Street Fighter: The Roleplaying Game
ATHLETICS
MANEUVERS
Punch / Kick
/ Grab / Block / Focus
/ Weapon / Hybrid
House Rules / Errata
/ Schools
TABLE OF CONTENTS
A: Aerial Recovery / Air
Smash
B: Back Roll / Backflip
/ Beast Roll / Body
Avalanche / Break Fall / Bull
Rush / Burning Tail / Burning
Wings / Bushin Flip / Bushin
Step / Butterfly Cartwheel / Butterfly
Kick
C: Cannon Drill / Chi
Crash / Claw Dive (High) / Claw
Dive (Low) / Claw Driver
D: Displacement / Diving
Hawk / Double Heel Stomp / Dragon's
Tail / Drunken Monkey Roll
E: Esquives
F: Femina Wind / Flamingo
Stance / Flying Body Spear / Flying
Head Butt / Flying Heel Stomp / Flying
Punch
G: Gazelle Step / Gore
/ Ground Fighting / Ground
Roll
H: Hamstring / Hundred
Demon Somersault
J: Jump / Jumping
Shoulder Butt
K: Kick-Up / Kippup
L: Leap Dodge / Light
Feet / Low Shoulder Butt
M: Mekon Delta Escape
P: Pounce
R: Rising Wolf / Rocket
Wheel / Rolling Attack
S: Shooting Star Press
/ Shoulder Smash / Spinning
Kippup / Sprint
T: Tail Slash / Tail
Spin / Tail Sweep / Thunderstrike
/ Torrent Crash / Trample
/ Tumbling Attack / Tumbling
Claw / Typhoon Tail
U: Upper Tail Strike
V: Vertical Rolling Attack
W: Wallclimbing / Wallflip
/ Wall Spring / Wind Dash
Aerial Recovery
Requirements: Athletics **, Jump or
Bushin Flip
Power Points: Any 2
School System Power Points: Any 3
Description: Any fighter who is heavily dependent on aerial maneuvers
would be wise to learn how to roll with the force of being knocked out
of the air to control their descent.
System: When interrupted in an aerial maneuver make a base Athletics
roll. Two successes allow the fighter to control where they land. If
they have any movement left over from the maneuver they attempted they
can land and roll into any adjacent hex and are considered knocked down.
For maneuvers that score multiple damage tests the recovering fighter
must roll athletics for each test that damaged them.
This maneuver can be combined with Femina Wind. The fighter pays
1 Willpower to do so but can move up to three hexes in any direction
before landing. In this case they don’t get any additional movement
and are not knocked down. A fighter in the middle of an aerial recovery
can be hit with additional attacks.
Cost: none Speed: none Damage: none Move:
none
Source: editor
Air Smash
Requirements: Athletics *, Jump
Power Points: Majestic Crow Kung Fu, Native American Wrestling,
Pankration, Sanbo, Sumo Wrestling, Wrestling 1, Any 2
School System Power Points: Kung Fu, Grappler 1, Any 2
Description: This move is popular with large fighters because
it uses their weight to flatten an opponent into the sparring mats.
The fighter leaps into the air, high above an opponent's head, and then
falls straight down on top of her. Most fighters tend to land in an
aerial seated position which has caused the Air Smash to be nicknamed
the "Butt Crush."
System: The Air Smash is an aerial maneuver and acts as a Jump
for purposes of interrupting and evading projectile attacks. The fighter
must move in a straight hex-line while executing the power, and he will
end the move in the same hex as the opponent on whom he landed.
Cost: None Speed:
-1 Damage: +4 Move: -1
Source: Core Rulebook
Back Roll
Requirements:
Athletics **, Jump
Power Points:
Hapkido 1, Any 2
School System Power Points: Inner, Military 1, Any 2
Description: Like a flying monkey the fighter springs up over
their opponent’s head and rolls down their back in a single graceful
motion. A Back Roll can be both confounding and frustrating for opponents.
System: This may
be used as an abort maneuver. It is aerial and the fighter performing
it ends the round one hex behind the opponent they rolled off of.
Cost: none Speed: +3 Damage: none Move:
see above
Source: editor
Backflip
Requirements: Athletics ***
Power Points: Capoeira, Jeet Kune Do, Spanish Ninjitsu, Wu Shu
2, Any 4
School System Power Points: Capoeira, Kung Fu, Hunter, Wu Shu 2,
Karate, Kickboxing 3, Any 4
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
Source: Secrets of Shadoloo
Beast Roll
Requirements: Athletics *****, Rolling
Attack, Vertical Rolling Attack
Power Points: Capoeira 3
School System Power Points: Capoeira 5
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
Source: Core Rulebook
Body Avalanche
Requirements: Athletics **
Power Points: Any 2
School System Power Points: Grappler, Military 1, Any 2
Description: The Body Avalanche is an incredibly simple maneuver
that still packs quite a bit of power. With their opponent backed against
a wall the fighter makes a short run and hop then launches into them
for a full body smash. Damage is dealt by forcing the opponent into
the wall.
System: The defender must be adjacent to a wall to attempt the
Body Avalanche. The attacker needs a straight line, an open hex to get
up to speed, and must be able to complete the maneuver in the allotted
movement.
An alternate version of the Body Avalanche can be performed
without needing a wall to slam the opponent into but inflicts knockdown
on both fighters. Neither knockdown can be prevented. When the maneuver
is purchased specify which form has been learned.
Cost: none Speed: -1 Damage: +4 Move: 3
Source: editor
Breakfall
Requirements: Athletics *
Power Points: Jiu Jitsu, Aikido, Baraqah, Capoeira, Pankration,
Tai Chi Chuan, Wrestling, Bando, Spanish Ninjitsu 1, Any 2
School System Power Points: Kung Fu, Karate, Capoeira, Inner, Hunter,
Grappler 1, Any 2
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 Breakfall to
use it. Whenever your character takes damage from a maneuver that does
knockdown you may reduce the amount of damage he takes from the fall
by one point of Health for each success made on a Dexterity + Athletics
roll. (Note: Breakfall doesn't help against maneuvers that do damage
and then knock you down only against maneuvers where hitting the ground
is the source of the damage such as a Throw.)
Cost: None Speed:
See above. Damage: See above. Move: See above.
Source: Contenders
Bull Rush
Requirements: Athletics ****, Shoulder Smash
Power Points: Any 3
School System Power Points: Any 3
Description: The fighter rushes into their opponent shoulder
first bracing themselves against the ground with their feet just before
the impact. This forces tremendous kinetic energy into their target
knocking them back.
