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Complete Maneuvers List

Role-Playing Games > Street Fighter > Maneuvers

BASIC MANEUVERS
Jab Punch: speed +2, damage -1, move +0
Strong punch: speed +0, damage +1, move +0
Fierce punch: speed -3, damage +1, move -3
Short kick: speed +1, damage +0, move +0
Forward kick: Speed +0, damage -2, move +1
Roundhouse kick: speed -2, damage +4, move -1
Block: speed +4, damage none, move none, special: add block to stamina
Move: speed +3, damage none, move +3
Grab: speed +0, damage +0, move One, Special: ignores blocks
Disarm: speed +0, damage +0, move One, special: see rulebooks

SPECIAL MANEUVERS

Acid Breath *
(sf 126) The fighter spews highly acidic liquid onto his opponent
Focus Maneuver
To Learn: Focus 3
Power Points: Any 4
System: The spray has a range equal to the fighter's Stamina rating, and the fighter must have line-of-sight to his victim. Once the acid spray hits, it immediately inflicts damage using the +3 modifier. The following combat turn, unless the victim of the acid breath has been immersed in water or some other measure has been taken, the acid continues to burn the victim's body. At the very end of the combat turn, after all action have been completed, the acid damages again at the +0 modifier. Finally, on the third turn, the acid damages again for the last time, using the -3 damage modifier. Characters hit more than once with he acid attack could suffer many damage tests at the end of each turn. Acid breath may be dodged like any other projectile attack.
Modifiers: Cost: 1 chi, speed -2, damage +3, +0, -3, move -1

Air Blast
(pg. 91) The fighter fires a blast of air at an opponent
Focus Maneuver
To Learn / Training Notes: : First, the practitioner must learn Air Blast punch 1, focus 2, elemental 2. He may then move on to learn Push focus 3, elemental 3, air blast
and / or...
First, the character must learn Air Blast punch 1, focus 2, elemental 2. He is then ready to move on to Vacuum focus 3, elemental 4, Air Blast
Power Points: Elemental (air) 3
System: The range of the blast equals the fighter's Intelligence + Elemental background, in hexes. While the air blast is a projectile, it is not readily visible, and to interrupt this maneuver requires a successful Blind Fighting (Perception+Blindfighting) check.
Modifiers: Cost: 1 chi, speed -1, damage +3, move: None

Air Hurricane Kick
(sf 111) The fighter leaps up, then breaks into a hurricane kick
Kick Maneuver
To Learn: Jump athletics 1 and Hurricane Kick Kick 4, Athletics 3 must first be learned, but not necessarily in that order, then Air Hurricane Kick kick 4, athletics 3, jump, hurricane kick
Power Points: shotokan karate, kung fu, wu shu, majestic crow kung fu 1
System: This maneuver acts just like a hurricane kick, but may also be used as a Jump to avoid projectiles.
Modifiers: Cost: 1 Chi, 1 Willpower, speed -1, damage -1, move +1

Air Smash*
(sf 122) The fighter leaps up and falls on his opponent. Simple yet effective
Athletics Maneuver
To learn: The fighter first learns Jump athletics 1, then Air Smash athletics 1, jump
Power Points: Native American wrestling, sanbo, sumo, majestic crow kung fu, pankration, wrestling 1, any 2
System: This is an aerial maneuver that can act as a Jump. The fighter moves in a straight line and will end his move in the same hex as his target.
Modifiers: Cost; none, speed -1, damage +4, move -1

Air Suplex*
(sos 27) The warrior grabs a flying opponent, and twists so that both fall headfirst to the ground, victim first
Grab Maneuver
To Learn: First, the fighter learns Jump athletics 1 and Suplex grab 1, in any order. He is then ready to learn Air Suplex grab 3, athletics 3, jump, Suplex
Power Points: Spanish Ninjitsu 1, Kabaddi 2, any 3
System: Use the following modifiers. The fighter must interrupt an opponent during an aerial maneuver. Any damage causes a Knockdown. The attacker and the victim both end the turn in the same hex where the attack was made.
Modifiers: Cost: None, speed -1, damage +4, move +0

Air Throw*
(sf 117) The fighter leaps into the air and catches an aerial opponent, smashing him downward
Grab Maneuver
To learn: First, the fighter must learn Throw grab 1 and Jump athletics 1, in any order. Then the fighter may learn Air Throw grab 2, athletics 1
Power Points: Ju Jitsu 1, native American wrestling, Sanbo, special forces, Wu Shu ,, Spanish Ninjitsu, majestic crow kung fu, aikido, Jeet Kune do, Pankration, wrestling, tai chi Chaun 2, any 3
System: The fighter must interrupt a Jump move, or a maneuver that can be used as a Jump. The fighter then jumps into the hex with the character, and throws him (if damage is scored) into any area within three hexes. The fighter may then continue his move. If the victim suffers damage, he also suffers a Knockdown.
Modifiers: Cost: 1 willpower, speed +2, damage +5, move +0

Ax Kick
(pg. 85) The fighter jumps into the air, bringing his foot over his head and then down onto his target
Kick Maneuver
To Learn: First the fighter learns Jump athletics 1, then Ax Kick kick 2, jump
Power Points: Savate 2, special forces, western kickboxing 3, kung fu, Shotokan karate, Wu Shu 4
System: This attack is considered an aerial maneuver and may be used to avoid projectiles. The fighter travels his allowed movement in the air using the -2 modifier and ends his attack in the same hex as his target. Because this attack targets the head from above, crouched opponents are struck. Jumping opponents are also struck and will suffer a knockdown.
Modifiers: Cost: None, speed -1, damage +4, move -2

Back Breaker
(sf 118) The fighter turns the victim upside down and smashes his head and back down
Grab Maneuver
To learn: Grab 3
Power Points: Sanbo, native American wrestling, Jeet Kune do, Ju Jitsu, Pankration, wrestling 2
System: The opponent suffers a Knockdown if damage is scored
Modifiers: Cost: None, speed -1, damage +3, move One
Training Notes:
Some fighters continue on to learn Siberian Bear Crusher grab 3, athletics 2, back breaker

Back Roll Throw*
(sf 118) The fighter grabs the victim and rolls over, throwing the victim behind him
Grab Maneuver
To Learn: First the fighter must learn Throw grab 1, then he may learn Back Roll Throw grab 2, kick 1, athletics 1, throw
Power Points: Capoeira, Shotokan karate, western kickboxing, Wu Shu, Spanish Ninjitsu, Ninjitsu, aikido, Baraquah, Ju Jitsu, tai chi Chaun 1, any 2
System: The victim can be thrown a number of hexes equal to the attacker's strength + kick technique. The damage is scored when the defender hits the ground. If damage is scored, the victim suffers a Knockdown. If no damage is scored, the defender is not thrown.
Modifiers: Cost none, speed -1, damage +4, move: One

Backflip*
(sos 28) A series of back-handsprings that makes up an incredibly defensive maneuver
Athletics Maneuver
To learn: Athletics 3
Power Points: Capoeira, Spanish Ninjitsu, Jeet Kune do 2, Wu Shu 3, any 4
System: The fighter moves in a straight line away from his opponent. He cannot be harmed while performing this maneuver, but still may be harmed before and after the maneuver is made.
Modifiers: Cost: 1 willpower, speed +3, damage: None, move +2
Training Notes:
Some fighters continue on to learn Tumbling Attack athletics 3, Backflip

