Street Fighter: The Roleplaying Game
KICK
MANEUVERS
Punch / Kick
/ Athletics / Block
/ Focus / Weapon / Hybrid
House Rules / Errata
/ Schools
TABLE OF CONTENTS
A: Aerial Back Breaker
/ Air Suplex / Air Throw
/ Ankle Smasher / Assault
Kick
B: Back Body Drop / Back
Breaker / Back Roll Throw / Barrel
Roll Throw / Bear Hug / Bite
/ Bite Hold / Brain
Cracker / Bulldog / Bushin
Lightning Drop / Butterfly Drum
C: Choke Throw / Crescent
Lunge / Crucifix Powerbomb
D: D.D.T. / Death
Roll / Death Throw / Death
Valley Driver / Disengage / Dislocate
Limb / Double Slam / Dragon
Drop
E: Elbow Crusher / Eye
Rake
F: Facelock / Face
Slam / Fireman's Backbreaker
/ Fireman's Carry / Fireman's
Gutbuster / Fish Hook / Flowering
Crescendo / Flowering Smash / Flying
Tackle
G: Giant Swing / Grab
/ Grappling Defense / Ground
Leglock
H: Hair Throw / Hangman's
Noose / Head Bite / Head
Butt Hold / Headlock / Headlock
Kicks / Head Slam / Head
Twist / Heel Hammer / Hooligan
Combo
I: Improved Pin / Inza
Drop / Iron Claw
J: Jaw Cracker / Jaw
Spin / Joint Break / Joint
Lock / Judo Throw / Jumping
Power Throw
L: Leg Scoop / Leglock
/ Leg Smash / Leg Twist
/ Leverage
M: Mandara Twist / Monkey
Flip
N: Neck Choke
O: Old Faithful
P: Pile Driver / Pin
/ Powerbomb
R: Reverse Suplex / Rising
Storm Crow / Ripping Bite
S: Samoan Drop / Schoolboy
/ Scissor Sweep / Siberian
Bear Crusher / Siberian Suplex / Sleeper
/ Snap Throw / Soul Drain
/ Soul Shock / Space
Tornado Ogawa / Spinning Neck Lock
/ Spinning Pile Driver / Spinning
Wristlock / Springboard Arm Drag
/ Springboard Bulldog / Standing
Shoulder Wheel / Stomach Pump / Storm
Hammer / Sunset Flip / Suplex
T: Tail Trip / Tearing
Bite / Thigh Press / Throw
/ Tonga Death Grip / Tornado
Grip / Twirl and Hurl
W: Wall Slam
There are a lot of Grab maneuvers. ^.^
Special Note about Grab Maneuvers: These maneuvers have extra
rules, defined in the Errata link above, which apply to them. They are
not listed here due to length. See that file for more information. It
also includes how to handle Breakfall with any maneuver on this page.
Aerial Back Breaker
Requirements: Grab ***, Jump, Back Breaker
Power Points: Special Forces, Chin Na, Dirty Fighting 2, Native
American Wrestling, Sanbo 3, Pankration, Jiu Jitsu 4
School System Power Points: Grappler, Dirty Fighting 3, Karate
4
Description: The Aerial Back Breaker is a punishing aerial counter
like the Air Throw and Air Suplex but it was developed for use by paramilitary
and special forces personnel to counter and eliminate faster, lighter
opponents who depend on jumping mobility to avoid suffering damage.
System: Like Air Throw this maneuver must interrupt an opponent
during an aerial maneuver. The attacker grabs their target and slams
them across their knee or shoulder then lets them fall to the ground.
The victim cannot negate this damage with Breakfall and is knocked down
in any hex adjacent to where the attacker lands (attacker’s choice).
Cost: 1 Willpower
Speed: +0 Damage: +4 Move: +0
Source: editor
Air Suplex
Requirements: Grab ***, Athletics ***, Jump, Suplex
Power Points: Spanish Ninjitsu 1, Kabbaddi 2, Any 3
School System Power Points: Hunter 1, Dirty Fighting, Mystical
2, Any 3
Description: The warrior intercepts his opponent in mid-leap
by grabbing the opponent and twisting them upside-down so that both
attacker and victim fall to the ground headfirst. Of course the victim
of the Air Suplex crashes to the ground first absorbing the impact of
the fall.
This maneuver was actually developed by Indian Kabbaddi masters who
were said to be able to intercept the pounce of a full grown tiger and
bring the tiger crashing to the ground.
System: Use the modifiers listed below. The fighter must interrupt
an opponent performing an aerial maneuver. If the victim suffers any
damage then the Air Suplex was successful and the victim suffers a knockdown.
The attacker and victim both end the turn in the same hex where the
attack occurred.
Cost: None Speed:
-1 Damage: +4 Move: +0
Source: Secrets
of Shadoloo
Air Throw
Requirements: Grab **, Athletics *, Jump, Throw
Power Points: Jiu Jitsu 1, Aikido, Jeet Kune Do, Majestic Crow
Kung Fu, Native American Wrestling, Ninjitsu, Pankration, Sanbo, Special
Forces, Spanish Ninjitsu, Tai Chi Chuan, Wrestling, Wu Shu, Bando, Chin
Na 2, Any 3
School System Power Points: Karate, Kung Fu 1, Hunter 2, Any 3
Description: Some Native American Wrestlers have been known to
jump into the air to catch an aerial opponent, grab the opponent like
a hawk snatching a dove, and slam the opponent to the ground. This lethal
move is also seen in Sanbo, has been picked up by many Special Forces
soldiers, and is even seen in the aerial artistry of Wu Shu.
Some warriors prefer to grab their opponents and fall with them to crush
them into the ground. Others grab their opponents and bring them down
on top of themselves, while still others prefer the finesse of grabbing
opponents out of the air and dashing them to the ground.
System: To execute the move during combat the fighter must interrupt
another character's Jump move or must interrupt right after any other
opponent has played a special move that also acts as a Jump (like a
Vertical Rolling Attack, Dragon Punch, Flying Heel Stomp, etc.). The
fighter then must jump to where the intended victim is, enter the same
hex as the airborne victim, and execute the throw. If any damage is
scored the fighter can pick any spot within three hexes to deposit the
victim. In addition to regular damage the victim will suffer a knockdown.
After executing the throw the attacker can finish any remaining hexes
of movement.
Cost: 1 Willpower Speed: +2 Damage:
+5 Move: +0
Source: Core Rulebook
Ankle Smasher
Requirements: Grab ****, Athletics ***, Kick Defense
Power Points: Any 4
School System Power Points: Any 4
Description: Ankle Smasher may only be used on a successful Kick
Defense (see below). The fighter catches their attacker’s leg in a free
hand, leaps and twists in midair still holding their victim. They flip
over their opponent to deliver a downward punch or kick to the victim’s
other leg.
System: This is a conjunction technique. The defending fighter
will have two speeds for that combat turn. The first is for Kick Defense
and the second is for Ankle Smasher. During the round the fighter uses
their soak total against kicks using Kick Defense until they choose
to use Ankle Smasher (which is when the willpower is paid). At that
time the defending fighter’s Ankle Smasher must be faster then the kick
they wish to intercept. Against a multiple-hit kick like Lightning Leg
the fighter may choose to wait for their interrupt until the second
or third kick.
The defending fighter rolls Dexterity + Grab to catch the opponent’s
leg who defends using Dexterity + Kick to avoid the grab and deliver
their attack. If successful the first interrupts the second, jumps over
their head as described above and rolls for damage using their Strength
+ Punch or Kick technique. This knocks their foe to the ground if any
damage is delivered.
After the grab attempt the fighter is considered to still be in Kick
Defense if Ankle Smasher was unsuccessful but loses the soak bonus from
that technique. Ankle Smasher may not be used in conjunction with a
Kick Defense used as an abort maneuver. If the attempt to use this maneuver
fails the fighter may not then proceed with another move in a combo
off of Ankle Smasher but may continue with a combo that starts with
Kick Defense.
Cost: 1 Willpower Speed: +3 Damage: +2 Move:
none
Source: editor
Assault Kick
Requirements: Grab **, Athletics **, Kick ****, Head Slam
Power Points: Special Forces, Wu Shu 3, Thai Kickboxing, Western
Kickboxing 4
School System Power Points: Military, Wu Shu 3, Kickboxing 4
Description: The fighter begins as with a Head Slam (see that
maneuver for more details) but once they are on their opponent’s shoulders
they jump into a backflip kicking their foe in the back of the head
as they move.
System: The attacker must score two successes on the grab check
to get into position. This deals kick damage to the defender who is
also knocked down. If successful the two fighters move 1 hex from where
they started in opposite directions.
Cost: 1 Willpower Speed: +0 Damage: +3 Move:
1
Source: editor
Back Body Drop
Requirements: Grab ***, Athletics ***, Grappling Defense (see
below)
Power Points: Wrestling, Pankration, Native American Wrestling,
Sanbo, Lua, Jiu Jitsu 1, Any 3
School System Power Points: Grappler 1, Any 3
Description: This body drop is usually used as a defensive maneuver
in Wrestling against an opponent charging the wrestler. The fighter
takes up a position waiting for their opponent to close. When the time
is right the fighter crouches, grabs their foe, then stands and lifts
them over their head hurtling them to a painful meeting with the ground.
System: If Back Body Drop is used to interrupt an opponent rushing
the wrestler the damage dealt by this maneuver increases by 1 per hex
the opponent traveled. The defender is thrown a number of hexes behind
the wrestler equal to the attacker’s strength and is knocked down.
This ability may be used as a conjunction with Grappling Defense. In
that instance the defending fighter will have two speeds for the round
and must attempt the body drop against the first rush made on them (which
is when the willpower is paid). Both fighters make a contested Dexterity
+ Grab roll. If the fighter attempting the body drop wins they immediately
proceed with their attack. For more information on combos and soak totals
with conjunction maneuvers see Ankle Smasher.
Cost: 1 Willpower Speed: +0 Damage: +3 (see above) Move:
1
Source: editor
Back Breaker
Requirements: Grab ***
Power Points: Jiu Jitsu, Native American Wrestling, Pankration,
Sanbo, Wrestling, Dirty Fighting 2
School System Power Points: Grappler, Dirty Fighting 2
Description: The wrestler grabs an opponent, turns his body over
and slams his head and back into the ground. Simple and effective.
System: The opponent suffers a knockdown in addition to damage.
Cost: None Speed:
-1 Damage: +3 Move: One
Source: Core Rulebook
Back Roll Throw
Requirements: Grab **, Kick *, Athletics *, Throw
Power Points: Aikido, Baraqah, Capoeira, Jiu Jitsu, Ninjitsu,
Shotokan Karate, Spanish Ninjitsu, Tai Chi Chuan, Western Kickboxing,
Wu Shu, Chin Na, Dirty Fighting, Hapkido 1, Any 2
School System Power Points: Inner, Hunter, Karate, Kung Fu 1, Any
2
Description: This move is an advanced version of the Throw special
move. Instead of using their shoulders or hips to throw an opponent
the fighter grabs the opponent and then rolls backward onto the ground
- planting a foot on the opponent's chest to heft them up and over.
The victim of the Back Roll Throw ends up tossed behind the attacker.
System: The move is quicker than a basic Throw and the opponent
can be thrown farther. The victim can be thrown a number of hexes equal
to the attacker's Strength + Kick technique.
