Street Fighter: The Roleplaying Game

PUNCH MANEUVERS


Kick / Grab / Athletics / Block / Focus / Weapon / Hybrid

House Rules / Errata / Schools


TABLE OF CONTENTS

[To return to this point later just click any of the maneuver headings in the sections below this one.]

0: 1,000 Punch Uppercut

A: Amazon River Dash / Art of Breaking / Atemi Strike

B: Banishing Punch / Boshi-Ken / Buffalo Punch / Bushin Lightning Elbow

C: Chi Breaker / Claw / Claw Rush / Criminal Upper / Cross Counter

D: Dark Knuckle / Dashing Elbow / Dashing Punch / Dashing Uppercut / Dim Mak / Disarm / Divebomb Punch / Double Elbow / Double Hit Punch / Dragon's Kiss / Dragon Punch / Driving Punch / Ducking Fierce

E: Ear Pop / Elbow Drop / Elbow Smash

F: Fingertip Attack / Fist Drop / Fist Sweep / Flaming Dragon Punch / Flash Chop / Flying Elbow Smash / Flying Thrust Punch

G:Guren-Ken / Gut Punch

H: Haymaker / Head Butt / Head Knocker / Heart Punch / Hundred Hand Slap / Hyper Fist / Justice Fist / Knife Hand Strike / Leaping Rake / Lunging Headbutt / Lunging Punch / Monkey Grab Punch

P: Palm Strike / Power Dive / Power Geyser / Power Uppercut

Q: Quivering Palm

R: Radiant Uppercut / Retreating Punch / Rekka Ken / Reverse Elbow / Rushing Wind

S: Shikan-Ken / Shining Knuckle / Shockwave / Sho-ouken / Shuto / Sonic Fist / Spinal Smash / Spinning Back Fist / Spinning Clothesline / Spinning Knuckle / Spinning Serpent Punch / Strike of the Serpent

T: Tiger Uppercut / Triple Strike / Turbo Spinning Clothesline / Turn Punch

V: Vortex Palm

W: Widowmaker


1,000 Punch Uppercut
Requirements: Punch *****, Dashing Uppercut
Power Points: Boxing 3
School System Power Points: Boxing 4
Description: The 1,000 Punch Uppercut does not hit as many times as it's name would like to imply but it is a nasty technique to get clobbered by. The boxer charges forward with a Dashing Punch then strikes again with a vicious uppercut that floors most opponents in one fell swoop.
System: This is considered a dashing maneuver and requires a straight line between the attacker and the target. It hits twice, scores knockdown versus aerial opponents, and knocks ground opponents back one hex.

Cost: 1 Willpower Speed: +0 Damage: +3/+4 Move: -1
Source: editor

Amazon River Dash
Requirements: Punch **, Athletics *
Power Points: Capoeira, Kabbaddi, Sanbo 2, Any 3
School System Power Points: Capoeira, Grappler, Mystical 2, Any 3
Description: A punch that originated in Brazil the Amazon River Dash takes it’s name from the rushing crouch the fighter takes their opponent’s feet out with.
System: This is a crouching maneuver and causes knockdown if damage occurs.

Cost: none Speed: +0 Damage: +2 Move: +1
Source: sfrpg.com

Art of Breaking
Requirements: Punch ***, Focus ***
Power Points: Any 2
School System Power Points: Any 3
Description: Tamashiwara, or the "Art of Breaking", can more or less be described as practice in board breaking. A character with this maneuver will have learned how to use nearly any part of their body to break wood, ice, glass, and stone by breaking the Chi of the object.
System: This power can be used on nearly any non-living object. Make a roll against a difficulty determined as follows using the fighter’s current Chi total. Art of Breaking cannot be used on living things or cybernetic implants (attempting to do so delivers damage as per a Fierce punch). Each success inflicts 1 point of damage to the object. If the object runs out of health it is effectively destroyed. Note that this attack can be delivered with a punch or a kick as desired although it is listed as a punch maneuver.

Type of Object Difficulty Price
Ice: 4 none
Wood: 5 none
Stone, Brick, or Cement: 7 1 Willpower
Metal: 8 2 Willpower
Hardened Metal: 9 2 Willpower, 1 Chi
Diamond: 10 2 Willpower, 2 Chi

Cost: see above Speed: -3 Damage: Special Move: -1
Source: Warrior’s World

Atemi Strike
Requirements: Punch ****, Focus **
Power Points: Ninjitsu, Chin Na 2, Kung Fu 4
School System Power Points: Hunter, Kung Fu, Grappler, Inner 4
Description: In this attack the fighter strikes at one of his opponent's nerve points causing agonizing pain. The Atemi strike is typically carried out much like the Fingertip Attack in that it is a quick strike with the fingers held rigid.
System: An Atemi Strike is only functional if it connects with unarmored flesh. Against an opponent who is utilizing armor the ninja can make a Perception + Insight roll to first gauge where weak points exist. The number of successes needed is dependent on the level of armor. An opponent with only chest protection requires only 1 success while full body armor would require 3. Against an opponent utilizing Toughskin a minimum of 4 successes are needed but weak points do exist – generally at joints.

If the Atemi Strike is successful the fighter rolls for damage ignoring the defender’s Stamina and armor value. After this roll the defender may then roll to soak this damage using only half their Stamina, rounded up.

Cost: 1 Willpower Speed: -1 Damage: -1 Move: -2
Source: Warrior’s World

Banishing Punch
Requirements: Athletics ***, Punch ****, Focus ***
Power Points: Boxing 2, Sanbo 3
School System Power Points: Boxer 3, Grappler 4
Description: Zangief, never one to be left behind, developed this maneuver to deal with his opponent's projectile attacks; the fancy fireballs, sonic booms and so on of his opponents had always been a problem for him so he improved his mental control a little bit and was able to develop a glowing punch that could obliterate incoming projectiles. Since then he has taught this to other Sanbo fighters.
System: Select a second punch maneuver to combine Banishing Punch with. In combat the fighter throws a punch at the incoming projectile making a Strength + Alertness roll (difficulty 6). If the fighter scores more successes than their opponent did to hit him with the projectile the attack is canceled out. When the banishing punch is used against an opponent directly it inflicts damage as per the normal punch, +2 dice. All of the modifiers listed below are cumulative with those of the punch.

This cannot be combined with multi-hit punches like Hyper Fist. It also cannot be used in the midst of a Rekka Ken or Guren Ken. To be used in a combo Banishing Punch and the base punch it will be modifying must be specified.

Cost: 1 Chi Speed: +1 Damage: Special Move: -1
Source: Warrior’s World

Boshi-Ken (Thumb Drive)
Requirements: Punch ***, Shikan-ken
Power Points: Ninjitsu, Chin Na 2
School System Power Points: Hunter, Inner 3, Grappler 4
Description: The thumb-drive fist, or Boshi-Ken, is like a regular punch except that the thumb protrudes along the front of the fist and is used for striking the opponent. Typically the force of the punch is directed at the nerve clusters of an enemy's muscles for maximum effectiveness.
System: An opponent struck with this punch will suffer numbness during the following round. If any damage is inflicted the opponent suffers a -1 to Move during the next round. If no damage was scored by the Ninja it is assumed that the strike missed the targeted nerve cluster and doesn't slow the target appreciably.

Cost: None Speed: -1 Damage: +2 Move: +0
Source: Player’s Guide

Buffalo Punch
Requirements: Punch **
Power Points: Native American Wresting, Pankration, Bando, Dirty Fighting 1, Any 2
School System Power Points: Grappler, Karate, Dirty Fighting 1, Any 2
Description: The fighter clenches both hands together into one big fist above his head and swings both arms down on top on his opponent's head. It is said that some Native Americans could stun a full-grown buffalo with this slow but powerful punch.
System: Use the modifiers below.

Cost: None Speed: -2 Damage: +5 Move: One
Source: Core Rulebook

Bushin Lightning Elbow
Requirements: Punch ***, Athletics *, Bushin Flip, Elbow Smash
Power Points: Thai Kickboxing, Wrestling, Ninjitsu 2, Any 3
School System Power Points: Grappler, Karate, Hunter, Kickboxing 2, Any 3
Description: The kickboxer jumps into their opponent with an aerial elbow drop. Although it may seem crude this elbow strike kills plenty of fighters each year in Thai arenas. Because of this reputation it is sometimes banned from use.
System: This is an aerial maneuver which will hit crouching opponents. The attacker ends the turn in their opponent’s hex. If it interrupts an aerial opponent it causes knockdown.