Backflip Kick *
(sf 111) The fighter attacks and then leaps away
Kick Maneuver
To Learn: Kick 2, athletics 2
Power Points: Capoeira, Wu Shu, Spanish Ninjitsu, Ninjitsu, Jeet Kune do 2, kung fu, special forces, majestic crow kung fu, Lua 3, any 4
System: Normal attack, then fighter jumps two hexes backwards. This move is NOT an aerial maneuver.
Modifiers: Cost: None, speed +0, damage +2, move: Two (backwards)
Training Notes:
If the fighter also learns Jump athletics 1, he may choose to learn Forward Backflip Kick kick 3, athletics 3, Backflip kick, jump

Balance
(pg. 91)
The character maintains perfect balance by using Chi energies
Focus Maneuver
To learn: Focus 4
Power Points: Ninjitsu, Wu Shu, tai chi Chaun 2, Kabaddi, kung fu, Baraquah, Lua, Silat 3, Shotokan karate, Capoeira 4
System: The character does not need to play this maneuver, it simply adds +1 move to all aerial maneuvers played.
Modifiers: See above, no cost

Bear Hug *
(sf 118) The fighter grabs his opponent and crushes him to his chest. And crushes, and crushes...
Grab Maneuver
To Learn: Grab 2
Power Points: Native American wrestling, Sanbo, sumo, Pankration, wrestling 1, animal hybrid 2, any 3
System: The bear Hug is a Sustained Hold
Modifiers: Cost: None, speed -1, damage +3, move: One

Beast Roll
(sf 122) The fighter springs backward then forward in a superhuman rolling attack
Athletics Maneuver
To Learn: First the fighter must learn Jump athletics 1, Rolling Attack athletics 3, then Vertical Rolling Attack athletics 3, jump. Then the fighter is prepared to learn Beast Roll athletics 5, rolling attack, vertical rolling attack
Power Points: Capoeira 3
System: The beast roll is an aerial maneuver that can be used like a Jump to dodge projectiles. The fighter begins by traveling in a straight hex-line backward using the -2 move modifier. The backward roll can be used to attack an opponent. Then the fighter rolls forward for another attack using the +2 move modifier. Both attack's must enter the target's hex. Finally, the fighter bounces off the second target to end the move two hexes in front of that target.
Modifiers: Cost: 1 willpower, speed +0, damage +3, move -2/+2

Blind
(SOS 50) The practitioner causes blindness in all nearby opponents
Focus Maneuver
To Learn: Focus 3
Power Points: Ler Drit, Kabaddi 5
System: The monk can inflict blindness on any victim within the monk's Wits + Focus. The monk must defeat the opponent in a resisted roll of the monk's Intelligence + Focus verses the victim's Stamina +Mysteries. If successful, the victim is completely blinded as a veil of darkness shuts off his sight.
The Power acts just like a sustained hold. The victim gets a resisted roll of intelligence vs. intelligence to break free of the monk's power each turn.
Modifiers: Cost: 1 Chi, speed +0, damage: None, move: None

Boshi - Ken/Thumb Drive
(pg. 83) The fighter uses his thumb to attack nerve clusters
Punch Maneuver
To Learn: First, the fighter learns Shikan-Ken punch 2, then he moves on to Boshi-Ken punch 3, shikan-ken
Power Points: Ninjitsu 2
System: An opponent struck with this maneuver will suffer numbness in the following turn. If any damage is inflicted, the opponent suffers a -1 to move during the next round.
Modifiers: Cost: None, speed -1, damage +2, move +0

Buffalo Punch *
(sf 106) The fighter brings both hands into one big fist, above his head and swings down
Punch Maneuver
To Learn: Punch 2
Power Points: Native American wrestling, Pankration 1, any 2
System: Use the following modifiers
Modifiers: Cost: None, Speed -2, Damage +5, Move: One

Brain Cracker *
(sf 119) The fighter grabs a victims face or head, pulls down, and starts pummeling
Grab Maneuver
To Learn: Grab 2, punch 1
Power Points: Kabaddi, native American wrestling, Sanbo, western kickboxing, Thai kickboxing, boxing, Pankration, wrestling 1, any 2
System: This is a sustained hold that uses the fighter's punch technique to calculate damage scored.
Modifiers: Cost; none, speed +0, damage +2, move: One

Breakfall*
(con 114) Simulates training on how to fall or be thrown and suffer the least amount of damage
Athletics Maneuver
To learn: Athletics 1
Power Points: Ju Jitsu (free), aikido, Capoeira, Pankration, wrestling, Baraquah, tai chi Chaun 1, any 2
System: Whenever the character takes damage from a fall (the source of the damage is the fall), the character rolls dexterity + athletics and reduces the damage by that amount. This action is automatic and does not have to be played as an action.
Modifiers: See above, no cost

Cannon Drill
(sf 123) The fighter's body twists and spins as he flies toward his opponent and strikes
Athletics Maneuver
To learn: Athletics 5 Note that while this maneuver requires no other maneuvers, it is difficult to learn.
Power Points: Special forces 4, Kabaddi, Wu Shu, majestic crow kung fu 5
System: The cannon drill is NOT an aerial maneuver
Modifiers: Cost 1 willpower, speed 2, damage +2, move +2

Cartwheel Kick *
(pg 85) The fighter rolls in a series of cartwheels, striking with feet and fists over and over
Kick Maneuver
To Learn: Kick 2, athletics 2
Power Points: Capoeira, Ninjitsu, Wu Shu 2, any 3
System: A cartwheel kick must travel in a straight line in any direction. When an opponent is encountered, the fighter does not stop but pushes her opponent back one hex. For each hex an opponent is pushed back, the opponent suffers one attack using the modifiers below.
The fighter may end his turn in any hex he likes along his line of travel.
Modifiers: Cost: 1 willpower, speed +0, damage +1 (per hex), move +4

Chi Kung Healing
(sf 126) The practitioner uses mystical energy to heal
Focus Maneuver
To learn: Focus 4
Power Points: Tai chi Chaun 2, Kabaddi, kung fu, aikido, Lua, Silat 3, native American wrestling, Shotokan karate, Wu Shu, Thai kickboxing, majestic crow kung fu, Baraquah, Jeet Kune do, Ju Jitsu 4
System: A character who uses Chi Kung Healing in the midst of combat must enter the same hex as her patient and then execute the healing process. Like the regeneration special maneuver, the healer can restore one lost health level per point of chi the healer spends. The healer can spend Chi points up to her Focus rating per turn of healing.
Modifiers: Cost: See description above, speed -1, damage; none, move -1
Training Notes:
If it is part of their style, some practitioners of Chi Kung Healing later go on to study Dim Mak, the punching maneuver Chi Kung Healing focus 4, then Dim Mak punch 4
If it is part of their style, some practitioners of Chi Kung Healing later go on to study Chi Push focus 4, Chi Kung Healing

Chi Push
(con 115) The practitioner uses Chi energy to move or damage an object
Focus Maneuver
To learn: First, the practitioner must learn Chi Kung Healing focus 4. Then he may learn Chi Push focus 4, Chi Kung Healing
Power Points: Baraquah (called Baraquah push), Kabaddi, kung fu, Lua, native American wrestling, Silat, tai chi Chaun 5
System: The basic damage done by the maneuver is the user's Wits + Focus + 3, +1 for each extra point of Chi the practitioner spends beyond the first. The practitioner must choose what to do with their dice pool: The maneuver's damage may be reduced by one point to throw the target back by one hex. The maneuver may also be done without touching the target: Each hex between the target and the practitioner subtracts two damage dice. Chi push has no effect on someone using the San He maneuver. Furthermore, the target may add dice to their soak roll by spending 2 Chi per one Die.
Modifiers: Cost: 1 chi (see above), speed -3, damage wits + focus + 3 (+ special), move: None

