage: +5 Move: +0 Back Breaker Prerequisites: Grab *** Description: The wrestler grabs an opponent, turns his body over and slams his head and back into the ground. Simple and effective. System: The opponent suffers a Knockdown in addition to damage. Cost: None Speed: -1 Damage: +3 Move: One Back Roll Throw Prerequisites: Grab **, Kick *, Athletics *, Throw Description: This move is an advanced version of the Throw special move. Instead of using her 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 him up and over. The victim of the Back Roll Throw ends up tossed behind the attacker's head. 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 Attribute + Kick Technique. Cost: None Speed: -1 Damage: +4 Move: One Bear Hug Prerequisites: Grab ** Description: Grab that irritatingly quick little fighter and crush her into your chest until her bones rattle. The Bear Hug is an old standby for many wrestlers, and a few other stylists have decided to adopt it as well. System: The Bear Hug is a Sustained Hold. Cost: None Speed: -1 Damage: +3 Move: One Brain Cracker Prerequisites: Grab **, Punch * Description: 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 Special Maneuver grabs his opponent's hair, ear, or nose, pulls her head down, and rains smashing punches into her skull or drives elbows into her 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. Cost: None Speed: +0 Damage: +2 Move: One Grappling Defense Prerequisites: Grab **** Description: 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: The Grappling Defense Special Maneuver works similarly to a Block, but it only protects against Grab maneuvers. A fighter employing Grappling Defense adds his Grab Technique to his Stamina to determine his Soak total against any Grab Maneuver. For example, E. Honda grabs his opponent and applies a Bear Hug. The opponent is using Grappling Defense, so he adds his Stamina of 2 and his own Grab Technique of 4 to get a Soak total of 6 against the damage of Honda's Bear Hug maneuver. Grappling Defense can even be played each turn by a fighter trapped in a Sustained Hold, thereby minimizing the damage the hold inflicts. Cost: None Speed: +4 Damage: None Move: -1 Hair Throw Prerequisites: Grab ***, Athletics **, Throw Description: This throwing maneuver was invented hundreds of years ago by a Mongolian tribe renowned for its acrobatic grappling maneuvers. The tribe was assaulted by bands of thieving marauders who would gallop in on horses and pillage the tribe's villages. Seeing that the marauders wore their hair in long locks, the tribe invented a technique for running at a horseman, 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 have since picked up the technique, and the hair-pulling maneuver is also used by many Special Forces groups. System: The fighter must move into and straight through an opponent's hex. The opponent can then be thrown (per the Throw maneuver) along the same straight line the fighter initially used to move over his opponent. Cost: None Speed: -2 Damage: +5 Move: Two Head Bite Prerequisites: Grab ** Description: Some Street Fighters either have a little vampirism in them or, like Blanka, are just downright savage. It's a nasty move, but some fighters have been known to leap onto their opponents and bite right into their necks. System: This is a Sustained Hold and inflicts damage each turn the hold is maintained. Cost: None Speed: +1 Damage: +3 Move: One Iron Claw Prerequisites: Grab ***** Description: The wrestler quickly grabs her opponent with one hand, draws him in, and then places her other hand on the opponent's face. The wrestler's hand clenches like a vise over the opponent's face, each finger digging into some pressure point like the temples, under the jaw, or even into the eyes. The sheer force of the squeeze causes intense pain to the victim. 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 her head with both outstretched arms. She releases the block and then darts her 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. Cost: 1 Willpower on the first turn only. Speed: +1 Damage: +4 Move: One Knee Basher Prerequisites: Grab **, Kick * Description: This move resembles the Brain Cracker, except that the wrestler grabs his opponent's head and doubles the opponent over in order to knee him in the head. 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, she is considered Knocked Down and suffers a -2 Speed penalty the turn after she frees herself. Damage for the Knee Bash is calculated using the fighter's Kick Technique instead of his Grab Technique. Cost: None Speed: -1 Damage: +4 Move: One Neck Choke Prerequisites: Grab *** Description: The fighter grabs her 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. Cost: None Speed: -1 Damage: +3 Move: One Pile Driver Prerequisites: Grab ***, Athletics * Description: The Pile Driver is an advanced grappling move that takes a lot of training to execute against a live opponent. The wrestler must grab his opponent and invert her body so that the opponent's head is between the wrestler's legs and the opponent's legs extend above the wrestler's head. The wrestler then jumps up and raises his own legs into a seated position. When the wrestler and his victim land, the opponent's head hits first. System: The victim of a successful Pile Driver also suffers a Knockdown. Cost: None Speed: -2 Damage: +4 Move: One Siberian Bear Crusher Prerequisites: Grab ***, Athletics **, Back Breaker Description: Irritated by little capitalist opponents who would hit and run from him, Zangief revived and perfected a maneuver he had previously practiced on the wild bears of Siberia. In so doing, Zangief would rush at the bear, closing inside the range of the bear's deadly claws before it could strike. Then he lifted the bear into an airborne back breaker to hammer the beast into submission. (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 him, and leaps into the air. In midair, the wrestler adjusts his 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 his prey are both airborne. Cost: 1 Willpower Speed: +0 Damage: +3 Move: +1 Siberian Suplex Prerequisites: Grab ****, Athletics **, Suplex Description: Russian Sanbo wrestlers invented the bouncing Siberian Suplex in order to have more fun with their puny opponents from the West. Sanbo wrestlers found that their opponents would usually be knocked senseless after only one Suplex, thus ending the match before the Sanbo fighter could work up a sweat. So Sanbo fighters invented the Siberian Suplex. This move begins exactly like a regular Suplex, but the fighter 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. Cost: 1 Willpower Speed: +0 Damage: +2 Move: One Spinning Pile Driver Prerequisites: Grab ****, Athletics ***, Jump, Pile Driver Description: This advanced version of the regular Pile Driver has carried Zangief to the title of World Warrior (often over the mangled bodies of his opponents). Zangief 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 his opponent and begins the airborne spin. Cost: 2 Willpower Speed: -2 Damage: +7 Move: Two Stomach Pump Prerequisites: Grab ****, Punch ** Description: The wrestler grabs the opponent, lifts her off her feet with one hand and repeatedly smashes the pit of her stomach with a palm heel. The move's name 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. Cost: None Speed: +0 Damage: +4 Move: One Storm Hammer Prerequisites: Grab *****, Athletics ***, Jump Description: Unfortunate souls who anger T. Hawk in the midst of combat are in for a disorienting, bone-crushing experience as T. Hawk unleashes his Storm Hammer throw. T. Hawk grabs his opponent's head in one huge hand, leaps into the air, spins his arm (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 Special Maneuvers, the fighter must move into the same hex as his 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 his prey land. The move can be used it to interrupt an incoming projectile attack and possibly dodge it (see the Jump Athletics Maneuver). Cost: 2 Willpower Speed: -2 Damage: +7 Move: One Suplex Prerequisites: Grab * Description: The Suplex is a relatively fast Grab move. The fighter lunges forward, grabs her opponent, and then twists around to fall backwards. By arching her back, the wrestler slams the opponent's head into the ground and simultaneously cushions the wrestler's own fall. System: Victims of a successful Suplex also suffer a Knockdown. The victim lands one hex behind his original position (attacker's choice which hex). Cost: None Speed: +0 Damage: +2 Move: One Thigh Press Prerequisites: Grab **, Athletics ** Description: 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 the move. The fighter starts by jumping onto the opponent's shoulders, locking her feet behind the opponent's back and catching the opponent's head between her thighs. The fighter then drops her body weight backward, bending the opponent over. As she does so, the fighter flips backward, doing a half back flip and landing on her stomach. Meanwhile, the opponent is pulled over and off his feet, smashing headfirst into the ground. System: The opponent suffers a Knockdown in addition to regular damage. The fighter switches hexes with her opponent unless both combatants started in the same hex, in which case the attacker can choose the adjacent hex in which the victim lands. Cost: None Speed: -1 Damage: +4 Move: One Throw Prerequisites: Grab * Description: 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. For example, Ken has a Strength of 5, so he can shoulder-throw an opponent up to five hexes away. The opponent lands in the designated hex and suffers a Knockdown. 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). For 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. Cost: None Speed: -2 Damage: +2 Move: One Head Butt Hold Prerequisites: Grab **, Head Butt Description: Las Vegas-style boxing doesn't allow head butts; however, some fighters don't mind banging heads in the middle of a clinch. Street Fighter boxers take this one step further, grabbing their opponents and smashing them with repeated head butts. System: The move is a Sustained Hold, so the boxer gets to attack his opponent each turn until the victim escapes. Cost: None Speed: -1 Damage: +3 Move: One ATHLETICS Air Smash Prerequisites: Athletics *, Jump Description: This move is popular with large fighters because it uses their weight to flatten an opponent into the sparring mats. The fighter leaps into the air, high above an opponent's head, and then falls straight down on top of her. Most fighters tend to land in an aerial seated position, which has caused the Air Smash to be nick-named 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 he will end the move in the same hex as the opponent on whom he landed. Cost: None Speed: -1 Damage: +4 Move: -1 Beast Roll Prerequisites: Athletics *****, Rolling Attack, Vertical Rolling Attack Description: 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 he came. For both attacks, the fighter must move into the opponent's hex. Cost: 1 Willpower Speed: +0 Damage: +3 Move: -2/+2 Cannon Drill Prerequisites: Athletics ***** Description: Fast and ferocious, the Cannon Drill Special Maneuver has given Cammy an edge on her competition in the Street Fighter tournaments. Since they saw Cammy pull 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. Cost: 1 Willpower Speed: +2 Damage: +2 Move: +2 Diving Hawk Prerequisites: Athletics ***, Focus *, Jump Description: The ultimate cure for Fireball blues. The Diving Hawk maneuver allows a fighter to soar over incoming projectiles and then dive down to crush the missile-throwing opponent. The fighter jumps straight up into the air, then positions her body into a gliding position, emulating a hawk diving at prey. She then soars down to strike her chosen victim with a full-body collision. 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 her Move to enter her opponent's hex and deal damage. Cost: 1 Willpower Speed: +0 Damage: +5 Move: +2 Drunken Monkey Roll Prerequisites: Athletics ** Description: It is said that the unjustly imprisoned founder of Monkey Kung Fu invented this evasive maneuver after watching a group of monkeys through the bars of his jail cell. The monkeys got inebriated on wine thrown out 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 (use the same rules given under the Jump Special Maneuver). Cost: None Speed: +3 Damage: None Move: +2 Flying Body Spear Prerequisites: Athletics ***, Jump Description: Street Fighters seem to find an unending variety of ways to use their bodies as weapons. This Special Maneuver involves the fighter jumping into the air and twisting his body into a rotating human torpedo as he descends on his opponent. Some fighters like to cruise down feetfirst; 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 his Move range. The fighter must travel in a straight hex-line and ends the move in the hex in front of the victim. Cost: 1 Willpower Speed: +0 Damage: +3 Move: +1 Flying Head Butt Prerequisites: Athletics ***, Head Butt, Jump Description: This move is similar to the Flying Body Spear, except that the fighter leaps horizontally at an opponent, ramming her 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. The fighter must travel in a straight line on the hex map. Cost: 1 Willpower Speed: +0 Damage: +4 Move: +3 Flying Heel Stomp Prerequisites: Athletics ***, Kick **, Jump Description: This high-flying aerial assault utilizes a fighter's body weight to hammer an opponent from above. The fighter leaps into the air above her opponent's head and lands heelfirst on her opponent's head or shoulders. Additionally, the fighter can use her opponent as a spring board to launch away to safety after the attack. System: The fighter can interrupt her own movement with a damage roll and then finish her allowed Move after rolling damage. For 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. 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). Cost: 1 Willpower Speed: +0 Damage: +1 Move: +2 Jump Prerequisites: Athletics * Description: Street Fighters who intend to survive their first tournament against serious competition had better come with springs for legs. Jump is a relatively simple Special Maneuver that allows a fighter to vault over incoming 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. 