Cost: 1 Willpower Speed: +1 Damage: +2 Move: +1
Source: sfrpg.com

Chi Breaker
Requirements: Focus ****, Dim Mak
Power Points: Any 5
School System Power Points: Kung Fu 3, Inner 4, Any 5
Description: The Chi Breaker is an eastern pressure point strike used in Dim Mak to inhibit and potentially even stop the flow of chi in the target. Using this takes the place of any other Dim Mak effects.
System: On a successful Dim Mak strike the attacker makes a contested roll of permanent Chi with their target. If the attacker succeeds the defender suffers a +1 difficulty penalty per success difference on all chi-driven maneuvers for the next 24 hours. If the attacker wins by 5 or more the defender cannot use chi at all for the 24 period. These effects can be repaired by others using Chi Breaker by rolling permanent Chi against the original attacker's successes.

Cost: 2 Willpower Speed: as Dim Mak Damage: as Dim Mak Move: as Dim Mak
Source: editor

Claw [hybrid maneuver]
Requirements: Punch *
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: A hybrid with claws can put them to work slashing their foe.
System: Use the modifiers below.

Cost: None Speed: +1 Damage: +1 Move: -1
Source: Player’s Guide

Claw Rush [hybrid maneuver]
Requirements: Punch ****, Athletics *, Dashing Punch, Claw or Weapon: Claw ***
Power Points: Animal Hybrid, Dirty Fighting 2, Spanish Ninjitsu 4
School System Power Points: Inhuman, Dirty Fighting 2, Hunter 3
Description: This is a dashing strike using the hybrid’s claws. Like a normal Dashing Punch this maneuver is quite fast and hard-hitting.
System: Use the modifiers below. These numbers already include claw damage and potential weapon bonuses.

Cost: 1 Willpower Speed: +1 Damage: +5 Move: +2
Source: editor

Criminal Upper
Requirements: Focus ***, Punch ****, Power Uppercut
Power Points: Kickboxing, Boxing, 4, Any 5
School System Power Points: Boxing 3, Kickboxing, Grappler, Dirty Fighting 4, Any 5
Description: The fighter dashes into an adjacent hex and performs an explosive uppercut to anyone standing there.
System: Everyone in the target adjacent hex is knocked down if damage is scored on them unless they are blocking. This maneuver checks for damage against everyone in the targeted hex but everyone beyond the primary target is struck at a +0 damage modifier.

Cost: 1 Chi Speed: -1 Damage: +3 Move: 1
Source: sfrpg.com

Cross Counter
Requirements: Punch ****, Manipulation ****, Counterstrike
Power Points: Dirty Fighting 2, Boxing, Kickboxing, Thai Kickboxing, Hapkido 3
School System Power Points: Dirty Fighting, Boxing 3, Kickboxing, Inner 4
Description: The fighter uses a bluff to throw their opponent off guard. If the opponent hits them, falling for the bluff, the fighter quickly counters with a right cross.
System: The attacker cannot abort after picking Cross Counter. It cannot be the last punch in a Guren-Ken and requires complete concentration to pull off. If a fighter using this counter is dizzied the counter punch still happens irregardless but can no longer be maintained into the next round.

The fighter using Cross Counter makes a contested Manipulation + Intimidation opposed by a Wits + Style Lore roll at the beginning of the round. If the fighter succeeds in their Manipulation roll they choose a second punch maneuver that their opponent believes they are using instead of this one. If the opponent closes to within one hex and attempts a counterable attack the fighter immediately interrupts them with the right hook that cannot be blocked. The attacker may not abort their attack once the counter has been triggered.

Cost: 1 Willpower per round Speed: +0 Damage: +3 Move: +1
Source: sfrpg.com

Dark Knuckle
Requirements: Punch ****, Focus ***, Jump, Power Uppercut
Power Points: Lua, Baraqah, Mystic, Elemental: Darkness 3
School System Power Points: Elemental: Darkness 3, Mystical, Inner 4, Grappler 5
Description: Calling upon the destructive forces within them the fighter releases their chi around their arms and jumps up into a high uppercut striking twice as they spin through the air.
System: This is an aerial maneuver. If it interrupts an aerial opponent it checks for damage twice and causes knockdown.

Cost: 1 Chi Speed: -1 Damage: +3 Move: 1
Source: editor

Dashing Clothesline
Requirements: Punch ****, Athletics ***
Power Points: Sanbo, Boxing, Western Kickboxing, Bando, Mystic 4, Any 5
School System Power Points: Boxing, Grappler, Kickboxing, Karate 4, Any 5
Description: With arm outstretched the fighter dashes into their opponent and catches them with a stunning clothesline. This is a favorite move of wrestlers.
System: Causes knockdown if it inflicts damage and doesn't hit crouching characters.

Cost: 1 Willpower Speed: -1 Damage: +5 Move: +2
Source: sfrpg.com

Dashing Elbow
Requirements: Punch ***, Athletics *, Elbow Smash
Power Points: Special Forces 3, Thai Kickboxing, Western Kickboxing 4
School System Power Points: Military, Kickboxing 3, Karate 4, Any 5
Description: A variant on the Dashing Punch uses the fighter’s elbow instead of the hand to inflict damage. This move builds on the basic Elbow Smash with a dash that gives it improved reach and damage.
System: Using this technique requires a straight line between the attacker and target.

Cost: 1 Willpower Speed: +0 Damage: +4 Move: +2
Source: sfrpg.com

Dashing Punch
Requirements: Punch ****, Athletics *
Power Points: Boxing, Savate, Bando 4, Western Kickboxing 5
School System Power Points: Boxing, Kickboxing 3, Any 4
Description: This explosive move was practically invented by Balrog (although some people say one of his trainers actually developed it). When the starting bell rang for Balrog's boxing matches he would dash across the ring and blast his opponent with a knockout punch before the opponent realized the fight had begun. The move was considered by many to be a typical Balrog cheap shot but it won him lots of matches.

Now Balrog uses his Dashing Punch to crush his Street Fighter competitors. Many Street Fighter boxers have added the move to their own repertoires.
System: Use the modifiers below. The fighter must move in a straight line.

Cost: 1 Willpower Speed: +0 Damage: +4 Move: +2
Source: Core Rulebook

Dashing Uppercut
Requirements: Punch ****, Athletics *, Dashing Punch
Power Points: Boxing 1, Savate, Western Kickboxing, Bando 2
School System Power Points: Boxing, Kickboxing 2, Any 3
Description: This move is a slight adaptation of the Dashing Punch. The difference is that the fighter delivers an uppercut instead of a straight punch at the end of the dash.
System: The Dashing Uppercut can hit opponents executing aerial maneuvers. Against such opponents it scores a knockdown in addition to damage. The fighter must move in a straight line to deliver the blow.

Cost: 1 Willpower Speed: +1 Damage: +3 Move: +1
Source: Core Rulebook

Dim Mak
Requirements: Punch ****, Focus ***, Chi Kung Healing
Power Points: Aikido, Kung Fu, Lua, Silat, Tai Chi Chuan, Chin Na 4, Majestic Crow Kung Fu 5
School System Power Points: Mystical, Inner, Kung Fu 4
Description: Dim Mak is the art of the death touch. Masters of Dim Mak possess secret knowledge of how Chi flows within the human body. The human body's Chi patterns are said to vary according to the time of day, season, and many other esoteric factors. A master of Dim Mak possesses knowledge of all of these factors and utilizes it to pinpoint vulnerable locations on his opponent's body. Thus a mere finger thrust can disrupt a Chi flow and bring all sorts of misery to the victim of the Dim Mak strike. Legends of Dim Mak say that it is possible for the master to touch a victim and delay the damage to the victim's body by seconds, minutes, days, or even months. Certain pressure point strikes can paralyze the limbs, afflict the victim with specific diseases, and even kill with one blow.

The arts of Snake Kung Fu come closest to maintaining the knowledge of Dim Mak but a qualified teacher is extremely rare.
System: While there are many effects of Dim Mak that a Storyteller should feel free to include for dramatic purposes, use of Dim Mak in tournament combat has certain specific effects.

Whenever a fighter strikes an opponent with a Dim Mak damage is rolled normally but the attacker inflicts two extra effects. The first is that they can decide to delay the damage from the strike for any specified number of rounds. The damage will be applied against the opponent's Health at the beginning of the specified round. The character does not have to tell their opponent when damage will be dealt but the player should tell the Storyteller or write it on a piece of paper.