Choke Throw*
(sos 27) The fighter catches an Ariel or normal opponent by the throat and hurls him to the ground
Grab Maneuver To Learn: First, the fighter learns Jump athletics 1, then Choke Throw grab 2, athletics 2, jump Power Points: Spanish Ninjitsu 1, Lua, Pankration 2, any 3
System: This maneuver can interrupt an airborne opponent, and can attack a standing character as well. Damage indicates a knockdown. Both the fighters end the turn in the same hex where this attack was made.
Modifiers: Cost: None, speed -1, damage +2, move +0

Cobra Charm *
(sf 127) The fighter exerts a hypnotic trance on a victim
Focus Maneuver
To Learn: Focus 2
Power Points: kabaddi 2, ler drit, animal hybrid 3, any 4
System: The martial artist using Cobra Charm must be close enough to his victim to gaze into her eyes, establishing the hypnotic contact. The must be within three hexes of his opponent. Once eye contact is established, the charmer makes a Wits + mysteries resisted roll against the victim. If the charmer wins, the spell is established; otherwise, there is no effect. Once the cobra charm has begun, it works similarly to a sustained hold for grappling, except that between each turn the victim and the charmer compare intelligence rolls to see if the hypnotic hold is broken. If the victim is ever hurt, the charm is broken.
While hypnotized, the victim will do nothing except follow very basic commands given by the hypnotist such as lying down, moving, etc. the hypnotist can employ only the Move maneuver while maintaining the hypnotic hold, because he must concentrate on his subject. If the charmer and the victim are ever separated by more than three hexes the charm is broken.
Modifiers: Cost: 1 chi, speed -1, damage: None, move -1

Dashing Punch
(sf 166) The fighter runs up to an opponent and punches him quickly and powerfully
Punch Maneuver
To Learn: Punch 4, athletics 1. Then the fighter may move on to learn Dashing Uppercut punch 4, athletics 1, dashing punch
Power Points: Boxing, Savate 4, western kickboxing 5
System: Use the following modifiers
Modifiers: Cost: 1 willpower, speed +0, damage +4, move +2

Dashing Uppercut
(sf 166) The fighter dashes across to his opponent and delivers a powerful uppercut
Punch Maneuver
To Learn: First, the fighter learns Dashing Punch punch 4, athletics 1. Then the fighter may move on to learn Dashing Uppercut punch 4, athletics 1, dashing punch
Power Points: Boxing 1, western kickboxing, Savate 2
System: The dashing uppercut can strike aerial opponents. If it strikes an aerial opponent, it will cause a knockdown if damage is scored.
Modifiers: Cost; 1 willpower, speed; +0, damage +4, move +2

Dim Mak
(sf 107) The practitioner can disrupt the flow of Chi, causing damage, disease and other misery
Punch Maneuver
To Learn: Chi Kung Healing focus 4, then Dim Mak punch 4
Power Points: Kung fu, aikido, Lua, tai chi Chaun, Silat 4, majestic crow kung fu 5
System: Normal damage, part or all of which may be delayed. In addition, a physical attribute may be lowered by one point per successful strike (to a minimum of 1 for each attribute).
Modifiers: Cost: 1 chi, Speed +0, Damage +0, Move + 0

Death's Visage
(pg. 92) The fighter causes fear within an opponent
Focus Maneuver
To Learn: Focus 3
Power Points: Ninjitsu 3
System: All within the sight of the fighter must make a resisted Willpower roll against the fighter's Manipulation + Focus or get as far away from the fighter as possible. This is considered a sustained hold, and only ends when a successful roll has been made or three turns have passed.
Modifiers; Cost: 1 chi, speed +1, damage: None, move: None

Deflecting Punch*
(sf 115) The fighter deflects an attacker's punch with his own punching attack
Block Maneuver
To Learn: Punch Defense block 2, then Deflecting Punch block 3, punch 1
Power Points: Kung fu, western kickboxing, boxing, Savate, Ninjitsu, aikido, baraquah, jeet kune do, ju jitsu, tai chi chaun, silat 1, any 2
System: To use this maneuver effectively the fighter must interrupt a Punch maneuver. The fighter gains full Blocking Soak vs. the incoming punch, which is made first. The user of this maneuver then lands his counter punch unless he was dizzied, knocked back, or knocked down. If the opponent uses any other maneuver besides a Punch maneuver, the fighter does not receive his Block technique to his Soak total. The fighter uses his Punch Technique, of course, to calculate damage for this maneuver.
Modifiers: Cost: None, speed+2, damage +0, move: None

Disengage*
(pg. 86) Enables the fighter to extract himself from an opponent's grip
Grab Maneuver
To Learn: Grab 2, athletics 2
Power Points: ninjitsu 1, native American wrestling, sanbo, spanish ninjitsu, lua, pankration, wrestling 2, tai chi chaun 3, any 4
System: A fighter may play this move during any turn he is in a sustained hold. When played, the captive fighter rolls a second time to try to escape from his captor. However, for the second roll the fighter rolls his dexterity versus his opponent's strength. If he escapes and has any move left, he may continue moving away from his opponent.
Modifiers: Cost; none, speed +1, damage: None, move -2

Dislocate Limb
(pg. 87) The fighter pulls an arm out of it's socket
Grab Maneuver
To Learn: Grab 3, kick 2, athletics 1
Power Points: Capoeira, ninjitsu, baraquah, lua, pankration 2, kabaddi, sanbo, native American wrestling, special forces, ju jitsu, tai chi chaun 3
System: The turn after the fighter's arm has been dislocated, he suffers a -3 speed penalty. This is because he is forced to pop is arm back into it's correct position. Any punches made during this turn (the turn with the -3 speed) suffer a -2 damage modifier as well.
The victim may choose not to relocate his arm. However, he may only throw kicks until he does.
Modifiers: Cost: None, speed -1, damage +1, move +1

Displacement
(pg. 88) A quick sidestep, allowing a dodge, followed by a quick jab
Athletics Maneuver
To Learn: First, the fighter learns Esquives athletics 2, block 1. He may then continue on to learn Displacement block 2, athletics 2, punch 1, Esquives
Power Points: Savate 2, spanish ninjitsu 3, Wu Shu 4
System: This maneuver is completely effective only if the fighter has enough Move to initiate a counterattack and is quicker than his adversary. When the opponent begins his attack, the fighter must have enough speed to interrupt the attack; otherwise, the displacement is ineffective. The fighter executing the displacement may then travel up to her full Move to the right or left of the opponent. Once the opponent's move is completed, the "displaced" fighter may move back in and counterattack if the fighter has any move left. This maneuver may be used to avoid projectiles, although a contested roll must still be made. The street fighter's punch technique is used to determine the damage for the attack.
Modifiers; cost: 1 willpower. Speed +2, damage -1, move +1

Diving Hawk
(sf 123) The fighter leaps high into the air and comes crashing down in a full body collision
Athletics Maneuver
To Learn: First the fighter must learn Jump athletics 1. Then he is ready to learn Diving Hawk athletics 3, focus 1, jump
Power Points: Native American wrestling, spanish ninjitsu 4
System: The diving Hawk is an aerial maneuver. It starts as a vertical jump (and can be used to dodge projectiles). The fighter subsequently uses her move to enter her opponent's hex and deal damage.
Modifiers: Cost; 1 willpower, speed +0, damage +5, move +2

