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Martial Arts Schools

for

Street Fighter: The Roleplaying Game


Punch / Kick / Grab / Athletics / Block / Focus [A - M] / Focus [N - Z] / Weapon / Hybrid / Errata / Backgrounds / Index

In order to help streamline and strengthen the "weaker" soft styles added over the game's lifetime I devised a school-centric approach. Rather then dividing up maneuvers into little pools and trying to make sure each pool is balanced in relation to the others I decided to just go with several large pools. The distinct styles are lumped together into umbrella categories which have common maneuver lists. Each style is set apart from others under the same umbrella by the school-wide techniques and drawbacks unique to each one. This makes it much easier to add additional sub-styles where none previously existed without having to rebalance maneuver distribution.

Throughout the maneuver lists you will instead find, under Power Points, the following umbrella classifications. These classifications are to help minimize the nitpicky number-crunching that was inevitable in the old system and help players chose a style that works for their character concept without sacrificing access to maneuvers that help build up the aforementioned concept.

None of the schools as presented on this page should be confused with anything out in the real world. They have been written and balanced for the sake of gameplay and not as simulcrums of their worldly counterparts. This page also assumes a basic familiarity with each style and thus does not include descriptions for them beyond a few basic notes.

There are some style types that only have one school listed: Ler Drit, Wu Shu, etc. This is done in the interest in maintaining consistency with the school system while still allowing additional styles for those types to be added easily in the future - should that ever become necessary.

Table of Contents

For each style a list of benefits and limitations is provided below. Knowledge in a school is quantified as ranks in the School: [Insert School] background. New techniques become available when the character’s dots in said background are equal to or greater then the Power Point cost of the desired maneuver +1. Any schools beyond the first drop the +1 modifier and just use dots in the school background. Maneuvers which are purchased as 'Any' or as purely elemental techniques (such as Pit or Heatwave) use the base school rank.

Affinities: For a style that says it has a primary “Affinity” for a certain technique decrease the power point cost for maneuvers of that technique by 1 down to a minimum of 1. The maneuver that the character wishes to purchase at this reduced cost must be available to the style. For secondary affinities see the multiple styles paragraph below. (Unless the maneuver or style says otherwise!)

Deficiencies: This is the opposite of an Affinity and represents a technique that is more difficult for students of that particular school to learn. A deficient technique must be at least one dot lower then all other techniques (unless they are also deficient) and the cost of maneuvers of that technique are increased by 1 step to a maximum of 7.

Affinities, deficiencies and multiple styles: A technique cannot be both an affinity and a deficiency for what should be obvious reasons.

Things get a little more complicated when crossing styles. One style must be the primary technique form – usually the first style learned. This sets the base affinity and deficiency. The secondary style also sets an affinity and a deficiency but not in the standard manner outlined above. The secondary style’s affinity decreases the experience point cost of maneuvers of that technique by 2 experience points. This affinity may be in the same technique that is deficient because of the primary style but the limitations of that prior deficiency still apply (the secondary affinity thus only mitigates the effect slightly). This reduction does nothing to modify the cost of altering a known maneuver or teaching it to others.

The secondary style’s deficiency likewise increases the experience point cost of all maneuvers of the affected technique by 2 experience points. Unlike affinities this does increase the cost to alter and teach the maneuver to others. Once a fighter has two styles their affinities and deficiencies are set and will remain unchanged no matter how many additional styles they continue to study.


Elemental:

This is not an actual school, or collection of schools, and so cannot be taken as a primary or secondary school. A character's elemental affinity is set by their Hado and cannot be changed. Only one elemental type may be taken per character, except those who have Lua as their primary school. Each dot in this "school" provides a temporary point pool that can be divvied up per session to augment speed, damage, effect rating (such as an amount of healing), duration (adding two additional rounds per point dedicated), or soak total against attacks of the same element.

Dots in this background otherwise function like a school rank for determining when a character is able to learn an elemental-only maneuver except that there is no +1 augmentation. The following are all the elemental types:

Fire: heat, combustion, and open flames
Water: all things pertaining to water
Ice: heat absorption, forming ice from water vapor
Earth: soil, dirt, silt, and gravity
Air: wind and air currents
Lightning: electricity
Sonic: sound waves
Metal: it's metal, yo
Wood: plants and animals, living things in general
Light: photons and light emission
Darkness: the absence of light, entropy
Psycho Energy: negative emotions
None: your basic chi and kinetic forces, forces that don't fit into any of the above elements


Inner Path:

Aikido

Benefits: Affinity for Grab maneuvers. The fighter may roll twice on Grab checks and keep the higher result of the two rolls. Once per day per school rank you may pay 1 Willpower to negate the effects of surprise for 1 round.

rank 2: you may pay 1 Willpower to substitute your school rank for your Grab technique and vice versa for one round.

rank 3: you may use the rank 2 technique to substitute your school rank for any technique (except weapon skills) for one round.

rank 4: if you also have the Awareness or Sakki maneuvers you cannot be surprised unless you are dizzied.

rank 5: you may add dots in your Insight skill as dice to evasion checks a number of times per day equal to your Intelligence. If attacked from behind use Blind Fighting instead.

Taboos: Deficiency in Punch and Kick. This style tries to avoid fighting and conflict when possible. Although you may respond to challenges you cannot actively pick a fight. Doing so costs you a point of permanent Honor.

Beginning Chi: 5
Beginning Willpower: 2

 

Hwarang-Do

Benefits: Affinity for Punch and one weapon technique. If this is the fighter’s secondary style they may upgrade one deficient technique by one level: a primary deficiency only increases the cost of techniques by 2 points and a secondary one loses all penalties.

rank 2: you may, once per day, substitute your Medicine skill for your school rank and vice versa for one round.

rank 3: add your (Insight + Medicine)/2 to your chi and Honor rolls twice per day.

rank 4: you may, once per battle, target a single opponent and make a contested Honor roll against them. If you win they cannot use any maneuvers against you for that round and lose three temporary Honor. If you lose this roll you lose three temporary Honor and cannot use any maneuvers against them for that round. You must declare use of this ability at the beginning of the round before any other actions are taken.

rank 5: you may, a number of times per week equal to your school rank, add dice up to your permanent Honor to your next action. If this action fails lose temporary Honor equal to the dice you added.

Taboos: Entry to this school requires a minimum Honor of 5 and a minimum Medicine skill of 3. To learn a maneuver in Hwarang-Do the student must first learn to heal it’s effects. If permanent Honor ever drops below 5 all benefits of this school are lost until Honor is restored.

