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
Main Page
Index
Street Fighter: The Storytelling Game and all of it's associated writings
are copyrighted by White Wolf and Capcom. Maneuvers written by others, as
cited throughout the site, are copyright their respective writers. All original
maneuvers, custom rulesets, modifications, and other edits are copyright 2008
Lady Abaxa. They may not be reprinted without my express permission.
|