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Street Fighter: The Roleplaying Game

WEAPON MANEUVERS

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



Table of Contents
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A: Aerial Snap / Ankle Cutter /Arc Axe / Arm Slash / Art of Destruction / Astral Blade / Attunement
B: Backhand Fighting / Bandit Chain / Batting Hero / Baton Smash / Blade Dance / Blade Toss / Bloody Knee / Bloody Slash
C: Chain Hold / Chain Lock / Chain Smash / Choke Chain / Circular Reasoning / Combination Strike / Concussion Smash / Crescent Combination / Crescent Rush / Crimson Pillar / Crimson Vorpal Blade / Cross Strike
D: Daikyo Burning / Dark Hold / Dark Spark / Dark Whip / Dark Wire / Dashing Strike / Dazing Blow / Deflecting Strike / Double Dread Strike / Double Strike / Dragon Dive / Dragon Leap / Dragon Plunge / Dragon's Spine
E: Eagle's Eye / Eye Strike / Explosion
F: Fleche / Flesh Ripper / Flying Strike / Form Weapon
H: Hawk Strike / Head Smash / Humming Blade
I: Iaido
J: Jaguar Stroke
K: Killing Blade / Knee Breaker / Knuckle Breaker / Kunai Dagger
L: Lotus Step
M: Mao's Pride / Mark of [Your Name Here]
N: Ni-Jihan Press
P: Parry / Patriotic Circle / Phoenix Blade / Phoenix Tail / Pole Launch / Pole Trip / Punishing Blade
Q: Quick Draw
R: Reflective Parry / Ride the Lightning / Riposte / Rising Dragon
S: Scorpion's Tail / Scythe Spin / Scythe Throw / Shadow Strike / Slice Upper / Somersault Blade / Spinning Stroke / Staff Spin / Staff Wall / Stinger / Storm Fire / Stunning Blow
T: Telekinetic Mastery / Triple Stab
U: Underhand Stroke / Upper Strike
V: Vise / Vise Lock
W: Wall of Steel / Wave Slash / Weapon Channeling / Weapon Sweep / Whirlwind Attack
X: X-Parry

Aerial Snap
Cost: 1 Chi
Speed: +0
Damage: +3/+0
Move: -2

Requirements: Weapon: Melee/Polearm ****, Focus ***, Athletics **
Power Points: Any 4
School System Power Points: Any 4
Description: The duelist strikes the ground at their opponent's feet releasing a blast of concussive chi that throws their target into the air.
System: This can only hit opponents on the ground and will not affect those who are in a blocking crouch (although they still suffer the first damage test). This tests twice for damage. On the first test the duelist attacks with the explosive boom using their Intelligence + Focus plus the first modifier below for damage. For every point of damage scored the opponent is thrown one hex straight up and suffers an additional die of falling damage. The opponent is knocked down within three hexes of their original position.

Source: editor

Ankle Cutter
Cost: 1 Willpower
Speed: +3
Damage: +1
Move: none

Requirements: Weapon: Blade ***, Grab ***, Athletics ***, Kick Defense
Power Points: Any 4
School System Power Points: Any 4
Description: Ankle Cutter may only be used on a successful Kick Defense (see below). The fighter catches their attacker's leg in a free hand, leaps and twists in mid-air still holding their victim. They flip over their opponent to deliver a downward punch or kick to the victim's other leg.
System: This is a conjunction technique. The defending fighter will have two speeds for that combat turn. The first is for Kick Defense and the second is for Ankle Cutter. During the round the fighter uses their soak total against kicks using Kick Defense until they choose to use Ankle Cutter (which is when the willpower is paid). At that time the defending fighter's Ankle Cutter must be faster then the kick they wish to intercept. Against a multiple-hit kick like Lightning Leg the fighter may choose to wait for their interrupt until the second or third kick.

The defending fighter rolls Dexterity + Grab to catch the opponent's leg who defends using Dexterity + Kick to avoid the grab and deliver their attack. If successful the first interrupts the second, jumps over their head as described above and rolls for damage using their Strength + Weapon technique and knocking their foe to the ground if any damage is delivered.

After the grab attempt the fighter is considered to still be in Kick Defense if it failed but lose the soak bonus from that technique. Ankle Cutter may not be used in conjunction with a Kick Defense used as an abort maneuver. If the attempt to use this maneuver fails the fighter may not then proceed with another move in a combo off of Ankle Cutter but may continue with a combo that starts with Kick Defense.

Source: editor

Arc Axe
Cost: 1 Willpower
Speed: +0
Damage: +1/+3
Move: -2

Requirements: Weapon: Melee **, Kick **
Power Points: Any 2
School System Power Points: Any 2
Description: This maneuver can only be used with melee weapons small and light enough to be held in one hand. It was originally developed for use with hand axes. The first strike was a feint meant to lure the other warrior into a false parry leaving them open to the slower but more powerful kick.
System: The duelist first strikes with a quick slash using the first modifier below then launches into a high kick. Kick defense does not guard against the weapon but is effective otherwise. Treat the second attack as if it were a kick maneuver (because it is).

Source: editor

Arm Slash
Cost: none
Speed: -1
Damage: +1
Move: +0

Requirements: Weapon: Blade **
Power Points: Escrima 2, Any 3
School System Power Points: Escrima 2, Any 3
Description: The Arm Slash is a cut made crosswise over a length of arm muscle with intent to sever or injure some of the tissue and weaken the arm as a whole. These cuts usually aren't deep but they bleed profusely.
System: In order to administer the Slash the duelist must enter their target's hex. If any damage from this attack is unsoaked the target suffers a -1 speed and damage penalty with that arm and loses an additional health level from bleeding within three rounds.

Source: editor

Art of Destruction
Cost: see desc
Speed: -3
Damage: see desc
Move: -1

Requirements: Weapon: Melee ***, Focus ***
Power Points: Any 4
School System Power Points: Any 4

Material Difficulty Price
Ice: 4 none
Wood: 5 none
Stone/Brick/Cement: 7 1 Willpower
Metal: 8 2 Willpower
Hardened Metal: 9 2 Willpower, 1 Chi
Diamond: 10 2 Willpower, 2 Chi

Description: The duelist can destroy an object by destroying it's chi with their weapon. This allows such things as cutting down telephone poles in a single sword stroke. This technique cannot destroy large objects, such as cars, but it does damage them.

System: This technique can be used on nearly any non-living object. Make a Chi roll against a difficulty as outlined by the table below. The Art of Destruction cannot be used on living things or cybernetic implants (attempting to do so delivers damage as per a Fierce strike). Each success inflicts 1 point of damage to the object. If the object runs out of health it is effectively destroyed. This technique does not function against cybernetics as mentioned above, clothing, and weapons held by other duelists as those objects are constantly sharing the chi of their owners.

Source: editor

Astral Blade
Cost: 1 Chi
Speed: -1
Damage: +2
Move: -2

Requirements: Weapon: Blade ***, Focus *****
Power Points: Any 5
School System Power Points: Any 5
Description: Slicing through thin air and an opponent's flesh seems like it should take different amounts of force but the master of this technique understands there is no difference. One stroke, one kill is their motto. The Astral Blade seems to shimmer slightly as it moves to connect with it's target gliding through intercepting objects just as easily as it pushes aside the air in it's way.
System: This attack cannot be blocked, parried or riposted. It ignores armor and physical obstructions (provided the duelist themself is not impeded) but can be stopped by using the Barrier focus maneuver. Use the listed modifiers.

Source: editor

Attunement
Cost: see desc
Speed: none
Damage: none
Move: none

Requirements: Weapon: Any *****, Focus ****
Power Points: Any 6
School System Power Points: Any 6
Description: A duelist can so cherish their weapon that through repeated use they develop a mystical connection with it. Legends have sprung up from the results of such a close relationship. To purchase this modifier the duelist must have used the weapon in combat at least three times a week for one year.
System: Attunement is not an attack. It is a modifier and a maneuver that at the time of purchase applies to one weapon in the duelist's arsenal. Once purchased the following may be done by the duelist, at any time, by paying 1 Chi:

Sense Weapon: The duelist can, when separated from the weapon, tell the direction and distance to it. Successes on an Intelligence + Mysteries roll can reveal additional information such as hold or cold, light or dark, loud or quiet.

Summon Weapon: When willed the weapon flies to it's owner's hand as if it were using the Telekinesis maneuver. If the duelist possesses Telekinesis they may guide the weapon as it travels through the air but this movement must always be towards the summoning fighter. In any contest of strength between a weapon and someone trying to keep hold of it, the weapon has a strength equal to the duelist's Focus +1 (maximum 8). In addition, the fighter can pay experience - at a power point cost of 6 - to allow the weapon to use Yoga Teleport or Psycho Warp when summoned.