Beginning Chi: 4
Beginning Willpower: 3

 

Pakua

Benefits: Affinity for Athletics. Athletics maneuvers gain either +1 speed or movement bonus if performed after an abort (this does not stack with Battle Ginga). You may study and invest points in any number of the Elemental types save for Psycho Energy.

rank 2: you may, once per day, spend three minutes studying an opponent make an Intelligence + Insight roll, difficulty 8. If this roll succeeds you may abort once without spending any chi or willpower.

rank 3: you may, a number of times per day equal to your school rank, change your elemental focus to any other elemental type for the next five minutes. Your soak bonuses and penalties change accordingly temporarily to reflect your new affinity.

rank 4: add half your school rank, rounded down, to your evasion checks against projectiles so long as you are not taken by surprise.

rank 5: you may, once per day, add a single hex of movement to any non-Block maneuver that does not require full concentration even if it has a movement of zero. This does not stack with any other movement modifier.

rank 6: you may pay 1 Chi to add dots from an Elemental background you possess to your next Insight, Style Lore, Mysteries, Chi or Willpower roll. Each Elemental background may be used in this way once per day.

Taboos: The fighter must have at least 3 points in drawbacks related to the style’s emphasis on constant change.

Beginning Chi: 2
Beginning Willpower: 5

 

Tai Chi Chuan

Benefits: Affinity for Focus. The first rank of the Meditation skill is free. Each morning during daily exercises roll Focus, difficulty 8, to cleanse your chi of any obstructions and alterations. Successes on this roll negate successes on things like Dim Mak and Psychic Poison but only one negative effect at a time can be repaired - thus successes cannot be split amongst multiple lingering penalties.

rank 2: up to three times per day you may add your Insight skill as extra dice to soak a mental attack or contest a maneuver that negatively affects your chi.

rank 3: add your Wits to your resistance checks versus Chi alteration.

rank 4: you no longer suffer any soak penalties when using Punch and Kick defense.

rank 5: each time you abort to a Block maneuver make an Intelligence + Insight roll, difficulty 9. Each success on this roll can be spent to increase your soak for that round or to increase the speed of your next maneuver.

rank 6: you may add your Insight skill rank to all evasion rolls. If attacked by something that doesn't allow an evasion roll you may pay 1 Willpower and 1 Chi and roll Wits + Insight. Successes negate dice from your opponent's damage pool. This happens before soak.

rank 7: once per day you may choose one opponent and make a Wits + Insight roll, difficulty 9. For each success on this roll your opponent cannot re-roll or modify the results of their hit checks and damage rolls nor do those dice explode for one round.

Taboos: You may not be the first to land a blow in a fight. Violating this taboo costs 2 temporary Honor and loss of meditation benefits for one day.

Beginning Chi: 6
Beginning Willpower: 1

 

Hsing-I

Benefits: Primary affinity for Focus and secondary affinity for Block. The experience point cost for you to buy katas is only 3x rank.

rank 2: you do not need to roll to check to see if your katas are prepared successfully. They always have an automatic success unless you are interrupted. You may still pay Willpower to gain an additional automatic success if you wish.

rank 3 you may prepare a second kata at the same time another is readied (this one does not benefit from the rank 2 technique). Only one may be activated at the same time. If there is no activation stipulation the second kata’s duration and effects begin the round following the first one’s expiration.

rank 4: you may use each kata you know twice per day. Your preparation times are cut by 5 minutes.

rank 5: choose katas with a total rank equal to twice your school rank. You can use these an unlimited number of times per day. You must still prepare them as you normally would each time you want to use them.

Taboos: Deficiency in all weapon techniques. Your affinities cannot be changed by studying other styles. You must have a minimum permanent Honor of 5 to enter this school and retain its benefits.

Beginning Chi: 6
Beginning Willpower: 1


Kickboxer's Path:

Western Kickboxing

Benefits: Affinity for Punches. When building combos those that use both a punch and a kick (but no blocks) gain a +1 speed and damage bonus that can be applied as desired. This is not a bonus to all the maneuvers in the combo.

rank 2: when comboing a punch to a kick or vice versa you may opt to drop a point of speed from the first maneuver to gain a point of damage in the second one.

rank 3: you can apply 3 +1 bonuses as outlined in the rank 1 technique.

rank 4: you may, a number of times per day equal to your school rank, make a contested roll of Wits + Style Lore versus one opponent. If you win your target gains no soak bonus from Punch Defense (unless they are using one of their own school techniques).

rank 5: all your mixed combos, as described in the rank 1 technique, have +1 speed and damage to all their maneuvers. This replaces earlier rank technique bonuses.

Taboos: Deficiency for Grab. The experience point costs of buying and modifying Kick maneuvers is increased by 2 points.

Beginning Chi: 2
Beginning Willpower: 5

 

Muay Thai (Thai Kickboxing)

Benefits: Affinity for Kicks. When using a Fireball maneuver you may choose to swap points of speed and damage up to your Focus technique a number of times per day equal to twice your school rank.

rank 2: your soak total against kicks and projectile attacks is permanently increased by 1. This is neither a Stamina increase nor armor.

rank 3: you may pay 1 Willpower to add your school rank to your hit rolls to hit with projectiles.

rank 4: you may pay 1 Willpower to reduce the damage of projectiles striking you by one half, rounded down, of your Block technique if you also have Maka Wara. This effect lasts for one full round (e.x. if you are struck with a projectile at the beginning of the next turn, before you can act again, the damage is still reduced according to this technique).

rank 5: when an opponent striking you is damaged by Maka Wara they must make an immediate Stamina roll against the damage received or suffer a -1 speed and damage penalty for the next two rounds due to self-injury.

Taboos: Deficiency for Grab. The experience point costs of buying and modifying Punch maneuvers is increased by 2 points.

Beginning Chi: 2
Beginning Willpower: 5

 

Savate

Benefits: Affinity for Kicks. Select a personal banner to represent your Honor and commitment to your art. In a life or death situation in which your health is at one half or less and you have suffered at least one point of aggravated damage lower the difficulties of maneuvers by 1 point as long as the banner is in hand.

rank 3: you may pay 1 Willpower to swap your affinity for Kicks with your deficiency for Punches for the next three rounds. This only applies to using maneuvers and not to learning them. This temporary increase to your Punch technique cannot put it higher then your school rank.

rank 4: increase the duration of the rank 3 technique by two additional rounds.

rank 5: your school rank is no longer a limiting factor in using the rank 3 technique.

Taboos: Deficiency for Punches and Grabs. If the banner is lost increase all difficulties increase by 1 until it is recovered.

Beginning Chi: 2
Beginning Willpower: 5

Tae Kwon Do

Benefits: Affinity for Kicks. As long as the fighter uses kick maneuvers exclusively they gain a +1 speed bonus up to a maximum of +5 once all bonuses are taken into account (including speed modifiers from the mod table).

rank 2: you may pay 1 Willpower to use non-kicks for one round without sacrificing the speed bonus to kicks.

rank 3: the cap rises to +7

rank 4: you may, once per day, pay 1 Willpower when performing a kick maneuver and choose to sacrifice any amount of speed you wish up to twice your school rank. For every two points sacrificed increase the final damage total by 1 point. You must declare use of this ability at the beginning of the round before any other actions are taken and you cannot use it in the same round as chi-based modifiers.

rank 5: there is no cap to the rank 1 technique.

