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.