The second effect is that the attacker can temporarily lower one of the victim's Physical Attributes by one point per successful Dim Mak strike. Physical Attributes cannot be lowered below 1 in this manner. The victim's Speed, Damage, and natural resistance temporarily drop as his Dexterity, Strength or Stamina are reduced. Any tests involving the affected Attribute must be made using the lower score. The victim can regain these lost points after combat by making a successful Honor roll as if the points were Chi.

Example: A Dim Mak practitioner strikes an opponent. She scores three damage successes. The fighter can choose to apply this to the victim's Health now or wait to apply it any number of turns in the future. In addition the fighter chooses to lower the opponent's Strength by one (she has struck a point along the victim's rib cage that leaves his arms feeling numb and weak).

Cost: 1 Chi Speed: +0 Damage: +0 Move: +0
Source: Core Rulebook

Disarm (punch version)
Requirements: Punch ***
Power Points: Any 3
School System Power Points: Inner 2, Any 3
Description: Using this maneuver a character may deliver a blow that, if successful, will knock a weapon from an opponent's hands.
System: The fighter punches their opponent’s hand or arm attempting to force them to release their weapon. After calculating damage the weapon’s holder then makes a Strength test and needs more successes then damage to keep their grip. If the Disarm is successful the weapon flies a number of hexes away equal to how many successes remain after the Strength test. Disarm has no effect if the weapon is somehow secured to the duelist. In such cases the duelist can still be disarmed by using The Art of Breaking to destroy the weapon itself or the securing mechanism.

Cost: None Speed: -1 Damage: +0 Move: -2
Source: Warrior’s World

Divebomb Punch
Requirements: Punch ***, Athletics **, Jump
Power Points: Boxing, Dirty Fighting 3, Any 4
School System Power Points: Boxing, Dirty Fighting 3, Any 4
Description: A huge leap and then a punch that comes screaming down fist first. Dudley learned this move during his first tournament but soon quit doing it after being Dragon Punched out of the sky by Ken.
System: This is aerial and can avoid projectiles like a jump.

Cost: 1 Willpower Speed: -1 Damage: +4 Move: -1
Source: sfrpg.com

Double Elbow
Requirements: Punch **
Power Points: Savate, Kickboxing, Thai Kickboxing 2
School System Power Points: Kickboxing 2
Description: The Double Elbow, although not as powerful as an Elbow Smash, finds its niche in kickboxing rings. It is an upward blow with the elbow that hits twice. It lacks the torque of Elbow Smash but can be used when the kickboxer doesn't have the time or opportunity to steady themselves on the ground.
System: This maneuver hits twice. Use the modifiers below. The attacker must enter the defender's hex in order to deliver this maneuver.

Cost: none Speed: +2 Damage: +0 Move: 1
Source: editor

Double Hit Punch
Requirements: Punch **
Power Points: Boxing, Kung Fu, Sanbo, Special Forces, Sumo, Western Kickboxing 1, Any 2
School System Power Points: Boxing 1, Military, Grappler, Kickboxing 2, Any 3
Description: This is a basic one-two punch combination common with boxers.
System: This maneuver scores two damage tests. Choose when you buy the move if it is aerial, crouching, or neither.

Cost: none Speed: -1 Damage: +0 Move: -1
Source: sfrpg.com

Double Punch
Requirements: Punch **, Athletics ***
Power Points: Any 2
School System Power Points: Boxing, Dirty Fighting 1, Any 2
Description: Handy in a bar room brawl, Double Punch allows two simultaneous attacks on two opponents in the same round.
System: Both fists deliver a punch. The Fighter chooses for both fists one of his basic punch maneuvers. So a fighter may opt to deliver two Strong punches but cannot use Jab with one and Strong with the other. Both enemies must be in front of the attacker and standing in an adjacent hex.

Cost: 1 Willpower Speed: special Damage: special Move: 0 (cannot move)
Source: S.A.Sh. - HQ

Dragon's Kiss
Requirements: Punch *****, Focus *****, Dim Mak
Power Points: Kung Fu 5
School System Power Points: Kung Fu 5
Description: The Dragon's Kiss is a dreaded "lost art" of Kung Fu. It is rumored that, at any given time, only a single master knows the secret of this technique. Perhaps that explains the extreme rarity of its use. With this technique a master could literally kill with a single touch and their victim be none the wiser to their fate.
System: Applying the Kiss is such a delicate task that it is difficulty 8 to hit with. If it connects the attacker then makes an Intelligence + Mysteries roll, also difficulty 8. Each success on this roll can be spent thusly: it can temporarily reduce the target's ability to recover aggravated health by one level per day per success or reduces the amount of Chi the target recovers with each recovery event by one dot per success. If health recovery is pushed into a negative number the target automatically loses that many health levels per day until they die or this effect is removed.

The Kiss itself inflicts no damage and no damage roll is required. These reductions can be healed by other applications of the Dim Mak or at a rate of one point per week of recuperation.

Cost: 1 Chi, 1 Willpower Speed: -1 Damage: special Move: -2
Source: editor

Dragon Punch
Requirements: Punch ****, Jump, Power Uppercut
Power Points: Shotokan Karate 4, Jeet Kune Do, Kung Fu, Majestic Crow Kung Fu, Silat, Thai Kickboxing 5
School System Power Points: Karate 4, Kung Fu, Kickboxing 5
Description: Gouken is the only living master who is known to teach this incredible maneuver. He has passed it on to his students Ryu and Ken and they have used it to forge their names among the ranks of the World Warriors.
System: The Dragon Punch is a leaping uppercut that counts as an aerial maneuver. The fighter chooses any one ground or aerial opponent within his movement range to suffer the Dragon Punch's wrath. Opponents in the middle of aerial maneuvers suffer a knockdown if the Dragon Punch scores damage against them. Grounded opponents are simply knocked back one hex from the force of the blow.

The force of the punch carries the fighter high into the air. The Dragon Punch can be used like Jump to avoid incoming projectile attacks however if it is used to interrupt and leap over a projectile attack the Dragon Punch cannot be used against the opponent firing the projectile attack.

Cost: 1 Willpower Speed: +0 Damage: +6 Move: -2
Source: Core Rulebook

Driving Punch
Requirements: Punch *****, Athletics ***, Dashing Punch
Power Points: Boxing 4, Bando 5
School System Power Points: Boxing, Karate, Military 5
Description: This spectacular and often devastating punch has been equated with being hit head on by a freight train. Barreling into their opponent fist-first the boxer hits, drives the opponent back, swings with their other fist, and continues pursuing using a flurry of fierce blows to batter their foe senseless.
System: This attack, like a Dashing Punch, requires an open straight line between the attacker and defender. If the first punch, using the +6 damage modifier below, does any damage the defender is knocked one hex back and the attacker may continue moving forward. In each subsequent hex the attacker may strike again using the +3 damage modifier and inflicting another hex of knockback if successful.

Cost: 2 Willpower, 1 Chi Speed: -1 Damage: +6/+3 Move: +2
Source: editor

Ducking Fierce
Requirements: Punch **
Power Points: Ler Drit, Pankration 1, Any 2
School System Power Points: Ler Drit, Grappler 2, Any 3
Description: The fighter crouches low and delivers a short powerful blow to her opponent's midsection. This punch often catches unsuspecting opponents off-guard.
System: This punch combines a Fierce attack with a deceptive crouching maneuver. Use the modifiers below. Anyone attempting to Block this maneuver uses only half their Block technique, rounded down.

Cost: None Speed: -1 Damage: +4 Move: 0 (cannot move)
Source: Secrets of Shadoloo

Ear Pop
Requirements: Punch **
Power Points: Baraqah, Jeet Kune Do, Jiu Jitsu, Native American Wresting, Pankration, Sanbo, Sumo Wrestling, Wrestling 2, Any 3
School System Power Points: Ler Drit, Grappler, Kung Fu 2, Any 3
Description: The big wrestlers of Russia, Japan, and North America could not find many punching techniques that would seriously slow other fighters of their style until they developed the Ear Pop. This nasty move is held to be dishonorable under some tournament rules. The fighter slaps both sides of his opponent's head with his hands slightly cupped. This causes incredible air pressure to rush into the opponent's ears stunning them and possibly causing loss of hearing (which is why the move is held to be dishonorable by some).
System: This strike ignores the opponent's Stamina for purposes of soaking damage. A fighter using Musical Accompaniment or Battle Ginga automatically loses their bonuses due to the deafness this inflicts. In addition the victim has –2 speed the next turn due to the intense pain. These effects are not cumulative.