Heal Weapon: Any maneuver that restores health to the duelist repairs the weapon for an equal amount of damage. The weapon must be in hand at the time of healing.

Rebuke: If the weapon is not in the hands of it's master and is touched by another the duelist can, as long as they are in line of sight, cause the weapon to shock/burn/etc. the offending party. Both parties roll their permanent Chi. Any successes the duelist wins this contest by cause 1 point of unpreventable damage - minimum 1. The offender must then score more successes on a Dexterity check to keep hold of the weapon.

Source: editor

Backhand Fighting
Cost: none
Speed: none
Damage: none
Move: none

Requirements: Weapon: Tonfa ****, Blind Fighting ***
Power Points: Any 4
School System Power Points: Any 4
Description: The duelist develops the speed, maneuverability and finesse to continue fighting even with their back to their opponent. This requires strong peripheral vision or a nigh supernatural ability to sense others without sight.
System: This is not an attack. The duelist may perform basic tonfa strikes and maneuvers that allow fighting from backhand while facing away from their opponent at no penalty. While so turned they cannot block or parry.

Source: editor

Bandit Chain
Cost: 1 Willpower
Speed: -1
Damage: +3
Move: 1

Requirements: Weapon: Chain ***, Grab ***
Power Points: Any 4
School System Power Points: Any 4
Description: The duelist grabs their opponent with their chain and hurls the victim away causing damage by impact with the ground.
System: The victim is thrown three hexes in any direction. This can interrupt an aerial maneuver directed against the duelist but requires two successes on a Grab check. Breakfall attempts to negate this damage are base difficulty 8 because of entanglement with the chain. The duelist may opt to smash their target in any adjacent hex and increase the Breakfall difficulty to 10 but must have a chain of sufficient length to do so.

Source: sfrpg.com

Batting Hero
Cost: 1 Willpower
Speed: +1
Damage: +2
Move: 1

Requirements: Weapon: Blunt ****, Energy Reflection (see below)
Power Points: Any 4
School System Power Points: Any 4
Description: Utilizing their weapon the duelist strikes their opponent with a mighty swing reminiscent of professional baseball players. This can also be used to deflect projectiles and knock them away.
System: If the defender is not blocking and any damage is scored they are knocked back two hexes from the force of this blow. Opponents who are crouching when struck are unaffected by the knockback and are instead knocked down.

This maneuver may be used as an abort maneuver against projectiles and functions based on the nature of the attack to be deflected. Against a physical weapon (dagger, knife, etc. but not against firearms) the fighter compares successes on a Dexterity + Athletics roll versus damage scored. If they get more successes the projectile is harmlessly struck from the air and flies up to three hexes away from the deflecting fighter. Failure means the projectile hits with full force. Deflecting energy like a Fireball requires Energy Reflection and functions as per that maneuver.

Source: sfrpg.com

Baton Smash
Cost: none
Speed: +2
Damage: +1
Move: +0

Requirements: Weapon: Blunt ***, Athletics *
Power Points: Special Forces 3, Any 4
School System Power Points: Military 3, Any 4
Description: The soldier attacks with their baton while rapidly spinning it in their hand. This is a maneuver is usually ascribed to Rolento and those who have felt it's sting can testify that the sickening crack that accompanied it was the least of their worries.
System: This maneuver can be used with any blunt weapon small and light enough to fit in one hand. The defender is considered to have 1 less point of Stamina then they actually have for the purposes of soaking damage. This maneuver can be combined with any jump maneuver as if it were a basic maneuver. It can be performed as a crouching maneuver at no penalty.

Source: editor

Blade Dance
Cost: 1 Chi per round
Speed: see desc
Damage: none
Move: none

Requirements: Weapon: Any Melee ****, Focus ****
Power Points: Any 5
School System Power Points: Any 5
Description: The duelist develops a flowing sequence of steps and moves performed in quick succession with their weapon. This technique is most often seen in swordplay.
System: The duelist pays 1 chi to increase the speed of any basic weapon strike by 2. As long as the duelist is not knocked down, dizzied, or put into a sustained hold they can continue to pay 1 chi each round to increase this speed bonus by 1. On each round the duelist must move at least one hex. For every three rounds the dance is maintained the difficulty of the duelist's strikes increases by 1 because of fatigue. The maximum speed bonus this maneuver can accrue is equal to the duelist's Dexterity.

This technique cannot be used with a combo unless a new combo is purchased with The Killing Dance as a modifier to every move in that combo.

Source: editor

Blade Toss
Cost: none
Speed: +1
Damage: +1
Move: none

Requirements: Weapon: non-Sword/Scythe ** (see below)
Power Points: Any 3
School System Power Points: Any 3
Description: This maneuver covers thrown blades that are not covered by other weapon maneuvers. It's a straightforward concept and is done in order to keep at range with the enemy. This maneuver does not include weapons' whose normal mode of attack is being fired - arrows, slings, shuriken, etc.
System: The weapon travels in a straight hex line up to the thrower's Strength + Athletics in hexes until it hits something or loses momentum. Use the listed modifiers.

Source: editor

Bloody Knee
Cost: none
Speed: +0
Damage: +0
Move: -2

Requirements: Weapon: Melee/Scythe/Polearm ***
Power Points: Any 4
School System Power Points: Any 4
Description: The duelist slashes low aiming for their opponent's legs or knees.
System: If successful the victim suffers a -1 movement penalty for all maneuvers and a -1 damage penalty to all kicks for a number of rounds equal to the damage this maneuver inflicted. Multiple slashes stack with each other.

Source: editor

Bloody Slash
Cost: 1 Willpower
Speed: -2
Damage: +0
Move: 1

Requirements: Weapon: Blade ***
Power Points: Any 3
School System Power Points: Any 3
Description: This is a trio of lightning fast slashes with a single sword or blade. While initiating the maneuver takes a moment of concentration and preparation the strikes themselves occur in the blink of an eye and easily leave an opponent unable to defend against them.
System: Roll damage three times using the modifiers listed for this manuever. If the target is attempting to Parry this attack reduce their soak total versus the second strike by 1. Reduce their soak total against the third strike by 1 plus an additional 1 per point of Dexterity the attacker has over the defender. If the defender has more Dexterity use only the base soak reduction.

Source: New Legends

Chain Hold
Cost: none
Speed: -2
Damage: +0
Move: none

Requirements: Weapon: Chain ***, Athletics **
Power Points: Any 3
School System Power Points: Any 3
Description: Fighting out on the streets sometimes turns downright dirty in a manner that most reputable fighters turn a blind eye to - if they acknowledge at all. This technique is simple in concept but tricky to pull off in combat. The duelist lashes out with their chain in such a way that they entangle their foe with the same swing. It takes skill and experience with the weapon itself and a degree of maneuverability and body control.
System: Two rolls are required for this maneuver. The first is the damage roll using the modifier below while the second is a Dexterity + Chain technique to entangle the target. The target of the chain - arm, leg, torso, neck, etc. - must be declared before the entanglement is attempted. Arms and legs are difficulty 7, the torso is difficulty 6, while small targets such as the head or neck are difficulty 9. This is a sustained hold inflicting constriction damage each successive round and is maintained using Dexterity instead of Strength, and Chain technique instead of Grab for duration.

Source: editor

Chain Lock
Cost: 2 Willpower
Speed: -2
Damage: none/+3
Move: none

Requirements: Weapon: Chain ****, Athletics ***, Grab **, Choke Chain
Power Points: Dirty Fighting 4, Any 5
School System Power Points: Dirty Fighting 4, Any 5
Description: The Chain Lock is an extremely effective sustained hold that can be difficult to establish as it requires the right kind of environment but once in place is extraordinarily hard to break. The duelist entangles their target with a Choke Chain while simultaneously winding part of the chain around a standing structure to provide extra support and reinforcement for the hold.
System: This maneuver requires an object at least three feet high and anchored to the ground within two hexes of the intended target. The duelist who wishes to perform the Lock must have an open hex between them and the opponent with which to work and enough length to cover the distance. First the duelist establishes the Choke Chain by making a Dexterity + Athletics roll, difficulty 7, to control the chain. The defender can attempt to evade the Lock with their own Dexterity + Athletics roll but if they were doing anything else in that round the difficulty of the dodge roll is 9. The defender may still attempt to abort as normal before the hold is established.

A second Dexterity + Weapon: Chain technique roll is required to wind the extending length around the desired object. If this fails the following hold is not established and the defender is caught in a weak Choke Chain that is only difficulty 5 for them to attempt to break out of. If the check succeeded the lock is established.