Cost: None Speed:
-1 Damage: +4 Move: One
Source: Core Rulebook
Barrel Roll Throw
Requirements: Grab **, Athletics **, Back Roll Throw
Power Points: Hapkido 1, Aikido, Baraqah, Jiu Jitsu, Chin Na
2
School System Power Points: Military, Inner, Mystical 2, Grappler,
Capoeira 3, Any 4
Description: In a stunningly fluid motion a fighter rolls around
an opponent and takes hold of them using the momentum of the spin to
throw the opponent.
System: The fighter needs one success on a Grab check to establish
their grip. They can then throw their opponent a number of hexes equal
to strength -1 in a straight line of their choosing.
Cost: None Speed: +0 Damage: +4 Move:
1
Source: New Legends
Bear Hug
Requirements: Grab **
Power Points: Native American Wrestling, Pankration, Sanbo, Sumo
Wrestling, Wrestling 1, Animal Hybrid, Bando, Dirty Fighting 2, Any
3
School System Power Points: Grappler, Inhuman 2, Any 3
Description: Grab that irritatingly quick little fighter and
crush them into your chest until their bones rattle. The Bear Hug is
an old standby for many wrestlers and a few other stylists have decided
to adopt it as well.
System: The Bear Hug is a sustained hold.
Cost: None Speed:
-1 Damage: +3 Move: One
Source: Core Rulebook
Bite [hybrid
maneuver]
Requirements: Grab **, Athletics *
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The hybrid uses their ripping jaws to bite into
their opponent.
System: The hybrid must enter their opponent’s hex to inflict
damage. Use the modifiers below. This inflicts aggravated damage.
Cost: none Speed: -1 Damage: +1 Move:
1
Source: Player’s Guide
Bite
Hold [hybrid maneuver]
Requirements: Grab ***, Athletics **, Ripping Bite
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: This maneuver, which most street fighters consider
little more then pure bestial instinct, is common in the animal kingdom.
The hybrid grabs ahold of their foe and bites into them. Unlike Ripping
Bite the objective isn't to tear the opponent apart but to keep holding
and inflict injury through constriction and blood loss. These bites
are always excruciatingly painful - as anyone who has been bitten by
a snapping turtle can attest.
System: This is a sustained hold with a maximum duration of twice
the attacker's Grab technique. The attacker must specify the location
of their bite. The head and neck are small targets and are thus difficulty
8 but the resulting penalties accumulate every other round. Otherwise,
at the end of every third round the hold is maintained the defender
temporarily loses a point of either Dexterity or Stamina - starting
with Dexterity and alternating each time. These penalties last until
the defender is healed through Regeneration or at a rate of one per
day of rest.
Cost: 1 Willpower
Speed: -1 Damage: +1 Move: one
Source: editor
Brain Cracker
Requirements: Grab **, Punch *
Power Points: Boxing, Kabbaddi, Native American Wrestling, Pankration,
Sanbo, Thai Kickboxing, Western Kickboxing, Wrestling, Bando, Dirty
Fighting 1, Any 2
School System Power Points: Boxing, Kickboxing 2, Grappler, Dirty
Fighting, Mystical 3
Description: Defeating an opponent isn't enough for some fighters.
They want to drive some sense into their opponents' brains. A fighter
employing the Brain Cracker grabs their opponent's hair, ear, or nose,
pulls the head down, and rains smashing punches into the skull or drives
elbows into their face.
System: This is a sustained hold that allows the fighter to punch
a held opponent each turn the hold is maintained. The damage for the
move is based on the fighter's Punch technique instead of his Grab technique.
Cost: None Speed:
+0 Damage: +2 Move: One
Source: Core Rulebook
Bulldog
Requirements: Grab **, Athletics *, Jump
Power Points: Wrestling, Pankration, Native American Wrestling,
Sanbo, Lua, Jiu Jitsu 1, Any 2
School System Power Points: Grappler 2, Any 3
Description: The Bulldog is a classic offensive wrestling move
designed to take the wrestler’s opponent to the mat face-first. First
the wrestler grabs his opponent behind the neck and jumps forward. As
they do they push down on the opponent’s head and shoulders to force
them into the ground head first.
System: Both fighters are knocked down. After establishing the
grab the wrestler and his foe move up to three hexes forward and end
up adjacent to one another.
Cost: none Speed: +0 Damage: +3 Move: 1 (see
above)
Source: editor
Bushin Lightning Drop
Requirements: Grab ***, Athletics ***, Jump, Bushin Flip
Power Points: Wu Shu, Ninjitsu, Spanish Ninjitsu, Kung Fu 3
School System Power Points: Wu Shu, Hunter, Kung Fu 3, Kickboxing
4
Description: A bushin fighter develops the speed and strength
to flip into their target, grab them, and, using sheer torque, throw
their opponent to the ground.
System: The flip to start this technique is considered an aerial
maneuver and flies over projectiles. The victim is thrown two hexes
back and knocked down.
Cost: 1 Willpower Speed:
-1 Damage: +2 Move: +3
Source: sfrpg.com
Butterfly Drum
Requirements: Grab ***, Athletics ***, Punch **, Butterfly Cartwheel
Power Points: Silat, Savate, Baraqah, Kung Fu, Majestic Crow
Kung Fu 3, Ninjitsu, Spanish Ninjitsu 4, Any 5
School System Power Points: Karate, Kung Fu, Kickboxing, Hunter
4, Any 5
Description: This flashy, if effective, maneuver starts with
a quick grab and uppercut that throws the opponent off balance. As the
foe stumbles back his attacker flips up into a perpendicular Butterfly
Cartwheel and smashes into him taking both to the ground.
System: The attacker needs two successes on a grab check to get
their opponent into position. The quick Jab (use the fighter’s damage
rating for that maneuver) needs not do damage to continue the maneuver
– that is primarily what the grab is for – but if it does the defender
cannot abort or interrupt to attempt to avoid the second damage portion
of this maneuver. Use athletics for damage that cannot be negated by
Breakfall as the attacker falls onto their opponent. Both fighters end
the round in the same hex and are knocked down – unpreventable.
Cost: 1 Willpower Speed: -2 Damage: +5 Move: 1
Source: editor
Choke Throw
Requirements: Grab ***, Athletics **, Jump
Power Points: Spanish Ninjitsu 1, Lua, Pankration, Dirty Fighting
2, Any 3
School System Power Points: Hunter 1, Grappler, Dirty Fighting
2, Any 3
Description: The fighter leaps up and either catches their opponent
in midair or executes their maneuver upon landing. Either way the result
is the same. The fighter uses momentum to hurl their opponent to the
ground.
System: This can be used to interrupt an opponent performing
an aerial maneuver or to attack a standing opponent. Either way this
is considered an aerial maneuver itself and is executed by jumping into
the target’s hex and attempting to grab them. A single success on a
Grab check is needed to establish the hold.
Initial damage is listed below in two parts. The first is for the fall
itself and is increased by 1 per two hexes fallen. The second is for
constriction as the attacker begins strangling the defender. If the
defender takes any damage from either check they suffer a knockdown
with both fighters occupying the same hex. Because the attacker holds
the defender during the fall negating the first damage test with Breakfall
is impossible.
After the first round using the speed and damage for Neck Choke for
the sustained hold.
Cost: 1 Willpower Speed: -1 Damage:
+3/+2 Move: +0
Source: Secrets of Shadoloo
Crescent Lunge
Requirements: Grab ***,
Athletics ***
Power Points: Baraqah 2, Judo, Kung Fu, Ler Drit 3, Any 4
School System Power Points: Grappler, Kung Fu, Ler Drit 3, Any
4
Description: The fighter grabs their opponent by the shoulders
and kicks off the ground while still holding them into a near handstand.
As they drop back the fighter’s legs are held out in front of them to
crash into their foe’s lower body with thunderous force. Combined with
the pull on their upper body this lifts the opponent off their feet.
The attacker then rolls under their opponent as they fly so as not to
be squished.
System: This maneuver requires two successes on a Grab check
to get into position. Use athletics for damage although Breakfall may
negate half of it – this maneuver considers half the damage inflicted
to be from the hard fall. Both fighters switch hexes and are knocked
down.
Cost: 1 Willpower Speed: -2 Damage:
+5 Move: 1
Source: editor
Crucifix Powerbomb
Requirements: Grab ***, Athletics ***, Powerbomb
Power Points: Wrestling, Lua 4
School System Power Points: Grappler 5
Description: In order
to perform the Crucifix Powerbomb the wrestler first gets their opponent
into a Crucifix hold. This hold has the victim held on the wrestler’s
back, face up, with both arms locked at the shoulders and forced into
a cross position. Then the wrestler delivers the Powerbomb by heaving
their foe to the ground head and neck first.
System: In order to perform this Powerbomb the wrestler needs
three successes on a Grab check to get their opponent into position.
After establishing the hold the wrestler may then move up to two hexes
in any direction to perform the Powerbomb.
A Crucifix hold is functionally the same as a Fireman’s Carry.
Cost: 1 Willpower Speed: -2 Damage: +6 Move:
1
Source: editor
D.D.T.
Requirements: Grab ***, Athletics **, Jump, Facelock
Power Points: Wrestling, Pankration, Lua 3
School System Power Points: Grappler 3, Military 4
Description: The D.D.T., which is known by many names and has
more variations then the average wrestler has costumes, is built from
a basic Facelock. After establishing this lock the wrestler springs
back allowing their opponent’s head to impact with the ground as they
land.
System: After establishing the lock the wrestler typically falls
back into the hex behind them to deliver damage. Both fighters are knocked
down in the same hex. This knockdown cannot be prevented.
Cost: 1 Willpower Speed: -1 Damage: +4 Move: 1
(see above)
Source: editor
Death Roll [hybrid maneuver]
Requirements: Grab ***, Athletics ***, Bite Hold
Power Points: Animal Hybrid 4
School System Power Points: Inhuman 4
Description: The Death Roll is the death blow used by crocodiles
and alligators the world over. They grab their prey in a vise grip and
drag them underwater. Once there they roll over and over until their
victim expires.
System: This is a sustained hold and requires a body of water.
On the first round the attacker grabs their intended target in the bite
lock using the +2 damage modifier below. In the following round, provided
the hold is maintained, the attacker then makes a contested strength
roll against the defender (difficulty 7 for the defender if they are
knocked down). No damage is inflicted at this time. If the strength
roll succeeds the attacker drags the defender up to two hexes backwards.
Repeat this process until the attacker reaches the intended body of
water.
Once underwater the rolling begins and the hold inflicts damage using
the second damage modifier below. The defender automatically begins
drowing - suffering aggravated damage each round - if any damage from
the hold goes unsoaked.
Cost: 2 Willpower Speed: -2 Damage: +2/+9 Move:
see above
Source: editor
Death Throw
Requirements: Grab ***, Throw
Power Points: Ler Drit, Judo 1, Any 2
School System Power Points: Ler Drit, Grappler 1, Any 2
Description: The fighter grabs his victim, draws him over his
head, and then smashes him to the ground.
System: The victim lands in an adjacent hex and suffers a knockdown.
Cost: 1 Willpower Speed: -2 Damage:
+4 Move: one
Source: S.A.Sh.-
HQ
Death Valley Driver
Requirements: Grab ****, Athletics ***, Fireman’s Carry
Power Points: Bando, Dirty Fighting, Lua, Wrestling, Special
Forces 5
School System Power Points: Military, Grappler 5
Description: The Death Valley Driver, or D.V.D., is known by
a number of different names but all share the same core mechanics. The
wrestler hoists their unlucky victim up onto their shoulders using both
arms to secure them then pulls the opponent’s head down and falls in
that direction driving the victim into the ground head first.