System: At the time this maneuver is purchased the fighter must
specify whether or not it is crouching. If it inflicts any damage the
target is knocked back a number of hexes equal to damage received.
Cost: 1 Willpower Speed: -1 Damage:
+4 Move: -3
Source: editor
Burning Tail [hybrid
maneuver]
Requirements: Athletics ***, Focus ***, Tail Slash
Power Points: Animal Hybrid 3, Any 5
School System Power Points: Inhuman, Any 4
Description: The hybrid whips an enemy with their tail after
igniting it with their chi. The result is explosive.
System: Use the modifiers below for two damage tests. The first
uses Athletics and the second Focus. This maneuver can be used by non-hybrids
by substituting an article of clothing for the tail. However learning
this form of the maneuver is difficult.
Cost: 1 Chi Speed:
-1 Damage: +2/+0 Move: -1
Source: editor
Burning Wings
Requirements: Athletics ****, Focus ****
Power Points: Mystic, Elemental: Air, Elemental: Fire, Animal
Hybrid 3
School System Power Points: Inhuman, Mystical, Elemental: Air,
Elemental: Fire 3
Description: This graceful, yet strange, maneuver mimics birds
in a way only those kamikaze enough to use their full bodies as weapons
would think to try. It has since caught on with animal hybrids blessed
with natural wings. The fighter closes with their opponent and tumbles
into them wrapped in a blazing coat of chi that looks like a pair of
translucent wings rising from their back.
System: The fighter must enter their opponent’s hex to deal damage.
There are two damage tests. The first uses Athletics and the +2 modifier
below. The second uses Intelligence + Focus with the +1 modifier. After
damaging their opponent the fighter then rolls into an adjacent hex.
Cost: 1 Chi Speed: +0 Damage: +2/+1
Move: -2
Source: editor
Bushin Flip
Requirements: Athletics **
Power Points: Ninjitsu 1, Any 3
School System Power Points: Hunter 1, Any 3
Description: This flip is a staple of Ninjitsu.
System: A long jumping flip that functions as a standard jump.
Cost: none Speed: +2 Damage: none Move: +3
Source: sfrpg.com
Bushin Step
Requirements: Athletics ****, Aerial Recovery (see below), Breakfall
Power Points: Any 3
School System Power Points: Hunter, Inner, Capoeira 3, Any 4
Description: The gymnast catches themselves from a fall and rolls
so they touch the ground hand first and somersault to their feet.
System: Bushin Step is not an attack. It is a recovery technique
that can be used after being struck by an attack that causes knockback
or knockdown as long as the gymnast is neither crouching nor dizzied.
Two successes on a base Athletics roll allow the fighter to recover
and backflip to their feet avoiding a knockdown. If played during a
knockback effect Bushin Step can be used immediately after the first
hex of push and negates further involuntary movement. In any event the
fighter ends one hex back from where they where struck.
This can also be used from the air. After successfully using Aerial
Recovery when interrupted in the middle of an aerial maneuver roll base
Athletics again. Two successes allow the fighter to safely get an arm
underneath them to push off the ground and land on their feet. If this
maneuver is unsuccessful the fighter falls flat on their face.
Cost: none Speed: none Damage: none Move: none
Source: editor
Butterfly Cartwheel
Requirements: Athletics ****
Power Points: Spanish Ninjitsu, Ninjitsu, Capoeira, Wu Shu 3,
Any 5
School System Power Points: Hunter, Wu Shu, Capoeira 2, Any 3
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. The fighter always travels in a
straight line.
System: This is an aerial maneuver and can be used to dodge projectiles
with an additional +2 dice to the dodge roll (the attacker’s Focus is
contested versus the defender’s Dexterity + Athletics). Any opponent
attempting to interrupt a fighter in the midst of this technique must
move into the same hex and has a +1 difficulty to hit.
Cost: None Speed:
+2 Damage: None Move: -2
Source: New Legends
Butterfly Kick
Requirements: Kick ***, Athletics ****, Butterfly Cartwheel
Power Points: Spanish Ninjitsu, Ninjitsu, Capoeira, Wu Shu 2,
Any 4
School System Power Points: Hunter, Wu Shu, Capoeira 3, Any 4
Description: Displaying an amazing level of body strength the
fighter Butterfly Cartwheels straight into their opponent striking them
with their spinning feet.
System: The fighter does a Butterfly Cartwheel into their target
rolling for damage twice using the modifiers below. This is an aerial
maneuver that can hit crouching opponents. Just like with the Butterfly
Cartwheel any opponent attempting to interrupt a Butterfly Kick must
enter the same hex and has a +1 difficulty to hit.
Cost: 1 Willpower Speed: +2 Damage:
+0 Move: -2
Source: New Legends
Cannon Drill
Requirements: Athletics *****
Power Points: Special Forces 4, Kabbaddi, Majestic Crow Kung
Fu, Wu Shu 5
School System Power Points: Military 4, Kung Fu, Wu Shu 5
Description: Fast and ferocious, the Cannon Drill has given Cammy
an edge on her competition in the Street Fighter tournaments. Since
they saw Cammy pull off the move many other fighters have tried to imitate
it; only a few have actually succeeded.
To execute the Cannon Drill the fighter throws her body into a low airborne
trajectory. The fighter's body actually twists like a horizontal tornado
as she flies across the field to strike her opponent feet first. The
move is very quick, has a vicious hit, and moves the fighter quite a
distance.
System: Because it flies so low to the ground the Cannon Drill
does not count as an Aerial Maneuver.
Cost: 1 Willpower Speed: +2 Damage:
+2 Move: +2
Source: Core Rulebook
Chi Crash
Requirements: Athletics ****, Focus ***, Shoulder Smash
Power Points: Any 3
School System Power Points: Any 4
Description: The fighter Shoulder Smashes their target after
forming a wall of abrasive pulsing chi in front of them.
System: There are two damage tests. The first uses Athletics
with the +3 modifier below and the second using Intelligence + Focus
and the +2 modifier. If it inflicts any damage the opponent is knocked
down and the fighter may continue moving up to their maximum movement.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage:
+3/+2 Move: +0
Source: editor
Claw Dive (High)
Requirements: Athletics *****, Punch or Weapon ***, Low
Claw Dive
Power Points: Spanish Ninjitsu 3
School System Power Points: Hunter 5
Description: The reconquistador, having mastered a low wall spring
launch for their weapon strike, takes to the high skies to bring death
from above.