This maneuver inflicts no damage on the initial round but constriction damage begins with the next round. This sustained hold can be maintained for a maximum number of rounds equal to the attacker's Weapon: Chain technique plus Strength score. Disengage is useless for trying to escape the hold and the strength check for the defender is difficulty 10 each round due to the chain itself. The attacker can only move to advance upon the defender while maintaining the hold. This pulls the chain and inflicts an additional health level of damage. The defender needs a minimum of six successes on a strength test to move at all.

Source: editor

Chain Smash
Cost: 1 Willpower per round
Speed: -2
Damage: +5
Move: 1

Requirements: Weapon: Chain ****, Athletics **, Grab **
Power Points: Dirty Fighting 3, Any 5
School System Power Points: Dirty Fighting 3, Any 5
Description: Birdie likes to employ this grab and smash technique using his chains to hold his foe while repeatedly lifting them and smashing them against the ground.
System: This is a sustained hold that uses a contest of Dexterity instead of Strength each round. Because the hold is maintained using a chain Grappling Defense can only be used in defense on the first round when the initial grab is made. Disengage works normally. Breakfall cannot negate any damage while the defender remains entangled.

The hold can be sustained for as many rounds as the fighter has Stamina, in half, rounded down.

Source: editor

Choke Chain
Cost: 1 Willpower
Speed: +0
Damage: +2
Move: 1

Requirements: Weapon: Chain **, Grab **
Power Points: Any 3
School System Power Points: Any 3
Description: The fighter entangles their victim with a chain and chokes them with it. This maneuver is commonly used by street thugs to incapacitate or kill their targets and can be quite lethal in the right hands.
System: This is a sustained hold that pins the victim on the ground. After three consecutive turns taking damage the defender is automatically dizzied. Once dizzied the defender must make a Stamina roll each round to avoid losing consciousness from lack of oxygen. If the victim passes out there is no time limit on sustaining this hold (as their is no longer a struggle to keep hold) and it can be maintained until the victim expires.

Source: sfrpg.com

Circular Reasoning
Cost: 1 Willpower
Speed: -1
Damage: +2
Move: 2 (max)

Requirements: Weapon: Baton ***, Athletics **, Baton Smash
Power Points: Special Forces 3, Any 4
School System Power Points: Military 3, Any 4
Description: The duelist steps forward using their weapon as both a shield and an instrument of death by rapidly spinning it horizontally around their body.
System: The duelist may move forward a maximum of two hexes and will damage anyone encountered as they move. Failure to inflict damage does not impede further movement with this maneuver.

Source: editor

Combination Strike
Cost: 1 Willpower
Speed: -1
Damage: +0/+2
Move: -2

Requirements: Weapon: Melee *** Punch or Kick ** (see below)
Power Points: Escrima 3, Any 4
School System Power Points: Escrima 3, Any 4
Description: Some duelist schools teach the art of armed fighting as a precursor to open handed fighting. This sometimes leads to interesting intersections between traditional martial arts and weapon combat. The Combination Strike is one such maneuver utilizing both methods.
System: When this maneuver is purchased choose whether it will use punch or kick. This maneuver hits three times. Two of the blows must be weapon strikes using the +0 modifier below and the third is either a punch or kick using the +2 modifier.

Source: editor

Concussion Smash
Cost: 2 Chi
Speed: -2
Damage: +4
Move: none

Requirements: Weapon: Blunt **, Focus ***, Shockwave
Power Points: Any 4
School System Power Points: Any 4
Description: Slamming their weapon to the ground the duelist releases a mighty blast of energy that can easily deafen and stun everyone around them. This smash has been known to shatter windows and has been the parting shot of more then one dying fighter.
System: This maneuver inflicts damage to everyone within five hexes as a Focus maneuver using the damage modifier below. This includes the duelist using the maneuver. Because of the explosive blast three levels of damage are inflicted upon the weapon itself. If this causes it to break the duelist suffers an unpreventable health level of aggravated damage from flying shrapnel.

A dizzy caused by this maneuver lasts for two rounds instead of one in addition to five minutes of deafness and general disorientation immediately following the dizzy.

Source: editor

Crescent Combination
Cost: none
Speed: +2
Damage: +0
Move: +0

Requirements: Weapon: Tonfa **, Punch **
Power Points: Any 2
School System Power Points: Any 2
Description: The duelist strikes twice: once by uppercutting with the tonfa and then again with the same hand in a quick downward punch.
System: The second strike uses Strength + Punch for damage. If any damage from this attack is unsoaked the defender suffers a -3 speed penalty on their next turn.

Source: editor

Crescent Rush
Cost: 1 Willpower
Speed: +1
Damage: +3
Move: +3

Requirements: Weapon: Tonfa ***, Dashing Strike
Power Points: Any 3
School System Power Points: Any 3
Description: This is an improved Dashing Strike that uses a Tonfa and has the fixed movement listed below.
System: Use the listed modifiers. This may be performed from Backhand but is base difficulty 7 to do so and has a movement modifier of -2 instead of the one listed below. The attacker ends the round in the defender's hex.

Source: editor

Crimson Pillar
Cost: 1 Willpower
Speed: +1
Damage: +0
Move: +2

Requirements: Weapon: Melee **, Athletics *, Jump
Power Points: Any 3
School System Power Points: Any 3
Description: The fighter jumps and divebombs their opponent weapon first.
System: This is an aerial maneuver and as such can avoid projectiles like a standard Jump. If the defender suffers any damage they are knocked down, along with the duelist, in the same hex.

Source: editor

Crimson Vorpal Blade (C.V.B.)
Cost: 1 Chi, 1 Willpower
Speed: +0
Damage: +1
Move: +0

Requirements: Weapon: Scythe *****, Focus ***, Telekinesis, Scythe Throw
Power Points: Any 5
School System Power Points: Any 5
Description: The duelist hurls their scythe at their foe and with Telekinesis sets it to continue spinning along it's path.
System: The Chi cost for this maneuver covers activating Telekinesis. Once thrown the duelist may then move (or, if they started moving before the throw they may then finish doing so). The scythe travels in a straight hex path scoring three damage tests against the victim who is knocked back with each blow even if it is parried. After being thrown the duelist must retrieve their weapon on the next round. Each strike must be parried against separately. This attack cannot be deflected or riposted.

Source: editor

Cross Strike
Cost: none
Speed: +1/+2
Damage: +1/-1
Move: -2

Requirements: Weapon: Melee **
Power Points: Any 2
School System Power Points: Any 2
Description: The duelist makes two quick strikes. Unlike Double Strike this can maneuver can be accomplished using only one weapon however it lacks the same speed a duelist would get with Double Strike.
System: Damage from this maneuver always combines with itself for the purposes of determining dizzies. The first set of modifiers below are for one weapon and the second apply to dual wielding.

Source: editor

Daikyo Burning
Cost: 1 Willpower per round
Speed: +0
Damage: +0/-1
Move: +0/-1

Requirements: Weapon: Blade ****, Grab ***, Athletics ***
Power Points: Dirty Fighting 3, Any 4
School System Power Points: Dirty Fighting 3, Any 4
Description: Impale your victim with the blade, throw them to the ground, and then drag them around as the you move. It isn't a particularly fancy maneuver but it has a great intimidation factor.
System: First the attacker rolls to hit and impale the victim. At this time any defensive maneuvers used by the defender are resolved. If this succeeds they need one success on a contested Strength roll to force their wounded opponent to the ground. Then the attacker can drag their foe across the ground and make an additional damage test for each hex traveled. In order to initiate the Burning the duelist must enter their opponent's hex within the movement allotted under the first move modifier below. They then have the second to determine the maximum distance they can maintain the hold.

Once this maneuver is started it continues until the end of the round. Other fighters may interrupt and attack the duelist as they move. The duelist enters a new hex every other speed rank until all other actions have been resolved or speed 0 is reached. The difficulty of all other actions while trying to maintain this hold are at +2.

Example: A duelist with a speed of 4 and Athletics of 3 gets their opponent into a Daikyo Burning. The grab and flip happens on speed 4 (bonus +0 and assuming no other modifiers). The duelist arrives in the first hex they wish to drag their opponent to on speed 2 and the second at speed 0.
A fighter using Disengage rolls to slip out of the duelist's grip before they are pinned to the ground. This hold can be sustained but each round that includes dragging, beyond the first, inflicts one health level of damage on the weapon per two hexes moved.

Source: sfrpg.com

Dark Hold
Cost: 1 Willpower
Speed: +0
Damage: +0
Move: 0

Requirements: Weapon: Whip ****, Grab **, Dark Whip
Power Points: Any 3
School System Power Points: Any 3
Description: Entangle your victim with a whip and move them against their will.
System: This maneuver may be used against an aerial opponent. If any damage is scored the victim has been entangled. The two fighters begin a contest of Strength to which the attacker adds their whip technique. If this succeeds damage is inflicted and the target is moved two hexes from where they were intercepted in any direction. A target who was aerial suffers an additional die of damage per hex they fall and suffers an unpreventable knockdown.