Double Dread Kick (sf 111) A quick attack followed by a spinning, powerful attack
Kick Maneuver
To learn: Double Hit Kick kick 2, then Double Dread Kick kick 3
Power Points: Western kickboxing, Thai kickboxing, majestic crow kung fu 3, kung fu, shotokan karate, special forces, ler drit 4
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 +4 damage, and also knocks the opponent back a space if damage is scored. The fighter must have enough Move to make the attacks. He may attack an empty space and then use the second attack as the only one meant to hit the opponent if he needs to approach from a distance.
Modifiers: Cost: 1 willpower, Speed -2, damage: See above, move +1

Double Hit Kick
*(sf 112) The fighter attacks twice, once high and once low
Kick Maneuver
To learn: Kick 2. Some fighters continue on to learn Double Dread Kick kick 3, or Lightning Leg kick 4, or Stepping front Kick kick 4
Power Points: Kung fu, sanbo, sumo, western kickboxing, wu shu, Thai kickboxing, majestic crow kung fu, Savate, ninjitsu, silat 1, any 2
System: The fighter makes two damage tests. Crouching or aerial opponents will only be struck once.
Modifiers: Cost: None, speed -2, damage +1, move -1
Training Notes:
Some fighters continue on to learn Reverse Frontal Kick kick 3, double hit kick
Some fighters continue on to learn Double Dread Kick kick 3
Some fighters continue on to learn Lightning Leg kick 4
Some fighters continue on to learn Stepping front Kick kick 4

Double Hit Knee
*(sf 112) The fighter smashes his knee into his opponent's stomach, and continues up to the chin
Kick Maneuver
To learn: Kick 2
Power Points: Capoeira, Thai kickboxing, ninjitsu, lua, pankration 1, any 2
System: The maneuver scores two damage tests.
Modifiers: Cost; none, speed +0, damage +0, move -2

Dragon Kick
(sf 112) The fighter calls upon mystical forces to attack with a leg that flames with Chi energy
Kick Maneuver
To Learn: Jump athletics 1, then Dragon Kick kick 5, focus 4
Power Points: Kung fu 5, silat 5
System: This is an aerial maneuver. Opponents suffer a knockdown if damage is scored. Grounded opponents do not suffer the knockdown but are knocked back one hex. The maneuver can be used just like Jump to avoid projectile attacks, but if it is used in this manner the Dragon Kick cannot be used against the opponent that fired the projectile. If the fighter does not have to move to attack his opponent, he may make two damage tests.
Modifiers: Cost: 1 chi, 1 willpower, speed -1, damage +6, move -2

Dragon Punch
(sf 107) The fighter leaps into the air with the most powerful punch known
Punch Maneuver
To Learn: Power Uppercut punch 1 and Jump athletics 1 must be learned first, but not necessarily in that order, then Dragon Punch punch 4. Fighter that learn this maneuver sometimes continue to Flaming Dragon Punch, if part of their style.
Power Points: Shotokan karate 4, kung fu, Thai kickboxing (called the Tiger Uppercut), majestic crow kung fu, jeet kune do, silat 5
System: This is an aerial maneuver. Opponents performing aerial maneuvers suffer a knockdown if damage is scored. Grounded opponents do not suffer the knockdown but are knocked back one hex. The maneuver can be used just like Jump to avoid projectile attacks, but if it is used in this manner the Dragon Punch cannot be used against the opponent that fired the projectile.
Modifiers: Cost: 1 Willpower, Speed +0, Damage +6, Move -2

Dragon's Tail
(pg. 89) The fighter uses his entire body, crouching down and spinning into a tail strike
Athletics Maneuver
To Learn: First, the fighter must have a tail through some sort of special background. Then the fighter may learn Upper Tail Strike* athletics 3, and may move on to Tail Sweep athletics 1, upper tail strike. If the fighter also knows (or then learns) Jump athletics 1, he may continue on to master the Typhoon Tail athletics 3, tail sweep, jump
(*) After learning Upper Tail strike, the fighter may learn Dragon's Tail athletics 4, upper tail strike
Power points: Animal hybrid 3
System: The target suffers a Knockdown if airborne; otherwise a grounded target will be pushed back one hex if damaged by this maneuver. Use the animal hybrid (or similar strange background) in place of Grab for purposes of calculating damage.
Modifiers: Cost; none, speed -1, damage +5, move -2

Drain
(pg. 92) The fighter forces the water from the victim's body
Focus Maneuver
To learn: Focus 2, elemental 2
Power Points: Elemental (water) 3
System: This is a projectile attack similar to Fireball, and can be dodged, even though there is no outward sign of a projectile. Characters who make a successful Perception + Mysteries roll will notice the projectile.
A target struck will suffer one level of health damage and a -1 speed and move penalty the following round. The target cannot soak the point of damage.
Modifiers: Cost: 1 chi, speed -1, damage; see above, move -1

Drench
(pg. 92) The fighter creates a huge watery fist that strikes at the victim
Focus Maneuver
To Learn: First, the elemental must learn Drench punch 1, focus 1, elemental 2. He may then move on to Envelop focus 2, grab 2, elemental 3, drench
Power Points: Elemental (water) 2
System: The range of the Drench equals the fighter's Intelligence + Focus. Although this is a Focus-based maneuver, the damage is calculated using the fighter's Punch Technique.
Modifiers: Cost: 1 chi, speed +1, damage +2, move: -2

Drunken Monkey Roll
(sf 123) An evasive maneuver used to avoid attack
Athletics Maneuver
To Learn: Athletics 2
Power Points: Kung fu, jeet kune do 1, Capoeira, wu shu, majestic crow kung fu, ninjitsu, animal hybrid, aikido, silat 2
System: This is a good all-purpose evasive technique. It counts as a crouching maneuver because it stays low to the ground. It can also be used to interrupt and evade projectile attacks as a Jump.
Modifiers: Cost; none, speed +3, damage: None, move +2

Ducking Fierce
*(sos 27) The fighter crouches low and delivers a powerful punch to the midsection
Punch Maneuver
To Learn: Punch 2
Power Points: Ler drit, pankration 1, any 2
System: This is a fierce attack, and a crouching maneuver
Modifiers: Cost: None, speed -1, damage +4, move: Zero

Ear Pop *
(sf 108) The fighter cups his hands and slaps the sides of his opponents head, causing ear damage
Punch Maneuver
To Learn: Punch 2
Power Points: Native American wrestling, sanbo, sumo, spanish ninjitsu, ninjitsu, baraquah, jeet kune do, ju jitsu, pankration, wrestling 2, any 3
System: This maneuver ignores the opponents Stamina for Soak purposes. Any fighter that uses it loses one honor point.
Modifiers: Cost: None, Speed -1, Damage -4, Move -1

Elbow Smash *
(sos 27) The fighter delivers a powerful elbow smash to a nearby opponent
Punch Maneuver
To Learn: Punch 1
Power Points: Thai kickboxing 1, any 2
System: Use the following modifiers
Modifiers: Cost: None, speed +2, damage +2, move: One

