Custom Maneuvers
for
Street Fighter: The Roleplaying
Game
Custom Moves 2 [Grab/Athletics]
/ Custom Moves 3 [Focus] / Custom
Moves 4 [Weapon]
House Rules
/ Errata
The following includes all custom Punch, Kick and
Block maneuvers. All of the following moves should be in alphabetical
order sorted first by category.
TABLE OF CONTENTS
Punch Maneuvers
0: 1,000 Punch Uppercut
C: Chi Breaker / Claw
Rush / Cross Counter
D: Dark Knuckle / Dashing
Elbow
E: Elbow Drop
F: Fist Drop / Flash Chop
G: Guren-Ken
J: Justice Fist
P: Palm Strike / Power
Dive / Power Geyser
Q: Quivering Palm
R: Retreating Punch / Reverse
Elbow / Rushing Wind
S: Shining Knuckle / Sho-ouken
/ Sonic Fist / Spinning
Serpent Punch
T: Tiger Uppercut
V: Vortex Palm
Kick Maneuvers
B: Bicycle Kick
C: Claw Catch
D: Disarm / Double
Wheel Kick / Dragon Spiral / Drill
Kick
E: Enzuigiri
F: Flying Kick / Four
Guardian Strike
G: Genocide Cutter / Ground
Throw
J: Jaguar Kick / Jugular
Kick
K: Kyoja
L: Lightning Dash / Lynx
Tail
R: Retreating Kick / Reverse
Waterfall
S: Seismic Shock / Shinku-Geki
/ Shinkyaku-Geki / Split
Kick / Split Somersault Kick
/ Stepping Double Kick / Stepping
Somersault Kick
T: Tendon Smash / Thunder
Wheel / Tiger Pounce / Tornado
Kick
Z: Ze Sho Hohou
Block Maneuvers
B: Blade Defense
C: Chain Defense
D: Dodge
E: Evasive Action
L: Leg Catch
M: Mirror Image
R: Roll with the Hit
W: Wing Defense
PUNCH MANEUVERS
1,000 Punch Uppercut
Requirements: Punch *****, Dashing Uppercut
Power Points: Boxing 3
School System Power Points: Boxing 4
Description: The 1,000 Punch Uppercut does not hit as many times
as it's name would like to imply but it is a nasty technique to get
clobbered by. The boxer charges forward with a Dashing Punch then strikes
again with a vicious uppercut that floors most opponents in one fell
swoop.
System: This is considered a dashing maneuver and requires a
straight line between the attacker and the target. It hits twice, scores
knockdown versus aerial opponents, and knocks ground opponents back
one hex.
Cost: 1 Willpower Speed: +0 Damage: +3/+4 Move:
-1
Source: editor
Chi Breaker
Requirements: Focus ****, Dim Mak
Power Points: Any 5
School System Power Points: Kung Fu 3, Inner 4, Any 5
Description: The Chi Breaker is an eastern pressure point strike
used in Dim Mak to inhibit and potentially even stop the flow of chi
in the target. Using this takes the place of any other Dim Mak effects.
System: On a successful Dim Mak strike the attacker makes a contested
roll of permanent Chi with their target. If the attacker succeeds the
defender suffers a +1 difficulty penalty per success difference on all
chi-driven maneuvers for the next 24 hours. If the attacker wins by
5 or more the defender cannot use chi at all for the 24 period. These
effects can be repaired by others using Chi Breaker by rolling permanent
Chi against the original attacker's successes.
Cost: 2 Willpower Speed: as Dim Mak Damage: as
Dim Mak Move: as Dim Mak
Source: editor
Claw Rush
[hybrid maneuver]
Requirements: Punch ****, Athletics *, Dashing Punch, Claw or
Weapon: Claw ***
Power Points: Animal Hybrid, Dirty Fighting 2, Spanish Ninjitsu
4
School System Power Points: Inhuman, Dirty Fighting 2, Hunter
3
Description: This is a dashing strike using the hybrid’s claws.
Like a normal Dashing Punch this maneuver is quite fast and hard-hitting.
System: Use the modifiers below. These numbers already include
claw damage and potential weapon bonuses.
Cost: 1 Willpower Speed: +1 Damage:
+5 Move: +2
Source: editor
Cross Counter
Requirements: Punch ****, Manipulation ****, Counterstrike
Power Points: Dirty Fighting 2, Boxing, Kickboxing, Thai Kickboxing,
Hapkido 3
School System Power Points: Dirty Fighting, Boxing 3, Kickboxing,
Inner 4
Description: The fighter uses a bluff to throw their opponent
off guard. If the opponent hits them, falling for the bluff, the fighter
quickly counters with a right cross.
System: The attacker cannot abort after picking Cross Counter.
It cannot be the last punch in a Guren-Ken and requires complete concentration
to pull off. If a fighter using this counter is dizzied the counter
punch still happens irregardless but can no longer be maintained into
the next round.
The fighter using Cross Counter makes a contested Manipulation + Intimidation
opposed by a Wits + Style Lore roll at the beginning of the round. If
the fighter succeeds in their Manipulation roll they choose a second
punch maneuver that their opponent believes they are using instead of
this one. If the opponent closes to within one hex and attempts a counterable
attack the fighter immediately interrupts them with the right hook that
cannot be blocked. The attacker may not abort their attack once the
counter has been triggered.
Cost: 1 Willpower per round Speed: +0 Damage:
+3 Move: +1
Source: sfrpg.com
Dark Knuckle
Requirements: Punch ****, Focus ***, Jump, Power Uppercut
Power Points: Lua, Baraqah, Mystic, Elemental: Darkness 3
School System Power Points: Elemental: Darkness 3, Mystical,
Inner 4, Grappler 5
Description: Calling upon the destructive forces within them
the fighter releases their chi around their arms and jumps up into a
high uppercut striking twice as they spin through the air.