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 play a Jump card along with any of the six Basic Maneuver Punches and Kicks, or he can play the card by itself. If the Jump card is played 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 (see the Combat Chapter). A Jump card played with a Basic Maneuver represents the fighter jumping on an opponent to deliver the punch or kick. Playing the Jump card with a Basic Maneuver turns the standard punch or kick into an Aerial Maneuver. Note: For purposes of Combos (Combos are explained later this chapter), the fighter must distinguish between a Basic Maneuver and a Basic Maneuver played with a Jump card. This distinction must be made when he first creates the Combo. For example, the player might use Roundhouse in a Combo, or he might instead create the Combo using Jumping Roundhouse. Whenever a fighter plays a Jump card with a Basic Maneuver, the Basic Maneuver's modifiers are used instead of the modifiers for Jump shown below. If the fighter plans to dodge a projectile attack using the Jump card, he must wait for an opponent to declare the fighter as the target of the opponent's projectile attack. If the fighter's Jump has a higher Speed than the missile attack, he can interrupt the opponent's attack and try to dodge the incoming attack by jumping over it or away from it. The two fighters make a resisted roll, comparing the attacker's Focus Technique to the jumping fighter's Dexterity + Athletics. If the attacker wins the roll, 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 his turn. If the fighter used the Jump card with a Punch or Kick Maneuver, he may be able to dodge over a projectile and still deliver the punch or kick. Cost: None Speed: +3 Damage: None Move: +0 Kippup Prerequisites: Athletics ** Description: One of the more basic athletic maneuvers martial artists have found useful is the Kippup. The Kippup is a technique that allows a prone fighter to get to his feet almost instantly. The fighter curls his legs up off the ground and kicks them up into the air while at the same time arching his back powerfully. The resulting motion practically bounces the fighter off the ground and to his feet. System: A fighter who knows the Kippup Special Maneuver only suffers a -1 Speed penalty the turn after she suffers a Knockdown, instead of the standard -2 Speed penalty. Kippup is not played as a Combat Card; its effect is automatic. Cost: None Speed: See description above. Damage: See description above. Move: See description above. Rolling Attack Prerequisites: Athletics *** Description: Gravity-defying! A fighter executing this amazing move leaps forward through the air and tucks into a somersault. The fighter then rolls through the air as far as her momentum will take her, or until she slams into an opponent. This is a tough move to learn, and, like any move where a fighter uses her own body as a projectile, the Rolling Attack takes a bit of a kamikaze attitude to use in combat. 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 the target and land two hexes in front of the target. The Rolling Attack is an Aerial Maneuver. Cost: 1 Willpower Speed: +0 Damage: +3 Move: +4 Thunderstrike Prerequisites: Athletics **, Jump Description: No one said Native American Wrestling wasn't tough. Fighters like T. Hawk aren't opposed to a little full-body contact. A wrestler employing the Thunderstrike leaps right into his opponent, striking her with a shoulder, knee, or whatever. Usually the fighter sweeps his arms back as he jumps, to emulate a bird of prey. 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 his movement. Thunderstrike is an Aerial Maneuver and enables the user to avoid projectile attacks. Cost: None Speed: +0 Damage: +5 Move: -1 Vertical Rolling Attack Prerequisites: Athletics ***, Jump Description: This move is almost identical to Rolling Attack, except the fighter leaps up in the air instead of forward. The move is good for knocking down high-jumping opponents or for vaulting over fences or onto roofs. A character using Vertical Rolling Attack can somersault four feet into the air for every dot in Athletics (12 feet at Athletics ***, 16 feet at Athletics ****, etc.) System: This Special Maneuver counts as a Jump move 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. The Vertical Rolling Attack is an Aerial Maneuver. Cost: 1 Willpower Speed: +0 Damage: +3 Move: +0 Wall Spring Prerequisites: Athletics ***, Jump Description: This move is similar to the regular Jump special move, but it incorporates some wall-bouncing action to give the fighter even greater range and height. Springing off a wall can be used to add six more feet to a vertical jump. System: The character can jump normally, up to her full Move. Additionally, if she aims for a wall, she can actually bounce off the wall with a good push of the legs and travel another full Move plus two hexes away. The fighter must bounce off the wall at the opposite angle she jumped into it, unless she jumped straight at the wall, in which case she springs straight back.. Like a regular Jump, Wall Spring can be played with any Basic Maneuver Punch or Kick. Use the Basic Maneuver's Speed and Damage modifiers, but use the Wall Spring's Move modifiers. So, a fighter can jump into and spring off a wall, but end with a kick or punch. The Wall Spring is an Aerial Maneuver of the highest order. Cost: None Speed: +2 Damage: None Move: +0 first jump, +2 off spring Jumping Shoulder Butt Prerequisites: Athletics **, Jump Description: 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. The move can also be used to dodge a Fireball, just like the regular Jump Special Maneuver. Cost: None Speed: +0 Damage: +3 Move: -1 FOCUS Acid Breath Prerequisites: Focus *** Description: A foul power that only a few loathsome Street Fighters have developed. Fighters using Acid Breath are able to churn their gastric acid into a highly toxic mixture, which they then vomit forth from their mouths in a projectile spray at any nearby opponent. The acid burns the opponent, causing ugly injuries that take a long time to heal. The worst part about being hit with Acid Breath is that the acid continues to burn the fighter after the initial impact, causing more bodily damage and eating away clothing, fabric and any other dissolvable materials the acid hits. 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. Cost: 1 Chi Speed: -2 Damage: +3, +0, -3 Move: -1 Chi Kung Healing Prerequisites: Focus **** Description: Ancient Chinese doctors could reputably work healing miracles by focusing their own Chi into their patient. This healing combines acupressure and an actual "laying on of hands" wherein the healer touches the patient to infuse the patient 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 her patient and then execute the healing process. Like the Regeneration Special Maneuver, the healer can restore one lost Health Level per point of Chi the healer spends. The healer can spend Chi points up to her Focus rating per turn of healing. Cost: See description above. Speed: -1 Damage: None Move: -1 Cobra Charm Prerequisites: Focus ** Description: Kabaddi 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 close enough to his victim to gaze into her eyes, establishing the hypnotic contact. He must be within three hexes of the opponent. Once eye contact is established, the charmer makes a Wits + Mysteries resisted roll against the victim. If the charmer wins, the hypnotic spell is established; otherwise, there is no effect. Once the Cobra Charm has begun, it works similarly to a Sustained Hold for Grappling, except that between each turn the victim and the charmer compare Intelligence rolls to see if the hypnotic hold is broken. If the victim is ever hurt, the charm is immediately broken. While hypnotized,the victim will do nothing except follow very basic commands given by the hypnotist such as moving, lying down, etc. The hypnotist can employ only the Move maneuver while maintaining the hypnotic hold, because he must concentrate on his subject. If the charmer and his victim are ever separated by more than three hexes, the hold is broken. Cost: 1 Chi Speed: -1 Damage: None Move: -1 Extendable Limbs Prerequisites: Focus **** Description: This remarkable power is acquired only after long and intense meditation by Kabaddi masters. They study unsolvable riddles of dimensional space, expanding their minds to understand the true nature of distance. In the end, the Kabaddi master acquires the superhuman ability to stretch her limbs far beyond their normal length. The limb actually appears to telescope out into space. Kabaddi masters make great use of this ability in combat, extending their limbs to attack opponents from a safe distance or kicking aerial opponents out of the sky before they can close with the Kabaddi master. Outside of combat, the ability proves useful for all manner of things: reaching otherwise unattainable objects, grabbing ledges far overhead, snaking an arm through a tight squeeze to grab jail keys or even extending a finger down a drain 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 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). Cost: None Speed: See description above. Damage: See description above. Move: See description above. Fireball Prerequisites: Focus *** Description: Some Street Fighters have harnessed their internal Chi to such a degree that they can explode this energy out of their bodies as fiery projectiles. The fighter must undergo rigorous mental and spiritual training to harmonize his body's flow of Chi until this attack can be called upon instantly. Most fighters project the fiery blasts from their palms, but Kabaddi stylists are known for launching 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. Cost: 1 Chi Speed: -2 Damage: +2 Move: None Flying Fireball Prerequisites: Focus ****, Fireball, Jump Description: Veteran Street Fighters have begun to develop methods of keeping their high-jumping opponents from leaping over fireballs. These veterans are taking the battle to the air, jumping up and launching their fireballs in midair. 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. Line-of-sight restrictions still apply. Cost: 1 Chi, 1 Willpower Speed: -2 Damage: +2 Move: +0 Ghost Form Prerequisites: Focus ***** Description: Tales are told of crypts found in ancient temples amid the Himalayas. There, the bones of ancient monks can be found imbedded in walls of solid rock. How the monks' remains became thus interred remains a mystery to all but a few Kabaddi masters. These masters know of the disciplines practiced at the temples disciplines that led to the deaths of many monks, but led to the mastery of mind over matter. The monks developed the power to turn their bodies into an insubstantial, ghostly form, allowing them to pass through any solid object unharmed and then solidify their bodies back to normal. It is rumored that the very first monks who perfected this technique actually became trapped in their ghost forms, unable to transform their bodies back into solid matter. The same rumors purport that these ancient masters still roam the world. System: Nothing solid will affect a character in Ghost Form. Energy like fire and electricity will still affect him, but bullets, ice blasts, fists and kicks will pass harmlessly through his body. The character cannot attack or use any other Special Maneuvers while in Ghost Form, but he can move and pass through walls, floors, and even people. Ghost Form can be played during a turn that the character is caught in a Sustained Hold, allowing the character to walk right out of the hold. A character's clothing and personal possessions of small size can be turned insubstantial and follow the character in Ghost Form. Cost: 2 Chi the first turn plus 1 Chi per turn the character stays in Ghost Form Speed: +1 Damage: None Move: +0 Ice Blast Prerequisites: Focus *** Description: No one knows from what martial style this attack comes. Its origins are so secret, and the maneuver is seen so rarely, that many believe it to be a superhuman mutant power rather than a trained ability. Fighters who are able to project the Ice Blast can throw a wave of frost, snow, and sharp ice particles from their hands. Kung Fu masters say that the Ice Blast fighter uses negative Yang Chi to supercool the air into the icy projectile. Characters who have mastered the Ice Blast are seldom uncomfortable even in very cold climates. They can sleep in meat freezers and wake up refreshed. To other people, the character's skin is always cold to the touch. System: The Ice Blast is similar to other projectile attacks. It has a range equal to the character's Wits + Focus and can be dodged by Special Maneuvers such as Jump. 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 victim can attempt to break free of the ice at the end of each combat turn. He must accumulate four successes in an extended-action Strength test to break free. For example, a Strength 3 character is hit by the Ice Blast. After the 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. Alternatively, if a frozen character is hit, the ice shatters (but the character still takes damage). Cost: 2 Chi Speed: -2 Damage: +3 Move: None Improved Fireball Prerequisites: Focus *****, Fireball Description: 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. Cost: 1 Chi Speed: -1 Damage: +4 Move: None Inferno Strike Prerequisites: Focus *****, Improved Fireball Description: Instant bonfire! The Inferno Strike takes the basic Fireball and elevates it to a whole new level of destructiveness. Instead of sending a flaming projectile at an opponent, the master of Inferno Strike emits a meteor-size, flaming boulder that obliterates a large area and anyone in it. 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. Cost: 2 Chi Speed: -2 Damage: +4 Move: None Mind Reading Prerequisites: Focus ****, Telepathy Description: How can you survive against an opponent who knows your next move before you make it? Such is the mental power of some mystic martial artists that they can scan the thoughts of their opponents and predict their next moves. System: The Mind Reading Special Maneuver is not played as a Combat Card. 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 Combat Cards to the player of the Mind Reading character. The opponent must play one of the two cards 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. Cost: 1 Chi Speed: None Damage: None Move: None Musical Accompaniment Prerequisites: Focus ** Description: Many Capoeira stylists like fighting to the rhythm of music. Their dancelike 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. Cost: None Speed: See description above. Damage: See description above. Move: See description above. Regeneration Prerequisites: Focus *** Description: Some warriors are able to command their Chi to flow through injured areas of their body, thereby healing themselves almost instantaneously. This discipline is difficult to learn, requiring in-depth study of how Chi flows through the body as well as the mental discipline to be able to route one's Chi properly in the midst of battle. System: When using this power, a fighter stops moving for a turn to focus his 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 turn, a character can restore a number of Health Levels equal to his 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 turn of Regeneration. Cost: See description above. Speed: +0 Damage: None Move: None Repeating Fireball Prerequisites: Focus *****, Fireball Description: Not happy with one large, flaming projectile, some fighters prefer to focus their Chi into several smaller flaming projectiles. Certainly, the Repeating Fireball is handy when a fighter must face several opponents at once. System: The fighter can throw a number of small fireballs equal to her rating in Focus. Thus, a fighter with a Focus of 5 could throw a volley of five fireballs. She can target them at any opponent or opponents she likes (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). Cost: 2 Chi Speed: -2 Damage: +0 Move: None Shock Treatment Prerequisites: Focus *** Description: Some Street Fighters have developed the ability to amplify their body's natural electrical field to astounding levels. The human body's nervous system runs on minuscule electric charges, and martial artists who have mastered their Chi and this technique can create powerful electric fields around their bodies. The air around the fighter pulses and crackles with electricity as it burns into ozone. The power can also be used to short out electrical equipment such as computers and televisions. Furthermore, while using this 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 the Shock Treatment power whether or not it is a Crouching Maneuver. Cost: 2 Chi Speed: +0 Damage: +7 Move: None Sonic Boom Prerequisites: Focus *** Description: This move has been made famous by Guile, who is one of the few people in the world known to possess the ability. 