Elemental Skin
(pg. 93) The fighter can transform his body for a short time into an elemental form
Focus Maneuver
To Learn: Focus 2, elemental 4
Power Points: Elemental (all) 5
System: The following modifiers apply to combat against elements of the different types. The effects last for a number of turns equal to the fighter's Focus.
Fire
Anyone who attacks the fighter in this form may be damaged (similar to Aka War). The elemental uses his Focus Technique to determine damage. The attacker's stamina applies for defense in the regular fashion. All punching, grabbing, or kicking attacks by the elemental have an additional +1 damage modifier.
Water
Any attack that successfully damages the elemental in this form subtracts one success from the damage done.
Air
All aerial maneuvers made against the elemental in this form suffer a -2 penalty to damage, and all projectile attacks cause one level less in damage.
Earth
All punching or kicking attacks aimed at the elemental suffer a -2 penalty on the attacks damage modifier. When in this form the elemental cannot be the victim of a Knockdown, nor be thrown.
Modifiers: Cost: 1 chi, 1 willpower, speed -2, damage: Varies (see above), move: None

Elemental Stride
(pg. 93) The elemental disappears into his element and reappears elsewhere in the same element
Focus Maneuver
To Learn: Focus 2, elemental 5 Although it requires no other maneuvers, this maneuver is difficult to master.
Power Points: Elemental (all) 4
System: This power has no range limit in regard to hex maps for combat. Outside of combat, the elemental can travel in his element at a rate of Stamina + Focus, in miles per hour.
Modifiers: 1 chi (outside of combat 1 chi per hour traveled), speed +1, damage: None, Move: See above

Energy Reflection
(sf 117) The fighter uses mystical power to catch and return energy attacks
Block Maneuver
To Learn: Missile Reflection block 4, then Energy Reflection block 4, focus 4
Power Points: Tai chi chaun 2, kabaddi, shotokan karate, aikido, baraquah, ju jitsu, lua, silat 3, any 4
System: This power is similar to Missile reflection, except that the fighter can reflect any type of energy attack, such as a fireball, a laser, a bolt of electricity, or a Sonic Boom. The fighter must spend one point of Chi for each attack reflected and must score 2 or more successes on a Wits roll. The energy attack may be reflected back to it's original source or another target, and causes the same amount of damage it would have against the fighter.
Modifiers: Cost: 1 chi, speed +1, damage: None, move: None

Entrancing Cobra
(pg. 94) The fighter attempts to confuse the victim with strange mystical powers
Focus Maneuver
To Learn: Focus 2
Power Points: Ninjitsu 4
System: The fighter must succeed in a contested roll of his Dexterity + Focus vs. the target's Wits + Mysteries. If the attacker wins, treat the target as if he were dizzied.
Modifiers: Cost: 1 chi, speed +2, damage: None, move -1

Envelop
(pg. 94) The elemental creates two giant hands of water to cover the victim
Focus Maneuver
To Learn: First, the elemental must learn Drench punch 1, focus 1, elemental 2. He may then move on to Envelop focus 2, grab 2, elemental 3, drench
Power Points: Elemental (water) 3
System: The Envelop acts much like a Grab maneuver. If two fighters are engaged in a sustained hold and are in the same hex, both will be affected. Each round the target must succeed in a stamina test to see if he is dizzied by the lack of oxygen.
The range of the envelop extends a number of hexes equal to the fighter's Focus technique. and requires line of sight.
Envelop is a sustained hold and may be maintained a number of rounds equal to the elemental's Focus Technique. If the line of sight is broken by an obstacle of another fighter, the Envelop is dispelled. Unlike most sustained holds, the target may move and fight normally, except that his speed is at -2.
Modifiers: Cost: 1 chi (first round only), speed -2, damage +1 (first round), -1 each following round

Esquives
(pg. 89) The fighter sidesteps out of harm's way
Athletics Maneuver
To Learn: First, the fighter learns Esquives athletics 2, block 1. He may then continue on to learn Displacement block 2, athletics 2, punch 1, Esquives
Power Points: Savate 2, spanish ninjitsu, wu shu 2
System: The fighter must have enough speed to interrupt his attacker. As the opponent attacks, the player using Esquives simply moves his counter in any one direction up to two hexes.
Modifiers: Cost; none, speed +2, damage: None, move: 2

Extendible Limbs
(sf 127) The fighter can stretch his limbs to reach or strike from a distance
Focus Maneuver
To Learn: Focus 4
Power Points: Kabaddi 4, silat 5
System: Fighters who possess this ability can use it at any time without penalty. The power is simply combined with any of the six basic punch or kick maneuvers to give the attack extra range. The character extends his limbs a number of hexes equal to his focus rating.
the only drawback to this maneuver is that the fighter's extended limbs are vulnerable to attack. If any opponent interrupts the fighter's stretching attack with a higher speed attack, the opponent can damage the stretching character by hitting him in any hex in which his limbs extend.
Modifiers: Cost: None, see above description

Eye Rake *
(pg 87) The fighter takes his hands and rakes them across his opponents eyes
Grab Maneuver
To Learn: Grab 1, punch 1
Power Points: Ninjitsu, animal hybrid, lua 1, any 2
System: Very little damage results from this attack, but for the next turn the opponent must fight blind. If her Blind Fighting skill is zero, she is dizzied. A fighter using this maneuver will lose one honor point and if used in a tournament will lose one glory point.
Face Slam *(screen 8) The fighter picks his victim up by the face and slams the back of his head into the ground
Grab Maneuver
To Learn: Strength 4, grab 2
Power Points: Native American wrestling, sumo 2, sanbo 3, any 5
System: Use the modifiers below. If any damage is scored, the victim suffers a knockdown.
Modifiers: Cost: None, speed -1, damage +3, move: One

Fire Strike
(pg. 94) The fighter shoots out a long stream of fire
Focus Maneuver
To Learn: First, the elemental must learn Flaming Fist punch 1, focus 1, elemental 2. He may then move on to Fire Strike focus 2, elemental 3, flaming fist
Power Points: Elemental (fire) 3
System: The flame extends a number of spaces equal to the Focus of the fighter. The fire must be in a straight line from the fighter and will last the entire round, similar to a Yoga Flame. All hexes covered are affected.
Modifiers: Cost: 1 chi, speed -1, damage +3, move: None

Fireball
(sf 127) The character can launch a ball of flame at a target
Focus Maneuver
To Learn: Focus 3
Power Points: Kabaddi, shotokan karate, aikido 3, kung fu, wu shu, majestic crow kung fu, lua, silat, Thai kickboxing (called Tiger Fireball) 4, any 5
System: Fireballs have a range equal to the attacker's Wits + Focus. The attacker must have line of sight.
Modifiers: Cost: 1 Chi, speed -2, damage +2, move: None
Training Notes:
Some fighters continue on to learn Repeating Fireball focus 5, fireball
Some fighters continue on to learn Yoga Flame focus 4, fireball
If combined with Jump athletics 1, the fighter may continue on to learn Flying Fireball focus 4, fireball, jump
Some fighters continue on to learn Improved Fireball focus 5, fireball, and perhaps Inferno Strike focus 5, improved fireball
Fist Sweep (sf 166) A powerful low punch that takes the legs from underneath a fighter
Punch Maneuver
To learn: Punch 3
Power Points: Boxing, western kickboxing, pankration 2
System: This is a crouching maneuver that causes a knockdown if damage is scored.
Modifiers: Cost: None, speed -1, damage +3, move -2

Flaming Dragon Punch
(sf 108) A Chi boosted Dragon Punch. Causes the fist and any struck by it to ignite
Punch Maneuver
To Learn: Power Uppercut punch 1 and Jump athletics 1 must be learned first, but not necessarily in that order, then Dragon Punch punch 4. The fighter may then learn the Flaming Dragon Punch punch 5, focus 2
Power Points: Shotokan karate, Thai kickboxing 4
System: This is an aerial maneuver. Opponents suffer a knockdown if damage is scored. Grounded opponents do not suffer the knockdown but are knocked back one hex. The maneuver can be used just like Jump to avoid projectile attacks, but if it is used in this manner the Flaming Dragon Punch cannot be used against the opponent that fired the projectile. If the fighter does not have to move to attack his opponent, he may make two damage tests.
Modifiers: Cost: 1 chi and 1 willpower, speed -1, damage +6, move -2