Any fighter who uses the Ear Pop automatically loses one Honor point unless they are fighting in a tournament which turns a blind eye to such maneuvers. If the damage from this maneuver pushes a fighter into aggravated damage (or if the damage roll turns out to be unusually high) then the victim sustains permanent ear damage as a result.

Cost: None Speed: -1 Damage: -4 Move: -1
Source: Core Rulebook

Elbow Drop
Requirements: Punch ***, Athletics **, Jump, Elbow Smash
Power Points: Thai Kickboxing, Savate, Chin Na 2, Boxing, Baraqah, Bando, Wrestling, Kung Fu, Ninjitsu, Pankration 3
School System Power Points: Grappler, Kung Fu, Kickboxing 2, Hunter, Mystical, Inner 3, Any 4
Description: Launching themselves upon their foe the kickboxer comes crashing down elbow-first. These drops have been known to be lethal but carry with them risk of injury should the kickboxer misjudge their leap.
Description: This is an aerial maneuver and like Fist Drop deals an extra two damage against on opponent on the ground. However should the attack roll botch the fighter seriously injuries the attacking arm, suffering 3 points of aggravated damage in the process and the arm will be unusable for fighting until healed.

Cost: 1 Willpower Speed: +1 Damage: +3 Move: +0
Source: editor

Elbow Smash
Requirements: Punch *
Power Points: Thai Kickboxing, Savate, Dirty Fighting 1, Any 2
School System Power Points: Kickboxing, Dirty Fighting 2, Any 3
Description: By firmly planting his feet the fighter can deliver a quick and powerful elbow smash to a nearby opponent. Many deaths are caused in Thai Kickboxing rings by the lethal power of these elbow strikes.
System: Use the modifiers listed below.

Cost: None Speed: +2 Damage: +2 Move: One
Source: Secrets of Shadoloo

Fingertip Attack
Requirements: Punch ***
Power Points: Kung Fu 3
School System Power Points: Kung Fu, Inner 3
Description: The fingertip attack is one of the more unusual hand strikes possible - the fighter attacks with but a single finger. This is not normally used for the damage it inflicts (which is small but painful), but in order to deliver pressure point strikes.
System: The attacker still rolls Strength + Punch to hit with this attack but the maneuver inflicts only 1 health level of damage. The opponent suffers a –2 speed penalty on their next move. A Fingertip Attack may be combined with certain Focus maneuvers (which will be specified in their text). In these cases use the speed of this maneuver to determine when the attack connects and the speed of the second to determine when secondary effects begin – if any.

Cost: None Speed: +4 Damage: Special Move: +0
Source: Warrior’s World

Fist Drop
Requirements: Punch **, Athletics *, Jump
Power Points: Wrestling, Native American Wrestling, Pankration, Sanbo, Lua, Bando, Boxing, Jiu Jitsu, Ninjitsu, Special Forces 2, Any 3
School System Power Points: Grappler, Boxing, Hunter, Military 2, Any 3
Description: With a mighty leap the fighter extends one arm and crashes into their opponent fist first. The Fist Drop is primarily employed in Wrestling rings where it is not considered dishonorable to attack one’s foe while he is on the ground. However even in these situations striking with a closed fist is not permitted. The wrestler using Fist Drop actually hits with the forearm.
System: This is an aerial maneuver. If used against an opponent on the ground it deals an extra two damage.

Cost: none Speed: +1 Damage: +1 Move: +0
Source: editor

Fist Sweep
Requirements: Punch ***
Power Points: Boxing, Pankration, Western Kickboxing, Bando 2
School System Power Points: Boxing, Kickboxing, Karate 3
Description: Nobody told the boxers on the Street Fighter circuit that they couldn't hit below the belt. Not to be outdone by other styles some boxers developed a low, powerful punch that takes the legs right out from under their opponents.
System: Victims of a successful Fist Sweep suffer a knockdown in addition to normal damage. The Fist Sweep is a crouching maneuver.

Cost: None Speed: -1 Damage: +3 Move: -2
Source: Core Rulebook

Flaming Dragon Punch
Requirements: Punch *****, Focus **, Dragon Punch
Power Points: Shotokan Karate 4
School System Power Points: Karate 4
Description: Ken was not satisfied with his ability to execute the Dragon Punch so he trained long and hard to improve the already devastating move. He learned to focus his Chi into his fist during the punch, causing his fist and anything hit by it to burst into flame.
System: The Flaming Dragon Punch is identical to the regular Dragon Punch with the following exceptions: Any opponent hit with the Flaming Dragon Punch suffers a knockdown regardless of whether the opponent is on the ground or in the air. If the Flaming Dragon Punch is used on an opponent standing in a hex adjacent to the fighter the attacker gets to roll two damage tests for their character's punch.

Example: During a combat turn Zangief's player plays a Roundhouse and decides to move next to Ken to deliver the kick. Ken's player decides to interrupt Zangief's action with a Flaming Dragon Punch. Because Zangief is right next to Ken when he begins his Flaming Dragon Punch, Ken gets to hit Zangief twice with the punch.

Cost: 1 Chi, 1 Willpower Speed: -1 Damage: +6 Move: -2
Source: Core Rulebook

Flash Chop
Requirements: Punch ***, Focus **
Power Points: Special Forces, Sumo Wrestling 3, Any 4
School System Power Points: Karate, Military, Grappler 3, Any 4
Description: The attacker performs a judo chop to their opponent’s head or neck to release a payload of chi directly into the brain and nervous system. The victim is quickly disoriented by this burst and sent reeling.
System: The discharge of Chi causes the opponent to become highly disoriented and off balance. For every point of damage scored the opponent is at –1 speed for their next maneuver. The victim must also score more successes on a Wits + Alertness roll then damage received to do anything but stumble about and regain their senses. This move uses Punch + Focus to determine damage. No fighter can be affected by this maneuver two turns in a row.

Cost: 1 Chi Speed: +2 Damage: -2 Move: -2
Source: sfrpg.com

Flying Elbow Smash
Requirements: Punch ***, Athletics **, Jump, Elbow Smash
Power Points: Savate, Kickboxing, Bando, Thai Kickboxing 3, Any 4
School System Power Points: Kickboxing 3, Any 4
Description: With a mighty leap a skilled kickboxer can launch themselves across an arena driving their elbow into their opponent with considerable speed and force.
System: Although technically an aerial maneuver the Flying Elbow Smash travels too low to the ground to avoid most projectiles. It does, however, hit crouching foes. If it inflicts a dizzy on the defender they are also knocked down. The attacker ends their turn in the defender's hex.

Cost: 1 Willpower Speed: +0 Damage: +2 Move: +3
Source: editor

Flying Thrust Punch (Monkey Grabs the Butterfly)
Requirements: Punch *, Jump
Power Points: Any 2
School System Power Points: Any 2
Description: This flying punch is rather amusing to watch in action.
System: Use the modifiers below. This is an aerial maneuver. Any fighter who performs this is knocked down.

Cost: None Speed: +0 Damage: +2 Move: -2
Source: New Legends

Guren-Ken
Requirements: Punch ****, Kick ***, Rekka Ken
Power Points: Kanzuki-Ryuu 4, Kung Fu 5
School System Power Points: Kung Fu, Boxing 5
Description: A master of Rekka Ken continues to hone their ability until the dance becomes a natural rhythm and they can utilize it’s flow to end the maneuver with a move of their choice.
System: This is an improved Rekka Ken. The first and second hits must be a basic punch but any other punch can be substituted for the third hit – paying it’s chi and willpower cost separately - of the Guren-Ken and get the speed benefit. Substituting the second hit for another special ends the Guren-Ken immediately. It cannot be combined with multiple hit punches.

Like the Rekka Ken the speed bonus ends if the fighter using this maneuver is knocked down, dizzied, or put into a sustained hold.

Cost: 1 Willpower per turn used Speed: +3 Damage: N/A Move: N/A
Source: sfrpg.com

Gut Punch
Requirements: Punch **
Power Points: Scottish Highland Fighting 2, Any 3
School System Power Points: Scottish Highland Fighting, Boxing 2, Any 3
Description: The Highlander swings his fist in a wide arc to score a fierce abdominal blow. This move is very painful and often takes the wind out of the victim.
System: If the victim of a Gut Punch is dizzied they are also knocked down.