System: For each point of Strength that the attacker has over
the defender this maneuver inflicts an extra +1 damage. The defender
is knocked down in the same hex as their attacker. Because the attacker
holds the victim and falls into them the damage cannot be negated with
Breakfall and the knockdown cannot be prevented.
In order to perform the Death Valley Driver the victim must first be
placed into a Fireman’s Carry. The Driver can be performed in the same
round with two successes on a Grab check but the wrestler sacrifices
all movement.
Cost: 2 Willpower Speed:
-2 Damage: +5 Move: 1
Source: editor
Disengage
Requirements: Grab **, Athletics **
Power Points: Ninjitsu, Chin Na 1, Lua, Native American Wrestling,
Pankration, Sanbo, Spanish Ninjitsu, Wrestling, Bando 2, Tai Chi Chuan
3, Any 4
School System Power Points: Hunter 1, Grappler 2, Dirty Fighting,
Inner 3, Any 4
Description: This maneuver utilizes a fighter's flexibility and
quickness to extract themselves from an opponent's grasp.
System: A fighter may play this move during any combat turn in
which they are in a sustained hold and constitutes that character's
action for that round. The captive fighter rolls a second time to try
to escape from their captor using their Dexterity versus their opponent's
Strength. If they escape they may immediately move away using the movement
modifier listed below.
Cost: None Speed:
+1 Damage: None Move: -2
Source: Player’s
Guide
Dislocate Limb
Requirements: Grab ***, Kick **, Athletics *
Power Points: Baraqah, Capoeira, Lua, Pankration, Ninjitsu, Chin
Na, Dirty Fighting 2, Jiu Jitsu, Kabbaddi, Native American Wrestling,
Sanbo, Special Forces, Silat, Tai Chi Chuan, Wrestling 3
School System Power Points: Grappler, Dirty Fighting 2, Mystical,
Military, Capoeira 3
Description: Jumping forward the fighter grasps their opponent's
arm tightly with both of theirs. They then lift one leg into the pit
of the opponent's arm and pull with all of their strength. This pulls
the shoulder joint loose from it's socket; causing incredible pain and
rendering the arm useless until reset.
Very little damage is inflicted by this maneuver but it is an effective
way to deal with an opponent who specializes in punches. Depending on
the venue this could be seen as a dishonorable tactic.
System: The turn after a fighter's shoulder has been dislocated
they suffer a -3 speed penalty as they are forced to pop the arm back
into it’s regular position. Any punches used while the arm is dislocated
have a -2 damage modifier as the fighter attempts to return some feeling
to the arm. Alternately, they can choose not to relocate the arm and
only throw kicks until they take the time (and the -3 speed penalty)
to relocate the arm.
Cost: None Speed:
-1 Damage: +1 Move: +1
Source: Player’s
Guide
Double Slam
Requirements: Grab ***
Power Points: Scottish Highland Fighting 4
School System Power Points: Scottish Highland Fighting 3, Grappler 4
Description: Scottish Highlanders show off their strength with
this move where they pick their victim up, slam her to the ground, then
hoist her up again to slam her down again! Like all Highlander techniques
it's brutal and to the point.
System: The victim is hoisted overhead to land for the first
slam in the hex opposite where they were relative to the Highlander
then is returned to their own hex after the second slam. The Highlander
must move into the same hex to grab but steps back for the slams thus
effectively not moving from his original position. The victim is knocked
down. They also take separate damage from each individual slam.
Cost: 1 Willpower Speed: - 1 Damage:
+0, -3 (second slam) Move: One
Source: Scottish Highlander Fighting
Dragon Drop
Requirements: Grab ***, Athletics **, Kick ***
Power Points: Wu Shu 3, Capoeira 4, Any 5
School System Power Points: Wu Shu 3, Capoeira, Kickboxing 4, Any
5
Description: In a seemingly impossible chain of movement the
fighter grabs hold of their opponent and flings themselves up and over
him - doing a 180 degree turn while directly above them. On their descent
the fighter uses their forward momentum to slam a powerful kick to back
of their opponent’s head or back.
System: The attacker needs to score at least two successes on
a grab check to get into position. Use the modifiers below and the opponent
is forced forward as many hexes equal to attacker’s strength and knocked
down. The attacker ends the round one hex behind where the defender
was standing at the time the kick was delivered.
Cost: 1 Willpower Speed: +0 Damage:
+4 Move: One
Source: New Legends
Elbow Crusher
Requirements: Grab **, Athletics *, Jump, Elbow Smash
Power Points: Savate, Kung Fu, Western Kickboxing 2
School System Power Points: Kung Fu, Kickboxing 3
Description: This head knocking move has the fighter jump onto
his opponent’s shoulders, wrap their legs around their head, and begin
smashing their elbows into his head repeatedly.
System: This is a sustained hold. If the victim is knocked down
the grabber also suffers half damage from the move inflicting knockdown.
Cost: 1 Willpower Speed: -1 Damage: +2 Move: 2
Source: editor
Eye Rake
Requirements: Grab *, Punch *
Power Points: Animal Hybrid, Lua, Ninjitsu, Bando, Dirty Fighting
1, Any 2
School System Power Points: Inhuman, Dirty Fighting 1, Any 2
Description: In a truly desperate move the fighter clenches their
fingers into a claw and rakes them across their opponent's eyes. The
pain caused by this is incredible but usually does not result in any
permanent damage.
Few Street Fighters use this attack as it is considered extremely poor
form. Nonetheless, it has often meant the difference between winning
and losing a match.
System: Very little damage results from this attack but for the
next turn the opponent must fight blind. If their Blind Fighting skill
is zero they are effectively dizzied.
A fighter forced to resort to this desperate move loses one temporary
Honor point. If an Eye Rake is used in a tournament they will also lose
one temporary Glory point.
Cost: None Speed:
+2 Damage: -3 Move: +0
Source: Player’s Guide
Facelock
Requirements: Grab **
Power Points: Wrestling, Native American Wrestling, Sanbo, Pankration,
Lua 2
School System Power Points: Grappler 3, Any 4
Description: Unlike the Sleeper a Facelock is intended to inflict
pain by forced contortion rather then oxygen depravation. The wrestler
wraps their arm around their opponent’s head and secures the lock by
holding the wrist on their wrapping arm with their other hand.
System: This is a sustained hold.
Cost: none Speed: +1 Damage: +2 Move: 1
Source: editor
Face Slam
Requirements: Grab **, Strength ****
Power Points: Native American
Wrestling, Sumo Wrestling 2, Sanbo, Bando, Dirty Fighting 3, Any 5
School System Power Points: Grappler 2, Dirty Fighting 3, Any 4
Description: This maneuver requires tremendous upper body strength.
Basically the fighter palms his opponents face, lifts him in the air
and slams him face-first into the ground. The World Warrior E. Honda
has worked this maneuver into a frightening combination.
System: Use the modifiers below. If any damage is done the opponent
suffers a knockdown.
Cost: None Speed:
-1 Damage: +3 Move: 1
Source: Storyteller’s Screen
Fireman’s Backbreaker
Requirements: Grab ***, Athletics **, Back Breaker, Fireman’s
Carry
Power Points: Wrestling 2, Bando, Dirty Fighting, Lua, Special
Forces, Pankration, Jiu Jitsu, Sanbo 3
School System Power Points: Grappler 3, Military 4
Description: The wrestler first places their victim into a Fireman’s
Carry then heaves their victim over their head and kneels so that the
victim slams into the wrestler’s knee.
System: If used on the same round as the Fireman’s Carry the
wrestler needs two successes on a Grab check to get the defender into
position. The defender is knocked down in the hex in front of the wrestler.
Cost: 1 Willpower Speed: -1 Damage: +4
Move: 1
Source: editor
Fireman’s Carry
Requirements: Grab **, Athletics *
Power Points: Wrestling 1, Bando, Dirty Fighting, Lua,
Special Forces, Pankration, Jiu Jitsu, Sanbo 2
School System Power Points: Wrestling 1, Grappler 2, Dirty Fighting 3
Description: The Fireman’s Carry is a fairly basic Wrestling
maneuver. The wrestler scoops up their victim and drapes them horizontally
face down over their shoulders using one arm to hold the victim’s head
and the other to secure a leg. Typically the arm that holds the victim’s
head also locks down one arm.
System:This is a sustained hold that is tricky to break free
of due to it’s awkward position and limb pins. While sustaining the
Fireman’s Carry the wrestler may move up to one half of their athletics
in movement each round – walking speed at best – in order to position
the defender for one of the throws or drops utilized from this position.
Wrestling maneuvers that require Fireman’s Carry to learn also require
it to be used. In this case this maneuver is converted into a grab check
on the speed of the damaging maneuver if there is no delay in rounds
between setting up the Fireman’s Carry and performing the other maneuver.
There is no movement between the grab and the drop in these cases.
Cost: none Speed: +0 Damage: none Move:
1 (see above)
Source: editor
Fireman’s Gutbuster
Requirements: Grab ***, Athletics **, Fireman’s Carry
Power Points: Wrestling 2, Bando, Dirty Fighting,
Lua, Special Forces, Pankration, Jiu Jitsu, Sanbo 3
School System Power Points: Grappler 2, Dirty Fighting 3
Description:
The wrestler first places his victim in a Fireman’s Carry then pulls the head
forward and down while going into a quick kneel. This action forces the victim’s head into the wrestler’s knee as
well as driving their upper body into the wrestler’s shoulder. The snap of this action forces the wrestler
to release the victim who is thrown back by recoil.
System: If used on the same round as the Fireman’s Carry the wrestler
needs two successes on a Grab check to get the defender into position. The
defender is knocked down in the hex behind the wrestler.
Cost: 1 Willpower Speed: +0 Damage: +4
Move: 1
Source: editor
Fish Hook
Requirements: Grab *, Strength ***
Power Points: Any 2
School System Power Points: Any 2
Description: This is a brutal, almost cruel, technique has become
popular in the underground fighting world. A fighter hooks a finger
into an opponent’s mouth and does his best to rip their cheek out or
at the very least tear some facial muscles. Considered a dirty tactic,
many see fighters that use it to be completely dishonorable.
System: A fighter that wishes to use a Fish Hook must first have
their opponent in a sustained hold which permits access to the defender's
face. On the round it is used this maneuver's speed and damage apply
instead of the sustained hold's. Any damage dealt above the opponent's
Stamina counts as aggravated damage.
Cost: complete loss of honor points Speed: -2 Damage: +6 Move:
One
Source: New Legends
Flowering Crescendo
Requirements: Grab ***, Athletics *****, Flowering Smash
Power Points: Silat, Savate, Baraqah, Kung Fu, Hapkido, Majestic
Crow Kung Fu 3, Ninjitsu, Spanish Ninjitsu 4, Any 5
School System Power Points: Karate, Kung Fu 3, Hunter 4, Any 5
Description: This maneuver starts just like a Flowering Smash
but once on their target’s back the fighter kicks off her opponent into
a jump straight up and comes crashing back down feet first.
System: This maneuver requires two successes on a Grab check
to get into position. Both fighters are knocked down from this maneuver
in the same hex. The attacker rolls Grab to get into position then uses
Athletics for damage that can be negated with Breakfall at difficulty
8 (it is simply more difficult to tuck into a defensive posture with
someone driving their heels into your back).