Source: sfrpg.com

Dark Spark
Cost: 1 Chi or Willpower
Speed: -2
Damage: +0/+3
Move: 0

Requirements: Weapon: Whip ****, Focus ***, Dark Wire
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist whips their opponent and with the damaging snap sends a bolt of electricity searing through their opponent's veins.
System: Damage must be scored on the first strike for a second damage test to be made. The second damage test uses Intelligence + Focus. An opponent using Shock Treatment in the same round is invulnerable to the electrical damage.

Source: sfrpg.com

Dark Whip
Cost: none
Speed: +2
Damage: -1
Move: +2

Requirements: Weapon: Whip **, Grab **, Focus *
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist makes a quick snap with their whip.
System: This maneuver can be used as part of a called shot with only a +1 difficulty penalty. The affect depends on which part of the enemy's body is struck:

Location: Effect:
Head Damage is considered double for a dizzy.
Arm or Leg Contested Grab vs. Dexterity to entangle.
Tail Contested Strength rolls to cause knockdown.

An entangled limb cannot be used to attack with. Example: a boxer with one arm caught cannot Hyper Fist or Hundred Hand Slap. A Wu Shu artist with one leg caught could not Lightning Leg. Etc. If the result is entanglement Dark Whip can be maintained as a sustained hold. The duelist uses their Whip technique to maintain the hold while the fighter tries to free themselves with Dexterity. While maintaining the hold no other maneuvers can be used except Block and San He.

Source: sfrpg.com

Dark Wire
Cost: 1 Chi
Speed: -2
Damage: +0
Move: +0

Requirements: Weapon: Whip ***, Focus *
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist charges their whip with Chi causing it to glow. The sting of the blow causes crippling pain.
System: This maneuver has two damage portions. If the first part does no damage with the whip itself there is no second. Otherwise the victim suffers an automatic additional 1 damage from the chi shock, which cannot be soaked. Do not roll for this damage. The duelist and opponent make contested Intelligence + Focus rolls. If the duelist wins the opponent is dizzied from intense pain.

Source: sfrpg.com

Dashing Strike
Cost: none
Speed: +0
Damage: -1
Move: +2

Requirements: Weapon: Melee **, Athletics *
Power Points: Any 2
School System Power Points: Any 2
Description: The fighter runs up to an opponent and strikes quickly. While the attack lacks the force packed into the Dashing Punch maneuver allows the duelist to cover a lot of ground quickly without having to use regular move maneuvers. Skilled duelists make use of this to surprise and disorient their enemies.
System: Use the listed modifiers for the maneuver. The fighter using this must move in a straight line.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Dashing Upper Strike
Cost: 1 Willpower
Speed: +1
Damage: +2
Move: +2

Requirements: Weapon: Melee ***, Athletics *, Dashing Strike
Power Points: Any 2
School System Power Points: Any 2
Description: The duelist dashes across to her opponent and delivers a powerful uppercut with their weapon. The Dashing Upper Strike is a quick maneuver that doesn't have quite as much bite as its punch maneuver counterpart but makes up for it in sheer acceleration to close the distance. It is a staple maneuver for many duelists because it can close the distance without leaving them vulnerable during their approach.
System: The dashing Upper Strike can strike aerial opponents causes knockdown if it does so. The fighter moves in a straight line ending their turn in their target's hex. If the target was aerial and knocked down the duelist may opt to move their full distance and the target is knocked down adjacent to where they were intercepted.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Dazing Blow
Cost: none
Speed: -1
Damage: -2
Move: -1

Requirements: Weapon: Melee *** (see below)
Power Points: Any 2
School System Power Points: Any 2
Description: Although it takes a great deal if skill it is possible to use a weapon to do stun rather than lethal damage. With a blunt weapon the attacker hits less forcefully; with a sword he hits with the hilt or the flat of the blade.
System: This always causes non-lethal damage. At the Storyteller's option it may not work with some weapons; knocking someone out with a sword or club is relatively easy while doing so with a switchblade is hard.

Source: Warrior's World

Deflecting Strike
Cost: none
Speed: +1
Damage: none
Move: 1

Requirements: Block **, Weapon: Any **, Parry
Power Points: Any 3
School System Power Points: Any 3
Description: The fighter deflects an attacker's weapon with his own weapon attack.
System: The fighter may add the full weapon technique of the weapon they are currently using to their soak total against all melee weapon attacks until the beginning of their next turn. This maneuver only functions against targeted weapon strikes.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Double Dread Strike
Cost: 1 Willpower
Speed: -2
Damage: +1/+2
Move: +1

Requirements: Weapon: Any Melee ***, Double Strike
Power Points: Any 4
School System Power Points: Any 4
Description: A quick attack followed by a spinning, powerful strike.
System: The fighter attacks once with +1 to damage and knocks the opponent back one space if damage is scored. The second attack is made at +2 damage and also knocks the opponent back a space if damage is scored. The fighter must have enough Move to make the attacks. The attacker may strike an empty space and then use the second attack as the only one meant to hit the opponent if they need to approach from a distance.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Double Strike
Cost: none
Speed: +2
Damage: +0
Move: -2

Requirements: Weapon: Melee **
Power Points: Any 3
School System Power Points: Any 3
Description: To utilize this maneuver the duelist must be dual wielding. This maneuver enables the character to strike simultaneously with two weapons. An opponent can block or parry one attack but not both.
System: The attacker makes two strikes simultaneously: one high and the other low. The Defender can only block one of the two strikes and thus must declare which one they are choosing to intercept. A defender using parry can only Riposte in the next round if they chose to parry the second strike or took no damage.

Source: Warrior's World

Dragon Dive
Cost: 1 Chi, 1 Willpower
Speed: -2
Damage: +2/+4
Move: -3

Requirements: Weapon: Polearm ****, Focus ****, Crimson Pillar, Explosion
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist performs a Crimson Pillar that culminates in an explosion of chi as they strike their opponent.
System: This maneuver includes three damage tests. The two are for the weapon using the first modifier below and the second uses Intelligence + Focus for the explosive blast with the second modifier below. If the opponent suffers any damage they are moved up to two hexes in any direction (duelist's choice) and are knocked down.

Source: editor

Dragon Leap
Cost: 1 Willpower
Speed: -1
Damage: +2
Move: +0

Requirements: Weapon: Staff/Polearm ***, Jump, Staff Spin
Power Points: Any 4
School System Power Points: Any 4
Description: The duelist leaps at their target while performing a Staff Spin in mid-air as they move. The Leap is as much a defensive maneuver as it is an offensive one by putting the duelist's weapon in between them and any enterprising opponent who wants to intercept them as they move.
System: Anyone interrupting from the front suffers one damage test and is knocked down, as does anyone in the hex where the duelist finishes their movement. This is an aerial maneuver that travels too low to the ground to avoid projectiles although it is high enough to avoid Ground Fire or similar on-the-ground maneuvers.

Source: editor

Dragon Plunge
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +5
Move: 0

Requirements: Weapon: Staff/Polearm ***, Focus ***, Athletics **
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist upends themselves into a handstand on top of their staff and gathers Chi into the weapon. As they fall forward the staff is swung overhead to crash into the enemy with great force.
System: If the victim suffers any damage they are knocked down, even if blocking, unless they were also crouching.

Source: editor

Dragon's Spine
Cost: 1 Willpower
Speed: -2
Damage: +1/+3
Move: -1

Requirements: Weapon: Polearm ***, Athletics ***
Power Points: Any 4
School System Power Points: Any 4
Description: The duelist steps forward, plants the spear into the ground then leaps forward into a roll to strike their opponent. As they move through the air the duelist pulls their spear with them so that it will not be lost.
System: If performed against an opponent in the same hex this inflicts two damage tests - both using Athletics (Use the listed modifiers). The victim is knocked back one hex. Afterwards the fighter performing this is knocked down.

Source: editor

Eagle's Eye
Cost: 1 Chi
Speed: +0
Damage: none
Move: none

Requirements: Weapon: Projectile ****, Focus ***
Power Points: Any 4
School System Power Points: Any 4
Description: The duelist focuses their mind's eye through their weapon seeing the world from it's perspective for a brief time. This provides great clarity of vision as distractions fall away.
System: This technique may only be used with non-automatic weapons. While in affect the duelist does not suffer a difficulty penalty for hitting at long range. The effect lasts until first used or for a number of minutes equal to Focus.

