STREET FIGHTER R.P.G. MOVES
KICKS
AXE KICK-FLIP-A(CHUN LI'S)
REQUIREMENTS: Athletics OOOO, Kick OOOO
POWER POINTS: Wu Su, Capoeira 3, ANY 5
SYSTEM: Like a backflip, the character is invulnerable during this move, if she is fast enough to interupt at just the right time, the opponents move misses if you make a dex roll that beats their technique roll. additionally the kick is like an overhead attack and the opponent must tie or beat you with a block roll versus your kick roll to block the attack unless they spend a point of willpower.
COST: 1 Willpower
SPEED: -1
DAMAGE: +4
MOVE: ONE
DIVE KICK-A
REQUIREMENTS: Athletics OO, Kick OOO, Jump
POWER POINTS: Shotokan, Kung Fu, Special Forces 2 Any 4
SYSTEM: Can go over projectiles like a jump. must go in a straight hex line. ends in hex in front of victim. counts as an "overhead attack"
COST: 1 Willpower
SPEED: +0
DAMAGE: +3
MOVE: +1
FLYING DIVE KICK-A(GEN N ADON)
REQUIREMENTS: Kick OOO, Athletics OOO, Jump
POWER POINTS: Muay thai, Kung fu 3, Wu shu, Spanish ninjitsu, Ninjitsu 4
SYSTEM: Goes over projectiles with a test like a jump. diving kick is a Back wall move.
COST: Two Willpower
SPEED: -1
DAMAGE: +4
MOVE: +4/+6
FORWARD FLIP KICK(JAGUAR-A)(MALLET SMASH-3)(RYUBIKYAKU-3)(HIENSHU-X)(TEN'EL KICK-X)
REQUIREMENTS: Kick OOO, Athletics OO, Focus OO
POWER POINTS: Muay thai, Capoeira, Wu-Shu, Shotokan 3, ANY 4
SYSTEM: Aerial, knocksdown jumpers, hits crouchers, jumps projectiles, also countsd as an "overhead attack"
COST: One Willpower
SPEED: +0
DAMAGE: +4
MOVE: +1
GUARD BREAK-X
REQUIREMENTS: Kick OOO, Block OOOO
POWER POINTS: Any 5
SYSTEM: This move completely ignores blocks and if it scores any damage at all it dizzies the opponent. this move cant be part of any combo.
COST: Two Willpower
SPEED: -3
DAMAGE: -2
MOVE: TWO
HOOLIGAN KICK-T
REQUIREMENTS: Sweep, Jump
POWER POINTS: Special Forces, Sanbo, Capoeira, Shotokan 1 Any 3
SYSTEM: The fighter does a jump(with all jump benifits except the abort part) and then a sweep, causing knockdown.
COST: One Willpower
SPEED: -2
DAMAGE: +3
MOVE: +3
HOP KICK-TA3
REQUIREMENTS: Athletics O, Kick O
POWER POINTS: ANY 1
SYSTEM: MUCH LOWER THAN A JUMP, THE HOP AVOIDS NOTHING BUT LOW SWEEPING ATTACKS(G.M.'S DECISION). IF FAST ENOUGH TO INTERUPT YOU CAN ROLL KICK+DEXTERITY VS THE OPPONENTS TECHNIQUE TO AVOID THEIR ATTACK.
COST:
SPEED: -2
DAMAGE: +2
MOVE: ONE
HOPPING OVERHEAD ATTACK-ALL
REQUIREMENTS: ATHLETICS O, OVERHEAD ATTACK
POWER POINTS: ANY 3
SYSTEM: JUST LIKE AN OVERHEAD ATTACK EXCEPT IF FAST ENOUGH TO INTERUPT YOU CAN ROLL KICK+DEXTERITY VS THE OPPONENTS TECHNIQUE TO AVOID THE OPPONENTS ATTACK IF IT WAS A LOW SWEEP LIKE ATTACK(G.M.'S DECISION)
COST:
SPEED: +0
DAMAGE: +2
MOVE: ONE
JOUDAN SOKUTOU GERI-3(RYU'S FUNKY KICK)
REQUIREMENTS: KICK OOOO
POWER POINTS: SHOTOKAN, SPECIAL FORCES 3, KICKBOXING, THAI BOXING, WU SHU 4
SYSTEM: CAUSES A KNOCKDOWN IF DAMAGE IS INCURRED
COST:
SPEED: -3
DAMAGE: +5
MOVE: ONE
JUTTING KICK-A(CHUN LI'S SEXY KICK-A)
REQUIREMENTS: KICK OO, ATHLETICS OO
POWER POINTS: WU SHU, MUAY THAI 1, ANY 2
SYSTEM: IF INTERUPTING AN AERIAL OPPONENT IT KNOCKS THEM DOWN
COST:
SPEED: -1
DAMAGE: +4
MOVE: ONE
KYOJA-X(GARUDAS TRIPLE)
REQUIREMENTS: KICK OOOO, ATHLETICS OOOOO, DOUBLE HIT KICK
POWER POINTS: MYSTIC, WUSHU 3, ANY 4
SYSTEM: AERIAL BUT WONT GO OVER PROJECTILES.ONE DAMAGE TEST PER HEX MOVED(IF ENEMY IS FAR AWAY YOU MIGHT NOT HIT ALL THREE TIMES). AFTER MOVEMENT THE PLAYER JUMPS BACK INTO THE SAME HEX SHE STARTED IN WITHOUT TOUCHING THE GROUND.