Flaming Fist
(pg. 95) The fighter's fists blaze with flame for a brief moment, adding damage to an attack
Focus Maneuver
To Learn: First, the elemental must learn Flaming Fist punch 1, focus 1, elemental 2. He may then move on to Fire Strike focus 2, elemental 3, flaming fist
Power Points: Elemental (fire) 2
System: Add the damage modifier below to any basic Punch maneuver. The player must select a basic Punch maneuver and play the Flaming Fist with it. The flaming fist only affects damage, not speed or move.
Modifiers: Cost: 1 chi, speed: See above, damage +3, move: See above

Flash Kick *
(sf 112) The fighter executes a powerful Backflip, Chi energy blazing from his foot
Kick Maneuver
To Learn: Kick 3, athletics 2, focus 2
Power Points: Special forces, majestic crow kung fu 4, any 5
System: The flash kick scores a knockdown against aerial opponents. The flash kick is an aerial maneuver.
Modifiers: Cost; 1 chi, 1 willpower, speed -1, damage +7, move: None

Flight
(pg. 95) The practitioner can create gusts of wind that he can ride upon
Focus Maneuver
To learn: First, the character must master Flight athletics 1, focus 2, elemental (or other special) background 3, then he may move on to learn Lightness athletics 2, focus 3, elemental 3, flight
Power Points: Elemental (air) 2
System: Outside of combat this power allows the character to fly without tiring, at a speed equal to (focus + dexterity) x 10 in miles per hour. He can carry any normal amount of weight he could normally carry.
In combat, the character must stand still for a full action to activate the power. He may block, but not initiate any offensive maneuver. The following turn, the fighter is treated as airborne, and may attack and move normally, using the modifiers below in addition to any others. His move in hexes equals his Stamina. Furthermore, he is only affected by Aerial maneuvers or projectile attacks.
Modifiers: Cost: 1 Chi per turn of combat, 1 Chi per hour outside of combat, speed +1, damage: None, move = stamina

Flying Body Spear
(sf 123) The fighter leaps into the air, using his body as a spear in the decent
Athletics Maneuver
To learn: First the fighter must learn Jump athletics 1, then Flying Body Spear athletics 3, jump
Power Points: Kabaddi 2, ler drit, majestic crow kung fu 3, any 4
System: The flying body spear is an aerial maneuver that acts like a Jump, enabling the user to dodge missile attacks. The fighter can then spiral down and smash into any opponent within his move range. The fighter must travel in a straight hex-line and ends the move in the hex in front of the victim.
Modifiers: Cost: 1 willpower, speed +0, damage +3, move +1

Flying Fireball
(sf 127) The fighter has learned to leap up and launch a fireball at an opponent
Focus Maneuver
To learn: First the fighter must learn Jump athletics 1 and Fireball focus 3. He is then prepared to learn Flying Fireball focus 4, fireball, jump
Power Points: Shotokan karate, wu shu 2, kabaddi, kung fu, majestic crow kung fu 3
System; The flying fireball is identical to the Fireball power, except that opponents cannot dodge the Flying Fireball with a Jump or similar moves. Line of sight restrictions still apply.
Modifiers: Cost 1 chi, 1 willpower, speed -2, damage +2, move +0

Flying Head Butt
(sf 123) The fighter leaps at an opponent headfirst, using his body as a weapon
Athletics Maneuver
To learn: First the fighter must learn Head Butt punch 1 and Jump athletics 1, in any order. Then he is prepared to learn Flying Head Butt athletics 3, head butt, jump
Power Points: Wrestling, sumo 2, any 3
System: The Flying Head Butt is an aerial maneuver. The fighter must travel in a straight line movement on the hex map.
Modifiers; cost: 1 willpower, speed +0, damage +4, move +3

Flying Heel Stomp
(sf 123) The fighter jumps, lands heel first on his victim's head, and springs to safety
Athletics Maneuver
To learn: First the fighter learns Jump athletics 1, then Flying Heel Stomp athletics 3, kick 2, jump
Power Points: Majestic crow kung fu (called Landing Crow), wu shu, ler drit, spanish ninjitsu, pankration 3, any 4
System; The fighter can interrupt her own movement with a damage roll and then finish his allowed move after rolling damage. The maneuver must be performed straight-line. The Flying Heel Stomp is an aerial maneuver that can be used as a Jump to avoid projectiles.
Modifiers: Cost: 1 willpower, speed +0, damage +1, move +2

Flying Knee Thrust *
(sf 112) The fighter makes a quick flying jump and buries his knee into his enemy
Kick Maneuver
To Learn: Kick 2, athletics 1
Power Points: Special forces, western kickboxing, ler dirt, Thai kickboxing, jeet kune do, pankration 1, any 2
System: The flying knee thrust is an aerial maneuver
Modifiers: Cost: 1 willpower, speed +1, damage +2, move +1

Flying Punch
(sos 28) The fighter leaps (flies?) up and behind, delivering a punch to the victim's back
Athletics Maneuver
To learn: First the fighter learns Jump athletics 1. Then he moves on to learn Flying Punch athletics 4, punch 2, focus 3, jump
Power Points: Ler drit 3
System: The fighter must move 2 hexes behind his opponent then move into the same space as the opponent as he comes flying in. This is an aerial maneuver. The opponent's Stamina is halved (round down) for Soak purposes. The fighter loses one point of honor whenever the maneuver is used. The maneuver can be used straightforward without the loss of honor, but in that case the Stamina of the fighter's opponent is not halved. The fighter ends his move one space in front of or behind his opponent, depending on how the maneuver was used.
Modifiers: Cost; 1 willpower, speed -2, damage +2, move +5

Flying Tackle *
(screen 8) The fighter slams into an opponent, taking them both to the ground
Grab Maneuver
To Learn: Grab 2, athletics 2
Power Points: Any 2
System: Both the attacker and the defender suffer a knockdown, but only if damage is scored. After impact, attacker and defender fly back two hexes and end the turn on the ground, occupying the same hex. The attacker gains a bonus of +2 to his speed if his next maneuver is a Grab maneuver.
Modifiers: Cost: None, speed -1, damage +0, move +2

Flying Thrust Kick *
(sf 112) The fighter kicks with both legs so hard he rockets into the air heels first
Kick Maneuver
To Learn: Jump athletics 1, then Flying Thrust Kick kick 4, athletics 4
Power Points: Special forces 3, wu shu, majestic crow kung fu, Savate, ninjitsu 4, any 5
System: This is an aerial maneuver. Opponents performing aerial maneuvers suffer a knockdown if damage is scored. Grounded opponents do not suffer the knockdown but are knocked back one hex. The maneuver can be used just like Jump to avoid projectile attacks, but if it is used in this manner the Flying Thrust Kick cannot be used against the opponent that fired the projectile.
Modifiers: Cost: 1 willpower, speed +0, damage +6, move -2

Foot Sweep *
(sf 113) An attack intended to bring an opponent crashing to the ground
Kick Maneuver
To Learn: Kick 2. Most continue on to learn spinning foot sweep kick 2, athletics 1
Power Points: Shotokan karate, special forces, sumo, Thai kickboxing, aikido, baraquah, jeet kune do, ju jitsu, pankration, tai chi chaun 1, any 2
System: This is a crouching maneuver. If damage is scored, the victim of this maneuver suffers a Knockdown, unless he was blocking.
Modifiers: Cost: None, speed -2, damage +3, move -2

