Previous Mails should have had the prologe and the Chapters up till (and
Including) 5.
Chapter 6:
Mauneuvers
This chapter presents over a hundred assorted maneuvers of all sorts.
Revised List of Common Maneuvers
Common maneuvers are those which can be selected by practitioners of any
style; the following is a list of all the various common maneuvers.
Punch: Art of Breaking 3, Banishing Punch 5, Disarm 2, Elbow Smash 1, Haymaker
2, Head Butt 2, Power Uppercut 1, Spinning Backfist 2, Spinning Knuckle 4,
Buffalo Punch 2, Shockwave 4, Ear Pop 3, Monkey Grab Punch 2, Triple Strike 2,
Widowmaker 1
Kick: Back Flip Kick 4, Cartwheel Kick 3, Double Hit Kick 2, Flash Kick 5,
Flying Knee Thrust 2, Flying Thrust Kick 5, Foot Sweep 2, Forward Flip Knee 4,
Handstand Kick 2, Heel Stamp 3, Reverse Frontal Kick 3, Spinning Foot Sweep 2,
Wounded Knee 3
Block: Deflecting Punch 1, Energy Reflection 4, Kick Defense 1, Maka Wara 5,
Missile Reflection 1, Punch Defense 1
Grab: Air Throw 3, Back Roll Throw 2, Bear Hug 3, Brain Cracker 2, Disengage
4, Eye Rake 2, Grappling Defense 5, Hair Throw 3, Head Bite 3, Improved Pin 4,
Knee Basher 3, Neck Choke 3, Pile Driver 4, Pin 5, Sleeper 5, Suplex 2,
Thigh Press 3, Throw 1
Athletics: Air Smash 2, Breakfall 2, Flying Body Spear 4, Flying Head Butt 3,
Flying Heel Stomp 4, Jump 1, Rolling Attack 5, Vertical Rolling Attack 4, Wall
Spring 2
Focus: Acid Breath 4, Cobra Charm 4, Fireball 5, Regeneration 3, Ice Blast 4,
Repeating Fireball 4, Shock Treatment 4, Sonic Boom 4, Stunning Shout 4,
Toughskin 4, Zen No Mind 4
Super: Mega-Attack (varies), Rage Burn 3, Super Attack Combo (varies)
Modifiers
The following are some additional modifiers that may be used to enhance or
weaken various maneuvers, thus increasing or decreasing cost and
effectiveness. Unless stated otherwise, you may always choose whether or not
to use anenhancement.
Chi Charge: Using Chi energy, you propel yourself forward at incredible speed
while performing the maneuver. This increases the cost of the maneuver by 1
power point and requires that 1 Chi point be spent when performing it, but
proivdes the following bonuses: +4 to Speed and Move, and +1 to damage.
Dashing Move: While performing the maneuver, you run at your opponent. This
increases the cost by 2 power points, adds the following bonuses: +3 to Speed,
+3 to Move
Extended Range: For projectile attacks only, this effectively doubles the
range of the attack. Cost is increased by 1 power point.
Extra Force: You deliver the attack with such force that it inflicts two
additional dice of damage and counts as a Knockdown. This requires the
expenditure of one Willpower point, and increases the cost of the maneuver
by 1 power point.
Increased Speed: You can deliver the maneuver with exceptional speed,
increasing the Manuever's Speed modifier by +2. This increases the maneuver's
cost by 1 point. Paying for Increased Speed a second time only adds an
additional +1 (+3 total) and it cannot be increased any further.
Reduced Force: The character is somewhat limited in how hard they can deliver
this maneuver; reduce the damage by -2 and the power point cost by -1.
Reduced Speed: The character is a little slow on the draw with this maneuver;
apply a -2 penalty to Speed, and reduce the Power point cost by 1 point.