System: This is an aerial maneuver. If it interrupts an aerial
opponent it checks for damage twice and causes knockdown.
Cost: 1 Chi Speed: -1 Damage: +3 Move: 1
Source: editor
Dashing Elbow
Requirements: Punch ***, Athletics *, Elbow Smash
Power Points: Special Forces 3, Thai Kickboxing, Western Kickboxing
4
School System Power Points: Military, Kickboxing 3, Karate 4,
Any 5
Description: A variant on the Dashing Punch uses the fighter’s
elbow instead of the hand to inflict damage. This move builds on the
basic Elbow Smash with a dash that gives it improved reach and damage.
System: Using this technique requires a straight line between
the attacker and target.
Cost: 1 Willpower Speed: +0 Damage: +4 Move:
+2
Source: sfrpg.com
Elbow Drop
Requirements: Punch ***, Athletics **, Jump, Elbow Smash
Power Points: Thai Kickboxing, Savate, Chin Na 2, Boxing, Baraqah,
Bando, Wrestling, Kung Fu, Ninjitsu, Pankration 3
School System Power Points: Grappler, Kung Fu, Kickboxing 2,
Hunter, Mystical, Inner 3, Any 4
Description: Launching themselves upon their foe the kickboxer
comes crashing down elbow-first. These drops have been known to be lethal
but carry with them risk of injury should the kickboxer misjudge their
leap.
Description: This is an aerial maneuver and like Fist Drop deals
an extra two damage against on opponent on the ground. However should
the attack roll botch the fighter seriously injuries the attacking arm,
suffering 3 points of aggravated damage in the process and the arm will
be unusable for fighting until healed.
Cost: 1 Willpower Speed: +1 Damage: +3 Move:
+0
Source: editor
Fist Drop
Requirements: Punch **, Athletics *, Jump
Power Points: Wrestling, Native American Wrestling, Pankration,
Sanbo, Lua, Bando, Boxing, Jiu Jitsu, Ninjitsu, Special Forces 2, Any
3
School System Power Points: Grappler, Boxing, Hunter, Military
2, Any 3
Description: With a mighty leap the fighter extends one arm and
crashes into their opponent fist first. The Fist Drop is primarily employed
in Wrestling rings where it is not considered dishonorable to attack
one’s foe while he is on the ground. However even in these situations
striking with a closed fist is not permitted. The wrestler using Fist
Drop actually hits with the forearm.
System: This is an aerial maneuver. If used against an opponent
on the ground it deals an extra two damage.
Cost: none Speed: +1 Damage: +1 Move: +0
Source: editor
Flash Chop
Requirements: Punch ***, Focus **
Power Points: Special Forces, Sumo Wrestling 3, Any 4
School System Power Points: Karate, Military, Grappler 3, Any
4
Description: The attacker performs a judo chop to their opponent’s
head or neck to release a payload of chi directly into the brain and
nervous system. The victim is quickly disoriented by this burst and
sent reeling.
System: The discharge of Chi causes the opponent to become highly
disoriented and off balance. For every point of damage scored the opponent
is at –1 speed for their next maneuver. The victim must also score more
successes on a Wits + Alertness roll then damage received to do anything
but stumble about and regain their senses. This move uses Punch + Focus
to determine damage. No fighter can be affected by this maneuver two
turns in a row.
Cost: 1 Chi Speed: +2 Damage: -2 Move: -2
Source: sfrpg.com
Guren-Ken
Requirements: Punch ****, Kick ***, Rekka Ken
Power Points: Kanzuki-Ryuu 4, Kung Fu 5
School System Power Points: Kung Fu, Boxing 5
Description: A master of Rekka Ken continues to hone their ability
until the dance becomes a natural rhythm and they can utilize it’s flow
to end the maneuver with a move of their choice.
System: This is an improved Rekka Ken. The first and second hits
must be a basic punch but any other punch can be substituted for the
third hit – paying it’s chi and willpower cost separately - of the Guren-Ken
and get the speed benefit. Substituting the second hit for another special
ends the Guren-Ken immediately. It cannot be combined with multiple
hit punches.
Like the Rekka Ken the speed bonus ends if the fighter using this maneuver
is knocked down, dizzied, or put into a sustained hold.
Cost: 1 Willpower per turn used Speed: +3 Damage:
N/A Move: N/A
Source: sfrpg.com
Justice Fist
Requirements: Punch ***** , Focus ****, Banishing Punch
Power Points: Shotokan Karate 3, Kung Fu, Boxing 4, Sanbo 5
School System Power Points: Boxing, Karate, Kung Fu 4
Description: This explosive punch is rarely seen in the Street
Fighting circuit and for good reason – it is difficult to learn but
packs an explosive payload. The user focuses their Chi into their fist
and strikes out releasing a tremendous blast of raw kinetic force into
the air.
System: This maneuver scores two damage tests. The first is for
the punch and the second is an Intelligence + Focus blast directed against
the target of the punch. Using this move imposes a –2 speed penalty
on the next turn because of the slow recovery. If it does any damage
the opponent is knocked three hexes back and is knocked down. Everyone
occupying a hex adjacent to where this punch lands must score more successes
on a Dexterity + Athletics roll than the fighter’s Focus damage roll
or be knocked down. The chi expended in this punch can cancel out a
chi projectile attack if the fighter gets at least two successes on
a wits roll but the explosive boom is also canceled out.
Cost: 1 Willpower, 2 Chi Speed: +0 Damage: +6
Move: +2
Source: sfrpg.com
Palm Strike
Requirements: Punch **, Focus **
Power Points: Wu Shu, Kung Fu, Silat, Chin Na, Sumo Wrestling
2, Any 3
School System Power Points: Wu Shu, Karate, Inner, Kung Fu 2,
Any 3
Description: A Palm Strike is an open-handed punch that strikes
the opponent with the bony section of the palm to deliver damage.