Forward Backflip Kick*
(screen 8) The fighter runs up, leaps toward, and strikes with an airborne Backflip kick
Kick Maneuver
To Learn: The fighter first learns Jump athletics 1 and Backflip Kick kick 2, athletics 2, in any order he chooses. Then he is ready to learn Forward Backflip Kick kick 3, athletics 3, Backflip kick, jump
Power Points: Capoeira, spanish ninjitsu, wu shu 1, kung fu, special forces 2, any 3
Capoeira, spanish ninjitsu, wu shu 1
System: If the maneuver scores a strike against an airborne opponent, it causes two damage tests.
Modifiers: Cost: 1 willpower, speed +2, damage +1, move Two

Forward Flip Knee *
(sf 113) The attacker flips over his opponent, dropping his knee into the back of his victim
Kick Maneuver
To Learn: Kick 2, athletics 2
Power Points: Capoeira, wu shu 2, kung fu, special forces, ler drit, spanish ninjitsu, jeet kune do 3, any 4
System: This is an aerial maneuver. The fighter must be able to move inside the victim's hex. At the end of the move, the fighter lands in the hex directly behind his opponent (or in the hex of his choosing adjacent to his opponent if he began his move in the same hex with the victim). If the fighter using this maneuver interrupted an opponent's attack with Forward Flip Knee, the victim cannot execute his declared attack on the fighter, who has now flopped behind him.
Modifiers: Cost; none, speed -2, damage +4, move: Two

Forward Slide Kick
(sos 27) The fighter slides in a standing position into his opponent's feet
Kick Maneuver
To Learn: Kick 2, athletics 2
Power Points: Ler drit 2, spanish ninjitsu 3
System: This maneuver causes a Knockdown if damage is scored
Modifiers: Cost: None, speed +0, damage +2, move +0

Ghost Form
(sf 127) The practitioner can turn his body insubstantial !
Focus Maneuver
To Learn: Focus 5 Note that while this maneuver does not require others, it is difficult to learn
Power Points: Kabaddi, native American wrestling, aikido, baraquah, lua, tai chi chaun 5
System: Nothing solid will affect a character in a Ghosty Form. Energy like fire and electricity will still affect him, but bullets, ice blasts, fists and kicks will pass harmlessly through his body. The character cannot attack or use any other special maneuvers while in Ghost Form, but he can move through walls, floors, and even people. Ghost Form can be played during a turn a character is caught in a sustained hold, allowing the character to walk right out of the hold.
Modifiers: Cost; 2 chi the first turn plus 1 chi per turn the character stays in ghost form. Speed +1, damage: None, move +0

Grappling Defense *
(sf 119) Simulates the knowledge of hold escapes and counters
Grab Maneuver
To Learn: Grab 4
Power Points: Ju jitsu 2, native American wrestling, sanbo, aikido, baraquah, lua, pankration, wrestling, tai chi chaun 3, kung fu, ler drit, majestic crow kung fu, jeet kune do, silat 4, any 5
System: A fighter employing this maneuver adds his Grab technique to his Stamina to defend against grab maneuvers. It can be played each round the fighter is in a sustained hold, for example.
Modifiers: Cost; none, speed +4, damage: None, move -1

Great Wall of China
(sf 113) The fighter attacks so quickly and with such great strokes it appears as an airy wall!
Kick Maneuver
To Learn: Double Hit Kick kick 2, Lightning Leg kick 4, then Great wall of China kick 5
Power Points: Wu shu, majestic crow kung fu 5
System: The fighter chooses three joining hexes adjacent to him, and attacks all three hexes. Any opponents in those hexes are attacked three times.
Modifiers: Cost: 2 willpower, speed -2, damage +1, move: None

Ground Fighting
(con 114) Simulates training in the art of continuing to fight when knocked to the ground
Athletics Maneuver
To Learn: Athletics 4
Power Points: Pankration 2, sanbo, native American wrestling, wrestling 3, special forces 4
System: This maneuver does not require a combat card. Instead, it is simply invoked whenever the fighter has been knocked down, thrown, or has fallen down. The street fighter does not have to rise from the ground to continue fighting (although if he does he suffers the standard -2 speed penalty). He may continue fighting from the ground, using any basic or special maneuver that does not require hip derived tourqing or momentum, or any aerial maneuver. This requires some Storyteller discretion. Street fighter who do not possess this maneuver may still fight when grounded, but with a -3 speed and damage to their own attacks.
Individuals fighting grounded opponents suffer -2 damage and speed to their own attacks unless they are low-target attacks.
Modifiers: Cost 1 willpower per turn used, see above for other details

Hair Throw
(sf 119) The fighter grabs his opponent by the hair and throws him!
Grab Maneuver
To Learn: First the fighter must learn Throw grab 1, then he may continue to learn Hair Throw grab 3, athletics 2, Throw
Power Points: Kung fu, special forces, majestic crow kung fu, ninjitsu, ju jitsu, silat 2, any 3
System: The fighter must move into and through the hex of his victim. The victim is thrown (as per the Throw maneuver) in a straight line and in the same direction the thrower was traveling.
Modifiers: Cost: None, speed -2, damage +5, move: Two

Handstand Kick *
(sf 113) A flashy maneuver. The fighter attacks with a kick while springing to a handstand!
Kick Maneuver
To Learn: Kick 2, athletics 1
Power Points: Special forces, wu shu, spanish ninjitsu, ninjitsu 1, any 2
System: Aerial opponents will suffer a knockdown.
Modifiers: Cost; none, speed -1, damage +4, move -2

Haymaker*
(pg. 84) The character spend a moment to wind up for a powerful punch
Punch Maneuver
To Learn: Punch 1
Power Points: Savate 2, any 2
System: Use the following modifiers
Modifiers: Cost; none, speed -2, damage +4, move -2
Training Notes:
If combined with jump, the fighter is prepared to learn Widowmaker punch 3, jump, haymaker

Head Bite *
(sf 119) The fighter leaps onto an opponent and chomps down on his head, neck or face
Grab Maneuver
To Learn: Grab 2
Power Points: Boxing, animal hybrid 1, Capoeira, sanbo, lua pankration 2, any 3
System: Sustained hold
Modifiers: Cost: None, speed +1, damage +3, move: One

Head Butt *
(sf 109) The fighter bashes his head into his opponent, usually hitting the opponent's head or face
Punch Maneuver
To Learn: Punch 1
Power Points: Boxing, Capoeira, kabaddi, sumo, ninjitsu, pankration 1, any 2
System: Use the following modifiers
Modifiers: Cost: None, speed +0, damage +3, move -2
Training Notes:
Some fighters continue on to learn Head Butt Hold grab 2, head butt
Combined with Jump athletics 1, the fighter may learn Flying Head Butt athletics 3, head butt, jump

Head Butt Hold *
(sf 167) The fighter grabs his opponent and repeatedly head butts him
Grab Maneuver
To Learn: First, the fighter must learn Head Butt punch 1. Some fighters continue on to learn Head Butt Hold grab 2, head butt
Power Points: Thai kickboxing, boxing, kabaddi, sumo 2, any 3
System: Sustained hold
Modifiers: Cost; none, speed -1, damage +3, move: One