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. Its Damage is calculated as Intelligence + Focus + 4 (maneuver modifier). The attacker must have a clear line-of-sight to her opponent. Cost: 1 Chi Speed: -3 Damage: +4 Move: None Stunning Shout Prerequisites: Focus ** Description: Some martial arts styles emphasize using the voice as a weapon in its own right. Ancient masters could focus their Chi through their voices, creating shouts so loud and powerful that they could knock opponents over and unnerve them in battle. System: A fighter must direct her 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 he has acted in the current combat turn. If the victim has not yet acted, he loses all remaining Move and attacks for that turn. Completely unnerved and stunned by the force of the yell, he must spend the remainder of the turn recovering. If the victim has already finished his 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 her opponent's successes by four. Her opponent will have -4 Speed to his maneuver next turn. Cost: 1 Chi Speed: +2 Damage: None Move: -2 Telepathy Prerequisites: Focus *** Description: Some yoga masters have perfected a form of communication beyond the spoken word. They are able to link their thoughts directly to another person's mind, enabling them to communicate directly with another person. 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 turn. Cost: 1 Chi per turn Speed: None Damage: None Move: None Thunder Clap Prerequisites: Focus ***, Punch * Description: Powerful magic. The warrior claps his hands together and unleashes the sound of thunder. The tremors caused by the Thunderclap are powerful enough to shatter windows and stun the 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. Cost: 1 Chi Speed: +0 Damage: -3 Move: None Toughskin Prerequisites: Focus ** Description: Sumotori are renowned for their armorlike skin. One of the style's lesser-known Special Maneuvers is its practitioners' ability to focus their Chi into their skin and surface muscles, making their already tough skin rock-hard. System: The player can use her character's Toughskin Combat Card along with any other maneuver in a combat turn. The character's Soak total is increased by two for the duration of the turn. Cost: 1 Chi Speed: See description above. Damage: See description above. Move: See description above. Yoga Flame Prerequisites: Focus ****, Fireball Description: Not content to throw small balls of fire, Kabaddi stylists have perfected the ability to create a deadly geyser of flame, which they can breathe from their mouths. System: The Kabaddi master must choose in which direction to breath the flames. The inferno erupts in a conical flame that fills any one hex adjacent to the fighter and the three hexes beyond it. The fighter rolls separately for damage against anyone standing in the affected hexes. Once the Yoga Flame begins, the fire lasts until the end of the current turn, so anyone foolish enough to enter the four fiery hexes also suffers damage. The Yoga Flame is even hotter than a Fireball, and thus more prone to ignite nearby flammable materials. Cost: 2 Chi Speed: -2 Damage: +7 Move: One Yoga Teleport Prerequisites: Focus ***** Description: It has been called magic, and indeed it must be. Witnesses claim to have seen yoga masters who could literally disappear from one location and reappear in another. How this power is learned, no one can or will say. One thing is certain; the knowledge is coveted by any Street Fighter who has had to face Dhalsim in combat. System: When executing this move, a player simply announces that her character has disappeared. At any point during the rest of the 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. Cost: 2 Chi Speed: +3 Damage: None Move: See description above. Zen No Mind Prerequisites: Focus *** Description: Masters of Zen philosophy are able to act faster than thought. The master becomes part of the natural flow of the world, so that his actions do not merely respond to some outside force, but spring into being as they are required. System: The player can select three Combat Cards from the character's deck. 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 Combat Cards and immediately use it as the character's action. Cost: 1 Willpower Speed: See description above. Damage: See description above. Move: See description above. Player's Guide PUNCH Boshi-Ken (Thumb Drive) Prerequisites: Punch ***, Shikan-ken Description: The thumb-drive fist, or Boshi-Ken, is like a regular punch, except that the thumb protrudes along the front of the fist and is used for striking the opponent. Typically the force of the punch is directed at the nerve clusters of an enemy's muscles for maximum effectiveness. 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. Cost: None Speed: -1 Damage: +2 Move: +0 Haymaker Prerequisites: Punch * Description: The fighter actually winds up like a baseball pitcher to deliver this crude yet powerful punch. She first reaches as far down the to ground as she can without overbalancing herself. Then she whips her fist in a wide arc over her own head and directly onto her opponent's. The momentum imparted by the wide overhead swing imparts tremendous force to this maneuver. Because of the windup required, it is hard to move while executing this maneuver. System: The Haymaker is used like any other punching maneuver, with the modifiers below. Cost: None Speed: -2 Damage: +4 Move: -2 Shikan-Ken (Ninja Knuckle Fist) Prerequisites: Punch ** Description: Shikan-ken is very similar to a Jab, but the striking surface is significantly different. Most punches are thrown with a clenched fist, which provides a wide area of impact. When throwing a Knuckle Fist, the Ninja does not flex the innermost joints of her fingers. This leaves the bony middle knuckles as the striking surface. The reduced area of impact increases the strength and damage of the punch. System: An opponent struck by the Knuckle Fist must make a resisted Strength test to see if they are also knocked back one hex. This punch will cause a Knockdown against jumping opponents. Cost: None Speed: +1 Damage: +1 (may knock back an opponent one hex) Move: +0 Shuto (Sword Hand) Prerequisites: Punch ***, Shikan-ken Description: 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. Cost: None Speed: -1 Damage: +3 (or +4, see above) Move: -2 Widowmaker Prerequisites: Punch ***, Jump, Haymaker Description: 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. Cost: None Speed: -3 Damage: +5 Move: 2 (max.) KICK Ax Kick Prerequisites: Kick **, Jump Description: 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 Ax Kick. System: This attack is considered an Aerial Maneuver and may be used to avoid projectiles. The fighter travels his allowed movement in the air using the -2 modifier and ends his attack in the same hex as his target. Because this attack targets the head from above, crouched opponents are struck. Jumping opponents are likewise struck and will suffer a Knockdown. Cost: None Speed: -1 Damage: +4 Move: -2 Cartwheel Kick Prerequisites: Kick **, Athletics ** Description: The fighter flips into an acrobatic cartwheel, smashing her feet and fists into her opponent over and over again. The amount of ground covered is truly amazing. This move is also used to put distance between a fighter and an opponent who is pressing her too hard. System: A Cartwheel Kick must travel in a straight line in any of the six directions available to the Street Fighter. When an opponent is encountered, the fighter does not stop but pushes her opponent back one hex, For each hex an opponent is pushed back, the opponent suffers one attack using the modifiers below. The fighter may end her turn in any hex she likes along her line of travel. Cartwheel Kicks must travel in a straight line. Cost: 1 Willpower Speed: +0 Damage: +1 (per hex) Move: +4 Heel Stamp Prerequisites: Kick *, Athletics * Description: The Heel Stamp is designed to increase the distance between a Ninja and an enemy who is pressing the Ninja 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: The Ninja causes very little actual damage with a Heel Stamp; 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. Cost: None Speed: +2 Damage: -4 Move: +1 Reverse Frontal Kick Prerequisites: Kick ***, Double-Hit Kick Description: The fighter launches a feint kick past the head of his opponent, then quickly reverses it with a sharp snapping motion, driving his heel into the back of the opponent's head. System: The Reverse Frontal Kick hits only once, using the modifiers below. This kick ignores Block Maneuvers. Cost: None Speed: -1 Damage: +3 Move: -1 GRAB Disengage Prerequisites: Grab **, Athletics ** Description: This maneuver utilizes a fighter's flexibility and quickness, enabling her to extract herself from an opponent's grasp. System: A fighter may play this move during any turn in which she is in a Sustained Hold. When played, the captive fighter rolls a second time to try to escape from her captor. However, for the second roll the fighter rolls her Dexterity versus her opponent's Strength. If she escapes and has any Move left, she may move away from her opponent. Cost: None Speed: +1 Damage: None Move: -2 Dislocate Limb Prerequisites: Grab ***, Kick **, Athletics * Description: Jumping forward, the fighter grasps his opponent's arm tightly with both of his. He then lifts one leg into the pit of the opponent's arm and pulls with all of his strength. This pulls the shoulder joint loose from its socket, causing incredible pain and immobilizing the arm. Very little damage is inflicted by this maneuver, but it is an effective way to deal with an opponent who specializes in punches. System: The turn after a fighter's shoulder has been dislocated, he suffers a -3 Speed penalty. This is because he is forced to pop his arm back into its regular position. Any punches used this turn will have a -2 Damage modifier, as the fighter attempts to return some feeling to his arm. Alternately, the opponent can choose not to relocate his arm. However, he may only throw kicks until he take the time (and the -3 Speed penalty) to relocate his arm. Cost: None Speed: -1 Damage: +1 Move: +1 Eye Rake Prerequisites: Grab *, Punch * Description: In a truly desperate move, the fighter clenches her fingers into a claw and rakes them across her opponent's eyes. The pain caused by this is incredible but usually does not result in any permanent damage. Few Street Fighters use this attack, as it is considered extremely poor form. Nonetheless, this move has often meant the difference between winning and losing a match. System: Very little damage results from this attack, but for the next turn the opponent must fight blind. If her Blind Fighting Skill is zero, she is 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, he will also lose one temporary Glory point. Cost: None Speed: +2 Damage: -3 Move: +0 Jaw Spin Prerequisites: Grab ****, Athletics ***, Tearing Bite Description: Truly a terrifying tactic. The fighter assumes a crouching stance (apparently a Block Maneuver) and waits for her opponent's attack. When the attack is launched, the hybrid jumps, grips her assailant's limb in her jaws, and worries the opponent. System: To be successful, the hybrid must actually allow the slower attack to hit. If the opponent's attack is faster, this maneuver cannot be played. Once the blow has landed (assuming the hybrid is not dizzied and is still on her feet), she then executes the Jaw Spin. When determining damage done by this attack, the Animal Hybrid Background is used in place of the hybrid's Grab Technique. Cost: 1 Chi Speed: +1 Damage: +5 Move: None Ripping Bite Prerequisites: Grab ***, Bite Description: 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 he wishes to strike. A successful roll inflicts damage and causes the target to suffer a -1 penalty on both Strength and Dexterity for the remainder of the combat. This maneuver can be performed multiple times, thus further impairing an opponent. When determining damage inflicted by this attack, the Animal Hybrid Background is used in place of the hybrid's Grab Technique. Cost: 1 Willpower Speed: -1 Damage: +1 Move: One Sleeper Prerequisites: Grab *** Description: The wrestler grabs her opponent and quickly positions herself behind him, simultaneously wrapping her arms around his neck and head. In this position she massages pressure points on the scalp while compressing the carotid artery, which controls the flow of blood to the brain. Eventually the lack of circulation will cause the opponent to lose consciousness. System: If the character can maintain her grip for three rounds, including the first, she will automatically dizzy her opponent. This is a Sustained Hold. Cost: 1 Willpower for the first turn only. Speed: -1 Damage: +2 Move: One Tearing Bite Prerequisites: Grab **, Athletics **, Bite Description: This Special Maneuver is similar to the Head Bite (see the Street Fighter rulebook, pg. 119), 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 the damage, the attacker then throws his opponent in the opposite direction from the one he is facing. The victim travels a number of hexes equal to the fighter's Strength -1. Like the Jaw Spin, this Special Maneuver uses the Animal Hybrid Background in place of the fighter's Grab Technique when determining the damage for this attack. Cost: 1 Chi Speed: +1 Damage: +4 Move: One ATHLETICS Displacement Prerequisites: Block **, Athletics **, Punch *, Esquives Description: This move consists of a quick sidestep, which allows the fighter to dodge an oncoming attack. The fighter may then execute a short jab if the opponent is still within range. Many opponents are intensely frustrated by this evasion, which is commonly practiced by Savate fighters. System: This maneuver is completely effective only if the fighter has enough Move to initiate a counterattack and is quicker than his adversary. When the opponent begins his attack, the fighter must have enough Speed to interrupt the attack; otherwise, the Displacement is ineffective. The fighter executing the Displacement may then travel up to her full Move to the left or right of her opponent. Once the opponent's move is completed, the "displaced" fighter may move back in and counterattack if the fighter has any Move left. This maneuver can be used to evade projectiles, although a contested roll must still be made (see "Evading Projectiles" under the Jump Special Maneuver in the Street Fighter rulebook, pg. 124). The Street Fighter's Punch Technique is used for the