System: The wall spring to initiate this attack is considered
a standard jump except that it can only be interrupted by vertical aerial
maneuvers (Dragon Punch, Dragon Kick, Vertical Rolling Attack, etc.).
If the target of a High Claw Dive cannot keep sight of the attacking
ninja they must score at least three successes on a Perception + Alertness
roll or be surprised by their attacker – dropping the ninja’s difficulty
to hit them to 5 and opening them to being hit from behind. Damage is
calculated using Athletics + Punch if unarmed or Athletics + Weapon
technique if using a weapon (additional modifiers might apply depending
on the weapon used). The damage modifier below also applies.
High Claw Dive can be split over two rounds if desired. During the first
round the ninja springs up onto a high object (rafters, tree limbs,
etc.) where they can remain hidden until the second. This requires an
additional point of Willpower but as long as the ninja is out of view
and remains still they gain all the benefits of surprise.
When this maneuver is purchased the character must specify whether they
are purchasing the armed or unarmed version. Weapons used in a claw
dive must be small and light enough to be held in one hand. Obviously
if there is no wall to spring from a High Claw Dive cannot be used.
Cost: 2 Willpower Speed: -1 Damage: +3 Move:
+2/+3
Source: sfrpg.com
Claw Dive (Low)
Requirements: Athletics ****, Punch or Weapon ***, Wall
Spring
Power Points: Spanish Ninjitsu 4
School System Power Points: Hunter 5
Description: The reconquistido way encourages it’s practitioners
to strike from the blue using their reflexes and whatever surfaces happen
to be available as a springboard. Springing from a wall the reconquistador
adds the momentum of their leap to a punch or weapon swipe.
System: The low spring of this dive is not high enough to avoid
aerial maneuvers and projectiles although a ninja may use the change
in direction of their wall spring to evade such things if they are swift
enough. Damage is calculated using Athletics + Punch or Athletics +
Weapon technique depending upon which version of this move is used.
The damage modifier below also applies. This is not a weapon technique
and any damage modifier for the weapon itself is ignored.
When this maneuver is purchased the character must specify whether they
are purchasing the armed or unarmed version. Weapons used in a claw
dive must be small and light enough to be held in one hand. Obviously
if there is no wall to spring from a Low Claw Dive cannot be used.
Cost: 2 Willpower Speed: +0 Damage: +2 Move:
+2/+3
Source: sfrpg.com
Claw Driver
Requirements: Athletics ******, High Claw Dive
Power Points: Spanish Ninjitsu 5
School System Power Points: Hunter 5
Description: After all the time Vega has spent in Shadoloo’s
employ many whisper that he has truly gone mad. As the crowing achievement
of this psychosis they point to this maneuver – Vega’s adaptation of
M. Bison’s Psycho Crusher. Springing from a wall he drives into his
opponent claws first in a horizontal, spinning maelstrom of death. The
secrets of this technique are known only to Vega himself.
System: This is an aerial maneuver and a linear attack. The unarmed
version uses Athletics + Punch and the armed Athletics + Weapon technique
+ weapon modifier. It can be used to evade projectiles but will not
strike crouching opponents.
Cost: 2 Willpower
Speed: -1 Damage: +0 Move: +3
Source: editor
Displacement
Requirements: Block **, Athletics **, Punch *, Esquives
Power Points: Hapkido, Savate 2, Spanish Ninjitsu 3, Wu Shu 4
School System Power Points: Hunter, Military, Boxing, Kickboxing
3, Inner, Karate, Wu Shu 4
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: The evasive fighter must have enough speed to interrupt
their opponent’s attack otherwise the Displacement is ineffective. The
fighter executing the Displacement may then travel up to her full Move
to the left or right of her opponent. Once the opponent's move is completed,
the "displaced" fighter may move back in and counterattack
if they have any move left. This maneuver can be used to evade projectiles
although a contested roll must still be made. The Street Fighter's Punch
technique is used for damage plus the modifier below.
Cost: 1 Willpower Speed: +2 Damage:
-1 Move: +1
Source: Player’s Guide
Diving Hawk
Requirements: Athletics ***, Focus *, Jump
Power Points: Native American Wrestling, Spanish Ninjitsu 4
School System Power Points: Grappler, Hunter 4
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
Source: Core Rulebook
Double Heel Stomp
Requirements: Athletics ***, Kick ***, Flying Heel Stomp
Power Points: Wu Shu, Ninjitsu 2, Any 3
School System Power Points: Wu Shu, Hunter 4, Any 5
Description: The Wu Shu artist jumps and executes two swift heel
stomps as they fly over their opponents’ heads.
System: Double Heel Stamp scores two damage tests that can be
split between two targets as long as they are adjacent to each other.
Cost: 1 Willpower Speed: -1 Damage: +1 Move:
+0
Source: sfrpg.com
Dragon's Tail [hybrid
maneuver]
Requirements: Athletics ****, Upper Tail Strike
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 4
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.
Cost: 1 Willpower Speed: -1 Damage:
+5 Move: -2
Source: Player’s Guide
Drunken Monkey Roll
Requirements: Athletics **
Power Points: Jeet Kune Do, Kung Fu 1, Animal Hybrid, Aikido,
Capoeira, Majestic Crow Kung Fu, Ninjitsu, Silat, Wu Shu, Chin Na 2
School System Power Points: Kung Fu 1, Inhuman, Inner, Mystical,
Capoeira, Hunter, Wu Shu 2, Any 3
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
using the same rules given under Jump. It can be used as an abort maneuver.
Cost: None Speed:
+3 Damage: None Move: +2
Source: Core Rulebook
Esquives
Requirements: Athletics **, Block *
Power Points: Savate, Ninjitsu,
Spanish Ninjitsu 2, Kung Fu, Hapkido, Wu Shu 3
School System Power Points: Hunter, Military, Boxing, Kickboxing
2, Inner, Karate, Wu Shu 3
Description: This is an evasion technique similar to certain
Aikido moves. The fighter simply sidesteps away from the attack - placing
himself out of harm's way. As with Boxing Savate strategies depend a
lot upon avoiding an adversary's blows.
System: This may be used as an abort maneuver. The fighter must
have enough speed to interrupt his attacker. As the opponent attacks
the player using Esquives simply moves in any one direction up to two
hexes. This move is similar to Displacement except that the fighter
may not initiate a counterattack with this move. On the next round the
fighter gets a +2 speed bonus as long as they suffered no damage.