Source: editor

Eye Strike
Cost: none
Speed: +1
Damage: -1
Move: -1

Requirements: Weapon: Any ***
Power Points: Any 4
School System Power Points: Escrima 2, Any 4
Description: Similar in purpose to the punch maneuver Eye Gouge, the Eye Strike is an attempt to blind a target by striking them directly in the eye. It is a decidedly dishonorable tactic as it can lead to permanent blindness but sometimes desperate times call for truly desperate measures.
System: Performing this maneuver using a whip or polearm is difficulty 8 to hit. Using a ranged weapon such as a firearm is difficulty 9 (10 if the target is moving). This reflects the small target which is an eye socket and the extra precision such weapons require. Other weapons, which generally rely on smashing into the orbital lobe in general, are normal difficulty. Using a bow or firearm, however, inflicts double damage if it hits.
If any damage from this attack is unsoaked the defender is blinded for the next three rounds in addition to damage. The duelist loses 3 temporary Honor.

Source: editor

Explosion
Cost: 1 Chi
Speed: +0
Damage: +2
Move: -2

Requirements: Weapon: Non-Projectile ****, Focus ****, Jump (see below)
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist focuses their Chi into a kinetic bubble around them. When released the energy explodes outward with great force.
System: This is a radial maneuver and affects everyone sharing an adjacent hex to the duelist. It cannot be riposted. If used in mid-Jump this can interrupt an aerial foe causing knockdown. Otherwise it does not affect aerial opponents. Use Intelligence + Focus to determine damage.

Source: editor

Fleche
Cost: none
Speed: -1
Damage: +1
Move: 2

Requirements: Weapon: Melee **
Power Points: Any 2
School System Power Points: Any 2
Description: This maneuver takes its name from Fencing; it is most often used with swords and is also known as a charge. The fighter moves forward quickly using his momentum to increase the damage inflicted.
System: This is a modifier played on top of one of the three basic weapon strikes. The duelist must have space between themselves and their target to make the charge - entering their target's hex as they do. Use the listed modifiers in addition to those of the basic strike type.

Source: Warrior's World

Flesh Ripper
Cost: 1 Willpower
Speed: +2
Damage: -1
Move: 0

Requirements: Weapon: Whip ***, Grab ***
Power Points: Any 3
School System Power Points: Any 3
Description: After entangling their victim with their whip the duelist snaps their weapon back with such speed and force as to shred their victim's flesh.
System: This is highly dishonorable even in most duelist tournaments. In addition to damage to clothing and immense pain this maneuver also causes profuse bleeding. The limb affected will suffer penalties to speed and damage for a number of rounds equal to damage inflicted. The duelist gets a +2 damage bonus for using a Cat O'Nine Tails. Using this maneuver costs the duelist two temporary Honor.

Source: editor

Flying Strike
Cost: 1 Willpower
Speed: -2
Damage: +2
Move: +2

Requirements: Weapon: Any Melee **, Jump
Power Points: Any 2
School System Power Points: Any 2
Description: The fighter leaps up and behind to deliver a strike to the victim's back. This maneuver is generally considered to be dishonorable even amongst duelists.
System: This is an aerial maneuver that requires the fighter to have enough movement to move past their opponent and strike them from behind in the same hex. If struck from behind the defender soaks using only half of their stamina and the attacker loses 1 honor.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Form Weapon
Cost: 2 Chi
Speed: see desc
Damage: see desc
Move: none

Requirements: Focus *****, Weapon (see below)
Power Points: Mystic 3, Any 5
School System Power Points: Mystical 3, Any 5
Description: With the sheer force of his inner energy a fighter forms a weapon out of pure Chi.
System: This technique allows a fighter to produce a non-firearm melee weapon in any given situation. Fighter must have a weapons proficiency and can only produce weapons in concordance with that proficiency. The fighter must spend one round to form the weapon. The fighter can divide points up to their Focus to determine the weapon's base speed, damage, and movement - which cannot be negative values but can be zero.

If the fighter is dizzied or successfully mentally attacked then his concentration is broken and the weapon dissipates if they fail a Wits check to hold the chi together. The fighter may also choose to dissipate the Weapon at any time. Because the weapon is an extension of the duelist it cannot be physically separated from them. It lasts for one hour.

Source: New Legends

Hawk Strike
Cost: 1 Willpower
Speed: -2
Damage: +2
Move: +2

Requirements: Weapon: Melee/Scythe/Polearm ***, Athletics **, Jump
Power Points: Any 3
School System Power Points: Any 3
Description: From the air the duelist swoops down on their opponent weapon first slashing them like a hawk.
System: This is an aerial maneuver and can avoid projectiles like a standard Jump. After damaging their opponent the duelist then finishes their movement.

Source: editor

Head Smash
Cost: 1 Willpower
Speed: -1
Damage: +0
Move: -2

Requirements: Weapon: Blunt ***, Stunning Blow
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist slams their weapon into their opponent's head.
System: Damage from this maneuver is considered double for the purposes of a dizzy and the victim is at -1 speed for the next two turns (10 rounds = 1 turn). The duelist loses 1 honor. Scythes and Polearms have a +1 difficulty to hit - using the handle - and the duelist must enter the target's hex to attack. The speed penalty inflicted by this maneuver does not stack with itself.

Source: editor

Humming Blade
Cost: 1 Chi
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Weapon: Non-Ranged ***, Focus ***
Power Points: Any 4
School System Power Points: Any 4
Description: There have always been a few fighters on the circuit capable of making themselves hard to injure by way of body displacement. This technique, which originated in South America, is the duelist's answer. It is unclear just how long ago it was first developed or how but it has since spread as a vaulted and tightly-guarded tool.
System: Humming Blade is played as a modifier to a basic weapon strike. The damage of the strike is decreased by 1 point but it can injure an opponent using Ghost Form or similar maneuvers as if they were tangible.

Source: editor

Iaido
Cost: none
Speed: +3
Damage: +1
Move: +0

Requirements: Weapon: Blade *****, Athletics ***, Quick Draw
Power Points: Any 5
School System Power Points: Any 5
Description: Iaido is the Japanese art of sword-drawing and is taught to students of sword styles. It allows the character to draw and slash with one's weapon almost instantly in one fluid motion. Masters of this art can resheath their blade in the same motion.
System: While drawing a sword normally takes one action the character may draw it and attack once using only one action. Use the modifiers listed below.

Source: Warrior's World

Jaguar Stroke
Cost: none
Speed: -1
Damage: +0
Move: +0

Requirements: Weapon: Polearm ***
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist makes a quick feint strike to the side of their opponent then quickly snaps the blade head back striking their foe from behind.
System: This attack cannot be blocked, parried, or deflected from the front but it can be defended against if the defender has Backhand Fighting. Using Backhand Fighting in this way requires the defender to abort or to start their turn in a defensive posture.

Source: editor

Killing Blade
Cost: 1 Willpower
Speed: -1
Damage: +6
Move: 3

Requirements: Weapon: Blade ****, Jump, Upper Strike
Power Points: Any 4
School System Power Points: Any 4
Description: The fighter leaps high into the air blade first slicing their foe. It delivers a devastating blow by concentrating all of the duelist's power into upward momentum. Visually the Killing Blade is very similar to a Dragon Punch and it is rumored to have been developed to remind haughty Shotokan fighters that they weren't the only ones who could perform fancy uppercuts.
System: This is considered an aerial maneuver for the purposes of evading projectile attacks. The duelist must move in a straight line, albeit an aerial one with the defender adjacent to them when the maneuver begins.

Source: sfrpg.com

Knee Breaker
Cost: none
Speed: -2
Damage: +1
Move: -2

Requirements: Weapon: Blunt ***
Power Points: Escrima 2, Any 3
School System Power Points: Escrima 2, Any 3
Description: The duelist's version of Wounded Knee, Knee Breaker is a brutal strike originating from the far east. Few foes are trained to keep fighting even when their legs have been proverbially cut from underneath them.
System: The Knee Breaker is a precision blow aimed at the target's kneecap. For this reason the base difficulty to hit with it is 7. The attacker must declare which leg they are targeting with this maneuver. It takes six health levels of damage or more for the joint to break. Multiple uses of this maneuver stack to determine when this happens. This damage is considered aggravated for the purposes of determining how fast it heals.

Source: editor

Knuckle Breaker
Cost: 1 Willpower
Speed: -1
Damage: +0
Move: -2

Requirements: Weapon: Blunt **
Power Points: Escrima 3, Any 4
School System Power Points: Escrima 3, Any 4
Description: The Knuckle Breaker is a classic if somewhat down and dirty maneuver developed as a pragmatic option when fighting turned decidedly lethal. A form of this maneuver is regularly used in Escrima as a teaching tool although those who think the Filipino fighters won't break hands in real battle are in for a very rude awakening.
System: This is a precise maneuver and requires a called shot against one of the target's hands, which is difficulty 7 to hit with. Because hands are not well-equipped for dealing with direct attacks the target's soak is reduced by half, rounded up. Those with Maka Wara use their full Stamina to soak.