purposes of determining damage. Cost: 1 Willpower Speed: +2 Damage: -1 Move: +1 Dragon's Tail Prerequisites: Athletics ****, Upper Tail Strike Description: 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. When determining damage inflicted by this attack, the Animal Hybrid Background is used in place of the hybrid's Athletics Technique. Cost: None Speed: -1 Damage: +5 Move: -2 Esquives Prerequisites: Athletics **, Block * Description: 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: The fighter must have enough Speed to interrupt his attacker. As the opponent attacks, the player using Esquives simply moves his counter in any one direction up to two hexes. This move is similar to Displacement, except that the fighter may not initiate a counterattack with this move. Cost: None Speed: +2 Damage: None Move: Two Pounce Prerequisites: Athletics ***, Jump Description: 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 herself at her opponent. This is considered an Aerial Maneuver and can be used to avoid projectiles. The fighter lands on top of her opponent; if any damage is scored, the opponent also suffers a Knockdown. As with most other Special Maneuvers available to animal hybrids, Pounce uses the Animal Hybrid Background in place of the Athletics Technique for the purpose of determining a Damage modifier. Cost: 1 Willpower Speed: -1 Damage: +2 Move: +4 Tail Sweep Prerequisites: Athletics *, Upper Tail Strike Description: By crouching low to the ground and spinning around, the fighter may strike with her tail. Of course, the fighter must possess a tail. The tail 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. The Tail Sweep is a Crouching Maneuver. Cost: None Speed: -1 Damage: +1 Move: None Typhoon Tail Prerequisites: Athletics ***, Tail Sweep, Jump Description: 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. She then angles her descent to strike her target's head. System: The fighter begins the Typhoon Tail by moving up to her designated Move in hexes. During this time the fighter is airborne and cannot be hit by projectiles. Any opponent in the final hex of movement will be hit by the attacker's knees and take 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. Unlike other Animal Hybrid Maneuvers, the Typhoon Tail uses Athletics as the base Technique for damage - not the Animal Hybrid Background. Cost: 1 Chi, 1 Willpower Speed: -2 Damage: +5 (center hex) +2 for all adjacent hexes Move: +1 Upper Tail Strike Prerequisites: Athletics *** Description: 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. As with most other Animal Hybrid Maneuvers, the fighter substitutes his Animal Hybrid Background for his Athletics Technique when determining damage. Cost: None Speed: +1 Damage: +2 Move: +1 FOCUS Air Blast Prerequisites: Punch *, Focus **, Elemental ** 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. The range of a blast equals the character's Intelligence + Elemental Background, in hexes. While the Air Blast is treated like a projectile, it is not visible to the common eye. Only those fighters who make a successful Blind Fighting roll (Perception + Blind Fighting) can attempt to interrupt this attack with their own maneuver. Cost: 1 Chi Speed: -1 Damage: +3 Move: None Balance Prerequisites: Focus **** Description: By focusing his inner being, the fighter may reduce his mass to such a point that he can become effectively weightless at will. A fighter using this ability may stand on someone's outstretched arm without her feeling his weight. It is said that this ability was developed by fighters who watched Indian fakirs lying down on beds of nails without being harmed. Specialists can actually dance upon the head of a pin. System: This ability is always in effect and allows the fighter to add +1 to Move when using an Aerial Maneuver. Make a special Combat Card for this power and place it by your character to remind yourself during combat that it is always in effect. Cost: None Speed: See description above. Damage: See description above. Move: (+1 bonus to Aerial Maneuvers) Death's Visage Prerequisites: Focus *** Description: With a special hand sign, the Ninja draws forth the fear in an opponent's heart and manifests it on her own face, especially her eyes. Only a truly brave fighter can shrug off the effects and attack the Ninja. System: All within sight of the user of this hand symbol must succeed in a contested 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 (similar to a Sustained Hold), and overwhelmed opponents will continue to flee from the Ninja until they succeed in a contested roll or until three combat turns have passed. Successful fighters may move and attack normally. Cost: 1 Chi Speed: +1 Damage: None Move: None Drain Prerequisites: Focus **, Elemental ** Description: 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, even though there is no outward sign of a projectile. Characters who make a successful Perception + Mysteries roll will notice the projectile. A target struck suffers one Health Level of damage, regardless of Stamina or Soak bonuses. The following round the target will also suffer a -1 Speed and a -1 Move penalty. Cost: 1 Chi Speed: -1 Damage: 1 (no Soak, no Stamina) Move: -1 Drench Prerequisites: Punch *, Focus **, Elemental ** Description: 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 (which makes the Drench unpredictable). System: The range of Drench equals the elemental's Intelligence + Focus Technique. This is a Focus-based maneuver; however, damage is determined according to the fighter's Punch Technique and the modifiers listed below. Cost: 1 Chi Speed: +1 Damage: +2 Move: -2 Elemental Skin Prerequisites: Focus **, Elemental **** Description: The elemental is able to transform her body into 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 turns equal to the elemental's Focus Technique. Fire Anyone who attacks the elemental in this form may take damage from striking the elemental (similar to Maka Wara). The elemental uses his Focus Technique to determine damage. The attacker's Stamina applies for defense in the usual fashion. All punching, grabbing or kicking attacks by the elemental have an additional +1 damage modifier. Water Any attack that successfully damages the elemental in this form subtracts one success from the damage done (i.e., if someone hit the water elemental for four Health Levels of damage, the elemental would only take three Health Levels). Air All Aerial Maneuvers against the air elemental suffer a -2 penalty on the attack's Damage modifier. All projectile attacks such as fireballs cause one fewer Health Level of damage (similar to the Water effect, above). Earth All punching or kicking attacks aimed at the elemental suffer a -2 penalty on the attack's Damage modifier. When in this form the elemental cannot be thrown and is unaffected by Knockdowns. Cost: 1 Chi, 1 Willpower Speed: -2 Damage: Varies. See above. Move: None Elemental Stride Prerequisites: Focus **, Elemental ***** Description: 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 no range limit with regard to most combat hex-maps. Striding fighters reappear at the end of the same round they disappeared. Outside of combat the elemental may move invisibly through his element at a rate of (Stamina + Focus) miles per hour. Cost: 1 Chi (outside of combat the Chi cost is 1 per hour traveled) Speed: +1 Damage: None Move: See description above. Entrancing Cobra Prerequisites: Focus ** Description: 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. Cost: 1 Chi Speed: +2 Damage: None Move: -1 Envelop Prerequisites: Focus **, Grab **, Elemental ***, Drench Description: 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: The Envelop functions much like a Grab Maneuver. If two fighters are engaged in a Sustained Hold and are in the same hex, then both will be affected. Each round the target must succeed in a Stamina test to see if he is dizzied by lack of oxygen. The range of the Envelop extends a number of hexes equal to the fighter's Focus Technique and requires an unobstructed line of sight. Envelop is a Sustained Hold and may be maintained a number of rounds equal to the Elemental's Focus Technique. If the line of sight is broken by an obstacle or another fighter, the Envelop is dispelled. Unlike most Sustained Holds, the target may move and fight normally, except that his Speed is at -2. Cost: 1 Chi (first round only) Speed: -2 Damage: +1 (first round) -1 each following round Move: -2 Fire Strike Prerequisites: Focus **, Elemental ***, Flaming Fist Description: 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 of the combat turn. This damage is applied to any character standing within the affected hexes. Cost: 1 Chi Speed: -1 Damage: +3 Move: None Flaming Fist Prerequisites: Punch *, Focus *, Elemental ** 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 Maneuver and play the Flaming Fist with it. The Flaming Fist does not affect the Speed or Move of the maneuver, only the Damage. Cost: 1 Chi Speed: See above. Damage: +3 Move: See above. Flight Prerequisites: Athletics *, Focus **, Elemental *** Description: 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. In combat, the player must stand still for a full turn while activating the Flight power. He may block, but cannot initiate any offensive attacks. The following turn the fighter will be treated as an airborne target, and may attack and move normally, using the modifiers below in addition to any provided by the move he decides to use. His Move in hexes equals his Stamina. Furthermore, he is only affected by Aerial Maneuvers or by projectile attacks. Cost: 1 Chi per turn in combat, 1 Chi per hour out of combat Speed: +1 Damage: None Move: Stamina Heal Prerequisites: Focus ***, Elemental Background *** Description: 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 the natural world, and it is not unusual for elementals to be seen using it to clean up polluted rivers, mine trailings and such. In nature, one Chi purifies up to five square feet of polluted area. Certain especially polluted areas may require more than one Chi per five square feet. Cost: See description above. Speed: -1 Damage: None Move: -1 Heatwave Prerequisites: Focus **, Elemental Background *** Description: 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. Cost: 1 Chi Speed: +0 Damage: +2 (special; see above) Move: +0 Leech Prerequisites: Focus ***, Grab ** Description: No one knows what ancient order developed this power, although a few Kabaddi masters speculate that it descended from the Mongol Empire. They believe that this ability was researched by the wise men of 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 Technique. 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. Cost: See description above. Speed: +0 Damage: See description above. Move: None Lightness Prerequisites: Athletics **, Focus ***, Elemental ***, Flight Description: 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. System: The affected fighter may add +2 to his Speed and +3 to his Move for all Jump-enhanced maneuvers next round. The elemental is not required to concentrate on the effect during the round, and may move and attack normally. Lightness lasts for a number of turns equal to the Elemental's Focus Technique. Cost: 1 Chi Speed: +1 (initial) +2 (target, following round) Damage: None Move: +1 (initial) +3 (target, following round) Pit Prerequisites: Focus ***, Elemental ***, Wall Description: A gaping hole is torn out of the earth beneath the elemental's opponent. Many fighters are caught off guard by this maneuver. System: In order to be effective, the Street Fighter must target his opponent after she has finished her movement. Otherwise, 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. Pits should be marked on the hex map because, once created, a pit is permanent. 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. Cost: 1 Chi Speed: -1 Damage: +1 Move: -1 Pool Prerequisites: Focus **, Elemental **** Description: 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. Cost: None Speed: +1 Damage: None Move: -2 Push Prerequisites: Focus ***, Elemental ***, Air Blast Description: 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: A blast of air with a width (in hexes) equal to the character's Focus Technique starts one hex-line in front of the character and continues forward for three hexes. Anyone in this path suffers one hit, which may be blocked normally. Use the Damage modifiers below, Any fighter who suffers damage is moved an equal number of hexes in a straight line away from the elemental. Jumping or airborne opponents will suffer a Knockdown as well. Cost: 1 Chi Speed: -2 Damage: +1 Move: None Sakki Prerequisites: Focus ***** Description: 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 saved thereby, the Ninja gains a temporary Honor point. This power is always in effect, even when a character is sleeping. Cost: None Speed: None Damage: None Move: (Focus + Athletics) only to avoid surprise attacks. Shrouded Moon Prerequisites: Focus **, Athletics * Description: 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 the Ninja remains unspotted, his next action is at +1 Speed. Cost: 1 Chi Speed: +0 Damage: None Move: -1 Sense Element Prerequisites: Focus *, Elemental * Description: 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 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. Cost: None Speed: Not applicable. Damage: None Move: Not applicable. Speed of the Mongoose Prerequisites: Focus *** Description: 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 turn and cannot block or attack. The following turn she may choose to add +4 to her Speed or +6 to her Move (the latter must be in a straight line). Cost: 1 Chi Speed: +2 Damage: None Move: -2 Spontaneous Combustion Prerequisites: Focus ***, Elemental ****, Heatwave Description: With this awesome power, the elemental can make his opponent 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 middle of combat: any character who rolls out a fire suffers a -2 Speed penalty on her next action. Cost: 2 Chi first round, 1 Chi thereafter Speed: +0 (Not listed in Book) Damage: +5 first round, +2 thereafter Move: -2 Stone Prerequisites: Focus **, Punch **, Elemental **, Wall Description: The elemental may form a small boulder from thin air and throw it at her target. 