Punch
Art of Breaking
Prerequisites: Punch 3, Focus 3
Power Points: Kenjutsu, Shotokan Karate 2; Any 3
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 4
Power Points: Tien-Hsueh 1; Hapkido, Hwarang-Do, Kabaddi, Kalaripayit,
Ninjitsu, Tai Chi Chuan 3; Jeet Kune Do, Shotokan Karate, Silat 4
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 3, Punch 4, Focus 3
Power Points: Sanbo 3; Shotokan Karate, Kabaddi, Kung Fu, Wu Shu 4; Any 5
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 3
Power Points: Hapkido, Jiu Jitsu, Shotokan Karate, Kung Fu, Ninjitsu, Savate,
Silat, Special Forces, Swordfighting, Tae Kwon Do, Tai Chi Chuan 1, Any 2
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 3
Power Points: Tien-Hsueh 1; Kalaripayit, Kung Fu 2
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 2, Athletics 1, Jump, Claw
Power Points: Animal Hybrid 2
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 5, Jump, Lightning Leg
Power Points: Wu Shu 2; Kung Fu, Shotokan Karate 5
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 3, Athletics 4
Power Points: Kung Fu, Shotokan Karate, Wu Shu 3; Capoeria, Muay Thai, Special
Forces 4
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 4, Athletics 3, Jump, Wall Spring
Power Points: Muay Thai 3
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 2
Power Points: Jeet Kune Do, Muay Thai, Swordfighting 1, Any 2
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 3
Power Points: Kung Fu, Shotokan Karate 2; Any 3
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 4, Athletics 3, Double-Hit Kick, Jump
Power Points: Wu Shu 2; Kung Fu 3; Capoeria, Special Forces 4
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 4, Jump, Knee Strike
Power Points: Muay Thai 4; Kung Fu, Western Kickboxing, Wu Shu 5
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
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.
Spinning Thrust Kick
Prerequisites: Kick 2
Power Points: Capoeria, Hapkido, Kung Fu, Savate 1; Shotokan Karate, Tae Kwon
Do, Teng-Jutsu 2; Any 3
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 4
Power Points: Aikido, Kung Fu, Shotokan Karate, Swordfighting 1; Any 2
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
Athletics
Leap Dodge
Prerequisites: Athletics 4, Jump
Power Points: Teng-Jutsu 1; Wu Shu 2; Any 3
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 4
Power Points: Wu Shu 2, Kung Fu 4
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 2, Jump
Power Points: Any 1
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
Grab
Choke Throw
Prerequisites: Grab 3, Althletics 2, Jump, Throw
Power Points: Hwarang-Do, Kung Fu, Native American Wrestling, Special Forces,
Wrestling 1; Any 2
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 2, Athletics 2, Jump
Power Points: Any 2
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 5, Joint Lock
Power Points: Aikido, Hapkido, Hwarang-Do, Jiu Jitsu, Ninjitsu 3
The fighter grabs one of his opponent's limbs and twists it violently in a
manner it was not mean 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 4
Power Points: Hapkido, Hwarang-Do, Jeet Kune Do, Jiu Jitsu, Kabaddi,
Kalaripayit, Kung Fu, Ninjitsu, Silat, Tai Chi Chuan 2
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 2, Weapons 4, Riposte
Power Points: Kenjutsu 4
Usable With: Special
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 2, Focus 3
Power Points: Psychic 3, Ler Drit 5
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
Focus
Before moving into focus moves, it is important to point something out; all of
the moves described as "fireballs" are not actually pyrokinetic (i.e., actual
fire) unless otherwise noted. What laymen call fireballs are actually blasts
of pure Chi energy of an incredible magnitude. Thus, even if a "fireball"
struck a gas tank, there's a chance no fire would result. The exception is
when a Kabaddi fighter learns Fireball, they can opt to have it be the
pyrotechnic sort (same combat stats as the basic Fireball) if they wish. The
Flaming Fireball maneuver, on the other hand, is another matter entirely.
One of the more interesting (and spectacular) means of countering an energy
attack is to use one's own against it. When two projectile attacks collide
determine the overall damage of both; if one inflicts two times the damage of
the other or more, it passes through, but its damage is halved (rounded up).