COST: ONE WILLPOWER
SPEED: -1
DAMAGE: -1
MOVE: THREE(THEN BACK)
LIGHTNING KNEE-X
REQUIREMENTS: KICK OOO, ATHLETICS OO, JUMP
POWER POINTS: SHOOT FIGHTING 4
SYSTEM: CAN KNOCKDOWN AERIAL OPPONENTS, CAN EVADE PROJECTILES LIKE JUMP.
COST: 2 WILLPOWER
SPEED: +3
DAMAGE: +2
MOVE: +0
LYNX TAIL
REQUIREMENTS:
ATHLETICS OOOO, KICK OOOO
POWER POINTS:
CAPOEIRA, acrobatics 3
Similiar to both a breakdancing move, and a pommel horse routine; the fighter swings her legs around her body while supporting herself on her arms.
SYSTEM:
Damages and pushes back with each hex traveled, like a hurricane kick. The only difference is it hits twice each time it comes to an enemy. The last hit will cause knockdown.
COST:
1 Willpower
SPEED:
+0
DAMAGE:
+0
MOVE:
up to two
MUJIN-KYAKU-Z
REQUIREMENTS:
KICK OOOO
POWER POINTS:
KANZUKI-RYUU, WU SHU 3, ANY 4
SYSTEM:
KNOCKS DOWN AERIAL OR GROUNDED OPPONENTS.
COST:
1 WILLPOWER
SPEED:
-1
DAMAGE: >
+4
MOVE:
-1
NECK CUTTER KICK-Z
REQUIREMENTS:
Kick OO athletics OO
POWER POINTS:
wrestlling, Brawling, sanbo 1, any 2
SYSTEM:
hopping (jumps low sweeping attacks, but not projectiles) causes knockdown if damages.
SPEED:
-1
DAMAGE: >
+4
MOVE:
-2
NECK HUNTER-A
REQUIREMENTS: KICK OO, WIND DASH
POWER POINTS: NINJITSU 1, SPANISH NINJITSU 2
SYSTEM: AERIAL, TWO DAMAGE TESTS, ALSO COUNTS AS AN OVERHEAD ATTACK AS FAR AS BLOCKING IT.
COST: ONE WILLPOWER
SPEED: -2
DAMAGE: +1
MOVE: +5
OVERHEAD ATTACK-ALL
REQUIREMENTS: KICK OO, BLOCK OOO
POWER POINTS: ANY 3
THE FIGHTER ATTACKS IN SUCH A WAY AS TO ATTEMPT TO MAKE THE VICTIM BLOCK INCORRECTLY. WHEN DONE RIGHT THE BLOCK IS USELESS.
SYSTEM: IF A FIGHTER USES THIS MOVE AND THE VICTIM BLOCKS, ROLL YOUR KICK RATING VERSUS THE OPPONENTS BLOCK RATING, IF YOU BEAT THEM THEY DONT BLOCK. (IF THEY SPEND A WILLPOWER POINT THEY CAN CHOOSE NOT TO ROLL FOR IT AND THEY AUTOMATICALLY BLOCK)
COST:
SPEED: +0
DAMAGE: +2
MOVE: ONE
PURIM KICK-X
REQUIREMENTS: KICK OOOO ATHLETICS OOOO, JUMP
POWER POINTS: SPECIAL FORCES3, WU SHU, 4, ANY 5
SYSTEM: KNOCKS GROUND OPPONENTS BACK A HEX, KNOCKS AERIAL OPPONENTS DOWN. CAN JUMP PROJECTILES BUT CANT HIT THE PERSON FIRING.