Taboos: Deficiency for Punch. You cannot refuse an honorable challenge without losing temporary Honor.

Beginning Chi: 1
Beginning Willpower: 6


Grappler’s Path:

Jiu Jitsu

Benefits: Affinity for Punches. Opponents attempting to put the Jiu Jitsu fighter into a sustained hold find that their difficulties increase by 1.

rank 3: you may use any anti-rushing maneuver as if it were an abort maneuver a number of times per week equal to twice your Wits score.

rank 4: you may add half your school rank, rounded down, to your soak total when using Punch or Kick Defense three times per day.

rank 5: add your school technique to your soak total whenever attacked by a rushing maneuver as long as you are not taken by surprise.

Taboos: Deficiency for Kick. Before you can increase in rank or permanent Honor you must demonstrate to your teachers how your skills have improved via ritual combat.

Beginning Chi: 3
Beginning Willpower: 4

 

Sanbo

Benefits: Affinity for Grabs. When reduced to half health or less you may pay 1 Willpower and roll Stamina to delay a maximum amount of damage equal to Stamina x 2 for the next ten minutes. This can delay aggravated damage that would kill you.

rank 2: you no longer have to wait a full round to begin making Stamina rolls to regain consciousness although the first roll is difficulty 7.

rank 3: you recover a number of incapacitating/lethal health levels each day equal to twice your Stamina or a number of aggravated health levels equal to half your Stamina rounded down.

rank 4: you may add your school rank to the maximum damage threshold of the rank 1 technique.

rank 5: you may pay 3 Willpower to add twice your Stamina to your aggravated health limit. This effect lasts for the next 10 rounds. If, at the end of the duration, you have more then 20 health levels of aggravated damage you immediately collapse and begin dying.

rank 6: while the rank 5 technique is activated, you cannot be knocked unconscious unless you completely run out of health. This technique does not completely protect against effects which inflict loss of consciousness but you can resist the knockout by passing a Stamina roll, difficulty 7, in addition to any checks required by the other technique or ability but after those checks are made.

rank 7: when the rank 5 technique is activated, for each aggravated health level beyond -18 that you suffer increase all your damage ratings by 1 point. If, at the end of the duration, you are at -21 or less you fall unconscious as outlined under the rank 5 technique and must make an immediate Stamina roll, difficulty 7. The number of required successes is equal to the amount of damage beyond the -20 threshold. If you fail this roll your Stamina, Strength, and Dexterity drop by 1 point each, permanently, due to severe trauma. If you botch this roll you die from exhaustion.

Taboos: Deficiency in Focus. Raising Focus costs 5 additional experience per dot.

Beginning Chi: 1
Beginning Willpower: 6

 

Wrestling

Benefits: Affinity for Grabs. A number of times per day equal to your Grab technique you may add your school rank to any Grab-related roll (sustaining a hold, a Grab check, a damage roll, etc.)

rank 2: you may pay 1 Willpower to lower by 1 the difficulty of any Grab-related roll. This can be done a number of times per day equal to your school rank. No roll can have its difficulty lowered twice by this technique.

rank 3: you may add your school rank to your soak total against maneuvers that deal damage by impact with the ground a number of times per day equal to your Athletics.

rank 4: if you also have Breakfall, you may use the normal difficulty to negate damage by holding impact maneuvers. This does not affect those maneuvers that null Breakfall.

rank 5: a number of times per day equal to half your permanent Honor -2 (round up), when using a successful Taunt maneuver roll Stamina + Focus, difficulty 7. Successes give you a temporary pool of Willpower for the next three rounds to spend on Grab maneuvers.

rank 6: the Honor penalty applied to the rank 5 maneuver is lifted.

Taboos: Deficiency for Focus. The iron will Wrestlers are taught to cultivate can also make them incredibly stubborn and difficult to deal with. Once your mind is made up you must make a Willpower check to change it. The Dual Mind merit costs an additional 2 points for Wrestlers.

Beginning Chi: 1
Beginning Willpower: 6

 

Pankration

Benefits: Affinity for Grabs. The difficulties of maneuvers performed from Ground Fighting are reduced by 1. This does not apply to fellow Pankrationists with Ground Fighting who are also on the ground.

rank 2: you may pay 1 Willpower to add your Athletics technique to your soak total for one damage roll.

rank 3: increase the speed of all maneuvers performed from Ground Fighting by 1 to a maximum of +3 (including modifiers from the mod table).

rank 4: you may add your school rank to your soak totals while on the ground. If you are fighting a fellow Pankrationist this soak bonus is limited to the number of school ranks you exceed your opponent.

rank 5: you may use the rank 2 technique to increase your soak rating for the full round so long as you aren't thrown, dizzied, or knocked down.

Taboos: Deficiency for Focus. This is an aggressive school that cultivates its students anger and teaches them to overcome problems with brute force. When you are faced with a situation that could be solved by force you must make a Willpower check to try another solution.

Beginning Chi: 1
Beginning Willpower: 6

 

Sumo

Benefits: Affinity for Grabs. A number of times per day equal to school rank you may make a raw Stamina roll to negate knockdown with a difficulty of 3 + damage received up to a maximum of 10.

rank 2: you may add your school rank to the speed modifier of Palm Strike and Hundred Hand Slap (up to +5 including all other modifiers) a number of times per day equal to your permanent Honor.

rank 3: you may add your school rank to checks to resist knockback. If there is no such check you may pay 1 Willpower and roll base Athletics versus a difficulty of 4 + damage received to stand your ground.

rank 4: when strength tests are made for grapples and to resist knockback, increase your dice pool by 1 as long as you can brace yourself against the ground.

rank 5: once per week, you may make a meditation roll (outside of combat). If successful you gain an additional three temporary Willpower that can only be spent on Sumo-specific maneuvers.

Taboos: Deficiency for Kicks. This is a traditionally male fighting form and the dojos that teach it still rigidly enforce segregation. Women will only be permitted to study it if they prove to be particularly exceptional students.

Beginning Chi: 2
Beginning Willpower: 5

 

Lua

Benefits: Affinity for Athletics. Choose an emphasis in Fire, Wind, or Water. The Lua wrestler may learn Focus maneuvers of the chosen emphasis less then their rank in power point cost. These maneuvers are purchased at the highest cost +1 up to a maximum of 6 (this cost modification is made after determining eligibility). This is in addition to any other elemental affinities.

rank 2: when standing adjacent to an opponent or sharing their hex, if they attack you with an elemental-based maneuver add your school rank as additional soak so long as you aren't dizzied or surprised.

rank 3: you may, once per day, pay 1 Chi and 1 Willpower to change your elemental Hado emphasis to Fire, Wind, or Water for 1 hour.

rank 4: you may pay 1 Chi to increase your soak totals against all elemental damage by your school rank for the next five rounds.

rank 5: you may, once per day, pay 1 Willpower and 1 Chi to become impervious to the damage from your elemental emphasis for the next 5 rounds.