If neither is double the other, then they simply dissipate. Successfully
countering a projectile in this manner will earn an extra point of temporary
Glory.
Absorbing Barrier
Prerequisites: Focus 4, Reflecting Barrier
Power Points: Psychic 3; Kabaddi, Kalaripayit, Ler Drit, Shotokan Karate 4;
Any 5
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 4, Alertness 3
Power Points: Hwarang-Do, Kabaddi, Kalaripayit, Kenjutsu, Tai Chi Chuan 3;
Aikido, Ninjitsu, Shotokan Karate, Silat 4; Jiu Jitsu, Kenjutsu 5
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 4
Power Points:
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 4
Power Points:
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 3, Grab 3
Power Points: Kabaddi, Kung Fu, Ninjitsu, Tien-Hsueh 3
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 3
Power Points: Shotokan Karate 3; Wu Shu, Kung Fu 4; Any 5
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 4, Fireball, Improved Fireball
Power Points: Dark Shotokan 2; Kabaddi, Shotokan Karate 3, Any 4
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
Power Points: Animal Hybrid, Elemental, Ler Drit, Psychic, Shotokan Karate 1;
Any 2
This is the ability to form Rage in oneself from nowhere. Doing this requires
that the fighter stand completely still and concentrate. The physical
appearance of this depends on the power of the character's Chi. Those with
relatively low Chi (1-3 points) will not have any outward sign that they are
doing this (except for them grimacing or something), while those with higher
Chi (6+) will often create a crackle of electricity, a glow of energy, or
something else (depending on their powers) as they do this.
System: 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 3, Stunning Shout
Power Points: Aikido, Shotokan Karate, Silat, Sumo, Tai Chi Chuan 2; Any 3
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 4, Fireball
Power Points: Psychic, Shotokan Karate 3; Kabaddi, Kung Fu, Ler Drit, Wu Shu 4
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 re-
aimed 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 4
Power Points: Kung Fu, Shotokan Karate 3; Aikido, Lua, Silat, Tai Chi Chuan,
Wu Shu 4
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 5
Power Points: Psychic 4; Ler Drit 6
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 3
Power Points: Psychic 3; Kabaddi, Kalaripayit, Ler Drit, Shotokan Karate 4;
Kung Fu, Wu Shu 5; Any 6
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 2
Power Points: Kabaddi, Shotokan Karate 1, Kung Fu, Wu Shu 2, Any 3
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 2
Power Points: Kabaddi, Shotokan Karate 1; Kung Fu, Wu Shu 2; Any 3
This is a very low-powered fireball, which does no physical damage, but can
stun opponents, which can potentially be worse, especially if the fighter has
some combos to pull out.
System: This works exactly the same as a normal fireball (see Street Fighter
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 3
Power Points: Kenjutsu 2; Arnis/Kali/Escrima, Bojutsu, Swordfighting 3; Any 4
Usable With: All
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
Super Attacks
Super Attacks are special maneuvers which require that a character have full
Rage points (10) to perform. There is no "Super Attacks" Technique, but
rather, this class of maneuvers draws on other techniques, often several at
once, to determine the power and outcome. Super Attacks vary greatly in terms
of raw power, but the more powerful attacks are more difficult and costmore
power points.
The Storyteller should be careful about super attacks; they can easily
unbalance the game if you aren't careful. When all of the the player
characters' fights consist of getting "charged up" to deliver a deadly combo,
it can be difficult to keep things under control. You may want to limit the
availability of such attacks. Of course, you should also remeber that if such
things are possible, there will be plenty of enemies who have such abilities
as well.
Firestar
Prerequisites: Focus 4, Fireburst
Power Points:
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
Mega-Attacks
This refers to a super attack which is simply an extra-powerful version of a
normal attack. To create a Mega-Attack, start with the basic maneuver (which
the character must already know). The Mega-Attack costs two less than the
basic attack (minimum 2 points), but any Technique prerequisites are increased
by 1 point (to a maximum of 6). Damage (if applicable to begin with) is
increased by +3, but Speed is reduced by -2, and the Chi point cost of the
Mega-Attack is equal to that of the original maneuver +4 (or 4 if there is no
Chi point cost; remeber about converting Rage points). For ranged attacks, the
range is normal, but by spendind one additional power point can be doubled.