Cost: None Speed:
+2 Damage: None Move: Two
Source: Player’s Guide
Femina Wind
Requirements: Athletics ****, Jump
Power Points: Wu Shu, Ninjitsu, Spanish Ninjitsu 1, Any 2
School System Power Points: Hunter, Wu Shu 3, Any 4
Description: By harnessing the wind a skilled Ninja can leap,
flip in midair, and use their momentum to continue jumping in a new
direction.
System: Femina Wind is not an attack by itself. It functions
in conjunction with a standard Jump so that at any time the jumper may
opt to stop, change direction, and continue moving up to their maximum
movement. Femina sacrifices vertical clearance for lateral movement.
Characters using this are limited to jumping 2’ in height per point
in Athletics after changing direction.
Cost: none Speed: as Jump Damage: none Move: as
Jump
Source: sfrpg.com
Flamingo Stance
Requirements: Athletics ***, Kick **
Power Points: Tai Chi Chuan 2, Wu Shu 3, Any 4
School System Power Points: Inner, Kung Fu 2, Wu Shu 3, Any 4
Description: The fighter adopts a kicking stance, perched on
one leg. While in this stance the fighter cannot move, punch, or use
non-kicks.
System: A fighter may assume the Flamingo Stance at any time
using the speed modifier below. While in this stance all rolls to hit
with basic kicks (short, forward, and roundhouse) are at -2 difficulty
to hit and +2 speed. Also all called shots with the aforementioned kicks
are the normal difficulty of 6 without having to raise.
Disadvantages are: a fighter may not make any attacks other
than kicks while in a Flamingo Stance, cannot move, and cannot use maneuvers
that require movement. If a fighter takes damage, if even the fighter fell
into a block, they must spend a Willpower point and make an immediate Dexterity
+ Athletics check versus damage to stay upright.
Cost: None Speed:
+1 Damage:
See above Move: None
Source: New Legends
Flying Body Spear
Requirements: Athletics ***, Jump
Power Points: Kabbaddi 2, Ler Drit, Majestic Crow Kung Fu 3,
Any 4
School System Power Points: Mystical, Ler Drit, Kung Fu 3, Any
4
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 feet first; others lead with their fists or even heads.
Because the fighter has his full weight behind him the Body Spear inflicts
a fair amount of damage.
System: The Flying Body Spear is an aerial maneuver that acts
like a Jump enabling the user to dodge missile attacks. The fighter
can then spiral down and smash into any opponent within 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
Source: Core Rulebook
Flying Head Butt
Requirements: Athletics ***, Head Butt, Jump
Power Points: Sumo Wrestling, Wrestling 2, Any 3
School System Power Points: Grappler 3, Any 4
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 which cannot
evade projectiles and strikes crouching opponents. The fighter must
travel in a straight line.
Cost: 1 Willpower Speed: +0 Damage:
+4 Move: +3
Source: Core Rulebook
Flying Heel Stomp
Requirements: Athletics ***, Kick **, Jump
Power Points: Ler Drit, Majestic Crow Kung Fu, Ninjitsu, Pankration,
Spanish Ninjitsu, Wu Shu, Bando 3, Any 4
School System Power Points: Ler Drit, Kung Fu, Hunter, Wu Shu 2,
Karate, Grappler 3, Any 4
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 heel first on her opponent's
head or shoulders. Additionally, the fighter can use her opponent as
a springboard to launch away to safety after the attack.
System: The fighter can interrupt her own movement with a damage
roll and then finish her allowed Move after rolling damage. The Flying
Heel Stomp is an aerial maneuver and can be used like a Jump move to
interrupt and evade a projectile attack (as well as give the would-be
attacker a heel-stomping headache).
Example: Chun Li, with an Athletics Technique of 6, can Move
eight hexes using her Flying Heel Stomp and can stop at any point in
her movement to attack one opponent. She decides to jump three hexes,
stomp Sagat, and then finish her move five hexes away. The only limit
is that the jump has to be in a straight line from beginning to end.
Cost: 1 Willpower Speed: +0 Damage:
+1 Move: +2
Source: Core Rulebook
Flying Punch
Requirements: Athletics ****, Punch **, Focus ***, Jump
Power Points: Ler Drit 3, Dirty Fighting 4
School System Power Points: Ler Drit, Kung Fu, 3, Dirty Fighting
4
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 practitioners exhibit while performing this maneuver lead some
to believe that the practitioner is actually flying up and past her
opponent before swooping back down with an outstretched fist.
System: To execute this move, the fighter must move two hexes
past their opponent and move back to the opponent's hex as they arc
back downwards to hit them from behind. This attack is considered an
aerial maneuver and halves the opponent's total Stamina for the purposes
of determining how many damage dice are rolled.
Fighters lose a point of Honor each time the Flying Punch is used. Alternately,
the attack can be done straight forward without the loss of Honor but
the fighter also loses the advantage of halving their opponent's Stamina.
The attacker ends in the hex behind or in front of their opponent depending
on how the maneuver was used.
Example: If a Flying Punch hits a fighter who is blocking her
soak would normally be her determined by adding her Stamina of 3 and
her Block technique of 4. (3 + 4 equals a Soak of 7.) But because the
Flying Punch is a sucker shot the fighter's Stamina is halved. So (3
divided by two, rounding down, is 1) is 1 Stamina plus 4 Block technique
for a total of 5.
Cost: 1 Willpower Speed: -2 Damage: +2 Move: +5
Source: Secrets of Shadoloo
Gazelle Step
Requirements: Athletics ****, Focus **, Jump
Power Points: Any 2
School System Power Points: Kung Fu 2, Any 3
Description: Hong Kong flicks have long had the staple leaping
from rooftop to rooftop. What most people don’t realize is that some
Street Fighters have figured out how to use their Chi to accomplish
this feet without wires or camera tricks.
System: Using Gazelle Step allows a fighter to jump 6’ for every
point in Athletics they possess. It otherwise functions like a standard
Jump.
Cost: 1 Chi Speed: +3 Damage: N/A Move:
see above
Source: sfrpg.com
Gore [hybrid maneuver]
Requirements: Athletics *
Power Points: Animal Hybrid 1
School System Power Points: Inhuman 1
Description: An animal hybrid who sports horns can do some serious
damage with them if they are large enough. Like an angry bull, the hybrid
strikes with deadly intent.
System: In order to inflict damage the hybrid must enter the
defender's hex and attack. One point of damage inflicted by this maneuver
is always aggravated while the rest is bashing, as normal. If the Animal
Hybrid also defeats the defender in a contested Strength roll the defender
is lifted off their feet and thrown one hex in any direction.