Taboos: Deficiency for Kicks and may not learn or use psychic maneuvers of any kind. In order to use your school techniques for the day you must first meditate for an hour.

Beginning Chi: 3
Beginning Willpower: 4

 

Native American Wrestling (spirit school)

(Special Note: Athough this is listed as a Native American Wrestling school it can be used as a stand-in for any totem/spirit-based school.)

Benefits: Affinity for Focus. Choose a secondary affinity for either Grab or Athletics. Choose an animal totem to represent you. You may purchase ranks in the Spirit Companion background to represent this totem. For each dot in school rank you possess your totem spirit may learn an additional Focus maneuver. Other requirements still apply and you or it must pay the necessary experience.

rank 2: your totem may manifest its Focus maneuvers in the physical world upon command a maximum number of times per day equal to half your permanent Honor, rounded up.

rank 3: you may substitute one of your totem's traits for your own for one action a number of times per day equal to your Mysteries skill. This is the same effect as the Ancestral Channeling merit and the two do not stack.

rank 4: you may add your totem's spirit companion background to your soak totals against direct damage Focus maneuvers. Each time you do so and are hit by such a maneuver your totem suffers an automatic point of incapacitating/lethal damage. If it suffers damage sufficient to drop it into aggravated or prevent it from manifesting you can no longer use this ability until the spirit regenerates.

rank 5: your totem may take physical form for 1 action, once per day, so long as it is at full health. Any damage suffered while manifested applies and must be regenerated normally.

rank 6: the rank 5 ability can be maintained at a cost of 1 Chi per 5 rounds (but is still only useable once per day at most).

rank 7: you pay 2 Willpower and permanently sacrifice a dot in your Spirit Companion background to double the base damage of your next maneuver. You cannot call upon your companion for a minimum of seven days afterwards. If this drops the background to 0 the totem is irrevocably destroyed.

Taboos: Deficiency for Kicks. You must have at least 3 points in drawbacks related to your animal totem and at least 1 point of Code of Honor. If you violate this Code you lose all your totem benefits until reparations are made to restore your honor.

Beginning Chi: 4
Beginning Willpower: 3

 

Native American Wrestling (bruiser school)

Benefits: Choose an affinity for Punch, Athletics, or Grab. When trying to read an opponent using the Style Lore skill, if your dots in Style Lore exceed your opponent's school rank you gain an automatic success to your check.

rank 2: you may pay 1 Willpower to increase your damage ratings in your primary technique by a single point for the next three rounds.

rank 3: you may pay an additional point of Chi to extend the effect range for Shockwave, Fireball or Ice Blast by your school rank. You can do this a number of times per day equal to your Intelligence.

rank 4: once per day you may pay 2 Willpower and make a Chi roll, difficulty 8. For a number of minutes equal to successes you automatically recover one health level every other round. This cannot heal aggravated damage.

rank 5: you can intimidate your foes with your stance and air of authority by paying 2 Willpower and making an Honor roll, difficulty 8. This is your action for the round. Every opponent who sees you needs more successes on their own tests of Honor in order to do anything other then move away or defend themselves. If they botch they panic and flee.

Taboos: Choose a deficiency in Focus or Kick. You must have Code of Honor to study this school. You also have an Obligation to protect and defend Native American peoples and lands.

Beginning Chi: 3
Beginning Willpower: 4


Scottish Highland Fighting

Benefits: Affinity for Punch. Secondary affinity for Grab. You may learn and use maneuvers from the Scottish Highland Fighting set in addition to the Grappler pool. For the purposes of determining dizzies add your school rank to your Stamina.

rank 2: you may pay 1 Willpower to instantly negate a dizzy you have suffered. If this is prior to your action for the turn you may act normally as if you were never dizzied. This may only be done once per scene.

rank 3: you may pay 1 Willpower, once per day, to add your school rank to your soak total while waiting to engage a grab maneuver. Once you start the maneuver your soak bonus ends. This is not stamina or armor.

rank 4: you may employ the rank 3 technique a number of times per day equal to your permanent Honor.

rank 5: you may, once per day, add your temporary Willpower to your Stamina for soak for one round.

Taboos: Deficiency for Focus. Your permanent Honor is capped at 6. In order to learn this style you must be of Scottish descent or have 6 points in merits and/or flaws detailing how you came into possession of the style.

Beginning Chi: 1
Beginning Willpower: 6


Hunter’s Path:

Ninjitsu

Benefits: Affinity for Athletics. Choose one weapon skill for your primary and two for your secondary skills. When purchasing maneuvers for your primary skill the cost is Hunter –1 (or Any –1 if Hunter isn’t listed) down to a minimum of 1. When buying maneuvers for either secondary skill reduce the cost by 1 if paying with power points or 3 if paying with experience points.

rank 2: if you should fail a stealth check, you may pay 1 Willpower to re-roll. You must keep the results of the second check. Succeeding this re-test can prevent you from being discovered.

rank 3: when actively using stealth add ranks of Blind Fighting to your evasion checks against area effects that would damage you. You must be able to move a full hex to use this ability.

rank 4 you always have an automatic success on your stealth checks. You can still pay Willpower to gain additional automatic successes if you want. (This does not mean you automatically succeed stealth checks as the success conferred by this technique can be negated as normal.)

rank 5: you may add up to half your Stealth skill to the dice pool to hit a target when attacking from surprise while you are actively using stealth. Once a target has been attacked in this way in a skirmish, regardless of whether or not any damage was dealt, they become aware of your presence and you gain no further benefit to your rolls from this technique even while actively using stealth in that skirmish. (The Storyteller may, at their discretion, rule that a target that has been sufficiently distracted by a different character, such as being dizzied, can make the ninja eligible to use this bonus again in that skirmish.)

rank 6: you may, once per day for one full round, substitute your school rank for a weapon technique, survival, or subterfuge skill rank.

Taboos: Deficiency for Grabs. Your permanent Honor is capped at 5. You must have the Dark Secret (Ninja), Obligation (Clan), and a minimum of 3 points of other flaws related to this school.

Beginning Chi: 3
Beginning Willpower: 4

 

Spanish Ninjitsu

Benefits: Affinity for Athletics. You may freely substitute Charisma, Appearance, and Manipulation for either three traits as you see fit up to a number of times per day equal to your school rank.

rank 2: you may pay 1 willpower to add your school rank as extra dice to one base Athletics roll.

rank 3: if you spend a point of willpower for an automatic success for Charisma, Appearance, or Manipulation rolls you automatically gain two successes instead.

rank 4: you may add your Athletics technique to your soak totals when attacked during a jump maneuver while you are in the air. This does not apply when you are using Levitate or similar maneuvers to remain airborne.

rank 5: you are immune to fear and receive two automatic successes on checks to see through deceptive uses of Charisma or Appearance (this has no effect on deception through Subterfuge or Manipulation).

rank 6: you always have an automatic success on any Athletics check. This includes climbing checks and attempts to resist knockdown that use Athletics.

rank 7: a number of times per day equal to your school rank +1, you may add your Athletics technique as additional soak while waiting to use an athletics maneuver. This is not armor nor does it stack with the rank 4 technique.