System: The Palm Strike does double damage for the purposes of
dizzying an opponent if the opponent is struck in the head (called shot,
difficulty 8). A fighter using this can choose to expend one Chi to
knock their target back a number of hexes equal to the attacker’s Focus.
This must be declared before damage is rolled.
Palm Strike can also be used to break a sustained hold as long as a
hand is free and can deliver the strike to the opponent’s chest. This
always uses Chi and the damage scored is compared to a Strength check
from the wrestler to keep hold. Using Palm Strike this way does not
cause knockback.
Cost: 1 Chi (optional) Speed: +2 Damage:
-2 Move: +0
Source: editor
Power Dive
Requirements: Punch *****, Power Uppercut, Divebomb Punch
Power Points: Aikido, Dirty Fighting, Boxing 4
School System Power Points: Boxing, Dirty Fighting, Inner 4
Description: This quick one-two combination maneuver first knocks
an opponent into the air then follows it up with a swift Divebomb Punch
to send her crashing back to earth.
System: In order to hit with the second punch the first uppercut
must do damage to knock the opponent into the air. The second phase
of this maneuver is aerial and knocks the victim down. The fighter ends
the round in the same hex as their opponent.
Cost: 1 Chi, 1 Willpower Speed: -2 Damage: +2/+3
Move: 1
Source: editor
Power Geyser
Requirements: Punch *****, Ground Fire, Shockwave
Power Points: Boxing 4
School System Power Points: Boxing 5
Description: This maneuver makes your average Shockwave look
like child’s play by comparison. It sacrifices range to focus all of
it’s power into a small area.
System: The fighter strikes the ground as if to generate a Shockwave
or Ground Fire but instead creates a geyser of chi in front of them
that erupts from the ground with astonishing force. The fighter may
make three strikes for three such geysers total. Each one erupts from
the ground within one hex from where the ground was struck and knocks
down anyone damaged by them. This maneuver inflicts damage using the
fighter’s Punch + Focus technique in addition to the modifier below.
Cost: 2 Chi Speed: -2 Damage: +2 Move: none
Source: editor
Quivering Palm
Requirements: Punch ****, Focus ****, Heart Punch
Power Points: Native American Wrestling 2, Lua 3, Kung Fu Chin
Na 4
School System Power Points: Inner, Kung Fu 3, Grappler 4
Description: Delivering what seems to be a light blow to the
chest the fighter actually delivers a deadly strike straight into the
heart of their opponent. It is said that Native American shamans developed
this technique in the ancient times when great mythical beasts once
roamed the land. Unable to fell such creatures with conventional martial
arts the shamans developed a technique to strike directly at the beast's
heart and cut it's life off at the source. It was simultaneously developed
in China for the same lethal reasons.
System: The Quivering Palm deals only one point of damage regardless
of how many successes are rolled. One success is needed, however, for
the strike to have any effect. The blow sends a shockwave through the
victim's chest and into the heart and surrounding tissues. This compression
results in the heart developing an arrhythmia or irregular heart beat.
The effects last until medical intervention resets the heart or the
victim gains more successes on the Stamina checks outlined below then
three times the original damage roll.
If left untreated this arrhythmia can prove fatal to the victim. Every
hour under normal activity or every five rounds of strenuous work (including
fighting) the victim must make a Stamina roll. A failure means the heart
goes into an abnormally fast or slow rate. The victim will feel lighted
and dizzy as blood flow is disrupted. If the stamina roll botches the
heart ceases beating completely. Without immediate medical attention
this situation is invariably fatal.
Cost: 1 Willpower, 1 Chi Speed: -1 Damage: +1 Move:
-2
Source: editor
Retreating Punch
Requirements: Punch *, Athletics *
Power Points: Boxing 1, Kung Fu, Aikido, 2, Any 3
School System Power Points: Inner, Boxing 1, Kung Fu, Kickboxing
2, Any 3
Description: The Retreating Punch is a slight, glancing jab thrown
with little in the way of strength in order to force an opponent to
react. In this momentary window of opportunity the boxer slips away
out of range of a retaliatory blow and prepares for the next punch.
System: Use the modifiers below. After performing this punch
the fighter may move up to two hexes back in a straight line or one
hex adjacent in any other direction.
Cost: none Speed: +1 Damage:
+0 Move: -1
Source: editor
Reverse Elbow
Requirements: Punch *, Alertness *
Power Points: Thai Kickboxing, Savate, Dirty Fighting, Judo,
Special Forces 1, Any 2
School System Power Points: Kickboxing, Dirty Fighting, Military,
Grappler, Boxing 1, Any 2
Description: The Reverse Elbow is a defensive elbow strike delivered
to an opponent standing behind the fighter. It is a staple in many martial
arts and self defense courses and is designed to quickly, if imprecisely,
deliver damage against an attacker and force them back. Most Street
Fighters use it to discourage grapplers from getting too friendly.
System: Use the modifiers listed below. This blow can only be
delivered against an opponent standing behind the fighter. It can be
used in conjunction with the weapon special maneuver Backhand Fighting.
Cost: None Speed: +2 Damage: +1 Move: One
Source: editor
Rushing Wind
Requirements: Punch ****, Focus ***, Air Blast, Power Uppercut
Power Points:
Thai Kickboxing 4
School System Power Points: Kickboxing 4
Description: Thai Kickboxing is not particularly known for it’s
fist maneuvers but combine the abilities of one with an affinity for
the wind and the speed that Kickboxing teaches and you find that a few
merge the two together in interesting ways.
System: The fighter throws two quick uppercuts. With each snap
of their arm they release chi into the air which forms a whirling vortex.