If this maneuver inflicts up to five health levels of damage the defender suffers searing pain in that hand leaving them at -1 damage and -2 speed for attacks using the injured hand or +1 difficulty for fine motor skills. If the damage inflicted is six health levels or more the hand is broken and cannot be used at all until it heals. For the purposes of determining a break damage from multiple uses of this maneuver stack. This damage is considered aggravated for the purposes of determining how fast it heals.

Source: editor

Kunai Dagger
Cost: 1 Willpower
Speed: -1
Damage: +0
Move: +3

Requirements: Weapon: Any Thrown ****, Stinger
Power Points: Ninjitsu, Special Forces 1, Any 2
School System Power Points: Hunter, Military 1, Any 2
Description: The ninja leaps into the air and hurls a rain of shurikens down.
System: This is an aerial maneuver and can evade fireballs like a standard jump. A number of small projectiles can be thrown equal to the fighter's weapon technique in half, rounded down. Each one must be thrown at a different targeted hex and have a maximum range of Strength in hexes.

Source: sfrpg.com

Lotus Step
Cost: 1 Willpower
Speed: -1
Damage: see desc
Move: 1

Requirements: Weapon: Staff/Polearm **, Athletics **, Kick ****
Power Points: Any 4
School System Power Points: Any 4
Description: The duelist plants their weapon into the ground and uses it as support as they jump up and kick three times.
System: The fighter performing a Lotus step may make three short or forward kicks. Once the maneuver starts they cannot move but can use their weapon to change which hex they are facing with each successive kick. If the duelist is interrupted and damaged while kicking they must succeed in a strength test to keep a hold of their weapon.

Source: editor

Mao's Pride
Cost: 1 Willpower
Speed: -1
Damage: none
Move: +3

Requirements: Weapon: Non-Projectile *****, Athletics ****
Power Points: Any 4
School System Power Points: Any 4
Description: Mao's Pride is a taunting maneuver meant to showcase the fighter's ability with an impressive array of unused attacks often (but not necessarily) with weapons of some sort. While it cannot be used in real combat the intimidation factor is incredible.
System: The fighter makes a series of maneuvers with a Dexterity + Athletics roll to determine how well they are executed. Opponents must make a Willpower roll (difficulty of the fighter's Dexterity + Athletics, maximum 9). If the Pride fighter gets more successes the opponent is intimidated and suffers a penalty to their Speed equal to the number of successes rolled by their adversary. A willpower botch indicates they are badly shaken unless they make a second Willpower check (difficulty 5) they will probably back out of the fight (Storyteller discretion).

Source: Warrior's World

Mark of [Your Name Here]
Cost: none
Speed: +0
Damage: none
Move: +1

Requirements: Weapon: Blade ***
Power Points: Any 3
School System Power Points: Any 3
Description: In an incredible display of either extreme skill or unmitigated gall a swordsman deftly uses his blade to carve a letter or symbol into his opponent's clothing. This maneuver is a definite crowd-pleaser.
System: Placing the Mark requires a Dexterity + Weapon technique roll, difficulty 7. This maneuver inflicts no damage but it is intimidating to experience. The subject marked must make an immediate Willpower roll versus a difficulty equal to their attacker's successes + 6 (maximum 9). If this fails the surprise and shock cost them a point of speed for the next turn (10 rounds = 1 turn).

Source: New Legends

Ni-jihan Press
Cost: 1 Willpower
Speed: -1
Damage: -1/+4
Move: 1

Requirements: Weapon: Sai, Knife **, Grab **
Power Points: Any 4
School System Power Points: Any 4
Description: Using a sai to grab his opponent Sodom lifts them up, upends them, then slams them down on the ground face first. It's certainly an eye-opening experience for anyone unfamiliar with his tactics.
System: Establishing the hold requires two successes on a Grab check. This maneuver requires the attacker to enter the defender's hex. Both fighters are moved two hexes in any direction along a straight line. This maneuver checks for damage three times. The first is for the stab using the first damage modifier and the other two are for the twin ground slams and use the second damage value as a Grab maneuver. None of this damage can be prevented with Breakfall and the defender suffers an unpreventable knockdown.

Source: editor

Parry
Cost: none
Speed: +3
Damage: none
Move: none

Requirements: Weapon: Melee *, Block *
Power Points: Any 2
School System Power Points: Any 2
Description: A Parry is a basic and essential tool for any serious duelist. The fighter uses their weapon to intercept their foe's and prevent damage from what might have been a lethal blow. Parries have no effect against non-weapon attacks.
System: This is considered a Block and can be used as an abort maneuver. It provides the defensive fighter with a boost to their soak total equal to their weapon technique plus Block technique then divided in half, rounded down: (Weapon + Block)/2. This soak bonus only applies against the first strike of that turn.

Source: editor

Patriotic Circle
Cost: 1 Willpower
Speed: +3
Damage: +1
Move: +0

Requirements: Weapon: Baton, Escrima, or Stick ***, Baton Smash
Power Points: Special Forces, Escrima 3
School System Power Points: Military, Escrima 3
Description: This radial weapon maneuver sees the duelist whip their weapon around their body like lightning striking anyone near them. Although it lacks range it packs a nasty punch if the duelist gets a clear shot at their foe's upper body.
System: Anyone in the same hex as the fighter performing this maneuver takes two damage tests. Crouching opponents have -2 to soak these hits.

Source: sfrpg.com

Phoenix Blade
Cost: 1 Chi
Speed: -1
Damage: +1
Move: 1

Requirements: Weapon: Blade ***, Focus ***, Gadouken
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist charges their Gadouken into their weapon while holding it behind them then strikes forward with a fiery blow.
System: In order for this attack to be effective the duelist needs to enter the same hex as their intended target. Roll twice for damage: once for the weapon and again for Gadouken. Use whatever stats the fighter has for that maneuver for the second damage test. Obviously the Gadouken cannot be parried or riposted. If both tests do damage the defender is knocked down.

Source: editor

Phoenix Tail
Cost: 1 Willpower
Speed: +2
Damage: +0
Move: +0

Requirements: Weapon: Non-Projectile ****, Athletics ***, Jump
Power Points: Any 3
School System Power Points: Any 3
Description: This technique gets it's name from the flash of steel as the duelist jumps and spins in mid-air so their weapon acts as a barrier while moving. A duelist who is fast enough can make it seem as though they are on fire.
System: This is an aerial maneuver and will avoid projectiles just like a standard Jump. The duelist must jump to use this ability and will strike anyone they come in contact with - including fighters who try to interrupt them in mid-air - inflicting knockdown upon them. If the duelist connects with an opponent on the ground they take two damage tests and are knocked down.

Source: editor

Pole Launch
Cost: none
Speed: -1
Damage: +2
Move: 1

Requirements: Weapon: Staff/Polearm **
Power Points: Any 3
School System Power Points: Any 3
Description: The monk catches their opponent in the groin with their staff, lifts them off the ground, and throws them over their own head.
System: This maneuver causes knockdown and the defender ends one hex behind the attacker.

Source: editor

Pole Trip
Cost: none
Speed: +3
Damage: -1
Move: +1

Requirements: Weapon: Staff/Polearm **
Power Points: Any 2
School System Power Points: Any 2
Description: With a quick jab the monk catches their opponent under one of their legs and snaps the staff back up so the opponent loses their balance.
System: This maneuver causes knockdown.

Source: editor

Punishing Blade
Cost: 1 Chi, 1 Willpower
Speed: +2
Damage: +2
Move: 1

Requirements: Weapon: Melee *****, Focus *****, Bloody Slash, Double Dread Strike
Power Points: Any 5
School System Power Points: Any 5
Description: This devastating martial technique can only be used with a one-handed weapon and cannot be combined with an Iaido strike. The duelist closes with their target, weapon in hand, and strikes them with what appears to be a multitude of blades all at once from the same lunge.
System: This scores three damage tests. If the victim takes any damage they are knocked back one hex.

Source: editor

Quick Draw
Cost: none
Speed: none
Damage: none
Move: none

Requirements: Weapon: Any *
Power Points: Any 1
School System Power Points: Any 1
Description: The duelist can retrieve their weapon from it's sheath, holster, etc. in the blink of an eye and have it ready for use.
System: A duelist with this technique does not suffer a speed penalty to draw a weapon so long as they weren't holding a weapon already when the round started.