Taboos: Deficiency for Focus. This style is taught only by Vega or a handful of renegade ex-Shadoloo ninjas. If you are still in Shadoloo you automatically have a Hado rank of –5, Dark Secret (Shadoloo), and Wanted. You receive no points for these flaws. If you are a renegade you must take 6 points of flaws related to your training for which you also receive no points.

Beginning Chi: 2
Beginning Willpower: 5

 

Shih Demon Hunter

Benefits: No affinities. The hunter may learn and use any of the Qiao techniques provided they have sufficient ranks in the appropriate Qiao backgrounds.

rank 2: you may substitute your school rank for one Honor roll and vice versa up to three times per day. (This means that the character can use their permanent Honor rank as if it were their actual school rank to affect one roll.)

rank: 3 you may add your school rank to your Willpower or Chi dice rolls, once per round a number of times per day equal to twice your permanent Honor. If you do this on a roll that results in Honor loss the loss is tripled.

rank 4: reduce the time required to prepare Qiao of the I Shen by 10 minutes per school rank to a minimum of 20 minutes.

rank 5: each use of the Qiao of Mo Kung increases your attribute by 2 instead of 1 up to a maximum of 8.

rank 6 when using Qiao of the Shi you may pay 1 Chi and 1 Willpower to change one attack's damage rating to your target's Dark Hado rank instead of its normal rating. This cannot be further altered by modifiers of any type.

Taboos: No deficiencies. The hunter may not learn or use Focus maneuvers except Center, Balance, and those specifically allowed in the Qiao. A Shih works alone and may not have the Allies background (unless the character can produce an extremely good reason to the GM). You may not take Focus maneuvers as forbidden techniques.

Beginning Chi: 2
Beginning Willpower: 5


Mystical Arts:

Mystic

Benefits: Affinity for Focus. May purchase dots in and use the background Psychokinetic Infusion.

rank 2: you can draw energy stored in items from Psychokinetic Infusion. For every two points you draw you temporarily gain 1 point of chi.

rank 3: if you spend a point of willpower to gain an automatic success while using a Focus maneuver you gain two successes instead.

rank 4: you may, once per round, pay 1 Chi to add your school rank as additional soak against a single Focus maneuver damage source. This is not armor.

rank 5: you recover 1 point of True Faith per day so long as you can dedicate at least one hour to uninterrupted meditation.

Taboos: Deficiency for Grabs. You must have at least 5 points in drawbacks related to this school.

Beginning Chi: 6
Beginning Willpower: 1

 

Kabbaddi

Benefits: Affinity for Focus. When not using ice-elemental powers your soak total against fire and heat is increased by 1. This is not armor or a stamina bonus.

rank 2: you may, once per battle, opt to exchange points of damage and speed with each other for a single Focus maneuver up to your school rank +1. The final positive value of either cannot exceed your Focus technique.

rank 3: when spending your action using a defensive maneuver (not an abort) add one half of your Wits score, rounded down, to your soak total. This is not armor. This stacks with the base school ability.

rank 4: Levitating without moving hexes does not consume Chi. If while Levitating you are moved by an external force you do not expend Chi so long as you don't try to change the hex you will end the round in.

rank 5: uses of Yoga Teleport and Ghost Form no longer consume chi so long as you can dedicate full concentration. Using this technique in combat sacrifices the soak bonuses of the base and rank 3 abilities.

rank 6: you can no longer be dizzied from damage to extended limbs.

Taboos: Deficiency for Athletics. The damage ratings of all ice-elemental powers are permanently reduced by 1 point. If you learn Cryokinesis and the Cryokinetic Mastery modification this taboo is abolished. The experience cost of all ice-elemental abilities is increased by 1.5x.

Beginning Chi: 5
Beginning Willpower: 2

 

Baraqah

Benefits: Affinity for Athletics. At rank 2 You may pay 1 Willpower to retest any failed roll versus mental attacks or deception up to three times per day. If you pay Willpower for an automatic success on contested Manipulation rolls your point counts as two successes instead.

rank 3: add one half, rounded down, of your Mysteries skill to your Honor checks.

rank 4: you may, once per battle, spend 1 Chi and 1 Willpower and make an Intelligence + Mysteries roll. The difficulty is 4 + your target's school rank -1. For each success made on this roll you glean one piece of information about your target such as school, rank, elemental affinity, one skill or trait, advantages and drawbacks, etc. If you botch this roll the information you "gain" is completely wrong although it seems plausible enough at the time. This does not take your action for that round.

rank 5: you may add your school rank to dice pools to resist mind-altering effects, including illusions.

rank 6: you may pay 5 temporary Honor to add dice equal to your permanent Honor (using the score prior to paying for this technique) to a single roll, once per day. Afterwards you cannot gain Honor for 24 hours. If you botch the roll you lose an additional point of permanent Honor for your gross failure.

rank 7: you may pay 1 permanent Honor, target one opponent, and force them into a contested Honor roll using your Honor score prior to paying for this ability. If you succeed your target's damage dice no longer explode during this battle. You may not increase the dice pool of your Honor check with the rank 6 technique.

Taboos: Deficiency for Block. You must have Obligation (protect style secrets), a minimum Honor of 5, and a Code of Honor to gain the benefits of this style although you may learn and use maneuvers if your Honor is less then 5.

Beginning Chi: 4
Beginning Willpower: 3


Ler Drit:

Ler Drit

Benefits: Affinity for Focus. You may learn and use ranks of the Psycho Force background. When resisting mind altering effects add your school rank to your dice pool. Note that when paying for Focus maneuvers where the only style listed is Ler Drit itself the cost is not reduced by the school's affinity. That was already taken into account when the cost was originally set.

rank 2: you may pay 1 Willpower to add your school rank to your soak total against psychic maneuvers for 1 full round. You may also opt to pay 1 Willpower to add your school rank as additional dice to Willpower checks for 1 full round.

rank 3: you may opt to maintain otherwise full concentration psychic maneuvers via partial concentration. While maintaining this concentration the speed, damage, and movement of all your other maneuvers are each penalized by 1.

rank 4: you may add up to half your Focus technique to your movement ratings a number of times per day equal to your Focus technique minus 1. This cannot change the movement of fixed rates.

rank 5: you may pay 1 Willpower and 1 Chi to add your school rank to a contested die roll for your psychic powers.

rank 6: you may make a Wits + School rank roll as an action to sense the Hado rating of everyone within 50' of you. If this detects someone with negative ranks of Hado you may then spend additional actions against any one of them, once per round for the next 10 rounds (or their Hado rank changes) to try to draw Chi. Drawing Chi is a contested Manipulation + School rank versus Stamina + School rank. As this is considered an invocation of the Dark Hado ranks in the Eidolon background apply to this contest. If you succeed in drawing Chi you gain 1 temporary point and your target is docked 1 temporary point. You cannot push your pool above your permanent Chi and no one can be drained past 0.