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. Cost: 1 Chi Speed: -2 Damage: Strength + Focus Technique Move: None Vacuum Prerequisites: Focus ***, Elemental ****, Air Blast Description: 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: The user of this power designates one hex as the target hex. Any fighter in that hex must succeed in a Stamina test or be automatically dizzied the following turn. He then suffers damage according to the modifiers below. Air elementals are unaffected by this power. A target with a higher Speed may interrupt and move out of the affected hex before the vacuum forms. Cost: 1 Chi Speed: -2 Damage: +2 Move: -2 Venom Prerequisites: Focus **, Athletics **, Grab **, Bite Description: 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 the tougher Street Fighters. System: On a successful attack the target suffers damage according to the modifiers below. For the next two turns, the victim will act at -1 Speed and will automatically lose one additional Health Level per turn of the poison's effect. Venom may not be used in conjunction with any other biting attacks - although it may be worked into an effective combination with other biting attacks. Cost: 1 Chi Speed: +1 Damage: +2 (Lingering effects for the next two turns. See above.) Move: -2 Wall Prerequisites: Focus *, Elemental ** Description: Simple yet effective. The elemental causes a solid wall of earth to erupt from the ground, either hitting an opponent or blocking his attack. System: The elemental selects a hex other than her own and fills it with a wall of earth. The range of this power is Perception + Focus. Anyone in this hex at the time the power is evoked suffers the listed damage below. Otherwise the wall must be circumvented or beaten down. As with the Pit Special Maneuver, the elemental must be in contact with the earth for this maneuver to be effective. A wall has a number of Health Levels equal to the Elemental's Focus Technique, and a Stamina equal to her Elemental Background. Cost: None Speed: -2 Damage: +2 Move: None Weight Prerequisites: Focus ***, Elemental ****, Wall, Stone, Pit Description: 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 it 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 round, and will suffer -2 Speed and -2 Move. This effect cannot be sustained but can be used successively. Cost: 1 Chi Speed: -2 Damage: None Move: -1 Secrets of Shadoloo PUNCH Ducking Fierce Prerequisites: Punch ** Description: The fighter crouches low and delivers a short powerful blow to her opponent's midsection. This punch often catches unsuspecting opponents off-guard. System: This punch combines a Fierce attack with a deceptive Crouching Maneuver. Use the modifiers below. Cost: None Speed: -1 Damage: +4 Move: Zero Elbow Smash Prerequisites: Punch * Description: By firmly planting his feet, the fighter can deliver a quick powerful elbow smash to a nearby opponent. Many deaths are caused in Thai Kickboxing rings by the lethal power of these elbow strikes. System: Use the modifiers listed below Cost: None Speed: +2 Damage: +2 Move: One KICK Forward Slide Kick Prerequisites: Kick **, Athletics ** Description: This maneuver is very similar to the regular Slide Kick (see rulebook), 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. Cost: None Speed: +0 Damage: +2 Move: +0 Scissor Kick Prerequisites: Kick ***, Athletics ***, Jump Description: 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: Use the modifiers listed below. The Scissor Kick is a powerful leaping attack and is considered an Aerial Maneuver. This warrior can make two damage tests against his opponent using the modifier listed below. Cost: 1 Willpower Speed: +0 Damage: +3 Move: +3 Tiger Knee Prerequisites: Kick ***, Athletics **, Jump Description: 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 Maneuver. The Tiger Knee is also an Aerial Maneuver, allowing the fighter to dodge over fireball projectiles just as he would with a jump. Cost: 2 Willpower Speed: +3 Damage: +2 Move: +0 GRAB Air Suplex Prerequisites: Grab ***, Athletics ***, Jump, Suplex Description: The warrior intercepts his opponent in mid-leap, grabbing the opponent and twisting him upside-down so that both attacker and victim fall to the ground 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 Kabaddi 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 successful and the victim suffers a Knockdown. The attacker and victim both end the turn in the same hex where the attack occurred. Cost: None Speed: -1 Damage: +4 Move: +0 Choke Throw Prerequisites: Grab ***, Athletics **, Jump Description: The fighter leaps up and either catches his opponent in mid-air or executes this maneuver upon landing. Either way, the result is the same. The fighter catches his opponent by the throat and uses his momentum to hurl his opponent to the ground. System: Use the modifiers listed below. The fighter executing the Choke Throw can interrupt an opponent performing an Aerial Maneuver. It can also be used to attack a standing opponent. Any damage done indicates that the victim suffers a Knockdown. The attacker and victim both end the turn in the same hex where the attack occurred. Cost: None Speed: -1 Damage: +2 Move: +0 ATHLETICS Backflip Prerequisites: Athletics *** Description: 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. System: While executing this maneuver, the fighter can only move in a straight line away from his foe. While executing this maneuver, the fighter cannot be harmed by any attack. However, he will be vulnerable to attack both before and after this maneuver is executed. Cost: 1 Willpower Speed: +3 Damage: None Move: +2 Flying Punch Prerequisites: Athletics ****, Punch **, Focus ***, Jump Description: 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 practioners 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 actually move two hexes past her opponent and move back to the opponent's hex as she arcs back downwards to hit her opponent from behind. This attack is considered an Aerial Maneuver and halves the opponent's total Stamina for the purposes of determining how many damage dice are rolled (rounding fractions down). For example, if a fighter who is Blocking gets hit by a Flying Punch, 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 dice.) But because the Flying Punch is a sucker shot, the fighter's Stamina is halved, so (3 divided by two, rounding down, is 1) the Soak is 1 Stamina die plus 4 Technique dice for a total of 5 dice. 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 her opponent's Stamina. The attacker ends her movement in the hex behind or in front of her opponent, depending on how the maneuver was used. Cost: 1 Willpower Speed: -2 Damage: +2 Move: +5 Light Feet Prerequisites: Athletics ****, Jump Description: 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 Special Maneuver is not played as a card. Instead, +1 Move is added 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. Cost: See Above Speed: See Above Damage: None Move: See Above Tumbling Attack Prerequisites: Athletics ***, Backflip Description: 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 modifiers below. 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 her opponent, she rolls for damage and automatically pushes her opponent back one hex. She can continue tumbling into her opponent, pushing him back and damaging him once for each hex, up to the fighter's full Move. The fighter will push her opponent back and make damage tests until she has moved her full distance. The Tumbling Attack is a Crouching Maneuver. The attacker moves in a straight line. Cost: 1 Willpower Speed: -1 Damage: -1 Move: +0 FOCUS Mind Control Prerequisites: Focus *****, Psychic Vise, Mind Reading Description: 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. 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 his opponent on the Resisted roll, he has taken control over his opponent's actions. The duration of the psychic control depends upon the number of successes gained. 1 Success 1 Round of combat (10 Turns) 2 Successes 1 Hour 3 Successes 1 Day 4 Successes 1 Week 5 Successes 1 Month 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 his permanent Honor and his controller's Willpower in order to resist a command that goes against his own moral code or survival instinct (such as attacking friends or jumping off a cliff). If the victim is successful, then he resists the command, but is still under Mind Control. Cost: 2 Chi Speed: -3 Damage: None (see above) Move: None Psycho Crusher Prerequisites: Focus *****, Athletics ***, Psychokinetic Channeling Description: 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 he is consumed in the attacker's Psychic fire, taking full damage from the attack (use the +5 Damage modifier) and suffers Knockdown as he is thrown into a hex adjacent to the one where he was standing (the victim chooses which hex). If the opponent is blocking, then he is knocked back one hex from the direction the attacker flew at him, and he will take 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. Cost: 2 Chi Speed: -1 Damage: +5/One (see above) Move: +6 Psychic Rage Prerequisites: Focus *** Description: 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 opponent is capable of delivering devastating damage, but he will also give absolutely no thought to his own safety and precious little thought to the morality of his actions. Victims of Psychic Rage have been known to turn on their own teammates in fits of blind fury. 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 her opponent in a Resisted Willpower versus Willpower roll (use the permanent Willpower ratings). If the fighter is successful, the opponent enters a berserker fury. The victim will only be able to play Fierce or Roundhouse Combat Cards and his highest damage Special Maneuvers: the battle fury will drive them to use their most powerful attacks. He will spend Chi and Willpower as needed until he runs out. Furthermore, he will be incapable of playing any Movement or Block Maneuvers and will not gain benefits from Combo Maneuvers. After each turn the victim has suffered Psychic Rage (not counting the first turn he is affected), the victim can roll his Permanent Honor in a Resisted Roll against the attacker's Manipulation to try to break free of the rage. The rage will automatically end if the attacker or the victim is knocked unconscious. 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. Cost: 1 Chi Speed: -2 Damage: None (see above) Move: None Psychic Vise Prerequisites: Focus **** Description: 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 Willpower point and is also at -1 Speed for her next maneuver. If the victim loses a number of Willpower points greater than her Intelligence Attribute 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. Cost: 1 Chi, 1 Willpower Speed: +0 Damage: +0 (see above) Move: None Psychokinetic Channeling Prerequisites: Focus *** Description: 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 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 recorded on as a single Combat Card, which can be played along with any of the six Basic Punch or Kick Combat Cards. When played this way, Psychic Channeling adds +2 damage to the attack. Cost: 1 Chi Speed: +0 (see above) Damage: +2 (see above) Move: +0 (see above) Blind Prerequisites: Focus *** Description: 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 the 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 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. Cost: 1 Chi Speed: +0 Damage: None Move: None Contenders GRAB Improved Pin Prerequisites: Grab ***, Athletics **, Pin Description: This is simply a refinement of the Pin technique. 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. Cost: 1 Willpower on the first Turn only Speed: +0 Damage: +2 (first Turn)/+1 (subsequent Turns) Move: +1 (first Turn)/Two (subsequent Turns) Pin Prerequisites: Grab ** Description: Jiu Jitsu practitioners learn many ways to hold someone immobile. To perform a Pin, the target must either have suffered Knockdown or be Dizzied; the fighter moves into his opponent's hex and makes his attack roll. If he performs two or more levels of damage, the opponent is held in a painful, immobilizing hold until she manages to break free - a difficult task. The Jiu Jitsu practitioner often pins his opponent near the end of the fight, then just waits for the time to run out. This maneuver is often bought as the second half of a Combo with Throw or Air Throw. System: The Jiu Jitsu practitioner's Strength is considered to be raised by three only for the purpose of holding the opponent (it does not add to the damage roll). The fighter may choose to inflict damage or not on each Turn after the first; the target only gets their Stamina and Grappling Defense against this attack. This is a Sustained Hold. If the fighter is Dizzied or knocked out by a third party's attack, the Pin is automatically broken. Cost: 1 Willpower on the first Turn only Speed: -1 Damage: +2 (first Turn)/+0 (subsequent Turns) Move: +1 (first Turn)/None (subsequent Turns) ATHLETICS Breakfall Prerequisites: Athletics * Description: 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 a Breakfall card 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.) Cost: None Speed: See description above. Damage: See description above. Move: See description above. Ground Fighting Prerequisites: Athletics **** Description: Most fighting styles prepare a contender for fighting on his feet, but once his back hits the ground, he is at a disadvantage. Street Fighters from other styles are better prepared for this eventuality, while Pankratiasts train at fighting while grounded. Many Pankratiasts are even known to take their opponent to the ground to take advantage of their contusion. System: This Maneuver does not require a Combat Card. Instead, it is simply invoked when 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 she does, she suffers from the standard Knock down speed penalties when rising). Likewise, she many continue fighting from the ground, using any Basic or Special Maneuver that does not require hip-derived torquing or momentum or any Aerial maneuvers. This requires some Storyteller discretion on what can or cannot be performed. For instance, a Double Dread Kick would be impossible while a Slide Kick 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 -3 Damage to their own attacks. Individuals fighting ground-based Contenders have a number of their own disadvantages. Unaccustomed to fighting someone so low to the ground, they will be able to use only low-target attacks; otherwise, any other physical strike will be at -2 Damage and -2 Speed. Cost: 1 Willpower Speed: See description above. Damage: See description above. Move: See description above. FOCUS Chi Push Prerequisites: Focus ****, Chi Kung Healing Description: 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: The basic damage done by the maneuver is the user's Wits + Focus +3, +1 for each extra point of Chi the practitioner spends beyond the first. The practitioner must choose what to do with their dice pool: the maneuver's damage may be reduced by one point to throw the target back by one hex. The maneuver may also be done without touching the target: each hex between the target and the practitioner subtracts two damage dice. Chi Push has no effect on someone using the San He maneuver. Furthermore, the target may add dice to their soak roll by spending 2 Chi per 1 die. Cost: 2 Chi, +1 Chi for each +1 damage added Speed: -3 Damage: Wits + Focus +3 + (special) Move: None Levitation Prerequisites: Focus ***** Description: 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 turn in any direction they choose (up, down, sideways) by spending one Chi per turn. Cost: 1 Chi/Turn Speed: +0 Damage: None Move: Special Storyteller's Screen PUNCH Heart Punch Prerequisites: Punch ***, Focus * Description: The heart punch is a blow designed to stun an opponent, leaving him vulnerable to the fighter's next blow. A quick powerful blow is delivered to the opponent's chest. This move is considered a cheap shot and can result in the loss of Honor, depending on the circuimstances under which