Cost: none Speed: +0 Damage: +1 Move: +0
Source: editor
Ground Fighting
Requirements: Athletics ****
Power Points: Pankration 2, Sanbo, Native American Wrestling,
Wrestling 3, Special Forces 4
School System Power Points: Grappler 3, Military 4
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 Pankrationists train at fighting while grounded. Many Pankrationists
are even known to take their opponent to the ground to take advantage
of their confusion.
System: This maneuver is 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 they
do, they suffer from the standard knockdown speed penalties). Likewise
they may continue fighting from the ground using any basic or special
maneuver within Storyteller discretion. For instance a Double Dread
Kick would be impossible 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 damage to their own attacks.
Individuals fighting ground-based contenders have a number of their
own disadvantages. The awkwardness of fighting so close to the ground
imposes a –2 speed and damage penalty in addition to being restricted
to moves that hit low to the ground.
Cost: 1 Willpower Speed: See above. Damage:
See above. Move: See above.
Source: Contenders
Ground Roll
Requirements: Athletics **
Power Points: Hapkido 1, Any 2
School System Power Points: Grappler, Military, Kung Fu 2, Any
3
Description: While on the ground the fighter can forego standing
up to instead roll to either side avoiding their enemy’s blows as they
go.
System: Ground Roll may be used as an abort maneuver any time
the fighter is knocked down before attempting to rise. The fighter adds
their Athletics to their soak total for one attack. If no damage is
scored against the fighter they may move one hex to their left or right
and are still knocked down. If the fighter also has Ground Fighting
their soak total increases by one.
Otherwise the fighter can roll for a number of hexes in any direction
up to their Athletics in half, rounded up. At the beginning of the next
round the fighter may Kippup, stand, or continue using this technique
as they wish.
Cost: none Speed: +6 Damage: none
Move: see above
Source: editor
Hamstring
Requirements: Athletics *, Bite or Weapon: Blade *
Power Points: Animal Hybrid 2, Any 3
School System Power Points: Inhuman, Hunter 2, Any 3
Description: This bloody tactic is simple and straightforward:
cut your opponent's leg out from under him. Hybrids and ninjas enjoy
this technique and prefer to slice at a foe's achille's tendon from
concealment. This tactic is highly dishonorable.
System: In order to employ a Hamstring the attacker must be behind
the defender. The difficulty of the strike is 7 if the defender spots
the attacker with a Perception + Alertness roll. This maneuver deals
aggravated damage to the targeted leg. Once the slice is made the defender
will be unable to stand on the injured limb. Healing this wound requires
twice the normal amount of time.
Using this maneuver is dishonorable and costs the attacker 1 point of
temporary Honor. If the defender is then subsequently attacked and killed
while prone the attacker instead loses a full rank of Honor.
Cost: 1 Willpower Speed: +1 Damage: +0 Move:
-2
Source: editor
Hundred Demon Somersault
Requirements: Athletics ****, Jump or Backflip, Throw
Power Points: Ninjitsu, Spanish Ninjitsu, Hapkido 1, Silat, Savate,
Capoeira 2, Any 3
School System Power Points: Hunter, Kung Fu, Kickboxing, Capoeira
3, Any 4
Description: This maneuver appears in several versions. In one
the fighter jumps and sails spinning through the air towards his opponent
and upon reaching them either grabs and throws or uses a normal attack.
In another the fighter uses cartwheels and forward flips to close the
distance.
System: When purchased the fighter must specify whether or not
this is an aerial maneuver. If it is the character can jump a number
of hexes equal to their total move (including the modifiers below) and
when in the same hex as an opponent they may attempt a basic throw,
punch, or kick. This version is an aerial maneuver and can strike a
crouching opponent.
If purchased as a ground maneuver the fighter closes using the same
rules given under Backflip, except that the difficulty to hit the fighter
is only 8, with the movement modifier below. Upon entering their target’s
hex the fighter may attempt a basic throw, punch, or kick.
With both versions of this maneuver the attack portion is not declared
until the fighter reaches their destination. Use this maneuver’s speed
and movement and not the basic maneuver’s. When using this maneuver
as part of a combo the attack used must be specified in the combo’s
description.
Cost: 1 Willpower Speed: +2 Damage:
Special Move: +2
Source: Warrior’s World
Jump
Requirements: Athletics *
Power Points: Any 1
School System Power Points: Any 1
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 use Jump along with any of the six basic
maneuver punches and kicks. Alone it shows that the fighter is simply
moving across the arena by jumping. The fighter uses the modifiers for
Jump shown below. When used alone as a move Jump can be played as an
abort action.
A Jump with a basic maneuver represents the fighter jumping on an opponent
to deliver the punch or kick. This turns the standard punch or kick
into an aerial maneuver.
Combos must distinguish between a basic maneuver and a basic maneuver
played with Jump at the time the combo is created. For example, the
player might use Roundhouse in a combo or he might instead create the
combo using Jumping Roundhouse. Whenever a fighter plays Jump with a
basic maneuver use that maneuver’s speed instead of Jump’s.
If the fighter plans to dodge a projectile attack by jumping they must
wait for an opponent to declare them the projectile’s target. Then,
if fighter's Jump has a higher speed than the missile attack, they can
interrupt the opponent's attack and attempt to dodge with a contested
roll comparing the attacker's Focus to the jumping fighter's Dexterity
+ Athletics. If the attacker wins the jumping fighter is hit by the
projectile (he mistimed his leap or perhaps the attacker managed to
blast him out of the air) and must immediately end their turn. A jumping
punch or kick successfully executed as such gets a chance to hit if
a target is in range.
Cost: None Speed: +3 Damage: None Move:
+0
Source: Core Rulebook
Jumping Shoulder Butt
Requirements: Athletics **, Jump
Power Points: Any 2
School System Power Points: Any 3
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.
This is an aerial move which can also be used to dodge a Fireball just
like a regular Jump.
Cost: None Speed: +0 Damage: +3 Move:
-1
Source: Storyteller’s Screen
Kick-Up
Requirements: Athletics **, Kick **, Spinning Kippup
Power Points: Wu Shu, Kung Fu, Pakua 1, Any 2
School System Power Points: Wu Shu, Kung Fu 1, Any 2
Description: The Kick-Up is a springing leap forward or backwards
using sheer momentum to prevent an attacker from pinning the fighter
to the ground or to get back to one's feet while keeping the enemy at
a safer distance.