Taboos: Deficiency for Kicks and weapon maneuvers. This style is only taught in M. Bison’s home of Mriganka. You automatically start at a Hado rank of –10 or 2 points of drawbacks per rank of Hado you have moved back up the ladder. You must have the Dark Secret (Shadoloo) or Dark Secret (renegade) flaws.

Beginning Chi: 5
Beginning Willpower: 2


Karate:

Pentjak-Silat

Benefits: Choose an affinity for Punch or Kick. Choose a secondary affinity for one type of weapon. When buying maneuvers for this skill reduce the cost by 1 down to a minimum of 1. You may learn the Center and Balance Focus maneuvers as if you were a student of the Hunter's path.

rank 2: when rolling to retain your balance, you may pay 1 Willpower to retest. You must keep the dice roll generated by the use of this technique.

rank 3: you may add your school rank to dice pools to resist Disarm attempts.

rank 4: you always have an automatic success for all non-damage weapons rolls. You can still spend a point of Willpower to gain an additional automatic success.

rank 5: when dual-weilding and using a multi-hit maneuver you can choose to drop all the damage rolls with one hand to instead perform a feint maneuver. Make a Subterfuge + Weapon technique roll versus a difficulty equal to 3 + the defender's Wits score. If the feint is successful your opponent suffers a -2 speed penalty in the following turn.

Taboos: Deficiency for Focus. Minimum permanent Honor of 4 to enter and retain school benefits. You start with an honored weapon and have an Obligation to protect it. If it is destroyed you lose a full rank of Honor and risk expulsion from your school.

Beginning Chi: 4
Beginning Willpower: 3

 

Shotokan Karate

Benefits: Affinity for Focus. At the beginning of each day can choose to meditate, making a Focus + Meditation roll. This requires a minimum of one uninterupted hour. You gain a pool of temporary Chi equal to successes which you can spend only in life-threatening situations in order to defend yourself. At the end of the day this pool vanishes.

rank 2: choose an emphasis in kicks, punches, or fireball maneuvers. The experience point cost to buy and modify the chosen type is reduced by 1 point. This is not an affinity and cannot be futher altered by studying other schools.

rank 3: you may pay 1 Willpower to add two points of speed or damage to the Fireball, Improved Fireball, Hurricane Kick, Air Hurricane Kick, Dragon Punch, or Flaming Dragon Punch maneuvers for one action. At the same time the affected maneuver loses two points off of another trait. Movement cannot be reduced to a negative value with this technique.

rank 4: you recover an additional health level from Regeneration and Chi Kung Healing.

rank 5: you may pay 1 Chi and 1 Willpower and roll Focus, difficulty 9, to negate the need to spend Chi on your maneuvers for the next three rounds. If you botch this roll you lose all of your temporary Chi.

Taboos: Deficiency for Grabs. Weapon usage is forbidden. Due to the roots of this style the call of darkness is louder and more seductive. You only need four successes instead of five to gain a rank of Dark Hado. Each time you gain a full rank of Dark Hado you give in to your darkest urges and become a Storyteller-controlled character for one scene.

Beginning Chi: 3
Beginning Willpower: 4

 

Chin Na

Benefits: Affinity for Grabs. Once per day per rank you may make a Stamina + Meditation roll to completely ignore pain for the next 10 minutes. Maneuvers that have effects based on pain automatically fail while this is in effect and your soak total against sustained holds increases by half of your Meditation rank.

rank 2: each day you gain a number of points equal to your school rank which can be spent, one at a time, for automatic successes on grab checks.

rank 3: you may add your school rank to your soak total against joint locks and joint breaks.

rank 4: you may add your school rank to your soak total against all sustained holds.

rank 5: you cannot be dizzied by sustained holds regardless of how much damage they do.

Taboos: Deficiency for Focus. The way of Chin Na is the way of pain. You cannot show mercy without losing temporary Honor.

Beginning Chi: 2
Beginning Willpower: 5


Military:

Bando

Benefits: Affinity for Grabs. Choose a secondary weapon skill. Maneuvers purchased for this skill have their experience point costs reduced by 3 points down to a minimum of 1.

rank 3: when fighting in the same hex as your opponent reduce their soak total against your non-Focus attacks by 1. This does not apply to maneuvers that move you into your opponent’s hex as a matter of course (for example Tiger Knee).

rank 4: if you begin the round inside your opponent’s hex, they suffer a –1 speed penalty on any action taken against you.

rank 5: the speed penalty imposed by the rank 4 technique increases to your school rank.

Taboos: Deficiency for Focus. Evasion is not something students of this style learn. Consequently the difficulty of evasion checks against projectiles is increased by 1 point.

Beginning Chi: 1
Beginning Willpower: 6

 

Hapkido

Benefits: Affinity for Punches. As Hapkido is a recent mish-mash of several other styles it has not yet developed its own basic school ability.

rank 3: you may pay 1 Willpower to add your Hapkido school rank as extra dice to a weapon skill in which you have no ranks for one round.

rank 4: when using a defensive special maneuver for your action (not as an abort) you may pay 2 Willpower and make an Intelligence + Style Lore roll, difficulty of your opponent's school rank + 2. If this succeeds you gain a +1 speed bonus for the next three actions.

rank 5: once per day, you may pay 1 Willpower to increase your soak total against all attacks by half your school rank, rounded down, for a number of rounds equal to your Wits score.

rank 6: while using the rank 4 ability, you may make an additional Focus + Style Lore roll against the same opponent. If this succeeds increase their difficulties to hit and damage you by 1.

Taboos: Deficiency for Kicks. You must have Code of Honor and either Oath of Fealty or Oath of Vengeance to partake in this school.