However, there is a significant gap between the fighter and where the
air spins up into a high enough speed to be more than a nuisance. The
fighter, if they are adjacent to their target, rolls damage for two
uppercuts using Punch with the +2 bonus below. At the opposite end of
the hex in which the uppercuts where executed, in a direct line in front
of the fighter, the twin blasts form and move two hexes before dissipating.
These blasts will damage anyone or anything encountered using the fighter’s
Intelligence + Focus with the +3 bonus below.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage:
+2/+3 Move: -2
Source: editor
Shining Knuckle
Requirements: Punch ****, Focus ***, Dashing Punch
Power Points: Aikido, Baraqah, Mystic, Elemental: Light 3
School System Power Points: Elemental: Light 3, Boxing, Mystical,
Kung Fu, Inner 4
Description: By releasing their chi during a Dashing Punch the
fighter can assail their opponent with a swift, fast-moving punch that
hits like a truck and sends their foe reeling.
System: The fighter must travel in a straight line to deliver
the punch. If it scores any damage the victim is knocked back one hex
and the fighter may continue moving and strike them a second time. The
victim can be knocked back again but the second hit ends the maneuver.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage: +4
Move: +2
Source: editor
Sho-ouken
Requirements: Punch ***, Athletics **, Power Uppercut
Power Points: Shotokan Karate 2, Bando, Lua 3
School System Power Points: Karate 3, Grappler, Kung Fu 4
Description: When Sakura was studying under Dan trying to learn
the mysteries of the Dragon Punch she interpreted his teachings in unexpected
ways. Although she could not replicate the Dragon Punch the way her
idol Ryu does she developed and perfected the Sho-ouken to take it's
place. Rushing at her opponent she strikes and uses her momentum to
carry her up into the air with a high-flying uppercut. Since it's inception
other fighters have observed the technique and added it to their arsenals.
System: This is considered a dashing maneuver and requires a
straight line between the attacker and the target. It strikes only once
against an aerial opponent but if it interrupts them with the uppercut
it causes knockdown. Unlike a Dragon Punch the Sho-ouken cannot be used
to evade projectile maneuvers.
Cost: 1 Willpower Speed: +0 Damage: +2/+3 Move:
+0
Source: editor
Sonic Fist
Requirements: Punch ***, Focus **, Sonic Boom
Power Points: Special Forces 3, Baraqah, Bando 4, Any 5
School System Power Points: Military, Elemental: Sonic 3, Mystical,
Grappler 4
Description: The Sonic Fist is a newer technique developed by
Guile. He realized that instead of releasing the Sonic Boom as a projectile
he could channel that energy to propel his fist through the air. The
fighter’s fist actually breaks the sound barrier as it rushes toward
it’s opponent resulting in a sickening whoosh after the fact.
System: Sonic Fist reduces the damage dealt by projectile attacks
by 1 if it interrupts them at the cost of losing two points of damage.
Cost: 1 Willpower, 1 Chi Speed: +3 Damage:
+3 Move: -3
Source: New Legends
Spinning Serpent Punch
Requirements: Punch ****, Focus ***, Spinning Back Fist
Power Points: Boxing, Bando, Lua 3, Shotokan Karate, Kung Fu,
Baraqah 4
School System Power Points: Boxing 3, Kung Fu, Mystical, Karate,
Grappler 4
Description: This radial punch hisses with released energy is
it flies through the air slamming into anyone standing next to the boxer.
Many thugs of the Mad Gear gang can attest to it's stopping power.
System: This attack hits everyone adjacent to the fighter at
the time it is executed and will strike crouching foes as it is not
executed at the same height as a Spinning Clothesline. Everyone hit
suffers damage using the modifier listed below and is knocked back one
hex.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage: +5
Move: none (cannot move)
Source: editor
Tiger Uppercut
Requirements: Punch *****, Athletics ***, Dragon Punch
Power Points: Thai Kickboxing 3
School System Power Points: Kickboxing 5
Description: This is a highly specialized form of Dragon Punch
utilized solely by Sagat. It is fast, moves a long way, and delivers
a devastating punch to those unlucky enough to be caught in it’s path.
System: Tiger Uppercut works identically to a normal Dragon Punch
except that it hits twice and will carry ground opponents with it into
the air as Sagat leaps. He executes this maneuver from a crouch and
cannot move but the force of his leap carries him a full two hexes forward
through the air. Enemies caught in his path are knocked back another
two hexes and are knocked down.
Cost: 2 Willpower Speed: +0 Damage:
+6 Move: see above
Source: Core Rulebook
Vortex Palm
Requirements: Punch ****,
Focus ***, Palm Strike, Fireball
Power Points: Wu Shu, Kung Fu, Silat, Chin Na, Sumo Wrestling
3, Any 5
School System Power Points: Wu Shu, Kung Fu, Grappler 3, Any
4
Description: The Vortex Palm takes an ordinary Palm Strike and
adds a whirling vortex of chi and air that repeatedly strikes the unfortunate
target.
System: Just like a Palm Strike this maneuver does double damage
for the purposes of dizzying an opponent if they are struck in the head
(difficulty 8, called shot). The range of this maneuver is limited to
hitting in the same hex that the attacker is standing in but it deals
three damage tests to everyone in front of the attacker in that hex.
This hits crouching and aerial opponents. The first test uses Strength
+ Punch for damage but the second and third use Intelligence + Focus.
Anyone who suffers damage from all the tests is knocked down and thrown
back two hexes.
Cost: 2 Chi Speed: +0 Damage:
-2 Move: 1
Source: editor
KICK MANEUVERS
Bicycle Kick
Requirements: Kick ***, Athletics **
Power Points: Tae Kwon Do 2
School System Power Points: Karate, Inner, Kickboxing 3
Description: The Bicycle Kick gets it’s name from the stamping
motion of the fighter’s feet as they kick into their opponent. It looks
like they are furiously trying to pedal a bike in mid-air. The fighter
makes a short distance jump and stamps into their opponent with both
feet before landing.
