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Street Fighter: The Roleplaying Game

BLOCK MANEUVERS


Punch / Kick / Grab / Athletics / Focus [A - M] / Focus [N - Z] / Weapon / Hybrid / Errata / Schools / Index



Table of Contents
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A: Air Defense / Arm Grab
B: Blade Catch / Blade Defense
C: Chain Defense / Counterstrike
D: Deflecting Kick / Deflecting Punch / Destructive Block / Dissipate / Dodge / Dragon's Stance
E: Energy Reflection / Evasive Action
F: Final Stand
I: Impromptu Parry / Inner Peace
K: Kick Defense
L: Leg Catch / Leg Grab
M: Maka Wara / Maka Wara (revised) / Mirror Image / Missile Reflection
P: Punch Defense
R: Reflection Slice / Roll With the Hit
S: San He
T: Taunt / Tranquility
W: Weapon Block / Weapon Grab / Whirlwind Defense / Wing Defense / Wooden Dummy

 

Special Note: Most of the maneuvers listed on this page can be used as Abort maneuvers. Owing to the defensive nature of most Block maneuvers few entries here are attacks although some are used as part of conjunction maneuvers for other techniques.

Air Defense (Form of Defense: Air)
Cost: none
Speed: +3
Damage: none
Move: -3

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

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

Source: editor

Arm Grab
Cost: none
Speed: +2
Damage: none
Move: -3

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

Source: editor

Blade Catch
Cost: 1 Willpower
Speed: +2
Damage: none
Move: -3

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

Source: editor

Blade Defense (Form of Defense: Blade)
Cost: none
Speed: +4
Damage: none
Move: -3

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

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

Source: editor

Chain Defense (Form of Defense: Chain)
Cost: none
Speed: +3
Damage: none
Move: -3

Requirements: Block **, Grab **
Power Points: Dirty Fighting, Bando, Chin Na 2, Special Forces, Kung Fu 3, Any 4
School System Power Points: Dirty Fighting, Karate, Inner 2, Kung Fu 3, Any 4
Description: Chains are an uncommon weapon on the fighting circuit but are a regular staple for street gangs. It is a simple yet effective weapon that is easy to find and affords some range without the messiness of a firearm. The principles of this defense work against chains themselves along with most whips and chain-based weapons where the links themselves can be grasped.
System: In order to utilize this maneuver the defending fighter must be faster then their opponent. Unlike other defenses this one only works against one target per round. The defending fighter must intercept the weapon assailing them mid-maneuver which requires two successes on a Grab check (against weapons such as a Meteor Hammer the difficulty starts at 8 to reflect the substantial risk posed in avoiding the business end of the weapon). If this is successful the two fighters enter a sustained contest of Strength for control of the weapon.

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

Source: editor

Counterstrike
Cost: 1 Willpower
Speed: see desc
Damage: see desc
Move: see desc

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

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

Source: New Legends

Deflecting Kick
Cost: none
Speed: +1
Damage: +1
Move: 0

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

Source: S.A.Sh.- HQ

Deflecting Punch
Cost: none
Speed: +2
Damage: +0
Move: 0

Requirements: Block ***, Punch *, Punch Defense
Power Points: Aikido, Baraqah, Boxing, Jiu Jitsu, Kung Fu, Silat, Savate, Tai Chi Chuan, Western Kickboxing, Bando, Hapkido 1, Any 2
School System Power Points: Kickboxing, Boxing, Karate, Inner, Kung Fu 2, Any 3
Description: Wing Chun Kung Fu is famous for quick counterpunches that deflect an opponent's punch at the same time the fighter is himself attacking. When the martial artist sees his opponent punching he counters with his own punch; deflecting his opponent's punch with his arm as his fist continues on to strike his opponent.
System: The fighter must interrupt an opponent's Punch maneuver. The opponent rolls damage for their punch even though they were interrupted. The defender gets their full Block soak total against the opponent's damage – even against multiple hit punches like Hyper Fist. The blocking portion of this move is only useful against a punch. If the fighter's opponent uses any other technique, for example the kick portion of a Triple Strike, they get no blocking bonus to soak for that hit (although they can still counterpunch).