Beginning Chi: 2
Beginning Willpower: 5

 

Special Forces

Benefits: Choose an affinity for Punches or Grabs. You may learn Sonic elemental abilities at the Any cost using your Special Forces school rank instead of Focus to determine eligibility (if you are already a Sonic elemental use that to determine cost instead). Once per day you may add dice equal to up to half your temporary Honor to any die pool for one action. This cannot be used for Focus maneuvers. Once used the points are lost from your temporary Honor although you may still gain honor as you normally would.

rank 2: you may pay 1 Willpower and take a -2 damage and -1 speed penalty to all your maneuvers to add your school rank as additional soak for the next five rounds. This does not apply if you are suprised or attacked from behind. Once the timer for this ability expires your speed and damage ratings return to normal (other modifiers or penalties still apply).

rank 3, if you are unarmed and fighting an armed foe, you can opt to drop points of damage from your maneuvers to increase your speed at a 2:1 ratio up to a maximum of +7 (including bonuses from the mod table).

rank 4: choose a weapon secondary skill you possess. All maneuvers for this weapon have an additional +1 speed up to +4.

rank 5: add half your permanent Willpower, rounded down, as additional dice to resist fear, pain, and fatigue.

rank 6: once per day, should you take damage that would kill you make an immediate Stamina roll, difficulty 8. Should this roll succeed you are instead reduced to one health level above dying. This does not prevent you from dying to trauma or additional attacks.

rank 7: you may, once per story, sacrifice a point of permanent Chi to increase the damage rating of your next Focus maneuver by your Focus technique.

Taboos: Deficiency for Focus. You must belong to a military organization to belong to this school. You automatically have an Oath of Fealty (military) for which you gain no character points.

Beginning Chi: 1
Beginning Willpower: 6


Capoeira:

Capoeira

Benefits: Choose an affinity for Kicks or Athletics.

rank 2: you may attempt, once per round, to dodge an incoming attack that you are aware of as part of a feint maneuver. If using the optional hit rules this happens before the roll to hit you. This technique cannot be used if you are knocked down, dizzied, are targeted by a maneuver that fills all adjacent ground hexes. This is resolved as a contested Athletics + School rank check versus your attacker's Wits + School rank. If you succeed you may move into an adjacent hex if necessary to avoid the attack.

rank 3: you may freely substitute your Dance skill for your Dexterity or Athletics when making evasion checks so long as you aren't knocked down or dizzied and can move freely.

rank 4: when using Battle Ginga you may add the +1 bonus to two scores instead of only one.

rank 5: you may freely substitute your Athletics for any physical performance skill and vice versa and your Battle Ginga is no longer be reset on knockdowns (it still is on dizzies).

Taboos: Deficiency in Punch or Focus. You must have at least three dots in a Dance skill to learn this style. To use the rank techniques you must be free to move about.

Beginning Chi: 2
Beginning Willpower: 5


Boxer’s Path:

Boxing

Benefits: Affinity for Punches. A number of times per day equal to your school rank +1 when paying Glory to negate damage you may pay 1 Willpower to re-roll all tests for one round and keep whichever result you prefer.

rank 2: you may increase the evasion distance on Esquives and Displacement by half your Athletics rounded up a number of times per day equal to your Wits.

rank 3: the speed of your multi-hit punch maneuvers is permanently increased by one up to a maximum equal to your school rank +2 (this includes all other modifiers). This does not apply to elbow strikes or aerial maneuvers.

rank 4: you may pay 2 Willpower to enable you to resist the stunning blows of your adversaries. For the next five rounds each time you take damage you may make an additional Stamina check. Each success on this check reduces by one the damage considered for the purposes of determining a dizzy. If the check botches you are immediately stunned for the next two rounds and this ability ends.

rank 5: the use per day restriction of the rank 2 technique is lifted.

Taboos: Deficiency for Kicks. Boxing is still widely regarded more as a sport then an actual martial art among most Street Fighters. Because of this perception Boxers receive two fewer temporary Glory per bout.

Beginning Chi: 1
Beginning Willpower: 6

 

Kolaripayit

Benefits: Affinity for Athletics. Choose two weapons. The first weapon is a primary affinity and the second is treated as a secondary affinity.

rank 2: your offhand penalty for dual-weilding is reduced by 1. If you are Ambidextrous the penalty on your main hand is instead reduced to 0.

rank 3: when dual-weilding, you may add a bonus number of dice equal to your school rank to be split between speed and damage rolls a number of times per day equal to your highest weapon skill.

rank 4: you may use the rank 3 technique when wielding a weapon and using punch maneuvers with your other hand.

rank 5: add your school rank to resist disarm checks. You may pay 1 Chi, once per round, to reduce the difficulty of Art of Breaking and Art of Destruction checks by your weapon skill down to a minimum of 3.

Taboos: Deficiency for Grabs. Your affinities cannot be altered by studying other styles. For the first week that you use a new weapon all your difficulties with it are increased by one point as you adjust to it.

Beginning Chi: 2
Beginning Willpower: 5



Wu Shu:

Wu Shu

Benefits: Affinity for Kicks. When performing katas of any kind, once per day, you may pay 1 Chi and make a Perception + Focus roll to change your affinity and deficiency for a number of hours equal to the successes or twelve – whichever is shorter. This only applies to using maneuvers and not to learning them.

rank 2: your jumping distances are permanently increased by 1 hex.

rank 3: should you fail an Honor roll you may pay 3 temporary Honor and re-roll. You can only do this once per roll and the second result stands.

rank 4: uses of Lightning Leg no longer consume Willpower. This does not apply to the Air Lightning Leg and Lightning Dash maneuvers.

rank 5: you cannot be dizzied while in the middle of a Kick maneuver. Your kicks also gain a hex of permanent knockback to them (when using a maneuver such as Lightning Leg apply the knockback after all damage tests are complete).

Taboos: Choose a deficiency in Grab or Block. You must have a minimum honor of 3 to study and utilize the techniques of this style. As it is still principally limited to Chinese nationals and the best schools are within China if you study it outside of China you must have a minimum of 3 points in flaws detailing how you gained entry to your school.

Beginning Chi: 3
Beginning Willpower: 4



Inhuman Arts:

Kalindo

Benefits: No affinities. You may learn and use Kalindo maneuvers.

rank 3: you may substitute your permanent Honor for a single Kalindo roll once per day.

rank 4: you no longer need to roll to change forms outside of combat unless some extraordinary circumstance inhibits your concentration. You must still pay any costs.

(Because Kalindo offers access to numerous special maneuvers no other style can learn there are no more rank techniques for this school.)

Taboos: No deficiencies. You must be an animal hybrid with the Shapeshifting merit, a minimum permanent Honor of 3, and a sensei with this style.

Beginning Chi: 3
Beginning Willpower: 4

 

Kibatsumejutsu

Benefits: No affinities. You are immune to poison. Increase your cap for spending Chi and Willpower per round by half your school rank rounded down.

rank 3: when reduced to a health level that would kill you, make a base Stamina roll at difficulty 10. If this succeeds you instead collapse into a coma and remain in that state until all your aggravated damage has healed.

rank 4: increase the base duration of Celerity, Potence, and Fortitude by your school rank.

rank 5: you may use two of your disciplines in the same round, paying all costs, as long as they are for separate actions. This does not stack with the rank 4 technique.