Source: editor

Reflective Parry
Cost: 1 Chi
Speed: +3
Damage: none
Move: none

Requirements: Weapon: Melee/Polearm ***, Focus ****, Parry
Power Points: Any 3
School System Power Points: Any 3
Description: By focusing their chi into their weapon while in a Deflecting Parry the duelist can reflect chi attacks harmlessly away from their body. The reflected blast travels in a straight line directly back from whence it came.
System: To reflect a projectile attack the duelist must score more successes on an Intelligence + Focus roll than the attacker did in damage.

Source: editor

Ride the Lightning
Cost: 1 Chi per 2 affected hexes
Speed: -1
Damage: -1
Move: -2

Requirements: Weapon: Melee/Whip *****, Focus *****, Athletics **, Jump (see below)
Power Points: Any 5
School System Power Points: Any 5
Description: The duelist whips their weapon around them whip such speed and force they release chi as glistening blasts that travel through the air striking anyone caught in their path multiple times. Each strike does little individual damage but the sheer number of them can be quite effective. Victims have testified it feels like receiving dozens of whip blows in a matter of seconds.
System: The duelist can attack two hexes for every Chi spent. This includes above and, if they perform this mid-jump, below the duelist. Anyone who suffers damage is thrown back one hex and knocked down unless they are defending with San He. Each victim suffers three damage tests using the duelists weapon technique + Focus. This is a radial attack and cannot be riposted or reflected.

Source: editor

Riposte
Cost: none
Speed: +2
Damage: +0
Move: none

Requirements: Weapons: Melee/Scythe/Polearm **, Parry
Power Points: Any 2
School System Power Points: Any 2
Description: This maneuver is a rapid strike following a successful parry.
System: A Riposte may only be used in the round following a successful use of the Parry maneuver and the speed bonus below reflects taking advantage of the opponent being thrown off balance. After using Riposte the duelist cannot Parry again in the following round as they must return to a balanced stance first. (Yes, this is a blatant rule patch to avoid endless Parry -> Riposte loops.)

Source: Warrior's World

Rising Dragon
Cost: 1 Willpower
Speed: +0
Damage: +2
Move: 1

Requirements: Weapon: Staff/Polearm **, Athletics **, Kick **
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist crouches, plants their weapon into the ground, then uses it to as support as they kick up into a backflip kick.
System: This will knockdown an opponent struck unless they were blocking or crouching. If the duelist is interrupted and damaged mid-move by something that causes knockback they may make a Strength check to keep a hold of their weapon and only be knocked down. The duelist ends in the same hex they crouched in.

Source: editor

Scorpion's Tail
Cost: 1 Willpower
Speed: +3
Damage: -1/+1
Move: 2

Requirements: Weapon: Whip ****, Athletics **
Power Points: Any 4
School System Power Points: Any 4
Description: The scorpion is a deceptive animal who uses his pincers in concert with his poisonous tail to throw opponent's off balance and leave them open for a fatal blow. This duelist has learned the same lesson and applies it to the deadly sting of their whip.
System: The attacker makes four attack rolls this turn against one target starting with the speed modifier below and subtracting one per additional strike. Each strike must be made from a different angle from the one before. The first three attacks use the first damage modifier below. For each one that is not blocked by the target increase the final damage modifier by 1 on the last attack.

Source: editor

Scythe Spin
Cost: 1 Willpower
Speed: +1
Damage: +1
Move: +0

Requirements: Weapon: Scythe ***, Athletics **, Jump (see below)
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist moves in a straight line spinning almost as if in a dance with the scythe outstretched to slash unwary foes caught in it's path.
System: The duelist must be able to move in a straight line for three hexes to use this technique. In each hex the duelist rolls for damage against anyone encountered who is not aerial. If they take any damage they are knocked back into an adjacent hex. A fighter who is knocked back into the next hex the duelist is moving to is attacked again and will continue to be knocked back until the duelist finishes. This is a radial move and cannot be riposted except for the last swing.

Scythe Spin can also be performed in mid-air from a Jump. The first two hexes are aerial but on the third the duelist lands and performs their last slash.

Source: editor

Scythe Throw
Cost: 1 Willpower
Speed: -1
Damage: +4
Move: -2

Requirements: Weapon: Scythe ***, Jump (see below)
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist throws their scythe at a targeted opponent that must be in a straight line from them. Afterwards the weapon must be retrieved.
System: This maneuver can be performed from mid-air with a jump. It cannot be riposted.

Source: editor

Shadow Strike
Cost: 1 Chi
Speed: -1
Damage: see desc
Move: none

Requirements: Weapon: Non-Ranged ***, Focus ***
Power Points: Escrima 3, Any 4
School System Power Points: Escrima 3, Any 4
Description: Samurai held that their katanas were an extension of their own souls. Most adherents of animism similarly believe all objects have spirits that can be awakened if the proper steps are taken. Whether that's true or just a colorful story to help explain the existence of this maneuver is anyone's guess. It is true, however, that some duelists seem capable of sacrificing some of their energy to inflict a deadly blow at a distance.
System: A Shadow Strike is a ranged attack with a maximum distance of Wits + Focus. It inflicts damage using Intelligence + Weapon technique plus an additional health level, that cannot be soaked, per health level the duelist is willing to sacrifice themselves. Although this damage to the duelist is bashing damage it heals as if it were aggravated.

Source: editor

Slice Upper
Cost: 1 Willpower
Speed: +1
Damage: +3
Move: -2

Requirements: Weapon: Sword, Blunt ***, Athletics **, Jump
Power Points: Any 3
School System Power Points: Any 3
Description: The Slice Upper is a leaping sword strike in which the attacker begins with the sword down and swings it upwards in an arc while jumping up. It can be used with small, one-handed blunt weapons. Rumors abound that this technique was developed to counter the deadly Dragon Punch.
System: Slice Upper counts as an aerial maneuver and will affect any one grounded or aerial opponent adjacent to the duelist. Aerial opponents take two damage tests using the damage modifier below and are knocked down.

Source: Warrior's World

Somersault Blade
Cost: 1 Willpower
Speed: +0
Damage: -1
Move: +0

Requirements: Weapon: Melee ***, Athletics *, Backflip
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist springs into a backflip striking their opponent as they flip back and out of reach. It lacks power as the attack is a retreating blow but it can afford a pressed or harried duelist a moment to gather their wits and consider their options.
System: If successful the duelist ends two hexes back from where they started.

Source: editor

Spinning Stroke
Cost: 1 Willpower
Speed: +3
Damage: -1
Move: +0

Requirements: Weapon: Chain, Blunt ***, Athletics *
Power Points: Any 3
School System Power Points: Any 3
Description: The Spinning Stroke is as much a defensive gesture as it is an offensive one. It is fundamentally the same as Staff Spin but with an emphasis on movement instead of holding one position.
System: The duelist must move in a straight line while performing this maneuver. One damage test is made against every adjacent opponent as the duelist moves. Those who suffer damage are knocked back one hex while the duelist continues moving forward.

Source: editor

Staff Spin
Cost: none
Speed: +1
Damage: +2
Move: none

Requirements: Weapon: Blunt ***, Athletics **, Energy Reflection (see below) Missile Reflection (see below)
Power Points: Any 3
School System Power Points: Any 3
Description: In this somewhat unusual maneuver the character spins his staff around very quickly inflicting damage to anyone who comes close.
System: Anyone who enters a hex adjacent to the character takes three damage tests as noted below. This maneuver can be used in the same round as Energy or Missile Reflection adding the duelists Weapon technique to their soak total against front attacks of the type they are defending against. This attack cannot be riposted.

Source: Warrior's World

Staff Wall
Cost: 1 Willpower
Speed: +0
Damage: +0
Move: 0

Requirements: Weapon: Staff ***, Focus ***
Power Points: Any 4
School System Power Points: Any 4
Description: The monk whips their staff around them with such speed that it generates a wind strong enough to knock a grown man off his feet.
System: The monk rolls Intelligence + Focus to determine the strength of the wind. Anyone within two hexes must score more successes on a Strength + Athletics roll or be lifted off their feet and thrown back three hexes. Opponents in the midst of performing an aerial maneuver get no check unless they are at least 10' feet above the monk.
Anyone foolish enough to enter the same hex as the monk suffers three damage tests from the spinning staff as per a medium weapon strike. This is a radial attack.

Source: editor

Stinger
Cost: none
Speed: +2
Damage: +1
Move: +3

Requirements: Weapon: Any Thrown ***, Jump
Power Points: Ninjitsu, Special Forces 2, Any 3
School System Power Points: Hunter, Military 2, Any 3
Description: The ninja jumps up and throws a knife into their opponent.
System: This is an aerial maneuver and functions like a standard jump. The projectile's maximum range is equal to the fighter's weapon technique + Strength in hexes.