Cost: None Speed: -2 Damage: + 4 Move: Two
Source: Scottish Highland Fighting

Haymaker
Requirements: Punch *
Power Points: Dirty Fighting 1, Any 2
School System Power Points: Any 2
Description: The fighter winds up like a baseball pitcher to deliver this crude yet powerful punch. They first reach as far down the to ground as they can. Then they whip their fist in a wide arc over their own head and directly onto the opponent's. The momentum imparted by the wide overhead swing imparts tremendous force to this maneuver.
System: Use the modifiers below.

Cost: None Speed: -2 Damage: +4 Move: -2
Source: Player’s Guide

Head Butt
Requirements: Punch *
Power Points: Boxing, Capoeira, Kabbaddi, Pankration, Sumo Wrestling, Dirty Fighting 1, Any 2
School System Power Points: Boxing, Capoeira, Grappler, Mystical, Dirty Fighting 2, Any 3
Description: When the knuckles won't do some fighters use their heads. Many styles practice head butt strikes as part of their close-range fighting arsenal of maneuvers. Fighters have to undergo grueling training to perfect this move. Training involves conditioning a fighter's forehead to take the punishment of the hit. The fighter bangs his head on padded wood, then bare wood, then bricks, then stone. This gradually toughens the fighter's head until he can crack just about anything with one solid blow from his head.
System: Use the modifiers below.

Cost: None Speed: +0 Damage: +3 Move: -2
Source: Core Rulebook

Head Knocker
Requirements: Punch **, Grab **
Power Points: Scottish Highland Fighting 2, Any 3
School System Power Points: Scottish Highland Fighting 2, Any 3
Description: The famous move that you always saw in the movies was considered impractical in real life until one Highlander worked out how to be fast enough to actually pull off the stunt.
System: The Highlander must have two opponents adjacent to both him and to each other. The Highlander reaches forth, grabs both their heads, and knocks them together. Both opponents take damage. Neither opponent may add their Block technique to their Soak total.

Cost: None Speed: -1 Damage: - 1 Move: - 1
Source: Scottish Highland Fighting

Heart Punch
Requirements: Punch ***, Focus *
Power Points: Native American Wrestling, Sanbo 2, Special Forces, Sumo Wrestling, Dirty Fighting, Bando 3, Boxing, Kung Fu, Western Kickboxing 4
School System Power Points: Inner 3, Grappler, Military, Boxing, Kung Fu, Kickboxing, Dirty Fighting 4
Description: The heart punch is a blow designed to stun an opponent leaving him vulnerable to the fighter's next blow. A quick, powerful blow is delivered to the opponent's chest. This move is considered a cheap shot and can result in the loss of Honor depending on the circumstances under which it is applied.
System: No damage is done by this attack. However damage is still rolled for the purposes of determining a dizzy. Because of the nature of the Heart Punch technique it may not be part of a dizzying combo maneuver. It can, however, be combined for the purposes of gaining a speed bonus.

Cost: None Speed: -1 Damage: +5 (although no damage is actually done) Move: -2
Source: Storyteller’s Screen

Hundred Hand Slap
Requirements: Punch *****
Power Points: Majestic Crow Kung Fu, Sumo Wrestling 4, Baraqah, Jeet Kune Do, Jiu Jitsu, Kung Fu, Sanbo 5
School System Power Points: Inner 3, Grappler 4
Description: In formal sumo wrestling matches sumotori are not allowed to strike with a closed fist - only with slaps and palm heel strikes using an open hand. This restriction has led sumotori to develop an awesome technique that creates a blaringly fast flurry of strikes to overwhelm an opponent.

The strike's name derives from the fact that sumotori who train to perfect this special move practice by striking a large wooden post 100 times as fast as they can. A fighter is timed on how fast he can deliver the blows with his open hand to the wooden post. Over years of training he is expected to reduce this time to less than two seconds! Even the thickest posts often crack under the torrent of hammering blows.
System: A fighter who uses Hundred Hand Slap in combat gets to roll three times for damage using the modifier given below for each strike.

Cost: 1 Willpower Speed: -2 Damage: +0 Move: One
Source: Core Rulebook

Hyper Fist
Requirements: Punch ****, Power Uppercut
Power Points: Boxing, Western Kickboxing 4, Jeet Kune Do, Special Forces, Ler Drit 5
School System Power Points: Boxing, Kickboxing 4, Kung Fu, Military 5
Description: Dee Jay has generated a lot of business for dentists with his chin-pounding Hyper Fist. Other fighters have tried to learn the move with varying degrees of success. Fighters who master the Hyper Fist are able to throw a flurry of uppercut punches that pound their opponents with multiple hits.
System: The fighter gets to roll three damage tests against the victim of the Hyper Fist.

Cost: 1 Willpower Speed: +1 Damage: +0 Move: One
Source: Core Rulebook

Justice Fist
Requirements: Punch ***** , Focus ****, Banishing Punch
Power Points: Shotokan Karate 3, Kung Fu, Boxing 4, Sanbo 5
School System Power Points: Boxing, Karate, Kung Fu 4
Description: This explosive punch is rarely seen in the Street Fighting circuit and for good reason – it is difficult to learn but packs an explosive payload. The user focuses their Chi into their fist and strikes out releasing a tremendous blast of raw kinetic force into the air.
System: This maneuver scores two damage tests. The first is for the punch and the second is an Intelligence + Focus blast directed against the target of the punch. Using this move imposes a –2 speed penalty on the next turn because of the slow recovery. If it does any damage the opponent is knocked three hexes back and is knocked down. Everyone occupying a hex adjacent to where this punch lands must score more successes on a Dexterity + Athletics roll than the fighter’s Focus damage roll or be knocked down. The chi expended in this punch can cancel out a chi projectile attack if the fighter gets at least two successes on a wits roll but the explosive boom is also canceled out.

Cost: 1 Willpower, 2 Chi Speed: +0 Damage: +6 Move: +2
Source: sfrpg.com

Knife Hand Strike
Requirements: Punch ***
Power Points: Kung Fu, Shotokan Karate 3, Special Forces 4, Any 5
School System Power Points: Karate, Kung Fu, Hunter, Military 3, Any 4
Description: The Fighters straightens her hand so that it's rigid and strikes fingers first at an unprotected body. The effect is a quick and deadly strike that can incapacitate an unsuspecting foe
System: Use the modifiers below to perform the strike. Unless an opponent is blocking damage is applied against only half of his Stamina (rounded down)

Cost: None Speed: +1 Damage: -1 Move: -1
Source: Storyteller’s Screen

Leaping Rake [hybrid maneuver]
Requirements: Punch **, Athletics *, Jump, Claw
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The fighter leaps at their opponent raking him with their claws as they pass.
System: This is an aerial maneuver and it only works if the attacker has enough Move to go past his opponent. The hybrid adds damage from their claws to the modifier listed below. The attacker moves, rolls for damage, then continues moving unless interrupted.

Cost: 1 Willpower Speed: +1 Damage: +1 (add claw damage) Move: +1
Source: Warrior’s World

Lunging Headbutt (Cabecada)
Requirements: Punch **, Athletics *, Head Butt
Power Points: Any 2
School System Power Points: Any 3
Description: This is a Head Butt performed while the fighter quickly rushes a step forward adding their momentum to the force of the blow.
System: Use the modifiers below. This is not considered a dashing maneuver.

Cost: 1 Willpower Speed: -1 Damage: +4 Move: 2
Source: New Legends

Lunging Punch
Requirements: Punch ***, Athletics *
Power Points: Boxing, Shotokan Karate, Western Kickboxing, Hapkido 2, Any 3
School System Power Points: Boxing, Karate, Kickboxing 2, Any 3
Description: The Fighter dashes forward and delivers a low sweeping punch that catches their opponent off-guard.
System: Use the modifiers below. The Lunging punch ignores blocks and is considered a crouching maneuver.

Cost: 1 Willpower Speed: +2 Damage: +1 Move: +1
Source: Storyteller’s Screen

Monkey Grab Punch
Requirements: Punch *, Grab *
Power Points: Baraqah, Jeet Kune Do, Kung Fu, Majestic Crow Kung Fu, Silat, Spanish Ninjitsu, Tai Chi Chuan, Chin Na 1, Any 2
School System Power Points: Boxing, Karate, Kickboxing, Hunter, Kung Fu 2, Any 3
Description: This relatively simple special maneuver originates from Monkey Kung Fu. The fighter lunges forward, grabbing and pulling away an opponent's blocking arm with one hand, then delivers a quick punch with their remaining hand.
System: When executed against a blocking defender the attacker makes an immediate Grab check and needs two successes to pull a defending arm out of alignment. In this way Monkey Grab Punch negates the soak bonus from blocks. This is not a sustained hold and the arm cannot be held longer then necessary to deliver the punch.