it is applied. System: No damage is done by this attack. However, damage is still rolled for the purposes of determining a dizzy. Because of the nature of the Heart Punch Technique, it may not be part of a dizzying combo maneuver. It can, however, be combined for the purposes of gaining a speed bonus. Cost: None Speed: -1 Damage: +5 (although no damage is actually done) Move: -2 Knife Hand Strike Prerequisites: Punch *** Description: The Fighters straightens her hand so that it's rigid and strikes fingers first at an unprotected body. The effect is a quick and deadly strike which incapacitate an unsuspecting foe System: Use the modifiers below to perform the strike. Unless an opponent is blocking, damage is applied against only half of his Stamina (rounded down) Cost: None Speed: +1 Damage: -1 Move: -1 Lunging Punch Prerequisites: Punch ***, Athletics * Description: The Fighter dashes forward and delivers a low sweeping punch that catches his opponent off-guard. Legs and shoulders play a big role in executing this maneuver as the fighter must dash several feet forward and remain close to the ground. System: Use the modifiers below. The Lunging punch ignores a block unless the opponent is doing a crouching block or kick defense. The Lunging punch is considered a crouching maneuver. Cost: None Speed: +2 Damage: +1 Move: 2 KICK Forward Backflip Kick Prerequisites: Kick ***, Athletics ***, Backflip Kick, Jump Description: With this move the fighter jumps up towards his/her opponent, and executes a backflip in the air and kicks. This maneuver is especially effective against airbourne opponents. System: This maneuver is most effectively played as an interrupt. If the oppoent is performing an Aerial maneuver he/she is knocked down and suffers two damage tests as the kcik strikes twice. Cost: 1 Willpower Speed: +2 Damage: +1 Move: 2 GRAB Face Slam Prerequisites: Grab **, Strength **** Description: 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 modifiers below. If any damage is done, the opponent suffers a knockdown. Cost: None Speed: -1 Damage: +3 Move: 1 Flying Tackle Prerequisites: Grab **, Athletics ** Description: The fighter launches into the air and slams into his opponent, taking them both to the ground. This maneuver is considered crude by many high ranking Street Fighters, although it's effectiveness cannot be denied. System: Both the attacker and the defender suffer a knockdown, but only if damage is done. After impact, attacker and defender fly back two hexes and end the turn on the ground, occupying the same hex. The attacker gains a +2 speed bonus to her next move if it is a Grab maneuver. Cost: None Speed: -1 Damage: +0 Move: +2 The Perfect Warrior GRAB Rising Storm Crow Prerequisites: Grab ***, Athletics ***, Throw Description: The Rising Storm Crow is a devastating maneuver based on the same principles of leverage seen in the Thigh Press, only taken to a further level of power. The fighter charges and grabs anything at hand on the front of her target (lapels. hair. ears); she then launches into a forward flip directly over her opponent. As she lands in a crouched position (still facing the direction she started in), she bends her opponent over backwards and pulls him over her head, using the momentum of the leap to fling him 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 her target when starting. and can throw the target in a straight line forward for as many hexes as her Strength. The target takes two damage tests: one at the fighter's Strength -3 when the forced flip is initiated, and then another at twice the fighter's Strength when the target lands. Thus, a character with a high Strength throws the target farther and harder. The opponent automatically suffers a Knockdown, whether or not he takes any damage from either test. Both damage tests combine to determine if the victim is dizzied. Cost: 1 Willpower Speed: -3 Damage: -3/x2 Move: +2 (minimum Move 2) Warrior's World PUNCH Art of Breaking Prerequisites: Punch ***, Focus *** 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 Chi roll against a difficulty determined as follows: Ice: 4 Wood: 5 Stone/Brick/Cement: 7 Metal: 8 Hardened Metal: 9 If you score at least two successes, you wil shatter the object. You cannot use Art of Breaking on living things, or cybernetic implants (attmpting to do so delivers damage as per a Fierce punch). Cost: 1 Willpower for breaking anything other than wood or ice. Speed: -3 Damage: Special Move: None Atemi Strike Prerequisites: Punch **** Description: In this attack the fighter strikes at one of his opponent's vital points, causing agonizing pain. System: The fighter must strike an unarmored vital point on his opponent's body. If this is used successfully, then the damage from the Atemi Strike cannot be soaked, unless the attack was blocked. Cost: 1 Willpower Speed: -1 Damage: -1 Move: -2 Banishing Punch Prerequisites: Athletics ***, Punch ****, Focus *** Description: 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: When you select Banishing Punch, you must select a punch maneuver that it will be combined with. In combat, the fighter throws a punch at the incoming projectile, making a Strength + Alertness roll (difficulty 6). If he scores more successes than the opponent did to hit him with the projectile, the projectile attack is canceled out. When the banishing punch is used against an opponent directly, it inflicts damage as per the normal punch, +2 dice. All of the modifiers listed below are cumulative with those of the punch. Cost: 1 Chi Speed: +1 Damage: Special Move: -1 Disarm Prerequisites: Punch *** 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 makes a Strength + Punch roll against a difficulty of 6, and the target makes a soak roll using their Strength (difficulty 6). If the attacker gets more successes than the defender, the defender's weapon flies one hex away for every success that the attacker had over the number of successes rolled on the soak roll. If the attacker botches, they take normal damage from the weapon. Cost: None Speed: -1 Damage: None Move: None Fingertip Attack Prerequisites: Punch *** Description: 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 inflitcs (which is small but painful), but in order to deliver pressure point strikes. System: This attack inflicts only 1 health level of damage (do not roll), but at least five sucesses are needed to soak it. Cost: None Speed: +4 Damage: Special Move: +0 Leaping Rake Prerequisites: Punch **, Athletics *, Jump, Claw Description: The fighter leaps past his opponent, raking him with his claws as he passes. System: This is an aerial maneuver, and it only works if the attacker has enough Move to go past his opponent; if he can only leap as far as his opponent, this maneuver cannot be used. Cost: None Speed: +1 Damage: +1 (in addition to claw damage) Move: +1 KICK Air Lightning Leg Prerequisites: Kick *****, Jump, Lightning Leg Description: 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 (see Street Fighter p. 114). Cost: 1 Willpower Speed: +0 Damage: +1 Move: +0 Flurry Kick Prerequisites: Kick ***, Athletics **** Description: The fighter launches himself forward at the opponent, and lashes out with three kicks. System: Make three separate damage tests using the modifiers listed below. This is an Aerial Maneuver. Cost: None Speed: +0 Damage: -2 Move: +2 Jaguar Tooth Prerequisites: Kick ****, Athletics ***, Jump, Wall Spring Description: 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. Cost: None Speed: +1 Damage: +4 Move: +2 Knee Strike Prerequisites: Kick ** Description: 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. Cost: None Speed: +2 Damage: +1 Move: None Reverse Front Kick Prerequisites: Kick **** Description: The fighter launches a feint kick past the head of his opponent, then quickly reverses it with a sharp snapping motion, driving his heel into the back of the opponent's head. System: This kick ignores blocks. Cost: None Speed: -1 Damage: +1 Move: -1 Rising Bird Kick Prerequisites: Kick ****, Athletics ***, Double-Hit Kick, Jump Description: In this highly acrobatic maneuver the fighter jumps upwards feet-first and kicks at the opponent three times. System: This is considered an Aerial Maneuver. Make three damage tests using the modifiers listed below. Cost: None Speed: -2 Damage: -2 Move: +0 Rising Jaguar Prerequisites: Kick ****, Jump, Knee Strike Description: In this powerful kickboxing maneuver, the fighter leaps upward, slamming his knee into the opponent. System: This functions in effectively the same manner as a Dragon Punch (see Street Fighter pgs. 107-108). This is considered an Aerial Maneuver. Cost: 1 Willpower Speed: +0 Damage: +5 Move: -2 Somersault Shell Prerequisites: ? Description: The Somersault Shell is basically a reversed flash kick; rather than flipping backwards, the fighter flips forwards. This works exactly the same as the Flash Kick (see Street Fighter p. 112), except that it's Speed is +0. System: ? Cost: ? Speed: +0 Damage: ? Move: ? Spinning Thrust Kick Prerequisites: Kick ** Description: The figher 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 modifiers below. Cost: None Speed: -1 Damage: +3 Move: -1 BLOCK Weapon Block Prerequisites: Block **** Description: This maneuver allows the character to block melee weapons without being hurt by them. System: This is exactly the same as a normal Block maneuver, except that it works against melee weapons. Cost: None Speed: +4 Damage: None Move: +0 GRAB Choke Throw Prerequisites: Grab ***, Althletics **, Jump, Throw Description: The attacker leaps up and catches the opponent either in mid-leap or upon landing. Either way, the attacker grabs the opponent by the throat and uses his momentom to force the opponent to the ground and choke her. System: This is an Aerial Maneuver, and can be used to interrupt an opponent performing an Aerial Maneuver or to attack a standing opponent. If the victim takes any damage, he suffers a knockdown. Once the actual Choke Throw is executed, the attacker has the opponent pinned by the neck, as per a Neck Choke (see Street Fighter p. 120). Both the attacker and the victim end the round in the same hex. Cost: None Speed: -1 Damage: +1/As per Neck Choke Move: +0 Flying Tackle Prerequisites: Grab **, Athletics **, Jump Description: The attacker dives at his opponent and grabs onto them, throwing them to the ground. System: This is an Aerial Maneuver. If successful, the opponent is knocked down. Both the attacker and the defender end up on the ground in the same hex, and both suffer the usual -2 Speed penalty the next turn for getting to their feet. Cost: None Speed: +1 Damage: +1 Move: +1 Joint Break Prerequisites: Grab *****, Joint Lock 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. System: If the victim takes any damage from this maneuver, the limb is broken, until it is healed (Chi Kung healing can fix the broken arm if as many health levels are restored as the Joint Break inflicted). This maneuver does Kill damage only (though, at the Storytellers option, victims might pass out from the pain). Cost: 1 Willpower Speed: +0 Damage: +2 Move: +0 Joint Lock Prerequisites: Grab **** Description: The figher grabs one of the opponents limbs and twists it around in a manner it was never meant to be twisted, forcing them to the ground in pain. System: This is a Sustained Hold; the victim takes damage each turn it is maintained. For the duration of the Joint Lock the victim is considered to be crouching and cannot use the locked limb, though he may attack with another limb by spending a point of Willpower. The damage from a Joint Lock is Stun damage only; even if the victim is incapacitated from the pain, he will not be physically damaged by it. Armor does not effect the damage taken from this. Cost: None Speed: +1 Damage: +1 (first turn)/+0 (subsequent turns) Move: +0 (first turn)/One (subsequent turns) Reflection Slice Prerequisites: Grab **, Weapons ****, Riposte Usable With: Special Description: 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. System: Make a normal roll to hit as per a Grab maneuver; if this is successful, then the character has taken the opponent's sword; make a normal sword attack roll (as per a medium strike), for which the victim it at +3 difficulty to defend. Cost: 1 Willpower Speed: +3 Damage: Special Move: One Soul Shock Prerequisites: Grab **, Focus *** Description: In this powerful attack the attacker grasps his opponent at the shoulders and infuses her with damaging psychic energy. System: The opponent suffers a Knockdown in addition to damage. Cost: 1 Chi Speed: +0 Damage: +4 Move: None ATHLETICS Leap Dodge Prerequisites: Athletics ****, Jump Description: 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 card 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, any Chi and/or Willpower required spent but not used. Cost: None Speed: +6 Damage: None Move: +0 Mao's Pride Prerequisites: Athletics **** Description: Mao's Pride is a sort of "show-off" maneuver, intended mainly to be very impressive. The fighter displays an impressive array of unused attacks, often (but not necessarily) with weapons of some sort. While it cannot be used in actual combat, the intimidation factor of this is incredible. System: The Wu Shu fighter makes a series of maneuvers, making a Dexterity + Athletics (difficulty 6) roll to determine how well they are carried off. Opponents must make a Willpower roll (difficulty of the Wu Shu fighter's Dexterity + Athletics, to a maximum of 9). If the Wu Shu fighter gets more successes, the opponent is intimidated by this, and suffers a penalty to their Speed equal to the number of successes rolled by the Wu Shu fighter. If the opponent botches, they are severely intimidated, and unless they make a second Willpower check (difficulty 5), will probably back out of the fight (Storyteller discretion). Cost: 1 Willpower Speed: -1 Damage: None Move: +3 Shoulder Smash Prerequisites: Athletics **, Jump Description: This simple and effective maneuver is commonly used by wrestlers, brawlers, and the like. The attacker jumps at his opponent as hard as possible, slamming into them with his shoulder, much like a football player making a tackle. System: The opponent must be standing in the same hex or an adjacent hex. The fighter moves into the opponent's hex, rolls damage for Shoulder Smash, and then finishes his movement. This is an Aerial Maneuver. Cost: None Speed: +0 Damage: +2 Move: -1 Hundred Demon Somersault Prerequisites: Athletics ****, Jump, Throw Description: The fighter sails, spinnging through the air towards his opponent, and upon reaching them either grabs and throws or uses a normal attack. System: 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 throw, punch, or kick. Cost: None Speed: +1 Damage: Special Move: +2 FOCUS Absorbing Barrier Prerequisites: Focus ****, Reflecting Barrier Description: This is the ability to create an energy barrier which will absorb the chi from incoming energy attacks. System: The Absorbing Barrier lasts for one turn; if used to block an energy attack (fireball, sonic boom, etc.), the total damage inflicted by that attack is instead added to the character's current Rage. If the Absorbing Barrier is used offensively it functions in the same manner as an Energy