Cost: 2 Willpower Speed: -2 Damage: +7 Move: 1
Source: editor
Flowering Smash
Requirements: Grab ***, Athletics ****, Back Roll
Power Points: Silat, Savate, Baraqah, Kung Fu, Hapkido, Majestic
Crow Kung Fu 2, Ninjitsu, Spanish Ninjitsu 3, Any 4
School System Power Points: Karate, Kung Fu 3, Hunter 4, Any 5
Description: Like a whirlwind of force this maneuver can take
an unsuspecting street fighter completely by surprise. The fighter grabs
their opponent by the head, neck, hair, etc and yanks them over then
launches themselves onto their back into a psuedo-Back Roll. Once there
they spin in place, grasp the head again, and fall taking their opponent
with them to the ground.
System: Both fighters are knocked down from this maneuver in
the same hex. The attacker rolls Grab twice – once to get into position
and the second time for damage. This maneuver requires two successes
on a Grab check to get into position.
Cost: 1 Willpower Speed: -2 Damage: +4 Move: 1
Source: editor
Flying Tackle
Requirements: Grab **, Athletics **
Power Points: Any 2
School System Power Points: Any 2
Description: The fighter launches into the air and slams into
his opponent, taking them both to the ground. This maneuver is considered
crude by many high ranking Street Fighters although it's effectiveness
cannot be denied.
System: Both the attacker and the defender suffer a knockdown
but only if damage is done. After impact both the attacker and defender
fly back two hexes and end the round on the ground occupying the same
hex. The attacker gains a +2 speed bonus to her next move if it is a
Grab maneuver and does not require the victim to be standing or jumping.
If the opponent stands before the wrestler can begin their grab this
bonus is forfeit.
Cost: None Speed:
-1 Damage:
+0 Move:
+2
Source: Storyteller’s
Screen
Giant Swing
Requirements: Grab ****, Athletics **, Ground Fighting
Power Points: Wrestling, Pankration, Sanbo, Lua, Jiu Jitsu 3
School System Power Points: Grappler 3
Description: A Giant Swing is a maneuver performed by the wrestler
against an opponent who is on the ground. They grab their foe by the
leg and swing them around. This maneuver may be used as a throw or to
simply smash the other fighter into the ground back-first.
System: The victim of the Giant Swing is knocked down. If thrown
the defender is launched a number of hexes equal to half the attacker’s
strength, rounded down, and suffers an additional number of damage dice
equal to that distance.
Cost: none Speed: -1 Damage: +3 (see above) Move:
1
Source: editor
Grab
Requirements: Grab *
Power Points: Any 1
School System Power Points: Any 1
Description: This is a relatively basic maneuver, in the sense
that it is a basic maneuver, known to Street Fighters and street
thugs alike. The fighter simply grabs their target with the intent to
hold them and can slowly inflict damage by squeezing although this maneuver
lacks the precision that special sustained holds possess.
System: This is a sustained hold. Grab may be used without inflicting
damage as long as the person being held does not struggle.
Cost: none Speed: +1 Damage: +0 Move: 1
Source: editor
Grappling Defense
Requirements: Grab ****
Power Points: Jiu Jitsu 2, Aikido, Baraqah, Lua, Native American
Wrestling, Pankration, Sanbo, Tai Chi Chuan, Wrestling, Chin Na, Hapkido
3, Jeet Kune Do, Kung Fu, Ler Drit, Majestic Crow Kung Fu, Silat, Bando
4, Any 5
School System Power Points: Grappler 2, Inner, Kung Fu, Karate
3, Any 4
Description: Wrestlers don't survive long unless they learn ways
to escape and counter the grabs and holds of their fellow wrestlers.
Other styles, such as the Kung Fu art of Chin Na or the Japanese art
of Jiu-Jitsu, formalize this grappling training.
System: Grappling Defense works similarly to a Block but it only
protects against Grab maneuvers. A fighter employing Grappling Defense
adds his Grab technique to his Stamina to determine his Soak total against
any Grab maneuver.
Grappling Defense can even be played each turn by a fighter trapped
in a sustained hold thereby minimizing the damage the hold inflicts.
This is not considered a block for purposes of speed bonuses.
Cost: None Speed:
+4 Damage: None Move: -1
Source: Core Rulebook
Ground Leglock
Requirements: Grab **, Punch ** or Kick **, Ground Fighting
(see below)
Power Points: Wrestling, Pankration, Sanbo, Lua, Jiu Jitsu 3
School System Power Points: Grappler 3
Description: This leglock is a defensive maneuver designed to
be utilized by a wrestler on the ground to eliminate the height advantage
of their opponent. When their opponent closes, say to perform a Pin,
the wrestler uses an arm or leg to wrap around the opponent’s ankle
and force them to the ground with a quick snap.
System: The defender is knocked down in the same hex as their
attacker. This may not be used against an aerial opponent. It can be
used as an abort maneuver by the ground wrestler but at a speed of +0.
If the wrestler on the ground also as Ground Fighting they may perform
this maneuver as if it’s base speed were +2 (not applicable when using
as an abort maneuver).
Cost: none Speed: +1 Damage: +2 Move: none
Source: editor
Hair Throw
Requirements: Grab ***, Athletics **, Throw
Power Points: Jiu Jitsu, Kung Fu, Majestic Crow Kung Fu, Ninjitsu,
Special Forces, Silat, Dirty Fighting 2, Any 3
School System Power Points: Grappler, Kung Fu, Hunter, Military,
Karate, Dirty Fighting 2, Any 3
Description: This throwing maneuver was invented hundreds of
years ago by a Mongolian tribe renowned for it’s acrobatic grappling
maneuvers. The tribe was assaulted by bands of thieving marauders who
would gallop in on horses and pillage the tribe's villages. Seeing that
the marauders wore their hair in long locks the tribe invented a technique
for running at a horseman, flipping up and over the horseman's head,
grabbing his hair from behind and throwing the marauder off his horse.
Various styles of Kung Fu and several Special Forces groups have since
picked up the technique.
System: The fighter must move into and straight through an opponent's
hex. The opponent can then be thrown (per the Throw maneuver) along
the same straight line the fighter initially used to move over their
opponent.
Cost: None Speed:
-2 Damage: +5 Move: Two
Source: Core Rulebook
Hangman’s Noose
Requirements: Athletics ***, Grab ***, Jump, Sleeper, Elbow Smash
Power Points: Special Forces, Sanbo 2, Shotokan Karate, Native
American Wrestling 3
School System Power Points: Military, Grappler 3, Karate 4
Description: The fighter jumps at their opponent, catches them
around the neck, then hangs off their back while squeezing the head
or throat.
System: The jump is considered an aerial maneuver that cannot
evade projectiles. This maneuver is a sustained hold that lasts up to
the attacker’s Stamina, in half, in rounds. On the first round the defender
must score at least one success on a Strength roll or be ripped off
their feet and suffer three extra dice in damage from the hard fall.
The defender cannot opt to automatically fail this roll (it is hardwired
for humans to try to keep their balance) but if they do the sustained
hold ends.
Every round the fighter applying this grab must inflict damage or lose
their grip and fall. Damage from the sleeper grip receives a +2 bonus
and automatically dizzies the victim if maintained for three rounds.
On the last round, or any prior if the attacker wishes, the defender
is slammed in the head by an Elbow Smash (Strength + Punch + 2) and
knocked down. This ends the hold.
Hangman’s Noose is established with a deliberately awkward angle to
make it difficult for the defender to shake the grappler. All attempts
to do so have +1 difficulty except for teleport maneuvers. Grappling
Defense is useless against this maneuver after the first round although
San He can prevent knockdown.
Cost: 1 Willpower per round Speed: -2 Damage: see above
Move: 1
Source: editor
Head Bite
Requirements: Grab **
Power Points: Animal Hybrid, Boxing, Dirty Fighting 1, Capoeira,
Lua, Pankration, Sanbo, Bando 2, Any 3
School System Power Points: Inhuman, Boxing, Dirty Fighting 1,
Capoeira, Grappler 2, Any 3
Description: Some Street Fighters either have a little vampirism
in them or, like Blanka, are just downright savage. It's a nasty move
but some fighters have been known to leap onto their opponents and bite
right into their necks.
System: This is a sustained hold and inflicts damage each turn
the hold is maintained.
Cost: None Speed:
+1 Damage: +3 Move: One
Source: Core Rulebook
Head Butt Hold
Requirements: Grab **, Head Butt
Power Points: Boxing, Kabbaddi, Sumo Wrestling, Thai Kickboxing,
Bando, Dirty Fighting 2, Any 3
School System Power Points: Boxing, Mystical, Grappler, Kickboxing,
Dirty Fighting 2, Any 3
Description: Las Vegas-style boxing doesn't allow head butts,
however, some fighters don't mind banging heads in the middle of a clinch.
Street Fighter boxers take this one step further by grabbing their opponents
and smashing them with repeated head butts.
System: The move is a sustained hold so the boxer gets to attack
their opponent each turn until the victim escapes.
Cost: None Speed:
-1 Damage: +3 Move: One
Source: Core Rulebook
Headlock
Requirements: Grab *
Power Points: Any 1
School System Power Points: Any 1
Description: A tried and true favorite. A fighter grabs their
opponent around the neck and holds them to cut off their air.
System: This is a sustained hold. It does no damage but if held
for three consecutive rounds the victim is dizzied.
Cost: None Speed:
-2 Damage: None Move: None
Source: New Legends
Headlock Kicks
Requirements: Kick *, Headlock
Power Points: Any 2
School System Power Points: Any 2
Description: While keeping their opponent in a headlock a fighter
then brings up their foot to kick them in the head.
System: Fighter must have their opponent in a sustained Headlock.
They may then roll Strength + Kick to do damage each round until either
the Headlock is broken or a number of rounds equal to their Grab rating
have passed.
Cost: None Speed: -1 Damage: +1 Move:
None
Source: New Legends
Head Slam
Requirements: Grab **, Athletics
**, Kick **
Power Points: Special Forces, Wu Shu 2, Thai Kickboxing, Western
Kickboxing, Majestic Crow Kung Fu 3, Any 4
School System Power Points: Military, Wu Shu 2, Kickboxing, Kung Fu 3, Any 4
Description: The fighter dares to defy gravity by grabbing their
opponent, jumping onto their shoulders and kicking off hard into a cartwheel
with such force the opponent is forced face first into the ground.
System: The attacker must score two successes on the grab check
to get into position. The defending fighter is knocked down. This maneuver
uses Athletics for damage. After jumping off their opponent the fighter
may move as many hexes as they would with a normal Jump.
Cost: 1 Willpower Speed: +0 Damage: +4 Move:
1 (see above)
Source: editor
Head Twist
(Dervish Eight)
Requirements: Grab ***, Athletics
****, Punch **
Power Points: Baraqah, Bando 2
School System Power Points: Karate, Mystical, Inner 3
Description: Daredevils of Bando love to confuse their opponents
with this tricky yet flashy maneuver. First the fighter leaps onto their
opponent’s shoulders, moves into a handstand, then falls behind their
opponent while holding their shoulders to violently spin them in place.
To add insult to injury the fighter concludes with a backhand punch
to their opponent’s head.
System: The attacker must score two successes on the grab check
to get into position. Punch Defense provides no protection from either
the grab or the backhand. Damage is considered double for the purposes
of determining a dizzy. The attacker ends their turn in the hex behind
the defender.
Cost: 1 Willpower Speed: +0 Damage: +3 Move:
1
Source: editor
Heel Hammer
Requirements: Grab **, Athletics **, Kick **
Power Points: Shotokan Karate, Bando 3, Any 4
School System Power Points: Karate 3, Any 4
Description: The fighter jumps onto their opponent and with their
feet braced against their foe leaps off pushing hard with both legs.
System: This maneuver cannot be used against an opponent on the
ground, in a sustained hold, or in the midst of an aerial maneuver.