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

Source: Core Rulebook

Destructive Block
Cost: 1 Willpower
Speed: +3
Damage: see desc
Move: 0

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

Source: New Legends

Dissipate
Cost: 1 Chi
Speed: +3
Damage: none
Move: see desc

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

Using Dissipate as a stand-alone maneuver is far more potent. The fighter's soak total against chi attacks for the round becomes their Intelligence + Focus technique. However while using this to protect themselves the fighter can only move a single hex per round. As with the abort version Chi is only spent when reducing damage.

Source: New Legends

Dodge
Cost: none
Speed: +4 (-2 next round)
Damage: none
Move: -2

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

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

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

Dragon's Stance
Cost: see desc
Speed: see desc
Damage: none
Move: -3

Requirements: Block ******, Focus ***, Punch Defense, Kick Defense, Air Defense, Inner Peace
Power Points: Aikido, Kung Fu, Majestic Crow Kung Fu, Tai Chi Chuan, Baraqah, Hsing-I 6
School System Power Points: Inner, Mystical, Kung Fu 6
Description: According to ancient tradition the first techniques of self-defense were handed down by the celestial dragons. After many years meditating on the mysteries of the dragons and practicing their philosophies a master is ready to begin emulating them. This technique allows the user to focus their chi to the point where deflecting even the most vicious onslaught seems like child's play.
System: At the beginning of the round the player must declare this maneuver as their action. There is no speed for this maneuver. It begins as soon as the following roll is made. Roll Intelligence + Block technique at a difficulty of 10 minus the user's dots in Mysteries, down to a minimum of 5. Successes on this roll can be divided as additional soak against punches, kicks, or athletics maneuvers as desired. Once set these points cannot be changed for the duration of the maneuver. In the round following activation of this maneuver the fighter gains the standard +2 speed bonus for coming out of a block. It can be maintained for as long as the fighter has Willpower to pay or until they are knocked unconscious.

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

Source: editor

Energy Reflection
Cost: 1 Chi
Speed: +1
Damage: none
Move: 0

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

Source: Core Rulebook

Evasive Action
Cost: none
Speed: +4
Damage: none
Move: -2

Requirements: Block **, Athletics **, Alertness **, Dodge
Power Points: Aikido, Tai Chi Chuan, Ninjitsu 1, Any 2
School System Power Points: Inner, Hunter 1, Any 2
Description: Evasive Action is precisely what it sounds like. The fighter sacrifices all notions of offense to concentrate solely on not being hit. As a refined form of the natural avoidance instinct this technique relies just as much on awareness of one's surroundings as it does upon quick reflexes. The fighter must be able to move to use this maneuver.
System: Evasive Action may be played as an abort maneuver and is considered a block for the purposes of speed bonuses but only confers a +1 bonus instead of the standard +2. Every time the evasive fighter is attacked after playing this maneuver, unless they are taken by surprise, their attacker must first hit the evasive fighter by succeeding in a Dexterity + Technique roll (using the technique corresponding to the type of maneuver they are using to attack with) contested by the defender by rolling Dexterity + Athletics. Because they are watching for attacks the defender also adds dice to their evasion check equal to successes on a Perception + Alertness roll, difficulty 7. The Storyteller may, at their discretion, rule that attacks coming from behind the defending character or which are made by a fighter using Ghost Form or similar maneuvers are considered to be "from surprise" and do not invoke the defensive bonuses from this block.

This lasts until the end of the round. Like a standard Block playing this action two turns in a row means the fighter is in a continuous block.

Source: editor

Final Stand
Cost: 3 Chi
Speed: see desc
Damage: none
Move: 0

Requirements: Block ****, Focus ****, San He
Power Points: Jiu Jitsu, Baraqah 4, Any 5
School System Power Points: Grappler, Mystical 4, Any 5
Description: Taking up an immovable stance the fighter summons their deepest reserves of strength and resolve. Indeed, very little can make such a master move if they don't want to! This maneuver is almost never used in the circuit but it is rumored that a handful of dedicated temple guardians practice it as part of their duties.
System: Activating Final Stand takes a full round of complete concentration. Once activated the fighter cannot voluntarily leave their hex and is limited to maneuvers that can be performed without doing so. The effects of this maneuver last for a maximum number of rounds equal to three times the user's Stamina but can be ended before then if the user wishes. Afterwards the user's Stamina is temporarily halved for the next 24 hours due to the severe drain this maneuver imposes.