System: This kick hits twice and is aerial. After damaging their
opponent the fighter ends in any adjacent hex.
Cost: none Speed: +0 Damage: +0
Move: -2
Source: editor
Claw Catch
[hybrid maneuver]
Requirements: Kick **, Grab *
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The hybrid must have claws on their feet or otherwise
be able to grip things with their feet. By grabbing onto the opponent
with one foot the hybrid gives themselves enough leverage to jump up
and kick with their other leg.
System: This maneuver requires one success on a Grab check to
get into position. The victim is knocked down.
Cost: none Speed: -1 Damage: +3
Move: +0
Source: editor
Disarm
(kick version)
Requirements: Kick ***
Power Points: Any 3
School System Power Points: Any 3
Description: Using this maneuver a character may deliver a blow
that, if successful, will knock a weapon from an opponent's hands.
System: The fighter kicks their opponent’s hand or arm attempting
to force them to release their weapon. After calculating damage the
weapon’s holder then makes a Strength test and needs more successes
then damage to keep their grip. If the Disarm is successful the weapon
flies a number of hexes away equal to how many successes remain after
the Strength test. Disarm has no effect if the weapon is somehow secured
to the duelist. In such cases the duelist can still be disarmed by using
The Art of Breaking to destroy the weapon itself or the securing mechanism.
Cost: None Speed: -1 Damage: +0
Move: -2
Source: editor
Double Wheel Kick
Requirements: Kick ***, Athletics **, Backflip Kick
Power Points: Capoeira 2, Lua, Spanish Ninjitsu, Kung Fu, Jeet
Kune Do, Wu Shu 3, Any 4
School System Power Points: Capoeira 3, Hunter, Kung Fu 4, Wu
Shu 5
Description: The fighter performs a forward or backflip and kicks
into their opponent once with each leg.
System: This move can hit aerial (although low flying) and crouching
opponents for two damage tests. If both tests score damage the victim
is knocked down. If the kick is performed via Backflip the attacker
can move up to two hexes back.
Cost: 1 Willpower Speed: +0 Damage:
+1/+0 Move: 2 (any direction)
Source: editor
Dragon Spiral
Requirements: Kick ****, Athletics ****, Jump, Spiral Kick
Power Points: Tae Kwon Do, Kickboxing, Kung Fu 4, Shotokan Karate,
Wu Shu, Baraqah 5
School System Power Points: Kickboxing 4, Karate, Mystical, Inner,
Wu Shu 5
Description: This is an aerial Spiral Kick that carries the fighter
into their opponent with it’s triple kicks. The kicking fighter’s feet
whirl with a sickening speed as they repeatedly smash shin-first into
the target.
System: This is an aerial maneuver that hits three times. After
the second hit the opponent is knocked back one hex, the fighter continues
forward, and hits them the third time knocking the opponent down. The
fighter then continues forward another hex where they then end their
turn.
Cost: 2 Willpower Speed: -1 Damage:
+2/+1/+0 Move: 3 (see above)
Source: editor
Drill Kick
Requirements: Kick *****, Athletics *****, Butterfly Kick
Power Points: Tae Kwon Do 3, Spanish Ninjitsu, Tai Chi Chuan
4, Any 5
School System Power Points: Kickboxing, Hunter, Inner, Capoeira
5
Description: The Drill Kick is a Butterfly Kick that is performed
at extremely close range and has no ability to travel. The fighter launches
into a spinning maelstrom with their body using all the energy of their
movement to hammer home the point.
System: This kick hits three times using the damage modifiers
below. The fighter may choose to substitute Athletics instead of Kick
for any or all of these damage tests.
Cost: 1 Willpower Speed: +0 Damage:
+2 Move: 1
Source: editor
Enzuigiri
Requirements: Kick ****, Athletics **, Reverse Frontal Kick
Power Points: Savate, Western Kickboxing, Lua 2, Wrestling, Pankration,
Bando 3
School System Power Points: Kickboxing, Capoeira, Grappler 3,
Karate, Military 4
Description: The Enzuigiri is a flying kick using both legs.
Street fighters sometimes use this as a dashing maneuver. However it
is administered the fighter jumps up in front of their opponent and
drives one foot into the back of their opponent’s head while the other
foot catches them in the thigh or knee.
System: This kick ignores blocks and has two damage tests. The
fighter performing this maneuver is considered to be knocked down.
Cost: none Speed: -1 Damage: +2/+0 Move: +0
Source: editor
Flying Kick
Requirements: Athletics ****, Kick **, Jump
Power Points: Baraqah 3,
Dirty Fighting 4
School System Power Points: Kung Fu, Wu Shu, Dirty Fighting 3,
Any 4
Description: This swift, glancing kick takes the Street Fighter
high in the air. They jump past their opponent, and must have enough
movement do to so, delivering a kick as they fly past their opponent’s
head.
System: To execute this move the fighter must be able to move
past their opponent by two full hexes. Use the modifiers below for kick
damage. The fighter moves, damages their opponent, then finishes their
movement even if the kick did nothing. This is an aerial maneuver.
Cost: 1 Willpower
Speed: +3 Damage: -2 Move: +3
Source: editor
Four Guardian Strike (Kick
of the 4 Winds)
Requirements: Kick ******, Focus ******, Dimensional Rift
Power Points: Any 6
School System Power Points: Mystical 5
Description: With the mysteries of co-location firmly in hand
the fighter is ready to learn more difficult techniques. Executing a
leap (often flourished with a mighty roar) the fighter kicks and warps
space around their leg. In the blink of an eye it seems that they execute
four attacks at once. The attack is usually done with one strike from
each of the cardinal elements in honor of the four guardians.
System: This attack may hit up to four separate targets or can
be directed against one as the fighter wishes. All targets must be within
50' of the user. Use the modifiers below. If the kicks are all directed
against the same target only the frontal two can be blocked. Each portal
created must be in a different hex in open space.