The attacker needs to score at least one success on a Grab check to
get into position.
Once the grab is established the attacker kicks off using their Kick
technique for damage instead of Grab. Breakfall can negate up to half
the damage inflicted (this move is assumed to do half it’s damage from
the kick and half from the fall). Both fighters are moved two hexes
from their starting point in opposite directions and are knocked down.
Cost: 1 Willpower Speed: -2 Damage: +3
Move: 1
Source: editor
Hooligan Combo
Requirements: Athletics ***, Jump, Thigh Press
Power Points: Special Forces, Sanbo 2, Capoeira 3
School System Power Points: Grappler, Military 3, Wu Shu, Capoeira 4
Description: The fighter jumps at their opponent and catches
their head in a thigh press. The attacking fighter maintains their hold
after both fall to the ground.
System: The jump is considered an aerial maneuver. Both the fighter
and their victim are knocked down in the same hex with only half the
initial damage delivered from the fall itself. This is a sustained hold
with both fighters on the ground during the hold’s duration. The attacker
may choose to substitute their Athletics or their Kick technique instead
of Grab for damage in subsequent rounds.
Cost: 1 Willpower/round Speed: -2 Damage: +4 Move:
+1
Source: sfrpg.com
Improved Pin
Requirements: Grab ***, Athletics **, Pin
Power Points: Aikido, Baraqah, Jiu Jitsu, Lua, Wrestling, Hapkido
2, Kung Fu, Pankration, Silat, Special Forces, Tai Chi Chuan, Wu Shu
3, Any 4
School System Power Points: Inner, Mystical, Grappler 3, Any 4
Description: This is simply a refinement of the Pin technique.
System: The fighter may use an Improved Pin on any one target
in their hex or an adjacent hex regardless of whether the target is
knocked down or dizzy, using the modifiers below. In all other ways
it acts exactly like a Pin.
If both fighters are knocked down and the grappler has Ground Fighting
they may use the second movement rating (2) to move to their opponent
without standing up and attempt the improved pin.
Cost: 1 Willpower/first round Speed: +0 Damage: +2/+1 Move:
1 / 2 (see above)
Source: Contenders
Inza Drop
(Inuza Drop)
Requirements: Athletics ****, Grab ***, Wall Spring, Air Suplex
Power Points: Ninjitsu, Spanish Ninjitsu 3
School System Power Points: Hunter 3
Description: The ninja snatches up their unlucky victim, wall
springs and suplexes them. If there is no wall to spring off of the
ninja cannot perform an Inza Drop. The victim can be grabbed before
the wall spring but if they have Disengage they get a Dexterity test
to break free while the ninja is on the wall.
System: One success is needed on the initial Grab test to scoop
up the victim. The wall spring is an aerial maneuver and dodges projectiles
like a standard jump. Both the attacker and their victim end in the
same hex and are knocked down. Because of the speed the ninja is moving
at this maneuver cannot be used to interrupt an aerial maneuver their
target is performing (their intended target must be on the ground when
the ninja attempts to grab them). This maneuver can hit crouching opponents.
The ninja can perform the suplex in any hex they wish after the wall
spring thereby ending the maneuver.
Cost: 1 Willpower Speed: -1 Damage: +5 Move: +0/+2
Source: sfrpg.com
Iron Claw
Requirements: Grab *****
Power Points: Lua, Majestic Crow Kung Fu, Native American Wrestling,
Sanbo, Silat, Wrestling, Chin Na 4, Ler Drit 5
School System Power Points: Kung Fu, Grappler, Karate 4, Ler Drit
5
Description: The wrestler quickly grabs their opponent with one
hand, draws them in, and then places their other hand on the opponent's
face. The wrestler's hand clenches like a vise over the opponent's face;
each finger digging into a pressure point like the temples, under the
jaw, or even into the eyes. The sheer force of the squeeze causes intense
pain to the victim.
Wrestlers train for the Iron Claw by performing a variety of exercises
to increase their grip strength. One of the most popular involves dropping
and catching slabs of concrete. A wrestler takes a concrete block and
raises it over their head with both outstretched arms. They release
the block and then dart their hands down to catch it before it hits
the ground. Grasping the heavy concrete quickly builds tremendous hand
strength. Wrestlers then practice clapping their hands together after
they release the concrete and then still grabbing it before it hits
the ground. The clapping builds speed.
System: The Iron Claw is a sustained hold that uses the modifiers
listed below.
Cost: 1 Willpower on the first turn only. Speed: +1 Damage: +4 Move:
One
Source: Core Rulebook
Jaw Cracker
Requirements: Grab **
Power Points: Any 2
School System Power Points: Any 2
Description: This simple yet effective maneuver has helped plenty
of dentists put their kids through college. The fighter grabs his opponent
by the head, moves so that they are facing her with their back then
slams her head off his shoulder before heaving his foe over his head
and to the ground.
System: Both damage tests for this maneuver use the modifier
below. The victim is knocked down in the hex in front of the fighter.
Cost: none Speed: -1 Damage: +3 Move:
1
Source: editor
Jaw Spin [hybrid
maneuver]
Requirements: Grab ****, Athletics ***, Tearing Bite
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: This is truly a terrifying tactic to witness. The
fighter assumes a crouching stance and waits for their opponent's attack.
When the attack is launched the hybrid jumps, grips their assailant's
limb in their jaws, and clamps down while still moving.
System: To be successful the hybrid must be faster than their
opponent. Both fighters are knocked down in the same hex.
Cost: 1 Willpower Speed: +1 Damage:
+5 Move: None
Source: Player’s
Guide
Joint Break
Requirements: Grab *****, Joint Lock
Power Points: Chin Na 2, Lua, Sanbo 3
School System Power Points: Grappler, Karate, Military 3, Dirty
Fighting 4
Description: The fighter grabs one of his opponent's limbs and
twists it violently in a manner it was not meant to be - breaking the
joint. Breaking an opponent's limbs is considered very poor form in
most tournaments but is generally held to be acceptable in some dojos
as part of training. Such a sensei is quick to point out that students
who aren't ready to handle this maneuver have no business fighting.
System: If the victim takes any damage from this maneuver the
limb is broken until it heals. The break may be applied to a joint itself
or to a limb bone. If applied to the neck the victim will suffer airway
constriction and pass out within three turns. Such an injury always
results in death unless treated. Killing an opponent in this manner
costs the fighter a full rank of Honor.
Damage from this maneuver is always considered aggravated. Chi Kung
healing can fix the break if as many health levels are restored as the
Joint Break inflicted. Natural healing requires medical treatment to
set the break and twice as much time as normal. If the limb is not set
the fighter will suffer a permanent loss of 1 Dexterity as the bone,
tendons, and ligaments heal in an awkward manner.
Cost: 1 Willpower Speed: +0 Damage:
+2 Move: +0
Source: Warrior’s World
Joint Lock
Requirements: Grab ****
Power Points: Chin Na, Judo, Jiu Jitsu 2, Lua, Sanbo 3
School System Power Points: Grappler, Karate 3, Dirty Fighting 4
Description: The fighter grabs one of the opponent's limbs and twists
it around in a manner it was never meant to be - forcing their opponent to
the ground in pain. The Joint Lock is an advanced version of a classic hold
utilized by many in law enforcement to prevent someone from striking back.
System: This is a sustained hold. For the duration of the Joint Lock
the victim is considered to be crouching and cannot use the locked limb though
they may attack with another limb by spending a point of Willpower.
The damage from a Joint Lock is stun damage only although it is extremely
painful. Even if the victim is incapacitated from the pain they will not be
physically damaged by it. Armor and abilities which modify the defender's
soak total do not effect the damage taken from this.
Cost: None Speed:
+1 Damage:
+1/+0 Move: +0/One
Source: Warrior’s World
Judo Throw
Requirements: Grab **, Throw
Power Points: Judo 1, Chin Na, Hapkido, Dirty Fighting, Special
Forces 2, Any 3
School System Power Points: Grappler 1, Karate, Inner, Dirty Fighting,
Military 2, Any 3
Description: This is an improved throw using the opponent's momentum
to hurl them. It is a classic martial arts move frequently taught in
self-defense classes and amongst law enforcement. It is a fast maneuver
(for a grab) but it's speed is an offshoot of the fact that is a reactionary
move.
System: The fighter employing this maneuver must interrupt their
opponent's attack. The fighter can throw his victim up to his strength
in hexes plus one additional hex if the victim was rushing them. The
victim is knocked down.
Cost: none Speed: +0 Damage: +3 Move:
One
Source: S.A.Sh.- HQ
Jumping Power Throw
Requirements: Grab ***, Jump, Judo Throw
Power Points: Judo 2, Kung Fu, Special Forces 3, Any 4
School System Power Points: Grappler 2, Kung Fu, Military 3, Any
4
Description: The Judoka grabs his opponent as if it perform a
Judo Throw and jumps high into the air. From there he throws her over
his shoulder and lets her crash to the floor. The Power Throw is a slower
interrupt but packs more of a punch.
System: Like using Judo Throw the fighter must interrupt their
opponent. The jump is vertical and ends in the same hex where it started.
The victim lands in an adjacent hex and suffers a knockdown even if
no damage is inflicted. Projectile attacks cannot be dodged with this
maneuver.
Cost: 1 Willpower Speed: -1 Damage:
+5 Move: one
Source: S.A.Sh.- HQ
Knee Basher
Requirements: Grab **, Kick *
Power Points: Capoeira, Pankration, Special Forces, Thai Kickboxing,
Western Kickboxing, Wrestling, Bando, Dirty Fighting 2, Any 3
School System Power Points: Capoeira, Grappler, Military, Kickboxing,
Dirty Fighting 2, Any 3
Description: This move resembles the Brain Cracker except that
the wrestler grabs his opponent's head and doubles her over in order
to knee her in the head. Capoeira stylists practice this move by holding
coconuts in one hand and crushing them with their knees.
System: This move is a sustained hold and even if the opponent
is lucky enough to escape they are considered knocked down and suffer
a -2 speed penalty the turn after freeing themselves. Damage for the
Knee Bash is calculated using the fighter's Kick technique instead of
Grab.
Cost: None Speed:
-1 Damage: +4 Move: One
Source: Core Rulebook
Leg
Scoop
Requirements: Kick ****, Strength ***, Grab ***, Throw
Power Points: Wu Shu, Silat, Thai Kickboxing, Western Kickboxing,
Native American Wrestling, Capoeira 3, Majestic Crow Kung Fu 4
School System Power Points: Wu Shu, Karate, Kickboxing, Grappler,
Capoeira 3, Kung Fu 4
Description: In one graceful yet powerful motion a fighter whirls
backward bringing a heel up into their opponent’s midsection and then
using sheer momentum to throw them.
System: Use the modifiers below. The target of this attack is
knocked down in any adjacent hex the attacker wishes to deposit them.
Cost: 1 Willpower Speed: -2 Damage:
+4 Move: One
Source: New Legends
Leglock
Requirements: Grab **
Power Points: Wrestling, Lua 1, Any 2
School System Power Points: Grappler 1, Any 2
Description: The
Leglock is a basic wrestling maneuver. The
fighter holds their opponent in a vice-grip with their legs and squeezes.
Although this is commonly performed with both the wrestler and their
victim on the ground a Leglock can be applied at any time the fighter has
the opportunity to do so although such cases are no doubt awkward at best.
System: This is
a sustained hold. If the lock is established on the victim’s head and neck
it will automatically inflict a dizzy if maintained for three rounds. Traditionally
both the wrestler and the defender are knocked down during the hold.