Barrier (see below). Cost: 1 Chi Speed: +3 Damage: Special Move: One Awareness Prerequisites: Focus ****, Alertness *** Description: 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. Cost: None Speed: N/A Damage: None Move: N/A Calm Minds Prerequisites: Focus **** Description: This power enables the character to radiate calm, such that he can quell agression in others. System: When this power is used everyone within a number of hexes equal to the character's Wits + Focus must make a Willpower roll or lose any agression (and all Rage points) they have for the next six turns. Cost: 1 Chi, 1 Willpower Speed: -2 Damage: None Move: None Delay Damage Prerequisites: Focus **** 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 must be used during a normal soak roll. After the total damage, minus the soak roll is determined, the character may roll a number of dice equal to his focus plus one; for every success rolled one health level of damage is "delayed." When damage is delayed in this manner, it does not immediately take effect, but should be recorded and applied in full at the end of the scene. Cost: 1 Chi Speed: +2 Damage: None Move: +0 Drain Chi Prerequisites: Focus ***, Grab *** Description: This power enables the character to steal chi energy in much the same manner that the Leech power (see the Player's Guide p. 96) 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, and any excess Chi points taken are added to the character's current Rage. A target must be successfully held in a Sustained Hold before Drain Chi can be used. Cost: Special Speed: +0 Damage: Special Move: None Fireburst Prerequisites: Focus *** Description: This maneuver, similar to a fireball, involves creating a large sphere of energy between one's hands and pushing this into an enemy at close range. System: A firebust can only affect opponents in the same hex or a hex adjacent to the attacker. Cost: 1 Chi Speed: -2 Damage: +4 Move: One Flaming Fireball Prerequisites: Focus ****, Fireball, Improved Fireball Description: 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 (see Street Fighter p. 127), 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. Cost: 1 Chi Speed: -3 Damage: +5 Move: None Focus Rage Prerequisites: None Description: This is the ability to form Rage in oneself from nowhere. Doing this requires that the fighter stand completely still and concentrate. The physical appearance of this depends on the power of the character's Chi. Those with relatively low Chi (1-3 points) will not have any outward sign that they are doing this (except for them grimacing or something), while those with higher Chi (6+) will often create a crackle of electricity, a glow of energy, or something else (depending on their powers) as they do this. System: For every turn spent concentrating, the character must make a Focus roll (difficulty 4). For every success rolled, the character gains one point of Rage. On a botch, you will lose two points of Rage. Cost: 1 Willpower per turn Speed: None Damage: None Move: None Force Shout Prerequisites: Focus ***, Stunning Shout Description: This is an advanced form of the Stunning Shout (see Street Fighter p. 130) 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. Cost: 1 Chi Speed: +2 Damage: None Move: -2 Guided Fireball Prerequisites: Focus ****, Fireball Description: This maneuver allows the character to actually guide the paths of their projectile attacks. System: This increases the dice pool for determining if it hits by two dice, and also allows the fireball to turn corners and such. A fireball can stay active for a number of turns equal to the character's focus before dissipating. Controlling its course counts as an action, and it may be reaimed once per turn. The modifiers listed below are in addition to those of the projectile attack used. Cost: 1 Chi in addition to the normal cost of the attack. Speed: +1 Damage: -1 Move: One Kongjin Prerequisites: Focus **** Description: The power of kongjin, or "empty force" allows one to strike from a distance. It is also known as "one finger" from the training method used, whereby the student attempts to move an iron bell suspended from a well or hallway by projecting chi through one finger. System: Kongjin can be played with any Punch or Kick maneuver. When it is used, a maneuver may affect opponents up to 2 hexes away per dot of Focus, without touching them. A Kongjin strike cannot be blocked. Cost: 1 Chi Speed: +1 Damage: +1 Move: None Psycho Warp Prerequisites: Focus ***** Description: 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. Cost: 2 Chi Speed: +4 Damage: None Move: Special Reflecting Barrier Prerequisites: Focus *** Description: 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 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 turn. A Reflecting Barrier can also be used offensively, by slamming it into the opponent. This inflicts +3 damage, and otherwise uses the modifiers listed below. Cost: 1 Chi Speed: +2 Damage: Special Move: One Short Fireball Prerequisites: Focus ** Description: This is basically the same as the typical Fireball move (see Street Fighter p. 127), except that its range is extremely limited. Dan is the first fighter of any renown to use this maneuver. System: A short-range fireball can only affect opponents in the same hex or an adjacent hex. Cost: 1 Chi Speed: +0 Damage: +1 Move: None Stunball Prerequisites: Focus ** Description: This is a very low-powered fireball, which does no physical damage, but can stun opponents, which can potentially be worse, especially if the fighter has some combos to pull out. System: This works exactly the same as a normal fireball (see Street Fighter p. 127), 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. Cost: 1 Willpower or 1 Chi Speed: -1 Damage: +2 (special) Move: None Weapon Channeling Prerequisites: Focus *** Usable With: All Description: This maneuver allows any reasonable special attack you know can to done through the weapon. Thus, if you could produce a fireball, you could have it fired from the blade of a sword. This can be helpful at times, since virtually all fireball techniques normally require one or both hands, as do all swords and most other melee weapons. System: Use the modifiers listed below. Cost: None Speed: -1 Damage: +0 Move: -1 Beast Focus Prerequisites: Focus ***, Animal Companion ****, Shared Eyes Description: This power enables the fighter to use Focus maneuvers through his animal companion. System: The character may use any Focus maneuver with the effects originating from their animal companion. Apply the modifiers listed below. Cost: None Speed: -1 Damage: +0 Move: +1 Share Chi Prerequisites: Focus ***, Animal Companion ***, Shared Eyes Description: This maneuver enables the character to draw on his animal companion's chi and vice versa. 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 his animal companion as though it were his own. Cost: None Speed: N/A Damage: N/A Move: N/A Share Life Prerequisites: Focus **, Animal Companion ***** Description: The ultimate bond, this maneuver allows the character to temporarily meld their life force with that of their animal companion. System: The character and their animal companion are both considered to have one Health total, equal to the sum of their individual totals, and damage to either one will harm both. This lasts until the end of the scene. Cost: 1 Chi Speed: N/A Damage: N/A Move: N/A Shared Eyes Prerequisites: Focus **, Animal Companion ** Description: This maneuver enables the character to see through his animal companion's eyes and vice versa, at any distance. System: The character can see whatever their animal companion is seeing and vice versa. Remember that most animals have monochromatic (colorless) vision. Cost: 1 Chi Speed: N/A Damage: N/A Move: N/A Ashura Warp Prerequisites: Focus ****, Negative Chi Description: This maneuver causes the fighter to sort of "phase out" for a short while, and glide along, floating a few inches above the ground, and leaving a trail of blue shadows behind them. System: This power takes one turn to use, and allows them 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, the next attack is carried out at +3 Speed. Cost: 1 Chi Speed: +2 Damage: None Move: +1 Weapons Dazing Blow Prerequisites: Weapons *** Usable With: Any (see below) Description: Although it takes a great deal if skill, it is possible to use a weapon to do Stun rather than Kill 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 causes Stun rather than Kill 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. Cost: None Speed: -1 Damage: -2 Move: -1 Double Strike Prerequisites: Weapons *** Usable With: Any paired weapons Description: This maneuver enables the character to strike simultaneously with two weapons; an opponent can block one, but not both. System: The attacker makes two strikes simultaneously. Defenders can only block one of the two strikes. If they dodge instead, they must move at least one hex away. Cost: None Speed: +2 Damage: +0 Move: One Fleche Prerequisites: Weapons ** Usable With: Axes, Blunt Weapons, Knives, Staves, Swords Description: This maneuver takes its name from Fencing; it is most often used with swords, and is also known as a charge. The figher moves forward quickly, using his momentum to increase the damage inflicted. System: Use the modifiers below in addition to those of the basic strike type (see Contenders p. 118). Cost: None Speed: -1 Damage: +1 Move: +3 Iaido Prerequisites: ? Usable With: Swords, Knives Description: Iaido is the art of sword-drawing, often taught to students of sword-fencing styles. It allows the character to draw and slash with one's weapon almost instantly, in one fluid motion. System: While drawing a swords normally takes one action, the character may draw it and attack once using only one action. Use the modifiers listed below. Cost: None Speed: +3 Damage: +1 Move: +0 Riposte Prerequisites: Weapons ** Usable With: Axes, Swords Description: This maneuver is a rapid strike following a block. System: A Riposte may only be used after the character has made a Parry, and is intended to take advantage of an opponent's temporary inability to react after attacking (i.e., the Speed bonus recieved from Parrying the attack). Cost: None Speed: See above Damage: +0 Move: None Slice Upper Prerequisites: Weapons ***, Athletics **, Jump Usable With: Swords Description: 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. System: Slice Upper counts as an Aerial Maneuver and will affect any one grounded or aerial opponent. Aerial opponents will suffer a knockdown. This maneuver also carries the attacker into the air, and it can be used to avoid a projectile attack. Cost: 1 Willpower Speed: +1 Damage: +4 Move: -2 Staff Spin Prerequisites: Weapons ***, Dexterity *** Usable With: Staves, Polearms Description: In this somewhat unusual maneuver, the character spins his staff around very quickly, inflicting damage to anyone who comes close. System: Anyone who enters the same hex in front of the character takes damage as noted below. Cost: None Speed: +1 Damage: +2 Move: None Staff Sweep Prerequisites: Weapons ** Usable With: Staves Description: The character uses his staff to knock the opponent off his feet. System: In addition to any damage taken the opponent will suffer a Knockdown. At the Storyteller's option, certain other weapons (flails, whips, etc.) may also be used to perform this maneuver by pulling the opponent's feet out from under them. Cost: None Speed: +0 Damage: +0 Move: None Super Attacks Firestar Prerequisites: Focus ****, Fireburst Description: This is a vastly powerful version of the Fireburst maneuver. When it is initiatied, a sphere of glowing energy expands outward from the attackers hands, affecting all targets within its area. System: A Firestar covers a 2-hex radius around the attacker; everyone within that area takes damage as noted below. Cost: 9 Chi Speed: -4 Damage: +8 Move: None Rage Burn Prerequisites: None Description: This technique enables the fighter to concentrate all of their Rage into one brief moment, lashing out with astonishing speed and force. When this power is used, the fighter is followed by a trail of blue shadows. Note: This is an adaptation of the Custom Combos from Street Fighter Alpha 2, although none of the characters actually have the maneuver. System: To use this ability, the fighter has to have 10 Rage points. When it is activated, the Speed of all maneuveris is increased by +3 and the damage is increased by +1. All maneuvers are possible in this state, and can be carried out while moving. A rage burn will last for four combat turns, after which point the character's Rage points are reduced to zero. Cost: Special Speed: Special Damage: Special Move: +3 True Dim Mak Prerequisites: Focus *****, Dim Mak Description: While the secrets of the lesser Dim Mak are known to practitioners of a number of styles, the true Dim Mak death curse is exclusive to practitioners of the deadly art of Tien-Hsueh. The True Dim Mak guarantees eventual death because it actually destroys the victim's Chi, effectively eliminating their capacity to heal and their resistance to disease. System: Delivering the Dim Mak curse requires only a successful and damaging hand strike (at +2 difficulty to hit) in order to be delivered (for this reason the Fingertip Attack is the preferred method of delivery). When it is used, the victim no longer has Chi. They cannot restore damage normally (Chi Kung Healing and the like can heal them, buts its effects are halved). Cost: 8 Chi and 8 Willpower Speed: -2 Damage: Special Move: None Beast Rage Prerequisites: Animal Companion **** Description: This fearsome maneuver causes the animal companion to be sent into a berzerker rage, attacking the opponent with everything it has. System: For three turns the animal companion makes two attacks per turn against the opponent, but cannot take any defensive action. All attacks have the modifiers listed below, and attempts to defend against them are at +2 difficulty. Cost: 6 Chi Speed: +3 Damage: +2 Move: +2 Instant Hell Murder Prerequisites: Focus ****, Ashura Warp, Negative Chi Description: This deadly attack is known only to the handfull of practitioners of Dark Shotokan. It allows the fighter to channel his chi into a brief series of murderous blows, which can easily kill many opponents if the attacker is strong enough. System: When the Instant Hell Murder is initiated, the fighter glides towards the opponent (as per an Ashura Warp). If they can grab onto the opponent, then there is a bright flash of light (all within six hexes must make a Stamina roll, difficulty of the attacker's Chi, or be blinded for one turn), and the victim takes the damae listed below. Cost: 8 Chi Speed: +1 Damage: Special; damage dice are determined as follows: Strength + Punch + Kick + Focus. Move: +1 New Legends PUNCH Flying Thrust Punch (Monkey Grabs the Butterfly) Prerequisites: Punch *, Jump Description: ? System: Use the modifiers below. Any fighter who performs this is Knocked Down. Cost: None Speed: +0 Damage: +2 Move: -2 Lunging Headbutt (Cabecada) Prerequisites: Punch **, Athletics *, Head Butt Description: This is basically a Head Butt performed while the fighter quickly rushes a step forward, adding his momentum to the force of the blow. System: Use the modifiers below. Cost: None Speed: -1 Damage: +4 Move: +1 Sonic Fist Prerequisites: ? Description: A newer technique developed by Guile. A sort of middle ground halfway between a normal punch and a Sonic Boom. The fighterÕs fist actually breaks the sound barrier as it rushes toward its opponent. System: Use the modifiers below. Cost: 1 Willpower, 1 Chi Speed: -2 Damage: +4 Move: +0 Strike of the Serpent Prerequisites: Punch ** Description: With the speed of a lunging cobra, a fighter strikes twice, one punch after another. 