System: This form of Kippup uses the fighter's action for the
round. The user may move one hex forward or backwards with their spring,
even if on the ground face-first, damaging anyone occupying the hex
they are moving into using the damage modifier below. If the fighter
is trying to Kick-Up up out of a sustained hold they must make a Strength
+ Athletics roll vs. the holder's Strength + Grab technique. If the
hold was sustained for at least one full round the holder's Strength
score is effectively doubled for this check. Should the athletics check
botch the fighter slams back to the ground suffering an unsoakable health
level of damage and is still held.
Cost: None Speed: +2 Damage: +1
Move: None
Source: New Legends
Kippup
Requirements: Athletics **
Power Points: Any 1
School System Power Points: Kung Fu, Hunter 2, Military, Kickboxing,
Karate, Capoeira 3, Any 4
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 suffering a knockdown instead
of the standard -2 Speed penalty. Kippup’s effect is automatic. All
fighters with Kippup are assumed to perform the maneuver at the very
beginning of the next round after they were knocked down before any
other actions may take place although they may opt not to if they wish.
If their hex is occupied (by another fighter or otherwise) they may
Kippup into any adjacent hex.
Cost: None Speed:
See above. Damage: See above. Move: See above.
Source: Core Rulebook
Leap Dodge
Requirements: Athletics ****, Jump
Power Points: Ninjitsu, Spanish Ninjitsu, Baraqah, Hapkido 2,
Wu Shu 3, Kung Fu, Jeet Kune Do, Majestic Crow Kung Fu 4, Any 5
School System Power Points: Hunter, Wu Shu, Kung Fu 3, Mystical,
Inhuman 4, Any 5
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 can be played at any time regardless of what the character
is doing although it will interrupt any attack that the character was
doing that turn with any Chi and/or Willpower required spent but not
used.
Cost: None Speed:
+6 Damage: None Move: +0
Source: Warrior’s World
Light Feet
Requirements: Athletics ****, Jump
Power Points: Jeet Kune Do, Lua, Spanish Ninjitsu 3, Any 5
School System Power Points: Hunter, Kung Fu, Kickboxing 3, Grappler
4, Any 5
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 technique adds +1 Move to all of the fighter's maneuvers.
The fighter can also elect to spend one Willpower point during a fight
to move an additional three hexes as part of an action instead of gaining
the one hex bonus that this maneuver usually adds. This bonus cannot
be used with maneuvers which have a fixed movement.
Cost: See Above Speed: See Above Damage: None Move: See Above
Source: Secrets of Shadoloo
Low Shoulder Butt
Requirements: Athletics **
Power Points: Any 2
School System Power Points: Any 2
Description: This is a shoulder ram executed while crouching.
The Low Shoulder Butt is a simple maneuver based on the wrestling technique
Schoolboy but it relies on raw striking force rather then any attempt
to grab and pull an opponent down.
System: This is a crouching maneuver and causes knockdown.
Cost: none Speed: -1 Damage: +2 Move:
-3
Source: sfrpg.com
Mekon Delta Escape
Requirements: Athletics ***, Wall Spring
Power Points: Special Forces 4
School System Power Points: Military 3, Hunter, Inhuman, Kung Fu
4
Description: This escape maneuver was developed by Rolento and
subsequently taught to his soldiers. It has since become a staple move
that aspiring officers under his command either quickly master or become
his latest demonstration.
System: Mekon Delta Escape functions as a standard Wall Spring
used to evade enemy attacks. It can be used as an abort for any non-athletics,
non-focus move at +1 to the previous move’s speed as long as it is the
first abort maneuver attempted that round and the modified speed
does not exceed the soldier’s Dexterity +Athletics total.
When used as a standalone maneuver Delta Escape adds +2 speed and may
be combined with any basic maneuver except grab. If used as an abort
maneuver the basic attack can only hit someone sharing the hex where
the soldier lands. This is an aerial maneuver and can dodge projectiles.
Cost: 1 Willpower Speed: see above Damage: +0 Move: +0/+2
Source: sfrpg.com
Pounce [hybrid
maneuver]
Requirements: Athletics ***, Jump
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
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 so both end the round in the same hex.
If any damage is scored the opponent also suffers a knockdown.
Cost: 1 Willpower Speed: -1 Damage:
+2 Move: +4
Source: Player’s Guide
Rising Wolf
Requirements: Athletics ****, Low Shoulder Butt, Jump
Power Points: Any 4
School System Power Points: Any 4
Description: The Rising Wolf is a tricky maneuver requiring considerable
strength and flexibility to pull off. The fighter rushes into their
opponent with the low shoulder strike driving them back then flips forward
into the air smashing the unlucky victim again.
System: The first phase of this maneuver is crouching and the
second is aerial. In order to be effective the attacker must enter the
defender’s hex. If the defender is not aerial they are hit twice – the
first hit knocks the defender back one hex then the attacker, if they
have any movement left over, moves forward and executes the second part
of the maneuver. The attacker ends the round in an adjacent hex in the
defender’s frontal arc.
Cost: none Speed: -1 Damage: +2/+3 Move:
-3
Source: editor
Rocket Wheel [hybrid maneuver]
Requirements: Athletics ***, Grab **, Pounce, Back Roll
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: Some hybrids seem to enjoy full body fighting that
takes advantage of their size and weight. In this maneuver the hybrid
combines a Pounce and a Back Roll. After the initial leap, using their
momentum to help them, the hybrid grabs his foe, and throws himself
onto the opponent's back. The force of this fall knocks their opponent
to the ground. System: Both fighters are knocked down in the same hex.
There are two damage tests.
Cost: 1 Willpower Speed: +3 Damage: +0/+5 Move:
2
Source: editor
Rolling Attack
Requirements: Athletics ***
Power Points: Capoeira, Ninjitsu, Wu Shu 3, Majestic Crow Kung
Fu 4, Any 5
School System Power Points: Capoeira, Hunter, Wu Shu, Kung Fu 4,
Any 5
Description: Gravity-defying! A fighter executing this amazing
move leaps forward through the air and tucks into a somersault. They
then roll through the air as far as their momentum will take them or
until they slam into an opponent.
This is a tough move to learn and like any move where a fighter uses
their own body as a projectile the Rolling Attack takes a bit of a kamikaze
attitude to use. Besides attacking Rolling Attack is good for moving
across a battlefield quickly, making long jumps, or smashing through
the window of a getaway car.
System: The character must travel in a straight line on the hex
map and will stop at the first hex occupied by a target which can be
a character or any sizable object. After damage is applied to the target,
the rolling character will bounce off and land two hexes in front of
them. The Rolling Attack is an aerial maneuver.