While activated the fighter gains an additional point of Stamina and 10 extra health levels for the duration. These extra health levels can be voluntarily dropped, two at a time, in order to instantly break dizzies. The fighter also gains extra dice up to twice their Focus technique to resist knockback and knockdown. If hit by a maneuver that does not normally allow them to resist knockback or knockdown the Storyteller may, at their discretion, allow a Stamina + Block technique roll, difficulty 7 to do so.

Source: editor

Impromptu Parry
Cost: none
Speed: +3
Damage: none
Move: -3

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

Source: editor

Inner Peace
Cost: 1 Willpower
Speed: +0
Damage: none
Move: see desc

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

Source: editor

Kick Defense (Form of Defense: Kick)
Cost: none
Speed: +4
Damage: none
Move: -3

Requirements: Block **
Power Points: Any 1
School System Power Points: Inner, Karate, Mystical, Kung Fu, Wu Shu 1, Any 2
Description: A fighter who can guess his opponent's next move always has a distinct advantage unless he guesses wrong! Kick Defense incorporates many movements that help defend the fighter against an opponent's foot and knee attacks. However, because the fighter's concentration is on their opponent’s feet they is more susceptible to be punched or blasted with a Focus attack.
System: This operates as a standard Block maneuver except that the fighter is +4 to soak kicks (including special kicks) and -2 to soak any other type of technique. This soak modifier is added or subtracted to the fighter's normal blocking soak total. This is considered a Block maneuver for the purposes of combos.

Source: Core Rulebook

Leg Catch
Cost: 1 Willpower per round
Speed: +4
Damage: see desc
Move: 0

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

When the fighter is attacked after establishing the stance, regardless of their attacker’s speed, they may roll against the attacker in a contest of Perception + Insight vs. the attacker's Athletics + Stealth (or Athletics + Style Lore but at difficulty 7) to end their opponent’s maneuver immediately before any damage is inflicted. The defending fighter then rolls Strength + Kick for falling damage inflicted on their foe, who is also knocked down in an adjacent hex the defender chooses to move their foe into. Even if all of this damage is negated by Breakfall (difficulty 8) the other fighter may not carry on with their attack. This maneuver gives no innate speed bonus on the next round.

Source: editor

Leg Grab
Cost: none
Speed: +2
Damage: none
Move: 0

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

Source: editor

Maka Wara
Cost: none
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Block ****
Power Points: Baraqah, Jeet Kune Do, Kung Fu, Pankration, Silat, Shotokan Karate, Sumo Wrestling, Thai Kickboxing 3, Jiu Jitsu, Wu Shu, Chin Na 4, Any 5
School System Power Points: Kickboxing 3, Kung Fu, Mystical, Grappler, Karate 4, Any 5
Description: Both Japanese and Chinese martial arts incorporate training methods for turning a fighter's body surfaces and bones as hard as iron. This training, called Maka Wara in Japanese, involves the fighter striking his hands, forearms, shins, etc. into progressively harder surfaces: padded wood, bare wood, bricks, stone, and finally metal. The repeated blows cause the fighter's bones to harden over time until they become like rods of iron. The training is facilitated by a secret herbal formula called dit da jow in Chinese. The herbal remedy helps heal the bruises that form on the fighter's arms and legs allowing him to train again the next day.

No one likes to punch or kick a rod of iron but that is essentially what an opponent must do to overcome a Maka Wara master.
System: This power is used automatically in conjunction with a block where an opponent strikes them with a punch or kick and connects against the defending fighter’s arms or legs. The Maka Wara fighter takes damage as normal but immediately rolls a damage test against their opponent who has just injured themselves by striking the iron-hard arms or legs of the Maka Wara fighter. The fighter rolls damage using a Dice Pool of (Stamina + Block) -3. The attacker's Soak total is then subtracted. If the defender is attacked with a weapon, athletics, or Grab technique maneuver the attacker does not take damage.