Cost: 3 Chi, 1 Willpower Speed: -1 Damage: +4
Move: -2
Source: editor
Genocide Cutter
Requirements: Kick ******, Focus ****, Athletics ****, Double
Dread Kick, Flash Kick
Power Points: Any 5
School System Power Points: Mystical, Kung Fu, Karate, Military
5
Description: Genocide Cutter – it’s name is appropriate for easily
cuts down all in it’s path. It is used solely by a handful of the very
best. Most fighters will go their whole careers and never see this move
used in combat let alone meet someone who knows it.
System: The fighter leaps forward lashing out with a single wide-swinging
leg that crackles with chi. This maneuver scores three damage tests.
The first two tests strike the initial target. Afterwards the fighter
can jump high into the air and deliver a second kick for their third
damage test against an aerial opponent or step forward one hex for the
second kick. This maneuver knocks down those it hits.
Cost: 1 Chi, 2 Willpower Speed: +2 Damage:
+5 Move: 3
Source: editor
Ground Throw
Requirements: Kick *
Power Points: Any 2
School System Power Points: Any 2
Description: A Ground Throw is nearly an instinctive maneuver
refined into a split-second reaction that has saved more then one street
fighter from an untimely death. With their back on the ground the fighter
kicks up into the belly of a foe closing to finish the job and heaves
up forcing the opponent to go flying overhead.
System: In order to use this maneuver the fighter must be prone
on the ground and an attacker closes on them in the same hex. Use the
modifiers below. The attacking fighter is moved to the hex behind the
defending one and knocked down. The defending fighter performing this
maneuver is still considered knocked down.
Cost: none Speed: +0 Damage: +1 Move: none
Source: editor
Jaguar Kick
Requirements: Kick ****, Athletics ***, Focus **, Jump
Power Points: Thai Kickboxing 3, Silat, Savate 4
School System Power Points: Kickboxing 4
Description: This move is sometimes jokingly referred to as Thai
Kickboxing’s answer to the Flash Kick. Adon laughs at the jokes but
is all too eager to demonstrate just how punishing this flying kick
can be. He springs forward with seemingly unnatural strength to bring
a snapping overhead kick down on his foolhardy opponent’s head complete
with the crackling hiss of chi that has sent plenty to an unconscious
stupor.
System: This maneuver is not aerial but it can hit aerial opponents.
Anyone damaged by it is knocked down.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage:
+5 Move: +0
Source: editor
Jugular Kick
Requirements: Kick ***, Athletics ****
Power Points: Capoeira 3, Silat 4
School System Power Points: Capoeira 3, Karate, Kickboxing 4
Description: The Jugular Kick is a spinning triple kick performed
with the fighter's hands on the ground to provide support. It takes
considerable strength to perform this maneuver for the fighter must
have the necessary fortitude to support themselves without sacrificing
any power from their rotating body. The fighter moves forward from sheer
momentum. With each turn the fighter advances, snapping up with each
leg in turn and aiming high to disable their foe with head strikes.
System: This maneuver always travels in a straight line. It is
not considered a crouching maneuver and hits three times knocking any
and all opponents encountered one hex back with each consecutive strike.
Cost: 1 Willpower Speed: -2 Damage: +2 Move:
3
Source: editor
Kyoja (Garuda’s
Triple)
Requirements: Kick ****, Athletics ****, Double Hit Kick
Power Points: Hapkido, Silat 2, Any 4
School System Power Points: Kung Fu, Kickboxing, Karate 4
Description: The fighter leaps forward twisting in midair to
deliver three swift kicks as they travel. After the third kick the fighter
rolls to the ground and springs away.
System: A springing leap forward this aerial maneuver travels
too low to the ground to avoid projectiles. One damage test is scored
per hex moved against any and all opponents encountered. If damage is
scored against an opponent blocking further movement they are automatically
knocked down and the attacker continues moving. If no damage is scored
against an opponent who bars the way this move ends immediately with
the escape roll and handspring back to the fighter’s starting position.
Cost: 1 Willpower Speed: -1 Damage: +2 Move:
3 (then return to starting hex)
Source: sfrpg.com
Lightning Dash
Requirements: Kick ****, Athletics ****, Lightning Leg
Power Points: Wu Shu 4
School System Power Points: Wu Shu 5
Description: Chun Li was unsatisfied by the stopping power of
her Lightning Leg. Although she kicked with enough force to easily demolish
cars the lack of mobility meant that any foe who knew her reputation
was quick to avoid her if they suspected a Lightning Leg was coming.
In order to solve the problem she started taking the battle to them
by rushing forward, kicking into a high but weak roundhouse, then continuing
into the furious onslaught.
System: This is considered a dashing maneuver and requires a
straight line between the attacker and the intended target. It is otherwise
a normal Lightning Leg that uses the modifiers listed below.
Cost: 1 Willpower Speed: -2 Damage:
+0/+1 Move: +1
Source: editor
Lynx Tail
Requirements: Athletics ***, Kick ***
Power Points: Capoeira, Wu Shu 3, Dirty Fighting 4
School System Power Points: Wu Shu, Capoeira 3, Kung Fu, Karate,
Kickboxing, Dirty Fighting 4
Description: Similar to both a break dancing move and a pommel
horse routine the fighter swings their legs around their body while
supporting themselves on their arms.
System: This scores two damage tests against every opponent adjacent
to the fighter. Anyone who suffers damage from the second test is knocked
down.
Cost: 1 Willpower Speed: +0 Damage: +0 Move:
0 (cannot move)
Source: sfrpg.com
Retreating Kick
Requirements: Kick *, Athletics *
Power Points: Savate 1, Kung Fu, Aikido, 2, Any 3
School System Power Points: Kickboxing, Inner 1, Wu Shu, Kung
Fu 2, Any 3
Description: The "soft" styles of martial arts train
extensively in slipping away from enemies in moments of stress. This
kick is one maneuver is such an arsenal. The fighter gives a weak kick,
little more then a glancing blow really, in order to harass their foe
as they slide away and prepare for a stronger maneuver.