Cost: 1 Willpower Speed: +0 Damage:
+3 Move: +4
Source: Core Rulebook
Shooting Star Press
Requirements: Athletics ****, Backflip, Air Smash
Power Points: Wrestling, Native American Wrestling, Lua, Jiu
Jitsu, Tae Kwon Do 4
School System Power Points: Grappler, Inner, Capoeira 4
Description: The Shooting Star Press seems at first glance like
it’s Wrestling’s answer to Rolling Attack. It is a dangerous maneuver
to use as it can cause serious injury if the wrestler makes a small
mistake. Leaping from an elevated position (or a Jump if the wrestler
has at least one full hex between them and their target) the wrestler
tucks their knees against their chest, spins in midair, then slams into
their opponent as if performing an Air Smash. The rotation gives the
Shooting Star Press extra power.
System: This is an aerial maneuver. Both fighters are knocked
down.
Cost: 1 Willpower Speed:
-1 Damage: +5 Move: -1
Source: editor
Shoulder Smash
Requirements: Athletics **, Jump
Power Points: Any 2
School System Power Points: Any 2
Description: Wrestlers, brawlers, and the like commonly use this
simple and effective maneuver. The attacker slams into his opponent
as hard as possible with his shoulder much like a football player making
a tackle. The charge gives Shoulder Smash it’s stopping power but is
a maneuver which is hard on the fighter’s shoulder joints.
System: The fighter moves into the opponent's hex, rolls damage,
then finishes their movement if any damage was inflicted. This maneuver
can strike crouching opponents. The fighter must move in a straight
line.
Cost: None Speed:
+0 Damage: +3 Move: +1
Source: Warrior’s World
Spinning Kippup
Requirements: Athletics **, Kick **, Kippup
Power Points: Wu Shu 1, Any 2
School System Power Points: Wu Shu 1, Any 2
Description: Skilled fighters sometimes opt to put a little flare
into their kippup either to impress the crowd or keep attackers at bay
a little longer.
System: This is not a maneuver played on it's own. It is used
in consort with another maneuver when the fighter is recovering from
knockdown. The fighter can opt to keep their -2 speed penalty in order
to lash out with their spinning legs before jumping to their feet. Anyone
attempting to attack the fighter while they are spinning suffers a +1
difficulty penalty and those adjacent to the fighter are subject to
kick damage using the modifier listed below.
Cost: None Speed: See above Damage:
+1 Move: See above
Source: New Legends
Sprint
Requirements: Athletics *, Move
Power Points: Any 1
School System Power Points: Any 1
Description: Sprinting is moving at maximum possible running
speed with no intention of stopping. The user simply breaks into a run
and keeps going until they reach their destination or are forced to
stop.
System: No other action may be taken in the same round that Sprint
is played, including abort maneuvers. The fighter uses twice their Athletics
technique for determining movement range. If the fighter intends to
stop in the same round the last hex must be dedicated to slowing down.
A Sprint can be maintained for a maximum number of turns (10 rounds
= 1 turn) equal to the fighter's Stamina +1.
Cost: none Speed: +3 Damage: none Move:
+3
Source: editor
Tail Slash [hybrid
maneuver]
Requirements: Athletics ***
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The hybrid whips an opponent with their tail (which
is required).
System: Use the modifiers below.
Cost: none Speed:
-1 Damage: +2 Move: -1
Source: Player’s Guide
Tail Spin [hybrid
maneuver]
Requirements: Athletics **
Power Points: Animal Hybrid 1
School System Power Points: Inhuman 2
Description: The hybrid must have a tail to perform this maneuver.
They quickly spin in place damaging anyone adjacent to them with their
lashing tail.
System: Use the modifiers below.
Cost: none Speed: -1 Damage: +2 Move:
0 (cannot move)
Source: editor
Tail Sweep
[hybrid maneuver]
Requirements: Athletics ***, Upper Tail Strike
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 3
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. It sweeps out in a circle smashing into the feet of all opponents
in the hexes surrounding the fighter. All targets will suffer damage
and a knockdown. Because this is a crouching maneuver jumping or airborne
targets will not be hit.
System: Anyone in the six hexes surrounding the attacker will
be struck and (if damage is done) suffer a knockdown. This includes
allies of the fighter who stray too close when the Tail Sweep is used.
This is a crouching maneuver.
Cost: None Speed:
-1 Damage: +1 Move: None
Source: Player’s Guide
Thunderstrike
Requirements: Athletics **, Jump
Power Points: Native American Wrestling, Pankration 1
School System Power Points: Grappler 2, Any 3
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
Source: Core Rulebook
Torrent Crash
Requirements: Athletics *****, Focus ****, Chi Crash
Power Points: Any 4
School System Power Points: Mystical, Inner 4, Any 5
Description: This is an advanced version of Chi Crash.
System: This functions exactly like Chi Crash except that every
four hexes of movement the fighter may stop and change directions to
repeatedly strike a target or hit new targets. An opponent knocked down
by one of these strikes may be repeatedly hit as they are still in the
air and will not hit the ground until this maneuver is finished. This
causes knockdown.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage:
+3/+2 Move: +0
Source: editor
Trample
Requirements: Athletics *
Power Points: Animal Hybrid 1
School System Power Points: Inhuman 1
Description: Trampling is something rarely endured by humans.
It is the simple act of being run over by others while knocked down.
Although it may seem innocuous enough it can quickly prove fatal as
the victim is crushed underfoot.
System: The defender must be knocked down and the attacker must
enter and pass through their hex in order to inflict damage. If the
attacker botches the damage roll they too are knocked down and both
suffer impact damage via Stamina rolls.
Cost: none Speed:
-1 Damage: +4 Move: -2
Source: editor
Tumbling Attack
Requirements: Athletics ***, Backflip
Power Points: Capoeira, Spanish Ninjitsu 3, Any 5
School System Power Points: Capoeira, Hunter 4, Any 5
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 an opponent
roll for damage and automatically push the opponent back one hex. They
can continue tumbling into them pushing their opponent back and damaging
them once for each hex up to the fighter's full Move. The fighter will
push their opponent back and make damage tests until they have moved
their full distance or until the fighter fails to damage their opponent.
The Tumbling Attack is a crouching maneuver traveling in a straight
line.
Cost: 1 Willpower Speed: -1 Damage: -1 Move: +0
Source: Secrets of Shadoloo
Tumbling Claw
Requirements: Athletics *****, Punch or Weapon ***, Tumbling
Attack
Power Points: Spanish Ninjitsu 3
School System Power Points: Capoeira, Hunter 4, Any 5
Description: This advanced version of Tumbling Attack is used
by Vega and a select few elite Spanish Ninjas under his employ. It combines
the Tumbling Attack with his great speed to deliver a swift gut punch
or claw stab.