Taboos: No deficiencies. You must be a vampire to study this style and have a sensei. You must have at least 10 points in drawbacks related to this style and your vampiric nature. Vampires cannot recover Chi through Honor rolls or meditation and must feed in order to do so. You cannot also study Ler Drit. If you fail to resist the Focus maneuver Psychic Rage you will attempt to feed on the object of your anger and will cease combat in order to do so.

Beginning Chi: 4
Beginning Willpower: 3


Kung Fu:

Kung Fu

Benefits: Choose an affinity for Punch or Kick. There isn’t one school of Kung Fu but many scattered all over the globe. Each has it’s own way of handling combat and its own form. To represent these differences there is no one list of rank techniques for Kung Fu. Instead, for each rank starting with the second, choose one of the following abilities as your rank technique.

1: The area of effect for Stunning Shout is increased by your Focus technique in hexes. These hexes must be adjacent to the base area of effect. Anyone occupying them, be they friend or foe, is affected by the maneuver.

2: Your soak penalties while using Punch and Kick defense as an abort are only –1 instead of –2. If either of these defenses are your maneuver for the round you suffer no soak penalty.

3: When using Deflecting Punch as your action for the round (not as an abort maneuver) you may counterpunch every attack originating from an adjacent hex as long as you are not attacked from behind. Each punch beyond the first has a cumulative –1 penalty to damage.

4: You may add half your school rank, rounded down, to your Honor rolls to recover Chi and Willpower.

5: A number of times per day equal to your Mysteries skill you may change the elemental properties of one action. The elemental chosen cannot be Psycho Energy.

6: You may pay 1 Willpower to add your school rank to any roll involving the Mysteries skill.

7: You may pay 1 Chi to add your Insight skill to any roll to resist mind-altering effects.

8: During meditation you may pay 1 Chi and 1 Willpower and make an Awareness + Meditation roll to sense the location and status of one person whom you are familiar with. The range of this technique is your Focus technique plus school rank times ten miles. If you have the Chi Sense merit double the range.

9: The round after you score a knockdown on an opponent your difficulty to hit them is reduced by 1 point so long as you strike before they can get to their feet.

10. Each use of Regeneration or Chi Kung Healing restores an additional health level. This is not an automatic success.

11. Once per day per target you may make an Intelligence + Focus roll, difficulty 7 while studying your intended target. Each success on this roll gives you a bit of information about the target concerning their Hado rank, Honor, elemental affinity (if any) and personality.

12. Choose 1 Block maneuver you possess. Reduce the Chi or Willpower cost of using that maneuver by 1 for a number of uses per day equal to twice your school rank. This rank technique may be acquired multiple times but each time it must apply to a different maneuver.

Taboos: Choose a deficiency in any other non-weapon technique. Advancement within a Kung Fu school is usually an extremely rigid and formal affair requiring ritual combat in front of the dojo's elders.

Beginning Chi: 4
Beginning Willpower: 3

 

Jeet Kune Do

Benefits: Primary affinity for Punches and secondary affinity for Kicks. A number of times per day equal to your school rank you may study an opponent for ten minutes and make a Perception + Insight roll, difficulty 7. Successes on this roll add dice that you can distribute as you wish amongst your rolls against that target for the next ten minutes. The amount you can modify any one roll at a time is limited by your school rank.

As Jeet Kune Do derives from Kung Fu use that style's rank technique list.

Taboos: Deficiency for Focus. Your affinities cannot be altered by studying other styles.

Beginning Chi: 1
Beginning Willpower: 6


Escrima:

Escrima

Benefits: This school has two primary weapon skills: the balisong knife and rattan sticks. You must choose one as your primary affinity then choose either Punch or Athletics as a secondary affinity. Even if you are not Ambidextrous you are never penalized when duel wielding these weapons unless it's a penalty arising from severe wounds or other extreme circumstance.

rank 2: you may, at the beginning of the round, opt to pay 1 Willpower and drop one blow from a multi-hit maneuver with a weapon in order to attempt a feint against your opponent. Make a Subterfuge + Weapon technique roll contested by the target's Wits + Insight. If you succeed your target cannot abort to defend against your actual attack for that round.

rank 3: you may, up to three times per day, add your Weapon technique to your soak total when using a Block with your preferred weapon.

rank 4: when dual-weilding each successive dual-weilding attack you make gains +1 speed or damage up to your school rank +4 (including all other modifiers). This is reset if you are dizzied, knocked down, or break the chain of attacks.

rank 5: you may, once per round, pay 1 Willpower and make an Intelligence + Style Lore roll against a difficulty equal to your opponent's school rank +3 (maximum 9). If this succeeds you may add your Punch or Athletics technique to the damage rating of your next attack roll.

rank 6: the rank 2 technique no longer costs Willpower to use. Botching the Subterfuge + Weapon technique roll means you cannot attempt another feint against that target until you have accrued and spent some experience in training.

rank 7: you always have an automatic success on your feints, trips, and to resist being disarmed.

Taboos: Deficiency for Block. Your affinities and deficiencies cannot be changed by studying other schools. You must have at least 3 points in flaws related to this school. This can explain how you learned the style or your frustrations as a duelist in a world that generally frowns on weapon fighting.

Beginning Chi: 1
Beginning Willpower: 6



Dirty Fighting:

Dirty Fighting

Benefits: No affinities. The cost of raising this school rank is only desired rank times three in experience points. Opponents attempting to study you using the Insight or Style Lore rolls have their difficulties increased by your school rank. If this puts their difficulty over 10 the excess rolls over into required successes.

rank 2: if you are the target of a Style Lore roll for any reason you may choose to contest the check using your Manipulation + Subterfuge. If you succeed in this deception the information your opponent gleans is flawed in some way. For example you could make them think you know a maneuver you don't or that your style is something else. You must specify before rolling what false information you are trying to project.

rank 3: you may, a number of times per day equal to your school rank, make a Charisma + Intimidation roll, difficulty 8, to posture and appear threatening to your foes. Everyone focused on watching you has the speed of their next maneuver reduced by the number of successes you scored due to hesitation unless they spend a point of Willpower and glean more successes on a Willpower check.

rank 4: you gain an automatic success to Willpower checks to resist fear, pain, intimidation, and psychic attack. This ability only functions while you have temporary Willpower available.

rank 5: you may, once per day, make a Willpower roll at difficulty 9. The number of successes on this roll are temporary points of Willpower to spend on special maneuvers for the next ten minutes and cannot exceed the amount of aggravated damage you have at the time of the roll.

Taboos: No deficiencies. If you take up another style it overwrites this one. Your ranks in Dirty Fighting are returned as four experience points per rank which you may spend to purchase ranks and maneuvers in your new school (limit of one expenditure per session). Maneuvers you have already learned are unaffected by this change. Your "rank" in this school is unaffected and you retain all of the abilities you previously learned - hence the reduced buyback.

Dirty Fighting has 7 points to divide as desired between Chi and Willpower with a minimum value of one for each.


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 2010 Lady Abaxa. They may not be reprinted without my express permission.