COST: 1 WILLPOWER
SPEED: +0
DAMAGE: +6
MOVE: -2
REKKUKYAKU-T
REQUIREMENTS:
POWER POINTS:
SYSTEM: THIS IS FEI LONGS VERSION OF A HURRICANE KICK, AND AN AIR HURRICANE KICK, WHICH IT IS EXACTLY LIKE.(IN SF:STG TERMS ANYWAY)JUST BUY HURRICANE OR AIR HURRICANE AND CALL IT REKKUKYAKU
COST:
SPEED:
DAMAGE:
MOVE:
REVERSE WATERFALL-A
REQUIREMENTS: KICK OOOO, ATHLETICS OOO
POWER POINTS: KUNG FU, WU SHU 4, CAPOEIRA 5
SYSTEM: KNOCKS GROUND OPPONENTS BACK A HEX, KNOCKS AERIAL OPPONENTS DOWN. CAN DODGE PROJECTILES BUT CANT HIT THE PERSON FIRING.
COST: ONE WILLPOWER
SPEED: +0
DAMAGE: +6
MOVE: -2
RHINO HORN-3
REQUIREMENTS: ATHLETICS OOO, KICK OOOO
POWER POINTS: CAPOEIRA, WU SHU 4
SYSTEM: AERIAL BUT NOT OVER FIREBALLS, DAMAGE CALC WITH KICK
COST: ONE WILLPOWER
SPEED: -1
DAMAGE: +3
MOVE: +3
RUFFIAN KICK-Z
REQUIREMENTS:
Kick OOO
POWER POINTS:
Brawling, Kickboxing, Muay Thai, Wu Shu, Kung Fu, JKD 3, any 4
SYSTEM:
make 3 different combat cards for this move to represent the following 3 benefits you can choose from, causes knockdown to ground opponents, causes knockdown to aerial opponents, or +1 damage.
COST:
1 Willpower
SPEED:
+1
DAMAGE:
+2 (+3)
MOVE:
+1
SCRATCH WHEEL-3
REQUIREMENTS: KICKOOOOO, ATHLETICS OO, FOCUS OO
POWER POINTS: CAPOEIRA 5
SYSTEM: JUST LIKE A FLAMING DRAGON PUNCH.
COST: ONE CHI, ONE WILLPOWER
SPEED: -1
DAMAGE: +6
MOVE: -2
SHADOW PENATRATOR-A
REQUIREMENTS: KICK OO, WIND DASH
POWER POINTS: NINJITSU 1, SPANISH NINJITSU 2
SYSTEM: MUST BE AT LEAST A HEX AWAY FROM OPPONENT, KNOCKDOWN IF DAMAGES
COST: ONE WILLPOWER
SPEED: -1
DAMAGE: +3
MOVE: +5
SHINKU-GEKI-X(HOKUTOS FADE AWAY KICK)
REQUIREMENTS: ATHLETICS OOO KICK OO
POWER POINTS: AIKIDO, NINJITSU, JEET KUNE DO 3, ANY 5
SYSTEM: TO BE EFFECTIVE YOU MUST BE FAST ENOUGH TO INTERUPT. YOU INTERUPT WHILE THEYRE DOING A MOVE, THEN YOU MOVE OUT OF RANGE, AFTER THEY MISS, IF YOU HAVE ANY MOVE LEFT, YOU COME BACK AND HIT THEM WITH A KICK. UNLIKE ESQUIVES, MOVEMENT MUST BE DIRECTLY AWAY FROM YOUR OPPONENT MAKING YOU HITABLE BY PROJECTILES.
COST: 1 WILLPOWER
SPEED: +2
DAMAGE: +0
MOVE: +1
SHINKYAKU-GEKI-X(HOKUTOS FADE AWAY SWEEP)
REQUIREMENTS: SHIMKU-GEKI
POWER POINTS: ANY 1
SYSTEM: SAME AS SHINKU GEKI BUT CAN EVADE PROJECTILES BY COASTING UNDER THEM(WITH THE USUAL DICE ROLLED TO SUCEED) AND ALSO CAUSES KNOCKDOWN.
COST: 1 WILLPOWER
SPEED: +2
DAMAGE: +0
MOVE: +1
SHOOT KICK-X
REQUIREMENTS: KICK OOOO
POWER POINTS: SHOOT FIGHTING, WU SHU, MUAY THAI 4, ANY 5
SYSTEM: FIRST IT HITS THREE TIMES, THEN STARTS TRAVELING AND DAMAGEING LIKE A HURRICANE KICK, PUSHING BACK.