Cost: none Speed: +1 Damage: +1 Move: 1
Source: editor
Leg Smash
Requirements: Grab ***, Athletics ***, Leglock
Power Points: Jiu Jitsu, Tae Kwon Do, Lua 1, Wrestling 2, Any
3
School System Power Points: Grappler, Kickboxing 2, Any 3
Description: The Leg Smash is a sustained Leglock with a vicious
demeanor. Instead of simply holding their opponent and hoping that pressure
forces them to surrender the fighter uses pure lower body strength to
smash their opponent into the ground or a nearby object. It takes considerable
strength to successfully perform this maneuver.
System: This is a sustained hold and functions much like Leglock.
The attacker uses their Athletics for damage instead of Grab and has
a penalty to damage equal to one point for each dot of Strength their
opponent has over them.
Cost: 1 Willpower
Speed: -1 Damage: +4 Move: 1
Source: editor
Leg Twist
(Fatal Leg Twister)
Requirements: Grab ****, Kick **, Hooligan Combo, Back Roll Throw
Power Points: Special Forces 3, Ninjitsu 4
School System Power Points: Military 3, Hunter 4
Description: Gradually fighters developed the Hooligan Combo
into a rolling throw. This variation sees the fighter run to their target,
jump, and catch them in the thigh press, but instead of applying a sustained
hold they roll and throw their unfortunate victim with a single powerful
kick.
System: The fighter wishing to perform a Leg Twist must have
two open hexes between themselves and their target to run and get up
to speed. This maneuver scores two damage tests. The first is the Thigh
Press and subsequent slamming to the ground, which has a +4 damage modifier.
The second is from the back roll throw immediately afterwards and has
a +5 modifier.
The victim of a Leg Twist is thrown a number of hexes equal to their
attacker’s Strength. Both participants are knocked down.
Cost: 2 Willpower Speed:
-2 Damage: +4/+5 Move: -1
Source: sfrpg.com
Leverage
Requirements: Grab *
Power Points: Sanbo, Judo 1, Any 2
School System Power Points: Grappler 2, Any 3
Description: Leverage is a very painful maneuver although it
inflicts little damage. The fighter pounces on a downed opponent seizing
a limb and applying pressure with their body as they pull the limb in
order to inflict pain.
System: The opponent must be in a knockdown position. This means
the fighter must hit him down at the end of one round and apply the
Leverage in the next one or have a teammate inflict knockdown first.
Doing this the fighter is now, too, in a knockdown position sharing
the same hex. If the attacker first applies a Pin they may add that
maneuver's bonus to maintain the hold each round.
A person in Leverage can only try to get out with half their strength
unless they also have Ground Fighting. After 3 rounds in the hold the
defender is automatically dizzied from pain. If used outside the ring
to extract information the fighter loses 1 temporary Honor per round
the hold is maintained.
Cost: none Speed: +0 Damage: -2 Move:
One
Source: S.A.Sh.- HQ
Mandara Twist
Requirements: Grab ***, Athletics *, Kick Defense
Power Points: Wrestling, Native American Wrestling, Lua 2, Savate,
Thai Kickboxing, Bando 3
School System Power Points: Grappler 3, Savate, Kickboxing, Karate 3, Kung Fu, Capoeira 4
Description: A Mandara
Twist is a legwhip performed by grabbing the opponent’s leg, holding
it parallel to the ground then spinning it with enough force to rip
her off her feet.
System: Mandara Twist is a conjunction maneuver with Kick Defense.
Kick Defense must be chosen as the action for that round and not as
an abort maneuver. During that round the defending fighter will have
two speed values. The first is for Kick Defense and the second is for
Mandara Twist. At the time the defending fighter wishes to initiate
the Twist they must be faster then the kick which they are attempting
to interrupt. The victim is knocked down one hex to the left or right.
For more details on conjunctions see Ankle Smasher.
Cost: none Speed: -1 Damage: +2 Move:
1
Source: editor
Monkey Flip
Requirements: Grab ***, Athletics ****, Back Roll Throw
Power Points: Wrestling, Lua 3, Majestic Crow Kung Fu 4, Spanish
Ninjitsu, Capoeira, Special Forces 5
School System Power Points: Grappler 3, Kung Fu 4, Hunter, Capoeira,
Military 5
Description: It takes a certain skill (or suicidal tendency)
to attempt a Monkey Flip in a street fighting arena. The wrestler clasps
their opponent behind the head and springs up placing their feet against
the abdomen. Then they fall pulling their victim to the ground and kick
up launching them into a gut-busting throw. Damage is dealt both by
the contortion on the initial pull and the hard landing.
System: Performing a Monkey Flip without a means to hold the
target steady increases the difficulty of the damage roll to 7. The
fighter may add up to half of their Athletics technique, rounded down,
to this roll.
Both fighters are knocked down and the victim is thrown back in a straight
line a maximum number of hexes equal to the attacker’s Strength. Unlike
the Rising Storm Crow the damage tests are not combined for the purposes
of dizzying the victim.
Cost: 1 Willpower Speed: -2 Damage: +2/+4 Move: 1
Source: editor
Neck Choke
Requirements: Grab ***
Power Points: Jiu Jitsu, Native American Wrestling, Special Forces,
Wrestling, Hapkido 1, Lua, Pankration, Sanbo, Dirty Fighting 2, Any
3
School System Power Points: Grappler, Military 1, Dirty Fighting,
Inner, Hunter 2, Any 3
Description: The fighter grabs their opponent and applies a strangling
Neck Choke. Big fighters like T. Hawk prefer to lift their opponents
off the ground as they apply the hold.
System: The Neck Choke is a sustained hold.
Cost: None Speed:
-1 Damage: +3 Move: One
Source: Core Rulebook
Old Faithful
Requirements: Grab *****, Athletics *****, Powerbomb
Power Points: Wrestling, Native American Wrestling, Sanbo, Lua
5
School System Power Points: Grappler 5
Description: Old Faithful, like the famous geyser, is a slow
but brutal technique of repeatedly Powerbombing one’s opponent until
he submits or is knocked unconscious.
System: This is a sustained hold. Each round the wrestler performs
a Powerbomb on the defender. It can be sustained for a maximum number
of rounds equal to one half the wrestler’s stamina, rounded down. If
the wrestler fails to do any damage they suffer one point of damage
themselves and release the defender who is knocked down in the same
hex.
Cost: 1 Willpower per round Speed: -2 Damage: +6
Move: 1
Source: editor
Pile Driver
Requirements: Grab ***, Athletics *
Power Points: Sanbo 2, Native American Wrestling, Special Forces,
Wrestling 3, Any 4
School System Power Points: Grappler 3, Any 4
Description: The Pile Driver is an advanced grappling move that
takes a lot of training to execute against a live opponent. The wrestler
must grab his opponent and invert her body so that the opponent's head
is between the wrestler's legs and the opponent's legs extend above
the wrestler's head. The wrestler then jumps up and raises his legs
into a seated position. When the wrestler and his victim land the opponent's
head hits first.
System: The victim of a successful Pile Driver also suffers a
knockdown.
Cost: None Speed:
-2 Damage: +4 Move: One
Source: Core Rulebook
Pin
Requirements: Grab **
Power Points: Aikido, Jiu Jitsu, Lua, Pankration, Tai Chi Chuan,
Wrestling, Hapkido 2, Baraqah, Jeet Kune Do, Kung Fu, Shotokan Karate,
Silat, Wu Shu, Chin Na 3, Special Forces 4, Any 5
School System Power Points: Inner, Grappler 2, Kung Fu, Karate
3, Military 4, Any 5
Description: Jiu
Jitsu practitioners learn many ways to hold someone immobile. To perform a
Pin the target must be knocked down or dizzy. The fighter moves into their opponent's hex and attacks. Two successes
are needed to establish the pin.
System: This is
a sustained hold. If the defender
is held on the ground they may not use Disengage to break free unless they
also have Ground Fighting. On rolls to maintain the hold the grappler rolls
an extra two dice.
Cost: 1 Willpower Speed: -1 Damage: +2/+0 Move: none
Source: Contenders
Powerbomb
Requirements: Grab ****, Athletics ***
Power Points: Wrestling, Native American Wrestling, Sanbo, Lua
4
School System Power Points: Grappler 4
Description: A Powerbomb is a wrestling move that carries a hefty
punch and serves to showcase the fighter’s strength and stamina. It
is typically performed in the following sequence. The wrestler places
their foe’s head between their thighs then lifts her up onto his shoulders.
He then slams her down to the ground.
System: The victim of the Powerbomb suffers an unpreventable
knockdown. Although the damage from this maneuver comes from hitting
the ground it cannot be negated via Breakfall as the wrestler holds
the victim in a contorted body lock as they fall.
Cost: 1 Willpower Speed:
-2 Damage: +6 Move: 1
Source: editor
Reverse Suplex
Requirements: Grab ****, Suplex
Power Points: Sanbo 3, Any 4
School System Power Points: Grappler 3, Any 4
Description: It is similar to the normal suplex but instead of
rotating his body after lifting his opponent over his head the fighter
falls backwards smashing the victim into the ground and crushing himself
into him.
System: The opponent lands in one of the rear three hexes and
suffers a knockdown.
Cost: none Speed: +0 Damage: +4 Move: one
Source: S.A.Sh.-
HQ
Rising Storm Crow
Requirements: Grab ***, Athletics ***, Throw
Power Points: Majestic Crow Kung Fu 4, Kung Fu 5
School System Power Points: Kung Fu 4, Dirty Fighting 5
Description: The Rising Storm Crow is a devastating maneuver
based on the same principles of leverage seen in the Thigh Press only
taken a step further. The fighter charges and grabs anything at hand
on the front of her target (lapels, hair, ears). They then launch into
a forward flip directly over their opponent. As they land in a crouched
position (still facing the direction they started in) the fighter bends
their opponent over backwards and pulls them over their head using the
momentum of the leap to fling them tumbling through the air. Damage
is caused by both the forced backward contortion and the impact of the
landing. Successful repetition of this maneuver can easily batter an
opponent senseless.
System: The fighter must start at least two hexes away from their
target and can throw them in a straight line forward for as many hexes
as they have Strength. The target takes two damage tests: one at the
fighter's (Strength + Grab) -3 when the forced flip is initiated and
then another using twice the fighter's Strength when the target lands:
(Strength x 2) + Grab. The opponent suffers a knockdown irregardless
of damage. Both damage tests combine to determine if the victim is dizzied.
Cost: 1 Willpower Speed: -3 Damage:
see above Move: +2 (minimum Move 2)
Source: The Perfect
Warrior
Ripping Bite [hybrid
maneuver]
Requirements: Grab ***, Bite
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: Animal hybrid Street Fighters often use their jaws
as weapons. The fighter chomps down on the limb he wishes to weaken
and then tries to tear the muscles and ligaments from their connecting
tissue. It is because of this maneuver (and others like it) that animal
hybrids are looked down upon in and out of tournaments.
System: The fighter leaps forward and indicates which limb they
wish to strike. A successful roll inflicts damage and causes the target
to suffer a -1 penalty on both Strength and Dexterity when using maneuvers
requiring that limb for the remainder of combat. This maneuver can be
performed multiple times on the same opponent but only one bite per
limb is effective.
Cost: 1 Willpower Speed: -1 Damage:
+1 Move: One
Source: Player’s Guide
Samoan Drop
Requirements: Grab ***, Athletics *, Fireman’s Carry
Power Points: Wrestling 1, Bando, Lua, Special Forces, Jiu Jitsu, Sanbo 2
School System Power Points: Grappler, Military, Dirty Fighting
2
Description: After placing
his opponent in a Fireman’s Carry the wrestler falls backward crushing
her under his weight.