Source: sfrpg.com

Storm Fire
Cost: 1 Chi, 1 Willpower
Speed: +0
Damage: -3
Move: 0

Requirements: Weapon: Projectile ****, Focus ***, Athletics **
Power Points: Any 5
School System Power Points: Any 5
Description: Storm Fire unleashes a flurry of weapon fire as the duelist spins in place spraying every one up to the weapon's range in all directions. It can only be used with fully automatic weapons.
System: The duelist is unable to defend while performing this maneuver and all difficulties to strike them start at 5. If used after Yoga Teleport or Psycho Warp the duelist gains +2 to their damage modifier from surprise.

Source: editor

Stunning Blow
Cost: none
Speed: +1
Damage: -2
Move: +0

Requirements: Weapon: Melee **
Power Points: Any 2
School System Power Points: Any 2
Description: The duelist strikes their target in the head or upper chest with a blunt portion of their weapon to stun and disorient their foe.
System: Damage from this maneuver is considered double for the purposes of a dizzy.

Source: editor

Telekinetic Mastery
Cost: see desc
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus *****, Telekinesis
Power Points: Kabbaddi 4, Any 5
School System Power Points: Mystical 4, Any 5
Description: This advanced form of Telekinesis is used by duelists to guide and direct their weaponry at a distance. Using this replaces the base form of Telekinesis.
System: Using Telekinesis on a weapon changes it's base speed to Wits instead of Dexterity. Every attack is considered a projectile attack and can be dodged. However, the attacker can choose where the weapon moves through space up to a maximum range of Wits + Focus. If they run out of Chi the weapon falls down where it was. It must then be retrieved by hand. While under Telekinetic control the weapon damages opponents as if it were using only basic weapon techniques - using that maneuver's speed and damage for the round.

Maintaining this power requires partial concentration penalizing the user two points of speed and damage in all other maneuvers. The cost of maintaining the telekinetic hold depends on the circumstances. In combat it costs 1 Chi per round unless the duelist is doing nothing or only moving. Outside of battle the cost is 1 Chi per minute. If the weapon has been Attuned these base durations double.

Source: editor

Triple Stab
Cost: 1 Willpower
Speed: +1
Damage: -2
Move: 1

Requirements: Weapon: Polearm **
Power Points: Any 3
School System Power Points: Any 3
Description: The duelist makes a trio of quick waist level stabs. This is primarily a defensive maneuver intended to keep the opponent from getting too close so the strikes lack power but are quick.
System: Roll for damage three times using the listed modifiers.

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

Source: editor

Underhand Stroke
Cost: none
Speed: -1
Damage: +1/+2
Move: -1

Requirements: Weapon: Melee **
Power Points: Escrima 2, Any 3
School System Power Points: Escrima 2, Any 3
Description: The duelist takes a step forward, swings once as part of a feint, then closes for an uppercut in quick succession. It is a fairly basic one-two maneuver taught in many schools around the globe as a means of locating the opponent's weaknesses.
System: This maneuver hits twice. Between the first and second hits the duelist may move one hex in any direction before executing the uppercut. If this maneuver interrupts an aerial opponent it inflicts knockdown.

Source: editor

Upper Strike
Cost: none
Speed: +1
Damage: +3
Move: 1

Requirements: Weapon: Any Melee **
Power Points: Any 2
School System Power Points: Any 2
Description: This fierce uppercut with a melee weapon is used to send a foe reeling. Primarily used with blunt weapons like tonfas the Upper Strike can be done with blades but is less effective when used that way
System: This is maneuver can hit aerial opponents. When using a blunt weapon against such an aerial foe it causes knockdown.

Source: sfrpg.com

Vise
Cost: none
Speed: +0
Damage: +4
Move: 1

Requirements: Weapon: Tonfa **
Power Points: Any 2
School System Power Points: Any 2
Description: To utilize this maneuver the duelist must be dual wielding. They then strike with both tonfas at the same time. One hits high and the other low catching their opponent in the head at the same time.
System: The attacker must enter the target's hex in order to execute this maneuver. In order to parry this attack the defender must be able to step back a full hex and the normal soak bonus provided by Parry is halved. There is only one damage test for this maneuver.

Source: editor

Vise Lock
Cost: 1 Willpower
Speed: -1
Damage: +3
Move: 1

Requirements: Weapon: Tonfa ***, Grab **, Back Roll, Vise
Power Points: Any 3
School System Power Points: Any 3
Description: To utilize this maneuver the duelist must be dual wielding. The duelist grabs their opponent, rolls onto their back then forces the victim to the ground where a Vise is delivered to the back of the opponent's head or shoulders.
System: This maneuver cannot be parried (as it is a grab). The attacker needs two successes on a grab check to get into position. The defender is knocked down and both fighters end the round in the same hex. Use the damage modifier below for the Vise.

Source: editor

Wall of Steel
Cost: 2 Willpower first round, 1 Willpower each round after
Speed: +3
Damage: +1
Move: 0

Requirements: Weapon: Blade *****, Athletics ****, Iaido
Power Points: Any 6
School System Power Points: Any 6
Description: An Iaido master continually trains until the act of drawing, swinging, and resheathing their blade becomes as natural as taking a breath. In heated combat the master seems as if they are superhumanly fast - striking down foe after foe with only a blur of light.
System: The duelist takes up a position from which they cannot move. Use this maneuver's speed modifier only on the first round to see when the effect begins. For as long as the stance is maintained the duelist may Iaido strike any target that enters an adjacent hex as soon as they do so regardless of their attacker's speed. A number of targets may be attacked each round up to the duelist's Dexterity + Weapon technique.

If the duelist is knocked down, dizzied, or put into a sustained hold the effect of Wall of Steel immediately ends. Care should be taken by the duelist's allies not to enter striking range as everyone who gets close will be reflexively swung on.

Source: editor

Wave Slash
Cost: 1 Chi
Speed: -1
Damage: +0
Move: 1

Requirements: Weapon: Blade ***, Focus ***
Power Points: Any 4
School System Power Points: Any 4
Description: The duelist focuses their chi into the blade and sends it through the air with a single slice. When manifested this usually takes the form of a surging blue wave.
System: The duelist can make any basic weapon strike and have it damage a target at a maximum distance in hexes equal to Focus. For each hex traveled beyond the first the move's damage rating loses one die.

Source: editor

Weapon Channeling
Cost: none
Speed: -1
Damage: +0
Move: -1

Requirements: Weapon: Non-Projectile **, Focus ***
Power Points: Any 4
School System Power Points: Any 4
Description: This maneuver allows any reasonable direct damage Focus maneuver the fighter already knows to be performed using the weapon itself as the focus instead of their hands. Thus, fireballs, lightning blasts, ice bolts and more can be generated without the duelist having to put their weapon down first. Weapon Channeling has no effect on and cannot be combined with non-damaging Focus maneuvers or those that are not focused through the hands.
System: Use the modifiers listed below in addition to those of the Focus maneuver to be combined with this ability.

Source: Warrior's World

Weapon Sweep
Cost: none
Speed: -2
Damage: +3
Move: -2

Requirements: Weapon: Non-Projectile **, Athletics *
Power Points: Any 2
School System Power Points: Any 2
Description: This is an attack intended to bring an opponent crashing to the ground. The duelist crouches and tries to take their opponent's feet out with their weapon.
System: This is a crouching maneuver. If any damage is inflicted the victim of this maneuver suffers a knockdown unless they were blocking.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Whirlwind Attack
Cost: 1 Willpower
Speed: -1
Damage: +1
Move: 0

Requirements: Weapon: Non-range **
Power Points: Any 3
School System Power Points: Any 3
Description: The Whirlwind Attack is a basic if sometimes clumsy-looking maneuver where the duelist lashes out in a full circle with their weapon. It is sometimes looked down upon as a desperation maneuver but it does have its uses. This maneuver can only be performed with weapons that can reach adjacent hexes.
System: This maneuver can be performed as a crouching maneuver. Otherwise it will not hit crouching opponents. This maneuver checks for damage against everyone occupying an adjacent hex be they friend or foe.

Source: editor

X-Parry
Cost: none
Speed: +3
Damage: none
Move: none

Requirements: Block **, Weapon: Non-Ranged **, Parry
Power Points: Escrima 2, Any 3
School System Power Points: Escrima 2, Any 3
Description: The X-Parry gets its name from the X cross formed as the duelist catches their opponent's weapon between their own. This form of parry requires two weapons, a degree of skill, and some confidence that no one else is going to attack the duelist.
System: This maneuver cannot be followed up with a Riposte. Making the catch requires a Dexterity + Weapon technique roll with more successes then the opponent's damage roll. If it is successful the attack is negated and the two fighters enter a weapon lock. This maneuver can be performed while on the ground.

Source: editor