Source: Core Rulebook

Maka Wara (revised version)
Cost: none
Speed: see desc
Damage: see desc
Move: see desc

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

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

Source: editor

Mirror Image
Cost: 1 Chi
Speed: +3
Damage: none
Move: 0

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

Source: editor

Missile Reflection
Cost: none
Speed: +3
Damage: none
Move: -1

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

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

The fighter must then roll Dexterity to catch a missile successfully. Thrown weapons like knives, shurikens, and rocks require one success to catch. Missiles from weapons like bows or slingshots require two successes. Gunfire is difficulty 10 on the Alterness check and requires three successes to deflect. The fighter must also be holding some piece of metal or other material capable of withstanding all the damage from the bullet. If even a single point of damage is unsoaked by the object the bullet punches through and hits the fighter.

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

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

Source: Core Rulebook

Punch Defense (Form of Defense: Punch)
Cost: none
Speed: +4
Damage: none
Move: -3

Requirements: Block **
Power Points: Any 1
School System Power Points: Inner, Karate, Boxing, Grappler 1, Any 2
Description: Similar to Kick Defense, Punch Defense incorporates a variety of ducking, bobbing, and deflecting movements that defend a fighter against punches but leave her open to other attacks.
System: This operates as a standard Block Maneuver, except that the fighter is +4 to soak punches (including special move punches) and -2 to soak any other type of maneuver. This soak modifier is added or subtracted to the fighter's normal Blocking soak total. Like Kick Defense this is considered a Block for combos.

Source: Core Rulebook

Reflection Slice
Cost: 1 Willpower
Speed: +3
Damage: see desc
Move: 1

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

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

Source: Warrior's World

Roll with the Hit
Cost: 1 Willpower
Speed: see desc
Damage: see desc
Move: see desc

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

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

San He
Cost: 1 Chi
Speed: +2
Damage: none
Move: 0

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

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

Source: Core Rulebook

Stunt
Cost: none
Speed: +0
Damage: none
Move: +0

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

Source: editor

Taunt
Cost: none
Speed: +0
Damage: none
Move: +0

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

Source: editor

Tranquility
Cost: see desc
Speed: see desc
Damage: none
Move: 0

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

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

Source: editor

Weapon Block
Cost: none
Speed: +4
Damage: none
Move: +0

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

Source: Warrior’s World

Weapon Grab
Cost: none
Speed: +3
Damage: none
Move: 0

Requirements: Block **, Grab **, Weapon Block
Power Points: Tai Chi Chuan, Escrima, Jiu Jitsu, Special Forces, Aikido, Kung Fu, Ninjitsu, Dirty Fighting 2, Wu Shu, Wrestling 3
School System Power Points: Escrima, Inner, Karate, Military, Kung Fu, Hunter, Dirty Fighting 2, Wu Shu, Grappler 3
Description: The Weapon Grab is a somewhat risky defensive maneuver that requires getting very close and personal with the opposition. As their attacker closes to strike the fighter must grab the weapon, reach out with their other hand, grab the fighter's arm, then pull them in and twist the arm in an effort to disarm or at least discourage further attack.
System: The defending fighter must be faster then and interrupt their opponent. This maneuver requires two successful Grab checks, the first needing two successes and the second only one, to pull the opponent in as outlined above. Once these two steps are completed the defending fighter may then make a Strength + Grab roll to try to force their opponent to drop their weapon which the other fighter defends against using Strength + Athletics. Whoever gets more successes wins. This is considered a block for the purposes of speed bonuses.

Source: editor

Whirlwind Defense
Cost: 1 Willpower
Speed: see desc
Damage: see desc
Move: see desc

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

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

Source: editor

Wing Defense [hybrid maneuver]
Cost: none
Speed: +3
Damage: none
Move: -3

Requirements: Block ***, Athletics ***
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: A hybrid with wings can use them to disorient, distract, and throw off balance an attacking foe. This is not a block and the hybrid does not try to intercept the force of a blow with their wings. Rather the wings become part of an elaborate dance that misdirects enemies.
System: Wing Defense may be used as an abort maneuver and can be combined with the Block basic maneuver for the purposes of total soak for that combat turn – using this maneuver’s speed and not Block’s. While active all attempts to hit the evasive hybrid are at +1 difficulty. If struck one success on the damage roll is automatically negated as the defensive form dissipates some of the energy of the attack. This is considered a Block for the purposes of speed bonuses.

Source: editor

Wooden Dummy
Cost: 1 Willpower
Speed: see desc
Damage: see desc
Move: 0

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

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

Source: New Legends