Cost: None Speed: -2 Damage: +1 Move: +0
Source: Core Rulebook

Palm Strike
Requirements: Punch **, Focus **
Power Points: Wu Shu, Kung Fu, Silat, Chin Na, Sumo Wrestling 2, Any 3
School System Power Points: Wu Shu, Karate, Inner, Kung Fu 2, Any 3
Description: A Palm Strike is an open-handed punch that strikes the opponent with the bony section of the palm to deliver damage.
System: The Palm Strike does double damage for the purposes of dizzying an opponent if the opponent is struck in the head (called shot, difficulty 8). A fighter using this can choose to expend one Chi to knock their target back a number of hexes equal to the attacker’s Focus. This must be declared before damage is rolled.

Palm Strike can also be used to break a sustained hold as long as a hand is free and can deliver the strike to the opponent’s chest. This always uses Chi and the damage scored is compared to a Strength check from the wrestler to keep hold. Using Palm Strike this way does not cause knockback.

Cost: 1 Chi (optional) Speed: +2 Damage: -2 Move: +0
Source: editor

Power Dive
Requirements: Punch *****, Power Uppercut, Divebomb Punch
Power Points: Aikido, Dirty Fighting, Boxing 4
School System Power Points: Boxing, Dirty Fighting, Inner 4
Description: This quick one-two combination maneuver first knocks an opponent into the air then follows it up with a swift Divebomb Punch to send her crashing back to earth.
System: In order to hit with the second punch the first uppercut must do damage to knock the opponent into the air. The second phase of this maneuver is aerial and knocks the victim down. The fighter ends the round in the same hex as their opponent.

Cost: 1 Chi, 1 Willpower Speed: -2 Damage: +2/+3 Move: 1
Source: editor

Power Geyser
Requirements: Punch *****, Ground Fire, Shockwave
Power Points: Boxing 4
School System Power Points: Boxing 5
Description: This maneuver makes your average Shockwave look like child’s play by comparison. It sacrifices range to focus all of it’s power into a small area.
System: The fighter strikes the ground as if to generate a Shockwave or Ground Fire but instead creates a geyser of chi in front of them that erupts from the ground with astonishing force. The fighter may make three strikes for three such geysers total. Each one erupts from the ground within one hex from where the ground was struck and knocks down anyone damaged by them. This maneuver inflicts damage using the fighter’s Punch + Focus technique in addition to the modifier below.

Cost: 2 Chi Speed: -2 Damage: +2 Move: none
Source: editor

Power Uppercut
Requirements: Punch *
Power Points: Any 1
School System Power Points: Boxing, Kickboxing, Military 1, Any 2
Description: This move is relatively basic as special maneuvers go but more than one Street Fighter has won a tournament with bread-and-butter moves like the Power Uppercut. This powerful punch starts low and ends high above the fighter's head. By using her leg and back strength the fighter can deliver some fierce power with this punch. The total commitment to the punch usually lifts the fighter slightly off their feet as they punch upward.
System: If the Power Uppercut is used to interrupt an opponent's aerial maneuver it will also cause a knockdown if it scores damage.

Cost: None Speed: -1 Damage: +3 Move: One
Source: Core Rulebook

Quivering Palm
Requirements: Punch ****, Focus ****, Heart Punch
Power Points: Native American Wrestling 2, Lua 3, Kung Fu Chin Na 4
School System Power Points: Inner, Kung Fu 3, Grappler 4
Description: Delivering what seems to be a light blow to the chest the fighter actually delivers a deadly strike straight into the heart of their opponent. It is said that Native American shamans developed this technique in the ancient times when great mythical beasts once roamed the land. Unable to fell such creatures with conventional martial arts the shamans developed a technique to strike directly at the beast's heart and cut it's life off at the source. It was simultaneously developed in China for the same lethal reasons.
System: The Quivering Palm deals only one point of damage regardless of how many successes are rolled. One success is needed, however, for the strike to have any effect. The blow sends a shockwave through the victim's chest and into the heart and surrounding tissues. This compression results in the heart developing an arhythmia or irregular heart beat. The effects last until medical intervention resets the heart or the victim gains more successes on the Stamina checks outlined below then three times the original damage roll.

If left untreated this arrhythmia can prove fatal to the victim. Every hour under normal activity or every five rounds of strenuous work (including fighting) the victim must make a Stamina roll. A failure means the heart goes into an abnormally fast or slow rate. The victim will feel lighted and dizzy as blood flow is disrupted. If the stamina roll botches the heart ceases beating completely. Without immediate medical attention this situation is invariably fatal.

Cost: 1 Willpower, 1 Chi Speed: -1 Damage: +1 Move: -2
Source: editor

Radiant Uppercut
Requirements: Punch ****, Kick ***, Power Uppercut, Jump
Power Points: Savate, Shotokan Karate, Kung Fu, Silate 4
School System Power Points: Kickboxing, Karate, Kung Fu 4
Description: The Radiant Uppercut is a difficult maneuver to master. The fighter first must learn to launch an opponent into the air with just a single uppercut then to jump up and kick them as they fall back to earth.
System: If the defender is blocking they cannot be thrown into the air by this maneuver unless it dizzies them. However, if that succeeds the soak bonus from their block maneuver is lost against the kick. The second damage test is a kick using the second modifier below. The defender is knocked two hexes back and suffers an unpreventable knockdown.

Cost: 1 Willpower Speed: -2 Damage: +3/+2 Move: 1
Source: editor

Retreating Punch
Requirements: Punch *, Athletics *
Power Points: Boxing 1, Kung Fu, Aikido, 2, Any 3
School System Power Points: Inner, Boxing 1, Kung Fu, Kickboxing 2, Any 3
Description: The Retreating Punch is a slight, glancing jab thrown with little in the way of strength in order to force an opponent to react. In this momentary window of opportunity the boxer slips away out of range of a retaliatory blow and prepares for the next punch.
System: Use the modifiers below. After performing this punch the fighter may move up to two hexes back in a straight line or one hex adjacent in any other direction.

Cost: none Speed: +1 Damage: +0 Move: -1
Source: editor

Rekka Ken
Requirements: Punch ****, Athletics **
Power Points: Kung Fu 4, Boxing, Majestic Crow Kung Fu, Western Kickboxing, Wu Shu 5
School System Power Points: Kung Fu, Boxing, Kickboxing 4, Wu Shu 5
Description: The Rekka Ken maneuver was developed by Fei Long. He combined the speed of his Wing Chun Kung Fu punching with new concepts of footwork. First, the fighter dashes forward and delivers a blindingly fast punch. This first punch is followed by advancing steps and up to two more consecutive punches. The rapid three-punch combination can devastate an opponent in mere seconds.
System: The Rekka Ken is similar to other combo maneuvers. During the first turn of the Rekka Ken the player announces the technique along with any of the three basic punches (Jab, Strong or Fierce). The punch is resolved normally but the Rekka Ken gives it +3 extra Speed beyond its normal Speed rating.

For up to two subsequent turns the player can continue using Rekka Ken along with a regular punch and get the +3 Speed bonus to the punch. Each punch must be used on the same opponent and the damage from each punch combines for purposes of dizzying the opponent.

A special showmanship always accompanies the Rekka Ken. If a fighter uses the Rekka Ken for three consecutive turns against an opponent they are obligated to take a moment to strut their stuff - posing and howling in overconfident zeal. If the fighter does not take a turn to do this they loses three temporary Glory points. If they do pose they get the standard +1 Glory (temporary) for showmanship.

The speed bonus from this technique ends if the fighter is knocked down, dizzied, or put into a sustained hold.

Cost: 1 Willpower per turn Speed: See above. Damage: See above. Move: See above
Source: Core Rulebook

Reverse Elbow
Requirements: Punch *, Alertness *
Power Points: Thai Kickboxing, Savate, Dirty Fighting, Judo, Special Forces 1, Any 2
School System Power Points: Kickboxing, Dirty Fighting, Military, Grappler, Boxing 1, Any 2
Description: The Reverse Elbow is a defensive elbow strike delivered to an opponent standing behind the fighter. It is a staple in many martial arts and self defense courses and is designed to quickly, if imprecisely, deliver damage against an attacker and force them back. Most Street Fighters use it to discourage grapplers from getting too friendly.
System: Use the modifiers listed below. This blow can only be delivered against an opponent standing behind the fighter. It can be used in conjunction with the weapon special maneuver Backhand Fighting.