System: Both fighters end the round knocked down in the
same hex. Neither knockdown can be prevented. Like other maneuvers performed
from a Fireman’s Carry two successes are needed on a grab check to get
the defender into position.
Cost: none Speed: -1 Damage: +3 Move:
1
Source: editor
Schoolboy
Requirements: Grab ****, Athletics **, Ground Fighting
Power Points: Wrestling, Native American Wrestling, Pankration,
Sumo Wrestling, Bando, Dirty Fighting, Lua 3
School System Power Points: Grappler 3, Dirty Fighting 4
Description: A Schoolboy is a colorful term for a crouching shoulder
slam performed by a crouching wrestler to the back of their opponent’s
legs. Being behind the opponent is not required but is the most common
way this maneuver is performed.
System: The defender is knocked down in the same hex as the wrestler.
If the attacker’s next maneuver is any form of Pin they receive a +2
speed bonus. This is a crouching maneuver.
Cost: 1 Willpower Speed: +0 Damage: +2 Move: 1
Source: editor
Scissor Sweep
Requirements: Grab **, Kick **, Ground Fighting (see below)
Power Points: Wrestling, Native American Wrestling, Pankration,
Lua 1, Bando, Thai Kickboxing, Savate, Kung Fu 2, Any 3
School System Power Points: Grappler 1, Kickboxing, Kung Fu 2,
Any 3
Description: The Scissor
Sweep is a fairly simple tripping maneuver performed from the ground.
The wrestler clasps their legs around one of their opponent’s and pulls
forcing them off their feet. It is specifically designed in that it
does not require a grounded fighter to rise to their knees to perform
thus imposing no speed penalty if said fighter is knocked down and has
Ground Fighting.
System: This is a crouching maneuver. Both fighters make contested
Dexterity + Athletics rolls. If the attacker wins the defender is knocked
down in any hex adjacent to their starting position that the wrestler
desires and suffers damage.
Cost: none Speed: +0 Damage: +3 Move: 1
Source: editor
Siberian Bear Crusher
Requirements: Grab ***, Athletics **, Back Breaker
Power Points: Sanbo 5
School System Power Points: Grappler 5
Description: Irritated by little capitalist opponents who would
hit and run from him Zangief revived and perfected a maneuver he had
previously practiced on the wild bears of Siberia. In so doing, Zangief
would rush at the bear - closing inside the range of the bear's deadly
claws before it could strike. Then he lifted the bear into an airborne
back breaker to hammer the beast into submission. (Of course, Zangief
acquired a lot of claw scars trying to learn the maneuver.)
System: The wrestler dashes forward into the opponent's hex,
grabs the opponent, inverts them, and leaps into the air. In midair
the wrestler adjusts their hold to ensure the victim lands in the Back
Breaker position. The wrestler can choose any hex up to three hexes
away to land in. The victim will land in any hex adjacent to the wrestler.
The victim suffers a knockdown in addition to damage. The Siberian Bear
Crusher is considered an aerial maneuver during the time the wrestler
and their prey are both airborne.
Cost: 1 Willpower Speed: +0 Damage:
+3 Move: +1
Source: Core Rulebook
Siberian Suplex
Requirements: Grab ****, Athletics **, Suplex
Power Points: Sanbo 3
School System Power Points: Grappler 4
Description: Russian Sanbo wrestlers invented the bouncing Siberian
Suplex in order to have more fun with their puny opponents from the
West. Sanbo wrestlers found that their opponents would usually be knocked
senseless after only one Suplex thus ending the match before the Sanbo
fighter could work up a sweat. So they invented the Siberian Suplex.
This move begins exactly like a regular Suplex but the fighter back-bridges
the opponent's shoulders into the ground hard enough to bounce both
fighters into the air. While in the air the Sanbo wrestler maintains
the Suplex hold. When the pair lands the victim again suffers a Suplex
collision on the ground.
System: This move is identical to a Suplex except that the fighters
end the move one hex farther back as they land from the second hit.
The fighter rolls two damage tests using the modifiers below. The victim
also suffers a knockdown.
Cost: 1 Willpower Speed: +0 Damage:
+2 Move: One
Source: Core Rulebook
Sleeper
Requirements: Grab ***
Power Points: Lua, Native American Wrestling, Sanbo 3, Special
Forces, Sumo Wrestling, Bando 4, Any 5
School System Power Points: Grappler 3, Military, Karate 4
Description: The wrestler grabs her opponent and quickly positions
herself behind him, simultaneously wrapping her arms around his neck
and head. In this position she massages pressure points on the scalp
while compressing the carotid artery which controls the flow of blood
to the brain. Eventually the lack of circulation will cause the opponent
to lose consciousness.
System: If the character can maintain their grip for
three rounds, including the first, they will automatically dizzy their opponent.
This is a sustained hold.
Cost: 1 Willpower Speed: -1 Damage:
+2 Move: One
Source: Player’s Guide
Snap Throw
Requirements: Grab ***, Focus **
Power Points: Bando 1, Any 2
School System Power Points: Grappler 1, Any 2
Description: This quick yet simple grab has the fighter snatch
their victim and throw them to the ground with a snap of the wrist.
System: The victim ends the round in an adjacent hex and is knocked
down.
Cost: 1 Willpower Speed:
+1 Damage: +3 Move: 1
Source: editor
Soul Drain
Requirements: Grab **, Focus ***
Power Points: Mystic, Kabbaddi, Ler Drit 1, Any 3
School System Power Points: Mystical, Ler Drit 1, Inner, Dirty Fighting
2, Any 3
Description: A master of focused chi can be a terrifying opponent
in the wrestling ring. Some have developed the ability to siphon the
will to fight right out of their opponents with a mere touch. Depending
on the venue this move could be seen as dishonorable.
System: A Soul Drain is activated as part of a basic Grab (this
move does not work with special grabs) and is a sustained hold. The
attacker inflicts damage each turn equal to Intelligence + Focus which
the victim soaks with permanent Willpower. At the end of each turn the
defender loses one temporary Willpower to the draining effect.
Disengage and Grappling Defense have reduced effects due to the intense
pain the draining causes and function at a –2 penalty. If the attacker
runs out of Chi before the hold is broken the victim suffers no additional
damage but is still considered to be held as per the Grab basic maneuver.
To shift into another sustained hold the attacker must first release
this one then attempt to apply a new one.
Cost: 1 Chi per turn Speed: +0 Damage: see
above Move: 1
Source: sfrpg.com
Soul Shock
Requirements: Grab **, Focus ***
Power Points: Ler Drit 2, Chin Na 3, Any 4
School System Power Points: Mystical, Ler Drit 2, Inner 3, Any
4
Description: In this powerful attack the attacker grasps his
opponent at the shoulders and infuses her with damaging psychic energy.
System: The opponent is thrown back two hexes in a straight line
and suffers a knockdown in addition to damage.
Cost: 1 Chi Speed:
+0 Damage: +4 Move: None
Source: Warrior’s World
Space Tornado Ogawa
(S.T.O.)
Requirements: Grab **, Kick *
Power Points: Wrestling, Pankration, Jiu Jitsu 1, Any 2
School System Power Points: Grappler 2, Ler Drit, Inner 3, Any
4
Description: Although it has a colorful name the S.T.O. Is a
Judo maneuver adapted into Wrestling. Standing next to his opponent
the wrestler puts one arm across their chest while sweeping one leg
out from under them.
System: The defender is knocked down in the same hex as their
attacker.
Cost: none Speed: +1 Damage: +2 Move: 1
Source: editor
Spinning Neck Lock
Requirements: Kick **, Grab **, Athletics **, Jump, Leglock
Power Points: Bando, Dirty
Fighting 2, Kung Fu, Jeet Kune Do, Savate, Silat 3
School System Power Points: Kung Fu 2, Inner, Dirty Fighting
3, Any 4
Description: The fighter leaps into the air, hooks a leg around
their opponent’s neck, and then takes them down. The opponent is then
caught in the fighter’s leg lock.
System: This is a sustained hold that knocks both fighters down.
The movement portion of this maneuver is considered aerial and may evade
projectiles.
Cost: None Speed:
-2 Damage: +2 Move: One
Source: New Legends
Spinning Pile Driver
Requirements: Grab ****, Athletics ***, Jump, Pile Driver
Power Points: Wrestling 3,
Sanbo 4, Native American Wrestling 5
School System Power Points: Grappler 4
Description: This advanced version of the regular Pile Driver
has carried Zangief to the title of World Warrior (often over the mangled
bodies of his opponents). He perfected this move when he wrestled wild
bears. Finding that the regular Pile Driver was not forceful enough
to stun the hard-headed Siberian bears, Zangief grabbed them, upended
them into the Pile Driver position and then jumped high into the air.
The added force from the fall proved sufficient to stun the most ferocious
bears.
When Zangief entered Street Fighter tournaments he continued to use
the Spinning Pile Driver to finish his opponents. He added the spin
into the move to please the Russian crowds and disorient his victim.
System: The victim suffers a knockdown in addition to regular
damage and is bounced three hexes away (attacker's choice which direction)
after impact.
The Spinning Pile Driver can be used like a Jump to interrupt and dodge
a projectile attack. The move counts as an aerial maneuver after the
fighter grabs his opponent and begins the airborne spin.
Cost: 2 Willpower Speed: -2 Damage:
+7 Move: Two
Source: Core Rulebook
Spinning Wristlock
Requirements: Grab **, Athletics *
Power Points: Wrestling, Native American Wrestling, Pankration,
Lua 1, Bando, Spanish Ninjitsu, Jiu Jitsu, Tae Kwon Do 2
School System Power Points: Grappler 2, Hunter, Kickboxing, Dirty
Fighting 3
Description: The Spinning Wristlock is a rather basic wrestling
maneuver performed by grabbing the opponent’s arm by the wrist then
pulling it over the wrestler’s head with enough force that the opponent
is thrown to the ground.
System: Spinning Wristlock is a conjunction maneuver with Punch
Defense. The defensive fighter will have two speeds for the round and
both must be faster than the punch the fighter is attempting to intercept
for the wristlock to be applied. The defender is knocked down in any
adjacent hex, or in the same hex, that the wrestler chooses. For more
information on conjunctions see Ankle Smasher.
Cost: none Speed: -1 Damage: +2 Move: 1
Source: editor
Springboard Arm Drag
Requirements: Grab **, Athletics ***, Wall Spring
Power Points: Bando, Spanish Ninjitsu, Jiu Jitsu, Tae Kwon Do
2, Wrestling, Native American Wrestling, Pankration, Lua 3
School System Power Points: Grappler 2, Hunter, Kickboxing, Dirty
Fighting 3
Description: The Springboard Arm Drag is only performed when
the wrestler and his opponent are both near an object that can be used
to spring off of. After grabbing the other fighter’s arm the wrestler
keeps hold of it and performs a stepping spring off the wall. This contorts
the opponent and forces them to violently flip and smash into the ground.
System: The attacker must be close enough to a wall to complete
the move in the allotted movement hexes. The defender is knocked down.
Cost: 1 Willpower Speed:
-1 Damage: +5 Move: 3 (see above)
Source: editor
Springboard Bulldog
Requirements: Grab ***, Athletics ***, Bulldog, Wall Spring
Power Points: Wrestling, Lua, Jiu Jitsu 3, Spanish Ninjitsu,
Ninjitsu, Tae Kwon Do, Aikido 4
School System Power Points: Grappler 2, Hunter, Kickboxing, Dirty
Fighting 3, Inner 4
Description: This is
a Bulldog performed in concert with a Wall Spring to give it extra distance.