System: Tumbling Claw is a crouching maneuver traveling in a
straight line that functions exactly like Tumbling Attack except that
the fighter can choose to strike with a punch or weapon in any round
and thereby end further movement. They can do this even if the tumbling
portion did no damage. This strike inflicts damage using Athletics +
Punch and the + 2 bonus below or Athletics + Weapon technique and weapon
bonus (if any). The fighter must specify whether they are purchasing
the armed or unarmed version at the time it is learned.
Cost: 1 Willpower Speed: -1 Damage: -1/+2 Move: +0
Source: editor
Typhoon Tail [hybrid
maneuver]
Requirements: Athletics ***, Tail Sweep, Jump
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
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 angling 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.
Any opponent in the final hex of movement will be hit by the attacker's
knees and takes damage at a +5 modifier. This opponent is also knocked
back one hex along the attacking fighter's trajectory. At this point
all fighters in adjacent hexes, including the one just hit, are struck
by the spinning tail and are knocked back one hex away from the attacker.
The Damage modifier for the second attack is +2.
Cost: 1 Chi, 1 Willpower Speed: -2 Damage:
+5/+2 Move: +1
Source: Player’s Guide
Upper Tail Strike
[hybrid maneuver]
Requirements: Athletics ***
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
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.
Cost: None Speed:
+1 Damage: +2 Move: 1
Source: Player’s Guide
Vertical Rolling Attack
Requirements: Athletics ***, Jump
Power Points: Capoeira, Ninjitsu, Wu Shu 2, Any 4
School System Power Points: Capoeira, Hunter, Wu Shu 3, Any 4
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.
System: This special maneuver counts as a Jump for purposes of
interrupting and dodging a projectile attack. It will inflict a knockdown
on opponents who are in the middle of an aerial maneuver and is itself
aerial.
Cost: 1 Willpower Speed: +0 Damage:
+3 Move: +0
Source: Core Rulebook
Wallclimbing
Requirements: Athletics ****, Strength ***, Jump
Power Points: Ninjitsu, Spanish Ninjitsu, Animal Hybrid 3 , Any
5
School System Power Points: Hunter, Inhuman 3, Grappler, Inner
4, Any 5
Description: The ability to rapidly scale walls and come crashing
back to earth when least expected has earned fighters like Vega a well-deserved
reputation.
System: Wallclimbing is not an attack. The fighter using this
maneuver makes a Dexterity roll while standing adjacent to a wall to
begin climbing. The number of successes indicates the maximum height
that can be achieved by that turn of climbing (scoring no successes
indicates that the attempt to scale the wall has failed) at a rate of
3’ per success. The ninja can begin wallclimbing immediately off of
any aerial maneuver that puts them within grabbing distance of a wall.
While climbing the fighter cannot block or use attacks other than basic
punches or kicks and these are at –2 damage. They can leap from the
wall and perform any aerial maneuver at –2 speed except High Claw Dive,
which suffers no speed penalty. If the climbing fighter suffers damage
they must score more successes on a Dexterity + Athletics roll than
damage or be knocked off and suffer an additional die of damage rolled
per hex they are off the ground. This damage can be negated with Breakfall
unless the fighter is unconscious. In a tournament every round after
the second spent Wallclimbing costs the fighter 1 Glory. This is an
aerial maneuver.
Cost: 1 Willpower/10 rounds Speed: -3 Damage: N/A
Move: +3 (3’=One Hex) up
Source: sfrpg.com
Wallflip
Requirements: Athletics ****, Wall Spring, Wallclimbing, Backflip
Power Points: Ninjitsu, Spanish Ninjitsu, Animal Hybrid 2, Any
3
School System Power Points: Hunter, Inhuman 4, Any 5
Description: Running, jumping, and just grabbing onto walls gets
boring after awhile. Eventually a ninja starts pushing their ability
to reach the wall in creative new ways.
System: This is not an attack but a backflip maneuver that moves
in a straight line to the desired wall. On the last tumble the fighter
pushes up hard from the ground and springs onto the wall up to a maximum
hex height equal to Athletics divided in half.
This move can also be used to dodge projectiles. The attacker rolls
their Focus and compares successes to the back flipping fighter’s Dexterity
+ Athletics roll. If the attacker does not get more successes their
projectile attack simply misses.
Cost: 1 Willpower Speed: +0 Damage: N/A Move:
+0
Source: sfrpg.com
Wall Spring
Requirements: Athletics ***, Jump
Power Points: Jeet Kune Do, Majestic Crow Kung Fu, Ninjitsu,
Spanish Ninjitsu, Wu Shu 1, Any 2
School System Power Points: Hunter, Kung Fu, Wu Shu 1, Any 2
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 their full Move.
Additionally, if they aim for a wall they can bounce off it with a good
push of the legs and travel another full Move plus two hexes away. The
fighter must bounce off the wall at the opposite angle they jumped into
it unless they jumped straight at the wall in which case they spring
straight back.
Like a regular Jump Wall Spring can be played with any basic punch or
kick. Use the basic maneuver's speed and damage modifiers with Wall
Spring's movement. The Wall Spring is an aerial maneuver of the highest
order.
Cost: None Speed:
+2 Damage: None Move:
+0 first jump, +2 off spring
Source: Core Rulebook
Wind Dash
Requirements: Athletics ****, Focus *, Light Feet
Power Points: Ninjitsu 4, Spanish Ninjitsu 5
School System Power Points: Hunter, Kung Fu, Inner, Mystical 5
Description: With the wind at their backs a ninja can seemingly
run faster than should be humanly possible. Reason would dictate that
no one could move that fast – not unless the wind is on their side that
is.
System: Add the following speed and movement bonuses to any one
move that doesn’t use Willpower or Chi for one round. This cannot be
used in conjunction with a combo move unless a new combo is purchased
that specifies this as a modifier to that move.
Cost: 1 Willpower Speed: +2 Damage: N/A Move:
+3
Source: sfrpg.com
Main Page
Index
Street Fighter: The Storytelling Game and all of it's associated writings
are copyrighted by White Wolf and Capcom. Maneuvers written by others,
as cited throughout the site, are copyright their respective writers.
All original maneuvers, custom rulesets, modifications,
and other edits are copyright 2008 Lady Abaxa. They may not be reprinted
without my express permission.
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