Cost: None Speed: +2 Damage: +1 Move: One
Source: editor

Rushing Wind
Requirements: Punch ****, Focus ***, Air Blast, Power Uppercut
Power Points: Thai Kickboxing 4
School System Power Points: Kickboxing 4
Description: Thai Kickboxing is not particularly known for it’s fist maneuvers but combine the abilities of one with an affinity for the wind and the speed that Kickboxing teaches and you find that a few merge the two together in interesting ways.
System: The fighter throws two quick uppercuts. With each snap of their arm they release chi into the air which forms a whirling vortex. However, there is a significant gap between the fighter and where the air spins up into a high enough speed to be more than a nuisance. The fighter, if they are adjacent to their target, rolls damage for two uppercuts using Punch with the +2 bonus below. At the opposite end of the hex in which the uppercuts where executed, in a direct line in front of the fighter, the twin blasts form and move two hexes before dissipating. These blasts will damage anyone or anything encountered using the fighter’s Intelligence + Focus with the +3 bonus below.

Cost: 1 Chi, 1 Willpower Speed: -1 Damage: +2/+3 Move: -2
Source: editor

Shikan-Ken (Ninja Knuckle Fist)
Requirements: Punch **
Power Points: Ninjitsu 3, Chin Na 4
School System Power Points: Hunter 3, Boxing, Grappler, Kung Fu, Inner 4
Description: Shikan-ken is very similar to a Jab but the striking surface is significantly different. Most punches are thrown with a clenched fist that provides a wide area of impact. When throwing a Knuckle Fist the Ninja does not flex the innermost joints of their fingers. This leaves the bony middle knuckles as the striking surface. The reduced area of impact increases the strength and damage of the punch.
System: An opponent struck by the Knuckle Fist must make a resisted Strength test to see if they are also knocked back one hex. This punch will cause a knockdown against jumping opponents.

Cost: None Speed: +1 Damage: +1 (may knock back an opponent one hex) Move: +0
Source: Player’s Guide

Shining Knuckle
Requirements: Punch ****, Focus ***, Dashing Punch
Power Points: Aikido, Baraqah, Mystic, Elemental: Light 3
School System Power Points: Elemental: Light 3, Boxing, Mystical, Kung Fu, Inner 4
Description: By releasing their chi during a Dashing Punch the fighter can assail their opponent with a swift, fast-moving punch that hits like a truck and sends their foe reeling.
System: The fighter must travel in a straight line to deliver the punch. If it scores any damage the victim is knocked back one hex and the fighter may continue moving and strike them a second time. The victim can be knocked back again but the second hit ends the maneuver.

Cost: 1 Chi, 1 Willpower Speed: -1 Damage: +4 Move: +2
Source: editor

Shockwave
Requirements: Punch ****, Focus **
Power Points: Native American Wrestling 3, Any 4
School System Power Points: Grappler 3, Any 4
Description: Native American warriors can strike the earth with a mighty fist causing it to tremble and quake. The force of the strike sends a shockwave straight across the ground. This tremor can topple objects and people. The shockwave can even cause some walls to buckle and crack as their supports vibrate.
System: The character chooses a straight hex-line down which to send the shockwave that extends for a number of hexes equal to the character's Strength beginning with the hex adjacent to the character. Anyone standing in one of the affected hexes (characters in the middle of aerial maneuvers are not affected) suffers damage and is knocked down. Note that Shockwave knocks everyone down even if an opponent was blocking or didn't suffer any damage from the maneuver.

Cost: 1 Chi Speed: +0 Damage: +0 Move: None
Source: Core Rulebook

Sho-ouken
Requirements: Punch ***, Athletics **, Power Uppercut
Power Points: Shotokan Karate 2, Bando, Lua 3
School System Power Points: Karate 3, Grappler, Kung Fu 4
Description: When Sakura was studying under Dan trying to learn the mysteries of the Dragon Punch she interpreted his teachings in unexpected ways. Although she could not replicate the Dragon Punch the way her idol Ryu does she developed and perfected the Sho-ouken to take it's place. Rushing at her opponent she strikes and uses her momentum to carry her up into the air with a high-flying uppercut. Since it's inception other fighters have observed the technique and added it to their arsenals.
System: This is considered a dashing maneuver and requires a straight line between the attacker and the target. It strikes only once against an aerial opponent but if it interrupts them with the uppercut it causes knockdown. Unlike a Dragon Punch the Sho-ouken cannot be used to evade projectile maneuvers.

Cost: 1 Willpower Speed: +0 Damage: +2/+3 Move: +0
Source: editor

Shuto (Sword Hand)
Requirements: Punch ***, Shikan-ken
Power Points: Ninjitsu 2
School System Power Points: Hunter 3
Description: The arm is swung in a wide arc toward the target. At the last moment the Ninja's fist unclenches and the fingers form a line 90 degrees from the palm. The lower edge of the fingers strikes the target with a force similar to that imparted by a sword or club.
System: This punch ignores any bonuses the target gains from armor, Toughskin or similar powers. A target without such protection suffers an additional +1 to damage.

Cost: None Speed: -1 Damage: +3 (or +4, see above) Move: -2
Source: Player’s Guide

Sonic Fist
Requirements: Punch ***, Focus **, Sonic Boom
Power Points: Special Forces 3, Baraqah, Bando 4, Any 5
School System Power Points: Military, Elemental: Sonic 3, Mystical, Grappler 4
Description: The Sonic Fist is a newer technique developed by Guile. He realized that instead of releasing the Sonic Boom as a projectile he could channel that energy to propel his fist through the air. The fighter’s fist actually breaks the sound barrier as it rushes toward it’s opponent resulting in a sickening whoosh after the fact.
System: Sonic Fist reduces the damage dealt by projectile attacks by 1 if it interrupts them at the cost of losing two points of damage.

Cost: 1 Willpower, 1 Chi Speed: +3 Damage: +3 Move: -3
Source: New Legends

Spinal Smash
Requirements: Punch **, Grab **
Power Points: Savate, Kickboxing, Thai Kickboxing, Boxing, Silate, Dirty Fighting, Ler Drit, Native American Wrestling 2, Sumo, Wu Shu, Kung Fu 3, Any 4
School System Power Points: Kickboxing, Boxing, Dirty Fighting, Ler Drit 2, Grappler, Wu Shu, Kung Fu 3, Any 4
Description: The Spinal Smash is a down and dirty maneuver that most fighters consider highly dishonorable because of the risk of permanent injury it carries. However, for those looking to end a fight decisively it has earned a place of repute. The fighter grabs his opponent, slams them to the ground, then delivers a fierce blow to the back.
System: The attacker needs two successes on a Grab check to get the defender into position face-down on the ground. If this maneuver delivers eight or more health levels in damage the target's spine has been severely injured and they will be unable to sit, stand, or walk without medical intervention or until the injury heals - which is considered aggravated for the purposes of healing. The defender suffers an unpreventable knockdown and ends their turn in the attacker's hex.

Cost: 1 Willpower Speed: -1 Damage: +2 Move: 1
Source: editor

Spinning Back Fist
Requirements: Punch **
Power Points: Baraqah, Pankration, Special Forces, Savate, Western Kickboxing, Hapkido 1, Any 2
School System Power Points: Military, Boxing, Kickboxing, Inner, Dirty Fighting 1, Any 2
Description: This punch gets its power from the rotation of the fighter's body. To deliver the Spinning Back Fist the fighter steps forward with their rear foot pivoting 180 degrees backward to strike with an outstretched back fist. The move is powerful and allows the fighter to advance on an opponent as they deliver the strike.
System: Use the modifiers below.

Cost: None Speed: -1 Damage: +2 Move: +1
Source: Core Rulebook

Spinning Clothesline
Requirements: Punch ****, Athletics ***
Power Points: Sanbo 3, Capoeira, Native American Wrestling 4, Special Forces 5
School System Power Points: Grappler 3, Military, Capoeira 4
Description: Whirling destruction! The wrestler spins their body like a top clubbing any opponents nearby. They can wade through a gang of street punks and send them flying in all directions.
System: When using the Spinning Clothesline the fighter moves and attacks simultaneously. When initiated the wrestler makes a damage test against all opponents sharing their hex or in an adjacent hex. All opponents who are hit are knocked back one hex from the wrestler. The wrestler then moves one hex and repeats the round of damage rolls. This continues until they use up their Move or decide to stop.