The wrestler makes the grab after springing from the wall which is where
the movement bonus comes into play.
System: Both fighters are knocked down. After establishing the
grab the wrestler and his foe move one hex forward and end up adjacent
to one another.
Cost: 1 Willpower Speed:
+0 Damage: +3 Move: +0
Source: editor
Standing Shoulder Wheel
Requirements: Grab ***, Athletics *, Fireman’s Carry
Power Points: Wrestling, Pankration 1, Bando, Lua, Special
Forces, Jiu Jitsu, Sanbo 2
School System Power Points: Grappler 2, Hunter, Military, Dirty
Fighting 3
Description: The Standing Shoulder Wheel is a throw originating
from a Fireman’s Carry. The wrestler kneels as they adjust the opponent
on their shoulders then stands and pushes up at same time. The force
of this hurls the opponent to the ground on their back.
System: Like other maneuvers performed from a Fireman’s Carry
two successes are needed on a grab check to get the defender into position.
The defender can be thrown a number of hexes equal to one half the attacker’s
strength, rounded down, and is knocked down.
Cost: none Speed: -1 Damage: +3 Move:
1
Source: editor
Stomach Pump
Requirements: Grab ****, Punch **
Power Points: Jiu Jitsu,
Native American Wrestling, Pankration, Sanbo, Wrestling 3
School System Power Points: Grappler 3, Hunter, Military, Boxing,
Dirty Fighting 4
Description: The wrestler grabs the opponent, lifts them off
their feet with one hand and repeatedly smashes the pit of their stomach
with a palm heel. The move's name derives from the fact that many victims
end up losing their lunch before they escape from this organ squeezing
hold.
System: The Stomach Pump is a sustained hold.
Cost: None Speed:
+0 Damage: +4 Move: One
Source: Core Rulebook
Storm Hammer
Requirements: Grab *****, Athletics ***, Jump
Power Points: Native American Wrestling, Wrestling 5
School System Power Points: Grappler 5
Description: Unfortunate souls who anger T. Hawk in the midst
of combat are in for a disorienting, bone-crushing experience as T.
Hawk unleashes his Storm Hammer throw. T. Hawk grabs his opponent's
head in one huge hand, leaps into the air, spins his arm (opponent included!)
in a big circle and then crushes the opponent's face into the arena
floor. Very few opponents get back up.
System: As with all Grab maneuvers the fighter must move into
the same hex as their opponent. The fighter can choose to land up to
three hexes away. The opponent suffers a knockdown in addition to damage.
Fighter and opponent end the turn in the same hex.
Once the fighter has grabbed the opponent and jumped into the air the
Storm Hammer is considered an aerial maneuver until the fighter and
their prey land. The move can be used it to interrupt an incoming projectile
attack and possibly dodge it.
Cost: 2 Willpower Speed: -2 Damage:
+7 Move: One
Source: Core Rulebook
Sunset Flip
Requirements: Grab ****, Athletics ****, Jump, Leglock
Power Points: Bando, Dirty Fighting, Spanish Ninjitsu, Chin Na,
Lua, Wrestling 3
School System Power Points: Grappler, Karate, Kung Fu 3, Hunter
4
Description: The Sunset Flip is a maneuver first learned by launching
from a sitting position at head level to the opponent. The attacker
leaps behind his opponent and grabs him from behind in a leglock around
the waist then continues falling forward pulling her to the ground with
his legs so that she smashes into the ground.
After mastering this sequence the fighter then learns to perform the
Flip by jumping over their opponent’s head and administering the leglock.
System: The attacker moves forward into the defender’s hex and
needs two successes on a Grab check to proceed. If that succeeds both
fighters move an additional hex in the same line of movement and suffer
an unpreventable knock down. Afterwards the opponent is held in a sustained
Leglock.
Cost: 1 Willpower Speed:
-2 Damage: +3 Move: 1
Source: editor
Suplex
Requirements: Grab *
Power Points: Jiu Jitsu, Native American Wrestling, Pankration,
Sanbo, Special Forces, Spanish Ninjitsu, Wrestling 1, Any 2
School System Power Points: Grappler 1, Karate, Kung Fu, Hunter,
Military 2, Any 3
Description: The Suplex is a relatively fast Grab move. The fighter
lunges forward, grabs their opponent, and then twists around to fall
backwards. By arching their back, the wrestler slams the opponent's
head into the ground and simultaneously cushions the wrestler's own
fall.
System: Victims of a successful Suplex also suffer
a knockdown. The victim lands one hex behind their original position (attacker's
choice which hex).
Cost: None Speed:
+0 Damage: +2 Move: One
Source: Core Rulebook
Tail Trip [hybrid
maneuver]
Requirements: Grab **, Athletics *
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The hybrid must have a tail to perform this maneuver.
Using it as a prehensile extension they take an opponent off their feet.
System: Use the modifiers below. An opponent hit by this is knocked
down.
Cost: none Speed: -1 Damage: +2 Move:
2
Source: editor
Tearing Bite [hybrid
maneuver]
Requirements: Grab **, Athletics **, Head Bite
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: This special maneuver is similar to the Head Bite
except that as the fighter's teeth bear down on his opponent's neck
he also applies leverage to the victim and throws him over his back.
System: After applying damage the attacker then throws their
opponent in the opposite direction from the one they are facing. The
victim travels a number of hexes equal to the fighter's Strength -1.
Cost: 1 Willpower Speed: +1 Damage:
+4 Move: One
Source: Player’s Guide
Thigh Press
Requirements: Grab **, Athletics **
Power Points: Jiu Jitsu, Native American Wrestling, Sanbo, Special
Forces, Wrestling 2, Any 3
School System Power Points: Grappler, Military 2, Any 3
Description: This move is also called a Reverse Suplex but many
tournament fighters began calling it the Thigh Press after they saw
Cammy's version of it. The fighter starts by jumping onto the opponent's
shoulders, locking their feet behind the opponent's back and catching
the opponent's head between their thighs. The fighter then drops their
body weight backward - bending the opponent over. As they do so the
fighter flips backward, doing a half back flip and landing on their
stomach. Meanwhile, the opponent is pulled over and off their feet smashing
headfirst into the ground.
System: The opponent suffers a knockdown in addition
to regular damage. The fighter switches hexes with their opponent unless both
combatants started in the same hex in which case the attacker can choose the
adjacent hex in which the victim lands.
Cost: None Speed:
-1 Damage: +4 Move: One
Source: Core Rulebook
Throw
Requirements: Grab *
Power Points: Any 1
School System Power Points: Any 1
Description: Most martial arts teach special techniques for grabbing
and throwing an opponent. These techniques involve using the hips, shoulders
and/or arms to unbalance the opponent and leverage him into a throw.
Masters can throw opponents over 20 feet through the air.
System: If the move succeeds the fighter can choose the hex in
which his opponent lands after the Throw. The fighter can throw an opponent
a number of hexes equal to the fighter's Strength. Fast members of successful
tournament teams often throw opponents to their stronger, slower comrades
who then finish off the unfortunate with a powerhouse special maneuver.
The damage from a Throw is actually inflicted when the opponent lands
and hits the ground, wall, car windshield, other fighter, etc. If the
victim is thrown into another fighter, the fighter struck by the flying
body may suffer damage as well. Roll damage based on the thrown character's
Stamina minus the struck character's soak total (Stamina or Stamina
+ Block).
Example: Fei Long throws Zangief into a hex where Cammy is standing.
Zangief's Stamina is 7 (he's a big guy!), and Cammy's soak total is
equal to her Stamina of 4 (it would have been more had she been Blocking),
so Fei Long's player rolls 7 - 4 = 3 dice of damage for Cammy.
Cost: None Speed:
-2 Damage: +2 Move: One
Source: Core Rulebook
Tonga Death Grip
Requirements: Grab ****, Punch ****, Focus ***, Atemi Strike,
Braincracker (see below)
Power Points: Lua, Chin Na, Jiu Jitsu 4, Sanbo, Ninjitsu, Wrestling
5
School System Power Points: Karate, Inner 3, Hunter, Grappler 5
Description: Utilizing the knowledge of human nerve points learned
in delivering Atemi Strikes the fighter seizes their opponent under
the chin and squeezes causing immense pain. As the hold is maintained
the victim loses feeling in their head as breathing and blood flow become
labored. Even after the Grip is released these effects linger.
System: This is a sustained hold. After two rounds in the Tonga
Death Grip the defender loses one point of Dexterity temporarily. If
maintained for four rounds the defender also loses one point off of
all their techniques temporarily. While the hold is being maintained
the victim has +1 difficulty to all of their actions.
If the attacker also knows Brain Cracker they may administer an Atemi
Strike each round as an additional attack using the –2 speed listed
below. The damage from the Grip and Strikes administered combine each
round for dizzying purposes.
Cost: 1 Willpower/round Speed:
+0/-2 Damage: +3 (see above) Move: 1
Source: editor
Tornado Grip
Requirements: Grab ****, Focus ****, Athletics *, Neck Choke
Power Points: Special Forces, Elemental: Air 4
School System Power Points: Military, Elemental: Air 4
Description: The elemental grabs their opponent and lifts them
up off their feet in a crushing Neck Choke. As he does so air flares
around the victim whipping into a swift buffeting vortex that further
smothers her. The elemental then throws their victim letting the wind
smash her to the ground.
System: There are two damage tests – one using the Neck Choke
modifier below and the other with the fall modifier next to it. The
victim ends the round knocked down a number of hexes away up to the
attacker’s strength. Because of the smothering wind this knockdown cannot
be prevented. The victim soaks as normal but for the purposes of determining
a dizzy they only use half their stamina rounded up.
Cost: 1 Chi, 1 Willpower Speed: -1 Damage:
+3/+4 Move: 1
Source: editor
Twirl and Hurl
Requirements: Grab ****, Athletics **
Power Points: Scottish Highland Fighting 4
School System Power Points: Scottish Highland Fighting 4
This move is famous among bar-frequenting Highlanders as
an excellent way to clear an area for fighting properly in, and all it needs
is one willing person lying nearby to pull it off..
System: The victim of the T & H must be already
knocked down. The Highlander seizes the victim by the legs (need not move
into the same hex to perform this Grab) and swings the poor fellow around
a few times before throwing him through the air. During the swinging around,
anyone in a ring of hexes around the Highlander takes damage as written below
and is knocked down. The swinging continues for quite a while, until the end
of the combat turn (such that anyone walking into the ring during this time
will also be affected.) At the end of the combat turn the Highlander lets
go, sending the victim a number of straight-line hexes in the direction of
the fighter's choice, a distance equal to the fighter's Strength score. The
victim is knocked down upon landing.
Cost: 1 Willpower Speed: + 0 Damage:
-2/+2 (victim on landing) Move:
Two
Source: Scottish Highlander Fighting
Wall Slam
Requirements: Grab **, Athletics *
Power Points: Any 2
School System Power Points: Dirty Fighting 2, Any 3
Description: Grab your opponent and slam them into a wall. A
simple yet effective tactic.
System: The fighter needs one success on a Grab check to get
a hold of the defender. Then they may finish their movement in a straight
line to administer damage. Although this is a Grab technique damage
is calculated in the following manner: (Punch/2) + (Athletics/2) + Strength.
Round fractions down. The two fighters end the round in the same hex.
Cost: none Speed: -1 Damage: +1 Move: -1
Source: editor
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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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