Rage Burn
Prerequisites: None
Power Points: Elemental (All) 2; Any 3
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
Super Attack Combos
This refers to a special type of combo which is considered a super attack.
Super Attack Combos vary in power, ranging from a few powerful hits to a
devastating flurry of kicks and punches, often ending with a fireball,
uppercut, or similar maneuver. Such attacks are difficult to learn, but nearly
impossible to counter.
To create a super attack combo, select a number of attacks up to the sum of
your Focus and Chi, times two, in the order that they are to be carried out
(repeating moves is certainly a possibility). The base cost is one power point
per three moves in the combo. The first attack in the combo is made at -2
Speed, but all subsequent attacks are made at +3 Speed, and are carried out at
a rate of three per turn (unless their base Speed is -2 or less, in which case
they take up an entire turn). Using a super attack combo costs all 10 of your
character's Rage points, plus 2 Chi points.
Note: You may wish to select the modifiers, Dashing Move or Chi Charge, for
the combo; this costs an extra power point, but can make the combo much more
effective. Note that the extra die of damage from Chi Charge only applies to
the first attack in the combo, and the bonuses from having full Rage do NOT
apply to the combo's moves; in fact, they are all at -1 damage. If you want
the super attack combo to be a dizzy combo as well, again you must spend one
additional power point.
True Dim Mak
Prerequisites: Focus 5, Dim Mak
Power Points: Tien-Hsueh 5
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
Weapon
Although the World Warriors are prejudiced against melee weapons, that doesn't
mean the rules of the game have to be. The following simple rules allow for
characters to actually know how to use more than one kind of melee weapon.
All melee weapons fall under the "Weapons" technique. Within it are a number
of "Weapon Proficiencies"; a character must have the Proficiency in order to
apply their Weapon Technique to it (otherwise they use only attributes and
wepon modifiers). For every dot in the Weapons Technique, choose one
Proficiency from the following list: Axes, Bows, Blunt Weapons, Chains/Whips,
Clubs, Flails, Knives, Spears, Staves, Swords, and Thrown Weapons.
Firearms are considered a separate technique, and similarly has the following
Proficiencies within it: Archaic, Handguns, Rifles, Shotguns, Submachine Guns,
Assault Rifles, Heavy Weapons, and Energy Wepaons. There are no particular
Firearms Maneuvers, excepting those of the deadly Triad Assassin style.
Dazing Blow
Prerequisites: Weapons 3
Power Points: Arnis/Kali/Escrima, Bojutsu, Kenjutsu 1; Kobujutsu, Krabi-
Krabong, Swordfighting 2, Any 3
Usable With: Any (see below)
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 3
Power Points: Escrima, Kenjutsu 1; Swordfighting 2
Usable With: Any paired weapons
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 2
Power Points: Bojutsu, Kenjutsu, Ninjitsu, Swordfighting 1;
Arnis/Kali/Escrima, Kobujutsu, Krabi-Krabong, Silat 2
Usable With: Axes, Blunt Weapons, Knives, Staves, Swords
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:
Power Points: Kenjutsu 3; Any 5
Usable With: Swords, Knives
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 2
Power Points: Arnis/Kali/Escrima, Bojutsu, Kenjutsu, Kobujutsu, Krabi-Krabong,
Ninjitsu, Silat, Swordfighting 1
Usable With: Axes, Swords
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 3, Athletics 2, Jump
Power Points: Kenjutsu, Swordfighting 2; Any 3
Usable With: Swords
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 3, Dexterity 3
Power Points: Bojutsu 2, Any 3
Usable With: Staves, Polearms
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 2
Power Points: Bojutsu 1, Kobujutsu, Krabi-Krabong 2
Usable With: Staves
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
Chapter 7:
Others
Non-Fighter Characters
Creating a character who is not a martial artist is relatively easy, but
requires some minor changes from the basic process. First of all, there are no
Techniques as for a normal Street Fighter character. Any fighting skills
possessed must be gained by selecting appropriate abilities. Such characters
also have access to the following abilities (which take the place of
Techniques should they wish to learn fighting anyway):
Talents
Athletics
This Ability describes your general athletic prowess and assumes familiarity
with most sports. It is used to see if you can jump across a chasm, swim
through a storm, throw a football, vault a fence, or climb a tree.