Anyone nearby who is executing a crouching maneuver will not be hit.

Cost: 1 Willpower Speed: +0 Damage: +0 Move: -2
Source: Core Rulebook

Spinning Knuckle
Requirements: Punch ***, Athletics *, Spinning Back Fist
Power Points: Special Forces 2, Baraqah, Savate, Western Kickboxing, Wu Shu, Hapkido 3, Any 4
School System Power Points: Military 3, Any 4
Description: This move is an advanced version of a Spinning Back Fist. Instead of taking one step forward and spinning into a back fist the fighter dances forward taking several body-turning cross-steps before delivering the attack. The Spinning Knuckle uses the fighter's advancing motion to add power to the blow. Furthermore, the fighter actually delivers two back fists at the end.
System: The fighter gets to roll two damage tests as the fist connects twice.

Additionally, the fighter's dancing, turning steps allows him to evade projectile attacks. If the fighter interrupts a projectile attack with a Spinning Knuckle they get a chance to dodge the projectile just as if they had used the Jump special move.

Cost: 1 Willpower Speed: -1 Damage: +1 Move: +3
Source: Core Rulebook

Spinning Serpent Punch
Requirements: Punch ****, Focus ***, Spinning Back Fist
Power Points: Boxing, Bando, Lua 3, Shotokan Karate, Kung Fu, Baraqah 4
School System Power Points: Boxing 3, Kung Fu, Mystical, Karate, Grappler 4
Description: This radial punch hisses with released energy is it flies through the air slamming into anyone standing next to the boxer. Many thugs of the Mad Gear gang can attest to it's stopping power.
System: This attack hits everyone adjacent to the fighter at the time it is executed and will strike crouching foes as it is not executed at the same height as a Spinning Clothesline. Everyone hit suffers damage using the modifier listed below and is knocked back one hex.

Cost: 1 Chi, 1 Willpower Speed: -1 Damage: +5 Move: none (cannot move)
Source: editor

Strike of the Serpent
Requirements: Punch **
Power Points: Ninjitsu 1, Any 2
School System Power Points: Hunter, Inner 2, Any 3
Description: With the speed of a lunging cobra a fighter swiftly strikes twice.

System: Fighter rolls to hit for two punches - one after the other. If the first strike hits then the second automatically hits. Roll two damage tests using the modifiers below.

Cost: None Speed: +2 Damage: -2 Move: +0
Source: New Legends

Tiger Uppercut
Requirements: Punch *****, Athletics ***, Dragon Punch
Power Points: Thai Kickboxing 3
School System Power Points: Kickboxing 5
Description: This is a highly specialized form of Dragon Punch utilized solely by Sagat. It is fast, moves a long way, and delivers a devastating punch to those unlucky enough to be caught in it’s path.
System: Tiger Uppercut works identically to a normal Dragon Punch except that it hits twice and will carry ground opponents with it into the air as Sagat leaps. He executes this maneuver from a crouch and cannot move but the force of his leap carries him a full two hexes forward through the air. Enemies caught in his path are knocked back another two hexes and are knocked down.

Cost: 2 Willpower Speed: +0 Damage: +6 Move: see above
Source: Core Rulebook

Triple Strike
Requirements: Punch **, Kick *
Power Points: Majestic Crow Kung Fu 1, Any 2
School System Power Points: Kung Fu, Inner, Karate, Military 1, Any 2
Description: The fighter pulls back into a tight position, almost blocking, and then lashes out with two fists and a kicking foot at any one target next to her.
System: The fighter rolls damage for all three strikes but the target only suffers damage from two of the strikes. The two punches have a +1 damage modifier. The kick has a +2 damage modifier. The damage for the kick is calculated using the fighter's Kick technique even though Triple Strike is a Punch special maneuver.

Cost: None Speed: -1 Damage: See above. Move: None
Source: Core Rulebook

Turbo Spinning Clothesline
Requirements: Athletics ****, Spinning Clothesline
Power Points: Sanbo 2, Special Forces 4
School System Power Points: Grappler 4, Military 5
Description: Frustrated by the speed of some opponents Zangief worked hard to make his Spinning Clothesline faster.
System: This move is identical to the Spinning Clothesline except that it is quicker and travels farther. The wrestler makes a damage test against all opponents sharing their hex or in an adjacent hex. All opponents who are hit are knocked back one hex from the wrestler. The wrestler then moves one hex and repeats the round of damage rolls. This continues until they use up their Move or decide to stop.

Anyone nearby who is executing a crouching maneuver will not be hit.

Cost: 1 Willpower Speed: +1 Damage: +0 Move: -1
Source: Core Rulebook

Turn Punch
Requirements: Punch ****
Power Points: Boxing, Savate, Thai Kickboxing 4, Western Kickboxing, Bando 5
School System Power Points: Boxing 4, Kickboxing, Grappler 5
Description: This heavy punch is one of the most potent special maneuvers available to the style. The boxer craftily works his way around the ring setting up his opponent for a powerful overhand blow. The boxer actually turns his torso away from his opponent and then twists all the way forward as he throws the punch. This turning body motion gives the punch its name and its power.
System: At the beginning of any combat round a player can initiate Turn Punch. This shows that her character is beginning to size up her opponent in preparation for the punch. During that same turn the player can use any other maneuver they want but the move has a -1 penalty to speed, damage, and move because the boxer is concentrating on setting up the Turn Punch. The 1 Willpower is considered reserved but not yet spent until the Turn Punch is actually thrown.

This can continue for up to four turns total. The player continues to use any maneuver they wish at the same –1 penalty. At any time, including during the very first turn, they can choose to execute the Turn Punch. The modifiers depend on how many combat turns the boxer was allowed to prepare the Turn Punch:

Combat Turns

Speed

Damage

1

-1

+4

2

-1

+5

3

+0

+6

4 (or more)

+1

+7


At the end of any round the player can choose to abort the Turn Punch maneuver at no penalty. The move ends immediately if they are knocked down, dizzied, or put into a sustained hold (GM discretion and depends on the hold). Additionally, while charging the Turn Punch techniques used can be individually aborted – with the –1 penalties that Turn Punch imposes – without ending Turn Punch. This maneuver cannot be the last punch in a Guren-Ken.

Example: The boxer executes the Turn Punch immediately. The modifiers are -1 Speed, +4 Damage, and Move Two. Conversely they could Block that turn (at the modifier penalties), Jab on the next turn, Move on the third turn, another Jab on the fourth turn, a Block on the fifth turn, and finally on the sixth turn the player decides to use the punch. It's modifiers would be +1 Speed, +7 Damage, and Move Two.

Cost: 1 Willpower on the first turn Speed: See above. Damage: See above. Move: Two

Source: Core Rulebook

Vortex Palm
Requirements: Punch ****, Focus ***, Palm Strike, Fireball
Power Points: Wu Shu, Kung Fu, Silat, Chin Na, Sumo Wrestling 3, Any 5
School System Power Points: Wu Shu, Kung Fu, Grappler 3, Any 4
Description: The Vortex Palm takes an ordinary Palm Strike and adds a whirling vortex of chi and air that repeatedly strikes the unfortunate target.
System: Just like a Palm Strike this maneuver does double damage for the purposes of dizzying an opponent if they are struck in the head (difficulty 8, called shot). The range of this maneuver is limited to hitting in the same hex that the attacker is standing in but it deals three damage tests to everyone in front of the attacker in that hex. This hits crouching and aerial opponents. The first test uses Strength + Punch for damage but the second and third use Intelligence + Focus. Anyone who suffers damage from all the tests is knocked down and thrown back two hexes.

Cost: 2 Chi Speed: +0 Damage: -2 Move: 1
Source: editor

Widowmaker
Requirements: Punch ***, Jump, Haymaker
Power Points: Any 1
School System Power Points: Any 2
Description: This move is similar to the Haymaker except that the fighter makes a short jump to increase the damage inflicted. Gravity and the punishing mass of the fighter propel the attacker's fist directly onto the target's head. This move is slow but when it connects it will often end a fight.
System: The fighter may jump up to two hexes toward an opponent before inflicting damage. Any target damaged by the Widowmaker suffers a Knockdown. Because of the over-hand strike involved with this move a jumping target will not be hit as the punch doesn't develop any real force until the swing is completed.

The Widowmaker is an aerial maneuver and can be used to avoid projectiles.

Cost: None Speed: -3 Damage: +5 Move: 2 (max.)
Source: Player’s Guide


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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.