System: Use the modifiers below. After performing this kick the
fighter may move up to two hexes back in a straight line or one hex
adjacent in any other direction.
Cost: none Speed: +1 Damage: +0 Move:
-1
Source: editor
Reverse Waterfall
Requirements: Kick ***, Athletics ***, Handstand Kick
Power Points: Wu Shu 2, Capoeira, Special Forces, Lua 3
School System Power Points: Capoeira, Wu Shu, Kung Fu 3, Any
4
Description: This powerful move requires great strength throughout
the body to pull off. To execute it the fighter crouches then pushes
themselves off the ground with their arms to deliver a stunning kick
to their opponent foot-first.
System: A victim of a Reverse Waterfall is knocked back two hexes
as they are lifted off their feet by the impact. This move can hit aerial
foes. A fighter attempting a Reverse Waterfall who is interrupted by
damage must make an immediate dexterity roll (difficulty 7) or be knocked
down.
Cost: 1 Willpower Speed: -1 Damage: +5 Move:
2
Source: sfrpg.com
Seismic Shock
Requirements: Kick ****, Focus **
Power Points: Tae Kwon Do 3, Any 4
School System Power Points: Kickboxing, Mystical, Grappler 3,
Any 4
Description: The fighter stamps the ground with great force releasing
a blast through their leg that causes the ground to tremble. The shockwave
doesn’t travel far but it packs a nasty punch.
System: The range of this maneuver is limited to hitting in one
adjacent hex. If it does any damage the target is knocked down.
Cost: 1 Chi Speed: +1 Damage:
+1 Move: None
Source: editor
Shinku-Geki
Requirements: Athletics ***, Kick **
Power Points: Aikido, Ninjitsu, Jeet Kune Do, Hapkido 3, Any
4
School System Power Points: Kung Fu, Inner 3, Any 4
Description: A master of Aikido must always be aware of what
their opponent is about to do. The Shinku-Geki technique encompasses
this philosophy in swift footwork to keep an opponent guessing.
System: For this maneuver to work the user must be faster than
their targeted opponent. At the beginning of the turn the player announces
they are using this technique and their character watches the target
closely waiting for the perfect moment to act. This maneuver does not
work against attacks from opponents other than the target.
If the target attempts to strike them the Shinku-Geki user steps back
as many hexes as they wish in a straight line – leaving them susceptible
to projectiles and special maneuvers that cross the space between them.
When their opponent is finished attacking the fighter moves forward
as many hexes in movement as they have remaining or until they’ve used
up their movement and strike out with one of the basic kicks.
The 1 Willpower is not used if the intended opponent doesn’t attack.
Cost: 1 Willpower Speed: +2 Damage: +0 Move:
+1
Source: sfrpg.com
Shinkyaku-Geki
(Fading Sweep)
Requirements: Athletics ****, Kick **, Focus **, Shinku-Geki,
Slide Kick or Forward Slide Kick
Power Points: Aikido, Ninjitsu, Jeet Kune Do, Hapkido 2, Any
3
School System Power Points: Kung Fu, Inner 4
Description: The Shinku-Geki fighter continually practices and
conditions themselves to retaliate with a swift forward sliding kick.
System: This functions as Shinku-Geki up until the counterattack.
When purchased the fighter must specify whether this maneuver culminates
in a Slide Kick or a Forward Slide Kick. Use those maneuvers’ statistics
for damage.
Cost: 1 Willpower Speed: +3 Damage: see above
Move: +1
Source: sfrpg.com
Split Kick
Requirements: Kick ***, Athletics *
Power Points: Kung Fu, Wu Shu, Ninjitsu 1, Any 2
School System Power Points: Kung Fu, Wu Shu, Hunter 1, Any 2
Description: The ninja, using only one leg, kicks forward then
snaps the leg back lashing out behind them. Although not very powerful
this has gotten more than one out of a tight spot.
System: This maneuver hits in two different hexes that must be
on opposite sides of the hex the fighter is standing in.
Cost: none Speed: -1 Damage: +1/-1
Move: 1
Source: sfrpg.com
Split Somersault Kick
Requirements: Kick ****, Athletics ****, Forward Somersault Kick
Power Points: Aikido, Tae Kwon Do, Jiu Jitsu 3, Any 4
School System Power Points: Kickboxing 3, Inner, Wu Shu 4, Any
5
Description: A fighter who wishes to perform this difficult kick
must first have the strength to launch themselves into a hard hands-free
somersault. Then they must develop the speed and coordination to kick
into their opponent with both feet with the aforementioned flip, somersault
again, and kick into their opponent once more with a split kick that
ends with the fighter doing the splits on the ground.
System: The first damage test uses Athletics instead of kick
and the +3 modifier below. The second is a kick and uses the +2 modifier.
The fighter ends the round on the ground and is considered knocked down
– which cannot be prevented.
Cost: 1 Willpower Speed: -2 Damage: +3/+2
Move: +0
Source: editor
Stepping Double Kick
Requirements: Kick ****, Athletics **, Stepping Front Kick
Power Points: Kung Fu 3
School System Power Points: Kung Fu, Karate 4
Description: This is a move developed by Karin. The fighter kicks
high with one leg, steps forward, and kicks again with their other leg.
It is a fairly slow maneuver but the second leg hits with surprising
force.
System: This hits twice. After the first kick the fighter may
move forward one hex. If they don’t have enough move to hit with both
kicks they can use the movement after the first kick to strike with
the second one. Otherwise they enter their opponent’s hex with the second
kick and knock them back one hex afterwards.
