Street Fighter: The Roleplaying Game
BLOCK
MANEUVERS
Punch / Kick
/ Grab / Athletics /
Focus / Weapon / Hybrid
House Rules / Errata
/ Schools
TABLE OF CONTENTS
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
Air Defense (Form of Defense:
Air)
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 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. This intercept must be made on
the first aerial attack against the defending fighter in that round
and afterwards their soak totals return to normal. 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 succceeds no damage is inflicted, the attacker
may finish moving, and the defender is moved 1 hex to the left or right.
Cost: none Speed: +3 Damage: none Move:
none
Source: editor
Arm Grab
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, oddly enough. 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. 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.
Cost: none Speed: +2 Damage: none Move:
none
Source: editor
Blade Catch
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. This maneuver requires 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.
Cost: 1 Willpower Speed: +2 Damage: none Move:
none
Source: editor
Blade Defense (Form of Defense:
Blade)
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 weilding 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 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.
Cost: none Speed: +4 Damage: none Move:
none
Source: editor
Chain Defense (Form
of Defense: Chain)
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.
Cost: none Speed: +3 Damage: none Move:
none
Source: editor
Counterstrike
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.
Cost: 1 Willpower Speed: See above Damage:
See above Move: See above
Source: New Legends
Deflecting Kick
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 the Deflecting
Punch. The defender blocks with his thigh then delivers a snapping kick
into the abdomen of his opponent.
System: The Deflecting Kick uses the same rules as the Deflecting
Punch. The damage is calculated as a Kick technique.
Cost: none Speed:
+1 Damage: +1 Move: none
Source: S.A.Sh.- HQ
Deflecting Punch
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 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 they get no blocking bonus to soak (although
they can still counterpunch).
Once the opponent has dealt damage the fighter immediately gets to land
their counterpunch unless they were dizzied, knocked back, or knocked
down by his 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.
Cost: None Speed:
+2 Damage: +0 Move: None
Source: Core Rulebook
Destructive Block
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.
Cost: 1 Willpower Speed: +3 Damage:
See above Move: None
Source: New Legends
Dissipate
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 and 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. 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 active the fighter can only move a
single hex.
Cost: 1 Chi Speed: +3 Damage: None Move:
see above
Source: New Legends
Dodge
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.
Cost: none Speed: +4 (-2 next turn) Damage:
N/A Move: N/A
Source: http://www.dragonslayergames.com/streetfighter/id49.htm
Dragon's Stance
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.
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).
Cost: 2 Willpower the first round, 1 Willpower every round thereafter
Speed: see above Damage: none Move: none
Source: editor
Energy Reflection
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 physical
coordination 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.
Cost: 1 Chi Speed: +1 Damage: None Move:
None
Source: Core Rulebook
Evasive Action
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 confirs
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 succeed in a Dexterity + Technique roll which
is contested by the defender by rolling Dexterity + Athletics. Because
they are watching for attacks the defender adds dice to their evasion
check equal to successes on a Perception + Alertness roll. 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.
Cost: none Speed: +4 Damage: none Move:
-2
Source: editor
Final Stand
Requirements: Block ****, Focus ****, San He
Power Points: Jiu Jitsu, Baraqah 4, Any 5
School System Power Points: Grapplier, 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 move from
their hex and is limited to maneuvers that can be performed without
moving. The effects of this maneuver last for a maximum number of rounds
equal to three times the user's Stamina. Afterwards the user's Stamina
is temporarily halved 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.
Cost: 3 Chi Speed: see above Damage: none Move:
none
Source: editor
Impromptu Parry
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.
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.
This is considered a block for the purposes of speed bonuses.
Cost: none Speed: +3 Damage: none Move:
none
Source: editor
Inner Peace
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.
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.
Cost: 1 Willpower Speed: +0 Damage: none Move: see above
Source: editor
Kick Defense
(Form of Defense: Kick)
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.
Cost: None Speed:
+4 Damage: None Move: None
Source: Core Rulebook
Leg Catch
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, irregardless
of their attacker’s speed, they may roll against the attacker in a contest
of Perception + Insight vs. Athletics + Stealth 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 any hex up to strength in front of them
or one hex behind. 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 turn (as it is
not a block).
Cost: 1 Willpower/turn Speed: +4 Damage:
see above Move: 0 (cannot move)
Source: editor
Leg Grab
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.
Cost: none Speed: +2 Damage: none Move:
none
Source: editor
Maka Wara
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.
Cost: None Speed: See above. Damage:
See above. Move: See above.
Source: Core Rulebook
Maka Wara
(revised version)
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.
Cost: None Speed: See above. Damage: See above.
Move: See above.
Source: editor
Mirror Image
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.
Cost: 1 Chi Speed: +3 Damage: none Move:
none
Source: editor
Missile Reflection
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 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 requires three successes to deflect. In order to
deflect gunfire the fighter must be holding some piece of metal or other
material capable of withstanding the bullets and bouncing them away.
The missile is then deflected away and past the fighter 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 her during
the same turn up until they fail and suffer damage. This is not considered
a block maneuver for the purposes of speed bonuses.
Cost: None Speed:
+3 Damage: None Move: -1
Source: Core Rulebook
Punch Defense
(Form of Defense: Punch)
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.
Cost: None Speed: +4 Damage: None
Move: None
Source: Core Rulebook
Reflection Slice
Requirements: Block ***, Grab ***, Athletics **
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 and depends purely on
raw trauma). 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.
Cost: 1 Willpower Speed: +3 Damage: Special Move:
One
Source: Warrior's World
Roll with the Hit
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.
System: This maneuver may be played as a modifier to any other
basic maneuver paying the 1 Willpower cost listed below 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.
Cost: 1 Willpower Speed: see above Damage: see above Move: see above
Source: http://www.dragonslayergames.com/streetfighter/id49.htm
San He
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 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 turn after using San
He.
Cost: 1 Chi Speed: +2 Damage: None Move:
None
Source: Core Rulebook
Stunt
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 modifiers below
as a baseline and adjust as needs fit.
Cost: none Speed: +0 Damage: none Move:
+0
Source: editor
Taunt
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.
Cost: none Speed: +0 Damage: none Move:
+0
Source: editor
Tranquility
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 at 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. 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.
Cost: 2 Chi on first round, 1 Chi every round thereafter
Speed: see above Damage: none Move: none
Source: editor
Weapon Block
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.
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.
Cost: None Speed: +4 Damage: None Move:
+0
Source: Warrior’s World
Weapon Grab
Requirements: Block **, Grab **
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. 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.
Cost: none Speed: +3 Damage: none Move: none
Source: editor
Whirlwind Defense
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 considerely 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.
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 user'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.
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 user.
Cost: 1 Willpower Speed: as maneuver Damage: as
maneuver Move: as maneuver
Source: editor
Wing Defense [hybrid
maneuver]
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
– which are generally rather fragile limbs. 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 therein. This is considered
a Block for the purposes of speed bonuses.
Cost: none Speed: +3 Damage: none Move:
none
Source: editor
Wooden Dummy
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. 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.
Cost: 1 Willpower Speed: See above. Damage: See above. Move: None
Source: New Legends
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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