Athletics concerns complex motor action; physical actions requiring only one
type of motor action do not use the Athletics rating, nor do athletic actions
already subsumed by another Ability.
*Novice: Little Leaguer
**Practiced: High school jock
***Competent: College Varsity player
****Expert: Professional athelete
*****Master: Olympic gold medalist
Possessed by: Professional Atheletes, Enthusiasts, Dancers, Jocks, Kids
Specialties: Swimming, Mountain Climbing, Acrobatics, Dancing, a specific
sport
Brawl
You know how to fight bare-handed. This Ability includes such maneuvers as
punching, kicking, grappling, throttling, throwing, gouging, clawing, and
biting. Brawling can get quite ruthless, but generally is a nonlethal form of
combat.
*Novice: You know what to do, but you haven't had much experience.
**Practiced: You know where to hit people to make it hurt.
***Competent: You can choose your barstool.
****Expert: You are a black belt martial artist.
*****Master: You could be a Golden Gloves boxing champion.
Possessed By: Martial Artists, Soldiers, Thugs, Police Officers, Bouncers.
Specialties: Armlocks, Boxing, Wrestling, Karate, Judo, Tai Chi, Grappling,
Throws, Showing Off, On Home Territory
Dodge
The most effective way to win a fight is not to be struck. Becoming proficient
in the Dodge Talent is a very wise choice. Your rating in this area describes
your ability to avoid both melee and missile attacks; includes
diving for cover and ducking punches.
*Novice: You hit the ground if someone screams, "Duck!"
**Practiced: You have no problem finding cover in a firefight.
***Competent: You're always the last one out in dodgeball.
****Expert: A shot may land once in a blue moon.
*****Master: You can nearly sidestep gunshots.
Possessed By: Criminals, Martial Artists, Military Personnel, Bouncers, Boxers
Specialties: Leap, Sidestep, Duck, Cover, Dive
Skills
Firearms
Skill in Firearms means you have a broad knowledge of all firearms, from a
simple .22 to an Ingram Mac-10 machine gun. Firearms Skill does not include
the ability to operate heavy machinery such as tank guns andother artillery
weapons. However, skill in Firearms does include the ability to repair them.
*Novice: You've had lessons at the gun store.
**Practiced: You do okay at the firing range.
***Competent: You can pull of a few gun tricks.
****Expert: You're always cool and steady.
*****Master: "Do you feel luck? Well, do ya punk?"
Possessed By: Gang Members, Police, Criminals, Soldiers, Terrorists
Specialties: Rifles, Handguns, Pistols, Machine Guns, Derringers, Sprays,
Sniping
Melee
Proficiency in this Skill allows you to use handheld weapons. Sai, saps,
tonfa, and swords are examples of the types of weapons covered by the Melee
Skill. This Skill is almost archaic nowadays becuase of society's dependence
on firearms, but there will likely always be people who appreciate the beauty
of the blade and the speed of the staff, especially in the Street Fighter
world.
*Novice: You took a six-week course in fencing.
**Practiced: You have military training.
***Competent: You draw byes in kendo tournaments.
****Expert: Any weapon is deadly in your grasp.
*****Master: Bruce Lee with a pair of nunchuka.
Possessed By: Police, Fencers, Kendo Enthusiasts, Thugs, Gang Members,
Duelists
Specialties: Swords, Axes, Rapiers, Knives, Clubs, Staves, Disarms,
Entanglement
As for other traits, use the following guidelines:
Attributes: Non-fighters still recieve the normal 7/5/3 for attributes, but
cannot normally get superhuman traits of any sort.