COST: 1 WILLPOWER
SPEED: +0
DAMAGE: -2
MOVE: NONE/-3
SKULLO SLIDER-X
REQUIREMENTS: KICK OO ATHLETICS OOOO
POWER POINTS: ACROBATICS 3
SYSTEM: THIS MOVE CAUSES KNOCKDOWN IF DAMAGING
COST: 1 WILLPOWER
SPEED: -1
DAMAGE: +3
MOVE: +5
SNIPING ARROW-Z
REQUIREMENTS:
Kick OOOO, Athletics OOOO
POWER POINTS:
special forces, kung fu, wu shu 3, any 4
SYSTEM:
straight line hex movement
COST:
1 willpower
SPEED:
-1
DAMAGE: >
+3
MOVE:
+5
SOCCER KICK-X
REQUIREMENTS: KICK OO
POWER POINTS: ANY 2
SYSTEM: CAUSES KNOCKDOWN. KNOCKS OPPONENTS BACK FOUR HEXES IF NOT BLOCKED.
COST:
SPEED: -1
DAMAGE: +4
MOVE: ONE
SPINNING AIR KICK-TA(MAXIMUM JACKKNIFE-T)
REQUIREMENTS: KICK OOOO, ATHLETICS OOOO
POWER POINTS: WU SHU, WESTERN KICKBOXING, SHOTOKAN KARATE, MUAY THAI 4, CAPOIERA, 5
SYSTEM: HITS THREE TIMES IF YOU ARE IN THE SAME HEX AS THE OPPONENT AND ONLY TWO IF YOUR IN THE ADJACENT ONE, CAUSES KNOCKDOWN AND BOTH PLAYERS MOVE ONE HEX OVER(BEHIND VICTIM)
COST: ONE WILLPOWER
SPEED: -1
DAMAGE: -1
MOVE: NONE(ONE AFTER DAMAGE)
SPIN SCYTHE
REQUIREMENTS:
KICK OOOO, DOUBLE HIT KICK
POWER POINTS:
CAPOEIRA, WU SHU 3, ANY 4
SYSTEM:
Choose a basic kick to play with this move each turn. It gets +2 speed. this move can be played three turns in a row and combine for dizzy. The third turn will hit twice and cause knockdown.
COST:
1 willpower per turn used
SPEED:
DAMAGE:
MOVE:
SPLIT KICK
REQUIREMENTS:
Athletics O, Kick OOO
POWER POINTS:
Kung Fu, Wu Shu, Ninjitsu 1, Any 2
SYSTEM:
Hits in two different hexes, which must be on opposite sides of the hex you are standing in. Also a Hopping Attack.
SPEED:
-1
DAMAGE: >
+2
MOVE:
one
STANDING AXE KICK
REQUIREMENTS:
Athletics OO Kick OOOO
POWER POINTS:
Kung Fu, Wu Shu 3, any 4
SYSTEM:
Overhead Attack
SPEED:
-2
DAMAGE: >
+5
MOVE:
none
TSUMUJI-3
REQUIREMENTS: KICK OOOO, ATHLETICS OOO
POWER POINTS: NINJITSU, MUAY THAI, WU SHU 4, KUNG FU, WESTERN KICKBOXING SPECIAL FORCES, 5
SYSTEM: PLAY WITH A BASIC KICK AND ADDS +2 SPEED(NO SHOW OFF TURN LIKE REKKA KEN). CAN BE PLAYED 3 TIMES IN A ROW ADDING FOR A DIZZY. ON THE LAST HIT THE FIGHTER CAN OPT TO MAKE A SUBTERFUGE ROLL AGAINST THE DEFENDERS INSIGHT. IF SHE GETS MORE SUCCESSES SHE CAN MAKE HER LAST KICK LAND LOW, KNOCKING HER OPPONENT DOWN IF IT DAMAGES HIM.
COST: ONE WILLPOWER PER TURN USED
SPEED:
DAMAGE:
MOVE:
ZE SHO HOHOU-3
REQUIREMENTS: KICK OOOO, ATHLETICS OOO, REVERSE WATERFALL
POWER POINTS: KUNG FU, WU SHU 2, CAPOEIRA 3
ROLL AT OPPONENT AND THEN POP UP INTO A REVERSE WATERFALL
SYSTEM: CROUCHING IN MOVE PHASE, AERIAL IN DAMAGE PHASE, CAN AVOID PROJECTILES LIKE A JUMP CAN(ROLLING OR POPPIN UP)
COST: ONE WILLPOWER
SPEED: -2
DAMAGE: +6
MOVE: +2
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