Cost: 1 Willpower Speed: -1 Damage:
-1/+2 Move: +0
Source: editor
Stepping Somersault Kick
Requirements: Kick ****, Athletics ****
Power Points: Kung Fu, Majestic Crow Kung Fu, Silat 2, Any 3
School System Power Points: Kung Fu, Kickboxing, Ler Drit, Wu
Shu 4
Description: This showy maneuver entails kicking an opponent
twice while performing a hands-free somersault. The fighter strikes
once with both feet. Although it lacks power these kicks hit with tremendous
speed. Not surprisingly this maneuver is quite difficult to learn and
entails lots of falling on one’s face.
System: This kick hits twice and is considered a crouching maneuver.
After the first kick the fighter may move forward one hex. If they don’t
have enough move to hit with both kicks they can use the movement after
the first kick to strike with the second one. If this maneuver is comboed
with itself it gains an additional 1 speed but the fighter must attack
immediately and only gets the one hex of movement between kicks.
Cost: 1 Willpower Speed: +2 Damage:
-1/-2 Move: -2
Source: editor
Tendon Smash
Requirements: Kick ***, Athletics **, Wounded Knee
Power Points: Savate, Lua, Chin Na 3
School System Power Points: Kickboxing, Grappler, Capoeira 3,
Military, Ler Drit 4
Description: Those who practice Chin Na have a love-hate relationship
with pain. They have to admit that inflicting pain on their enemies
is preferable to killing them. This hard kick to the lower hip or ankles
is directed against the softer tendons and ligaments that form primary
support structures for the legs. By injuring these the fighter can take
his opponent's legs out from under him and thereby render him unable
to fight.
System: Using this kick requires precise aim and the fighter
must succeed at a called shot which is difficulty 7. If any damage from
this attack goes unsoaked the target suffers serious damage in the afflicted
limb and it becomes difficult to stand. Increase the difficulty of all
kicks that use both legs by 1 until the wound heals. In addition, if
the fighter fails any damage roll while so injured they are automatically
knocked down.
Movement requiring the damaged limb is reduced to a hobble - one hex
per round at best. Jumping or using aerial maneuvers is impossible unless
the fighter has some way of removing their need to support themselves
on the injury. This damage can be repaired by Regeneration, Chi Kung
Healing and related maneuvers or by spending some time nursing the wound
and resting. For the purposes of healing the unsoaked damage from a
Tendon Smash is considered aggravated but heals at twice the normal
rate.
Cost: none Speed: -1 Damage:
+1 Move: -1
Source: editor
Thunder Wheel
[hybrid maneuver]
Requirements: Kick ***, Athletics **
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: The hybrid kicks into their opponent with one leg
into a backflip. As they spin they strike with their tail before landing
on their feet. The hybrid must have a strong tail to use this trick.
System: The first damage test uses Kick and the second Athletics.
Cost: none Speed: -1 Damage: +1/-1
Move: +0
Source: editor
Tiger Pounce
Requirements: Kick ***, Athletics **, Sobat, Jump
Power Points: Capoeira, Thai Kickboxing 2, Tae Kwon Do, Aikido,
Kung Fu, Silat, Special Forces 3, Savate, Wu Shu, Jeet Kune Do, Majestic
Crow Kung Fu 4
School System Power Points: Kickboxing, Capoeira 3, Inner, Kung
Fu, Karate, Wu Shu 4
Description: Springing upon their prey like a slashing tiger
the fighter performs a double aerial Sobat to kick their opponent twice.
System: This is an aerial maneuver and will not strike crouching
foes. If both tests damage the target they are knocked back two hexes
and knocked down.
Cost: 1 Willpower Speed: +1 Damage:
+0 Move: -2
Source: editor
Tornado Kick
Requirements: Kick ****, Focus ***, Air Blast, Double-Hit Kick
Power Points: Thai Kickboxing, Silat 4
School System Power Points: Kickboxing 4, Kung Fu, Karate, Military
5
Description: This maneuver, whose original practitioner has been
lost to memory, is used by only a few fighters on the circuit. The secret
of wind and foot is closely guarded by the masters who wish to protect
it’s legacy.
System: The fighter executes a double kick using the modifiers
below. They can kick a foe in an adjacent hex or simply kick to strike
someone farther away with the wind. With the snap of their swinging
leg they release chi into the air and shape it according to their will.
There is a significant gap between the fighter and where the air spins
up into a high enough speed to be more than a nuisance. The fighter,
if they are adjacent to their target, rolls two damage tests for the
kick using the +2 modifier below. At the opposite end of the hex in
which the kick was executed, in a direct line in front of the fighter,
the twin blasts form and move two hexes before dissipating. These blasts
will damage anyone or anything encountered using the fighter’s Intelligence
+ Focus using the +3 modifier below.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage:
+2/+3 Move: -2
Source: editor
Ze Sho Hohou
Requirements: Kick ****, Athletics ***, Reverse Waterfall, Drunken
Monkey Roll
Power Points: Wu Shu 2, Capoeira, Special Forces, Lua 3
School System Power Points: Capoeira, Wu Shu, Kung Fu 3, Any
4
Description: This is an improved Reverse Waterfall preceded by
a swift ground roll to close distance to the target. The fighter springs
up out of their roll into a leaping Waterfall that can cover considerable
distance.
System: The movement phase of this attack passes underneath aerial
maneuvers and projectiles. The the attacker moves in a straight line
and enters their target’s hex then springs up feet-first delivering
damage and knocking their opponent to the ground. The force of this
leap carries the attacker forward three additional hexes in a straight
line where they will damage anyone encountered using the second damage
modifier below.
Cost: 1 Willpower Speed: -2 Damage:
+5/+3 Move: +0/3
Source: sfrpg.com
BLOCK
MANEUVERS
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
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
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
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
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
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
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
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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