Chi: The energy that is Chi is present in all living things, and as a result,
the character begins with 1 Chi point. This can be increased with Freebie
Points, but generally speaking, there isn't much point in doing so.
Willpower: Base Willpower is 3.
Health: Unlike a fighter, normal people will have 7 health levels to start off
with.
Renown: Renown in not applicable to non-fighters.
Freebie Points are effectively the same as for a fighter character, except
that they start off with 21 Freebie Points, to make up (somewhat) for the
various disadvantages they have. Merits and Flaws can be selected normally,
although those that related directly to a character's combat style (e.g.
Brawling, Hybrid Form, etc.) cannot be selected.
Combat
Non-Fighter characters generally have very limited combat abilities. If they
do fight, they are considered to only have the basic maneuvers (see Street
Fighter p. 137) except for Fierce and Roundhouse, which are not possessed
unless the character has a Brawling Talent of 3 or higher.
When you need to find the equivalent of a Technique for a non-fighter
character, all of the basic techniques are comparable to the Brawling Talent,
except as noted below:
*Athletics TechniqueAthletics Talent
Focus Techniqueno equivalent
Weapons TechniqueMelee Skill
Firearms TechniqueFirearms Skill
*For non-fighters, Dodging is a separate Talent, and is described above.
Sorcerors
Sorcerors are individuals who wield great magical power. They can be found all
over the world, yet all use the same source of power -
- that of chi, though
not all realized it. Such people tend to be fairly secretive about their
powers, and even when they are not, they are usually equally cryptic. Although
such magicians may be lacking in physical ability, they will certainly possess
great sorcerous powers, capable of felling many physically greater opponents.
· Attributes: 7/5/3; Mental cannot be tertiary.
· Abilities: 11/7/4
· Background: 6 dots; may NOT select Cybernetics.
· Techniques: Begins with Focus 3 and 3 dots to be distributed as desired.
· Styles: Sorcerors are considered to use their Sorcery as a style. Learning
a normal martial arts form counts as a Hybrid or Secondary style.
· Maneuvers: Sorcerors can select any common maneuvers and may purchase any
Focus maneuver at the lowest of the costs listed. Sorcerors begin with 10
power points, but 6 must be spent on Focus maneuvers. Additional maneuvers
indtended for use with Sorcery will be included in The Fighter Who Would Be
King.
· Chi: 4
· Willpower: 4
· Freebie Points: 18
Chapter 8:
Storyteller Section
"Before I kill you, I want to tell you a story."
-- Akuma
This chapter serves two purposes. First of all, it discusses the use of this
book in Street Fighter chronicles, and second, it also has some information on
storytelling in general.
The Street Fighter world was a complex place to begin with. But then, most
Earth-based settings are. Warrior's World, however, only makes things more
complex. It adds many new elements to the game, which can make games more
exciting and interesting. Furthermore, it combines the comic-book action that
the STG has presented thusfar with a combination of more typical anime-style
martial arts fare and Storytelling game angst. You will no doubt have noticed
that this book is, for the most part, a bit lighter in tone than many other
Street Fighter books.
Warrior's World addresses several topics at once, not the least of which is
the changes occuring in the Street Fighter universe. Akuma, and the plotlines
he produces with Ryu and Gouken change the tone of the entire setting
somewhat. As the Storyteller, you should seriously consider new types of
plots. Not that you shouldn't have before, but this book tries to force open
the gateway to more mystical stories in your games, especially in terms of its
exploration of the very nature of Chi.
You are encouraged to use these elements to their fullest, but while doing so,
try to remember the importance of subtlety. Things that fall under the
category of "mysteries" are called that for a reason. Monsters, ghosts, dragon
lines, and so on, are only known of in legends, which have some truth, but
remain elusive.