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. Cost: None Speed: +2 Damage: -2 Move: +0 KICK Baby Scorpion Kick Prerequisites: Kick **, Athletics * Description: This is a ÒdiscouragingÓ 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: Used on the groin, this results in an automatic stun. Damage, in this situation, that normally results in a Dizzy instead can remove an opponent from battle altogether. Otherwise, normal damage is incurred. Cost: Two Honor points when used on the groin. But only in tournaments. Speed: +2 Damage: -4 Move: 1 Barrel Roll Kick Prerequisites: Kick ****, Athletics ***** 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. He may make an Strength+Athletics roll, using any successes to add to his Damage roll. This is an Aerial Maneuver that can be used to dodge projectiles. Cost: 2 Willpower Speed: -2 Damage: +0 Move: Equal to Strength+Athletics Butterfly Kick Prerequisites: Kick **, Butterfly Cartwheel Description: ? System: Fighter does Butterfly Cartwheel, but then rolls damage twice using the modifiers below. Cost: 1 Willpower Speed: Same as Butterfly Cartwheel Damage: -2 Move: Same as Butterfly Cartwheel Crack Shot Prerequisites: Kick ***, Athletics ** Description: 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 automatically Knocked Down and the fighter automatically rolls to his feet. If unsuccessful, then the fighter suffers a Knockdown. This will not dodge projectiles. Cost: 1 Willpower Speed: -2 Damage: +4 Move: 2 Coup de Pied D'Arc Un Ciel (Rainbow Kick) Prerequisites: Kick ***, Athletics ***, Double-Hit Kick, Jump Description: This is a specialized version of the Rising Bird Kick, now able to be used by savateurs. The fighter springs feet first into the air, attacking with three kicks. This is the trademark technique of savate du Fontaine. System: This is an Aerial Maneuver. Make three damage tests using the modifiers below. Cost: None Speed: -1 Damage: -2 Move: -1 Double Wheel Kick Prerequisites: Kick **, Athletics ** Description: The fighter spins into the air, striking his opponent once with each foot. System: Fighter makes two damage tests, using the modifiers below. Cost: None Speed: -1 Damage: +0, -1 Move: -2 Falling Ax Kick Prerequisites: Ax Kick, Athletics ** Description: A fighter leaps into the air, flipping forward and adding his momentum to a powerful kick. System: This is an Aerial Maneuver Cost: 1 Willpower Speed: -2 Damage: +6 Move: +1 Forward Somersault Kick (Choreppadan) Prerequisites: Kick **, Athletics ** Description: A fighter runs forward, throws himself into a somersault and then pushes off with his hands, using his momentum to deliver a kick with both feet. System: Use the modifiers below. Cost: None Speed: -2 Damage: +3 Move: +2 Scorpion Kick Prerequisites: Kick *, Athletics * Description: The fighter leans forward, he brings a foot up from the other side and down onto an opponentÕs head. System: Use the modifiers below. Cost: None Speed: -3 Damage: +2 Move: One Silhouette Kick Prerequisites: Kick ****, Focus *** Description: 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: Silhouette Kick can only be dodged with a +2 difficulty. It passes through blocks. Silhouette Kick counts as both a Kick and Focus Manuever. Cost: 1 Chi Speed: +4 Damage: +0 Move: +0 Sobat Prerequisites: Kick * Description: This is simply a thrusting kick done as the fighter springs a step forward. System: Use the modifiers below. Cost: None Speed: +2 Damage: +0 Move: -4 Spiral Kick Prerequisites: Kick ****, Athletics ** Description: This attack is, quite simply, a triple spinning kick. System: Make three damage tests with the modifiers below. Cost: 1 Willpower Speed: +3, +2, +1 Damage: -2. -3. -4 Move: + 3 Trap Kick Prerequisites: Backflip Kick, Grab * Description: 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: The same as a Backflip Kick, except that a Trap Kick allows a fighter to move towards an opponent. Cost: None Speed: +1 Damage: -1 Move: Two (Backwards) BLOCK Counterstrike Prerequisites: Block *, Focus ** Description: 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. System: To use Counterstrike, a fighter must take an attack without blocking. If the fighter is not Dizzied or Knocked Down, then he may make an attack that is considered Unblockable. Cost: 1 Willpower Speed: See above Damage: See above Move: See above Destructive Block Prerequisites: Block *** Description: Intercepting an opponentÕs strike, a fighter blocks with enough strength to cause his opponent damage, usually to the limb making the attack. System: If a character blocks with this technique, then any successes above the amount of damage soaked is dealt as damage to the attacking character. Example: Vega attacks Chun Li causing three damage. Chun Li plays a Destructive Block and gets five successes on her Strength+Block roll. Consequently, she deals two damage to Vega. Cost: None Speed: See above Damage: See above Move: None Wooden Dummy Prerequisites: Block ****, Deflecting Punch Description: Derived from Wing Chun, the Wooden Dummy technique allows a fighter to block an opponentÕs strike and then retaliate with a flurry of blows. System: After successfully Blocking, the fighter makes a Perception+Wits roll against his opponent. If the fighter fails the roll, then no damage is traded. If the fighter succeeds, however, then he lands a number of physical attacks equal to how many more successes he had than his opponent. Example: Zangief attempts to Fierce Punch Fei Long. Fei Long decides to counter with a Wooden Dummy. After succeeding with a basic Block, both he and Zangief roll Perception+Wits. Fei Long rolls six successes, Zangief rolls four, meaning that Fei Long scores two strikes, rolling Strength+ either Punch or Kick twice to determine damage. Damage is calculated in the usual manner. Cost: None Speed: See above. Damage: See above. Move: None GRAB Barrel Roll Throw Prerequisites: Back Roll, Throw Description: In a stunningly fluid motion, a fighter rolls around an opponent and takes hold of him/her. He then proceeds to use the momentum of the spin to throw his opponent. System: Fighter must succeed in accomplishing both a Back Roll and a Grab. He can then throw his opponent a number of hexes equal to his strength -1. Cost: None Speed: See above Damage: +4 Move: See above Dragon Drop Prerequisites: Grab ***, Athletics **, Kick * Description: In a seemingly impossible chain of movement, the fighters grabs hold of his opponent and flings himself up and over him, doing a 180 degree turn while directly above him. On his descent, he uses his now forward momentum to slam a powerful kick to back of his opponentÕs head or back. System: Use the modifiers below. Opponent is forced forward for as many hexes equal to attackerÕs strength. Cost: None Speed: +0 Damage: +4 Move: One Fish Hook Prerequisites: Grab *, Strength *** Description: This is a brutal, almost cruel technique that has become popular in the underground fighting world. A fighter hooks a finger into an opponentÕs mouth and does his best to rip his cheek out, or at the very least tear some facial muscles. Considered a dirty tactic, many see fighters that use it to be considered dishonorable. System: A fighter that wishes to use a Fish Hook must first have his opponent in a Sustained Hold. Any damage dealt above the opponentÕs Stamina (IE Dizzy Damage) counts as Aggravated Damage. Cost: Complete loss of Honor Points. Speed: -2 Damage: +6 Move: One Headlock Prerequisites: Grab * Description: A tried and true favorite. A fighter basically grabs his opponent around the neck and holds him, cutting off his air. System: This is a Sustained Hold. Cost: None Speed: -2 Damage: None Move: None Headlock Kicks Prerequisites: Kick *, Headlock Description: While keeping their opponent in a headlock, a fighter then brings up their foot to kick them in the head. System: Fighter must have opponent in a Sustained Headlock. He may then roll Strength + Kick to do Damage each round until either the Headlock is broken or a number of rounds equal to his Grab rating has passed. Cost: None Speed: -3 Damage: See above Move: None Leg Scoop Prerequisites: Kick ****, Strength ***, Grab ***, Throw Description: In one graceful yet power motion, a fighter whirls backward bringing a heel up into an opponentÕs midsection and then using sheer force to throw him with his leg. System: Use the modifiers below. Cost: 1 Willpower Speed: -2 Damage: +3 Move: One Spinning Neck Lock Prerequisites: Kick **, Grab **, Athletics ** Description: The fighter leaps into the air, hooking an leg around his opponentÕs neck, and then takes him down. The opponent is then caught in the fighterÕs leg lock. System: This is a Sustained Hold that Knocks Down both fighters. Cost: None Speed: -2 Damage: +2 Move: One ATHLETICS Back Barrel Roll Prerequisites: Athletics ** Description: A Back Barrel Roll is a simple evasive maneuver that entails a fighter simply rolling off his opponentÕs back. System: Fighter can only use this technique while standing next to opponent and can only land directly behind him. Cost: None Speed: +4 Damage: None Move: See above Butterfly Cartwheel Prerequisites: Athletics **** Description: 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. System: +2 to dodge. This is an Aerial Maneuver and can be used to dodge projectiles. Cost: None Speed: +2 Damage: None Move: -2 Flamingo Stance Prerequisites: Athletics ***, Kick ** Description: The fighter adopts a kicking stance, perched on one leg. System: A fighter may assume the Flamingo Stance at any time. While in this stance, all rolls to hit with regular kicks (short, forward, roundhouse) are at -2 difficulty to hit and +2 Speed. Also all Called Shots with kicks are normal difficulty without having to raise. Disadvantages include that a fighter may not make any other attacks other than kicks while in a Flamingo Stance. If a fighter takes Damage (Blocked or otherwise) he must spend a Willpower point to stay upright. Cost: None Speed: See above Damage: See above Move: None Kick-Up Prerequisites: Kick *, Kippup Description: ? System: This is a normal Kippup, with one difference. After a Knock Down, the fighter can choose to delay his Kippup until next round. If he chooses to do so, then the modifiers below apply. As the fighter Kippups, he lashes out with his feet, rolling -1 difficulty to hit, and Strength+Kick for damage. Cost: None Speed: +0 Damage: See above Move: None Spinning Kippup Prerequisites: Kippup Description: ? System: This is a normal Kippup, with a +2 to dodge next round. Cost: None Speed: See above Damage: See above Move: See above FOCUS Absorb Chi Prerequisites: Grab *, Focus **** Description: With this technique, the fighter can siphon the Chi from an opponent. System: The fighter can absorb an opponentÕs Chi by physical contact. A fighters rolls for damage with this attack but decreases the opponentÕs Chi instead of Health. The fighter may then make use of these Chi points however he sees fit. However, the fighter can only store up to as much Chi that is equal to his Focus + Stamina. If the fighter absorbs too much then he suffers Chi Backlash, which is damage equal to Chi stored, and he loses ALL remaining Chi. Cost: See above Speed: +1 Damage: None Move: None Barrier Prerequisites: Focus ***** Description: ? System: A fighter may surround himself with a Barrier outside of a normal round. The Barrier acts as a shield, 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 fighterÕs Chi rating. A Barrier can cover a number of hexes immediately surrounding the Fighter. When the Barrier takes cumulative Damage equal to more than its Chi, then the Barrier drops but the fighter still takes no damage. Damage is dealt from a source as usual but minus the defending characterÕs Focus + Stamina. The fighter himself takes no Damage when he has a Barrier up, but neither can he attack. At least, not with physical techniques. Any sort of projectile Focus maneuver can be used to attack, but still incurs its respective Chi cost, and therefore shortening the life span of the Barrier. Barrier can be dropped at any time. Cost: See above Speed: See above Damage: None Move: None Battle Ginga Prerequisites: Focus * Description: The ginga is the rhythmic pattern of movements that is rudimentary to any capoeirista. The Battle Ginga is used to enhance a fighterÕs movement while in the heat of battle. 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 has Musical Accompaniment, then he gets +2 bonuses. Cost: None Speed: See above Damage: See above Move: See above Dissipate Prerequisites: Focus **** Description: 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 One Chi point to detract from the damage potential. Cost: 1 Chi per Damage Prevented Speed: Reactionary/abort Damage: None Move: One Form Weapon Prerequisites: Focus *****, Weapon * Description: 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 roll Wits+Focus to Form Weapon. Said Weapon has no Speed modifiers and does damage equal to the fighterÕs Chi rating, minus one every following round. If the fighter is dizzied or successfully psionically attacked, then his concentration is broken and the weapon dissipates. The fighter may also choose to dissipate the Weapon at any time. Cost: See above Speed: See above Damage: See above Move: Not applicable Split Shadow Prerequisites: Focus **** Description: A ancient technique developed in ninjutsu, a warrior learns to use his ki to form illusions of his mirror image. System: A fighter must spend one round to activate Split Shadow, and then its effect lasts a number of rounds equal to their Chi. Opponents lose 3 successes when rolling to hit. They may spend one round to make a Wits + Perception Roll against the fighter. If a fighter using Split Shadow is actually hit, then the effect ceases, as does the Chi cost. Cost: 1 Chi per round Speed: See above Damage: See above Move: See above Weapons Bloody Slash Prerequisites: Weapons ***, Sword Proficiency Usable With: Swords Description: This is a trio of lightning fast slashes with a single sword or blade. A version of the Hundred Hand Slap for the weapons-using set. System: Roll damage three times, using the modifiers below. Cost: 1 Willpower Speed: -2 Damage: +1 Move: One Mark of [Your Name Here] Prerequisites: Weapons 3, Swords Proficiency Usable With: Swords Description: 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 opponentÕs clothing. A crowd-pleaser. System: Opponent must make a Wits+Focus roll against the fighterÕs Dexerity + Technique. If the opponent fails, then he is surprised and loses 2 to his speed next round. If the opponent botches, then he is severely intimidated and runs away (StorytellerÕs discretion.) Cost: None Speed: +0 Damage: None Move: +1