Roleplaying Anime
Street Fighter can, in some ways, be considered to be an anime universe.
Indeed, especially in its most recent incarnations, the art of the game is
suggestive of this, to say nothing of the anime movie and manga. Furthermore,
Sakura, one of the newest Street Fighters, has anime written all over.
That said, the question is, what does it mean as far as roleplaying goes?
The answer to that question is rather complex. What makes a picture anime-
style is easy to say; the huge eyes, small noses, and (usually) tiny mouths
are a dead giveaway, along with the careful use of shadow. But what makes a
story anime-style is another matter entirely.
Anime is a little different from any other style of telling stories. The fact
that it's animation rather than live action means that anything that can be
drawn is possible. The fact that this has been done routinely means than
anything that looks cool is permissible -- that's the only real rule as to
what is and isn't possible. Of course, the specifics and permutations of this
principle are too numerous to describe, but are best though of as a seriesof
cliches.
The important thing, however, is the story. The best anime not only have great
art, but masterful plots. An anime story is an epic, with the main characters
at the heart of it. Few serious anime stories leave the world quite as it was
before. This can be difficulty to do in a roleplaying game, especially if you
intend to keep the game world resembling the original one, but can make the
game all the more exciting because of it.
Of equal, if not greater importance, however, are subplots. No matter who they
are or what they do, anime characters nearly always have other things to worry
about besides the main plot. This can be nearly anything, but love interests
are extremely common, and old enemies are a close second.
Anothing thing which is present in nearly all anime is humor. Of course,
unless the feature is a comedy, it isn't likely to be laugh-out-loud funny,
but jokes show up now and then in nearly any series. The Street Fighter anime
movie certainly has its moments, like the relationship between Guile and Chun
Li, E. Honda's strange comments, and Balrog's eyes. Humor can be especially
helpful when the story slows down, and Street Fighter certainly has its share
of silly characters (Dan with his pink gi, Sakura, etc.).
Trying Something New
There is no need for Street Fighter chronicles to follow the same pattern of
the normal Street Fighter universe. As interesting as it is, there are plenty
of other possibilities to pursue.
For instance, try changing the time period. In the distant past, martial arts
(such as the player characters are likely to know) will still exist, though
different parts of the world are likely to be relatively isolated. The
internationality of Street Fighter will be very rare before the mid-20th
century, and as such, characters from "foreign lands" will often be greeted
with a measure of suspicion. For some ideas, take a look at Kung Fu (which
combined the Wild West with martial arts), and Samurai Shodown, which takes
place in the time of the Samurai, towards the end of the Japan's feudal
period.
The future, on the other hand, is another matter entirely. In this case, you,
the Storyteller, can change it as you see fit. It could be a post-apocalyptic
world where only the strong survive (see Fist of the North Star for ideas), or
a futuristic, spacefaring society, where martial arts are brought to other
planets. Or, to take it even farther, a time period where there is a
confederation of different races, where each fighting tournament involves
fighters from a dozen different worlds.
Another possibility is what anime fanfiction writers call "Elseworlds",
parallel universes. These are worlds which are basically the same as the
original, but with certain important differences. The possibilities for
changes are virtually unlimited, though if you are imitating the style of the
fanfiction, they will often involve (initially small) changes to the major
chartacters. Here are some ideas:
· Shadoloo wins a series of powerful victories, and quickly becomes the
dominant force throughout the world. In this dark, depressing world, the
remaining street fighters (Bison would have killed as many of the World
Warriors as possible) are forced into a desperate, clandestine war for
freedom.
· What if Gotetsu had liked Shotokan in its original form. Ryu, Ken, and Dan
would all practice Dark Shotokan, and Gotetsu and Gouken would likely still be
alive. With Genki, they are be virtually unstoppable, and try to take over the
world, or something equally nefarious. Sakura used to like Ryu, but now is one
of the few who tries to oppose him.
· Combine the Street Fighter world with your favorite fighting game(s), and
work out the results of the combination.
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