Heal
(pg. 95) The elemental has the mystical ability to create a healing aura
Focus Maneuver
To Learn: Focus 3, elemental (or other special) background 3
Power Points: Elemental (all) 4
System: The character must be able to touch the person or animal to be healed. One health point is restored per point of Chi the character spends.
One chi can also heal 5 hexes of natural damage such as pollution
Modifiers: Cost: Special, speed -1, damage; none, move -1

Heart Punch
(screen 8) This dishonorable shot delivers a fast punch to the chest in order to stun the victim
Punch Maneuver
To Learn: Punch 3, focus 1
Power Points: Native American wrestling, sanbo 2, special forces, sumo 3, western kickboxing 4
System: This maneuver causes no damage but damage is still rolled for the purposes of determining whether or not the victim is dizzied. Heart Punch may not be part of a dizzying combo, except for the possibility of gaining a speed bonus.
Modifiers: Cost: None, speed -1, damage +5 (see above), move -2

Heatwave
(pg. 96) The character can increase the heat in an area, creating nausea
Focus Maneuver
To Learn: First, the character must learn Heatwave focus 2, elemental (or other special) background 3. Then he is prepared to move on to Spontaneous Combustion focus 3, elemental 4, Heatwave
Power Points: Elemental (fire) 3
System: The elemental rolls damage, but only for the purpose of causing a dizzy. The opponent actually takes no damage. This maneuver is a projectile attack, and ignores blocks.
Modifiers: Cost: 1 chi, speed +0, damage +2 (see above), move +0

Heel Stamp*
(pg 86) The fighter kicks hard into the opponent hoping to separate the two to a greater distance
Kick Maneuver
To Learn: Kick 1, athletics 1
Power Points: Ninjitsu 1, any 3
System: The fighter causes very little actual damage with a Heel Stamp. The fighter moves back one hex after making the attack. The opponent moves back a number of hexes equal to the attacker's Strength + Athletics, minus the target's strength.
Modifiers: Cost: None, speed +2, damage -4, move +1

Hundred Hand Slap
(sf 109) The fighter attacks over and over in rapid succession
Punch Maneuver
To Learn: Punch 5. Although this maneuver requires no other maneuvers to learn, it is quite difficult to learn.
Power Points: Sumo, majestic crow kung fu (called crow beats it's wings) 4, kung fu, sanbo, baraquah, jeet kune do, silat 5
System: Roll three tests for damage using the following modifiers
Modifiers: Cost: 1 willpower, speed -2, damage +0, move One

Hurricane Kick
(sf 114) The fighter becomes airborne, and kicks in repeating circles
Kick Maneuver
To Learn: Kick 4, athletics 3. Most fighters continue on to learn Jump athletics 1, then Air Hurricane Kick kick 4, athletics 3, jump, hurricane kick, if part of their style.
Power Points: Shotokan karate 4, kung fu, wu shu, majestic crow kung fu, jeet kune do 5
System: The fighter moves in a straight line. Each hex surrounding the fighter is attacked once. Any damaged victims are knocked back one space. Then the process is repeated until the fighter stops or runs out of Move. Victims who block may continue to block each attack if they are attacked more than once. If the fighter moves into the same hex as an opponent, that opponent is knocked back one space whether or not damage is scored, into the path of the user of the Hurricane Kick. This is an aerial maneuver.
Modifiers: Cost; 1 chi, 1 willpower, speed +0, damage -1, move -1

Hyper Fist
(sf 109) The fighter attacks over and over in rapid succession
Punch Maneuver
To Learn: Power Uppercut punch 1, then Hyper Fist punch 4
Power Points: Western kickboxing, boxing 4, special forces, ler drit, jeet kune do 5
System: The fighter rolls three damage tests using the following modifiers
Modifiers: Cost: 1 willpower, speed +1, damage +0, move One

Ice Blast *
(sf 128) The character can release a wave of cold, frost or ice at an opponent, freezing him in place
Focus Maneuver
To Learn: Focus 3
Power Points: Any 4
System: The ice Blast is similar to other projectile attacks. It has a range equal to the character's Wits + Focus and can be dodged by special maneuvers such as Jump. Any opponent damaged is frozen in place and must accumulate 4 successes in Strength rolls to break free. He may try at the end of each turn. If the character is hit while frozen, he receives normal damage and the ice shatters without the strength rolls.
Modifiers: Cost: 2 chi, speed -2, damage +3, move: None

Improved Fireball
(sf 128) A faster, more destructive version of the Fireball attack
Focus Maneuver
To Learn: First the fighter must learn Fireball focus 3, then Improved Fireball focus 5, fireball. Some fighters continue on to learn Inferno Strike focus 5, improved fireball
Power Points: Shotokan karate 3, kabaddi, kung fu, wu shu, majestic crow kung fu, silat 5
System: The improved fireball is the same as the regular fireball, except that it's modifiers are better and it will score a knockdown on any opponent it damages unless the opponent blocks.
Modifiers: Cost; 1 chi, speed -1, damage +4, move: None

Improved Pin *
(con 114) The fighter performs a highly skilled Pin on an opponent, immobilizing him
Grab Maneuver
To Learn: First the fighter learns Pin grab 2, then Improved Pin grab 3, athletics 2, pin
Power Points: Aikido, Baraquah, Ju Jitsu, Lua, Wrestling, Kung Fu, pankration, silat, special forces, tai chi chaun, wu shu 3, any 5
System: (Normal Pin):To perform a pin, the victim must have suffered a knockdown or have been dizzied. The fighter moves into his opponent's hex and makes his attack roll. If he performs two more levels of damage, the opponent is held in a painful immobilizing hold until he can break free.
The fighter's strength is considered to be raised by three only for purposes of holding the opponent (it does not add to the damage roll). The fighter may choose to inflict damage or not on each turn after the first; the target only gets their stamina and grappling defense against this attack. This is a sustained hold. If the fighter is dizzied or knocked out by a third party's attack, the pin is automatically broken.
(Improved Pin): The fighter may use an improved pin on nay one target in his hex or adjacent hex, regardless of whether or not his opponent has been knocked down or is dizzied. It uses the modifiers below. Otherwise, it acts as a normal pin (as listed above).
Modifiers: Cost; 1 willpower on the first turn only, speed +0, damage +2 (first turn)/+1 (all other turns), move: +1 (first turn), Two (all other turns)

Inferno Strike
(sf 129) The fighter emits a boulder sized flaming projectile that devastates an entire area
Focus Maneuver
To Learn: First Fireball focus 3, then Improved Fireball focus 5, fireball, then Inferno Strike focus 5, improved fireball
Power Points: Shotokan karate, kabaddi 5
System: The fighter must choose any line-of sight hex within range. Range is calculated as Wits + Focus like other Fireball maneuvers.
The inferno strike hits in the targeted hex and explodes into the six hexes adjacent to it. Anyone in the hex suffers a damage test with the following modifiers. Jump and similar moves can be used to avoid damage.
Modifiers: Cost; 2 chi, speed -2, damage +4, move: None

Iron Claw
(sf 119) The fighter grabs the face of the opponent while holding him, and begins to squeeze...
Grab Maneuver
To Learn: Grab 5 note that while this maneuver requires no other maneuvers, it is quite difficult to learn.
Power Points: Sanbo, native American wrestling, majestic crow kung fu 4 (called iron claw), lua, wrestling, silat 4, ler drit 5
System: Sustained hold
Modifiers: Cost: 1 willpower (first turn only), speed +1, damage +4, move: One

Jaw Spin
(pg. 87) The fighter grabs an opponent's limb in his arm and begins to shake and spin violently
Grab Maneuver
To learn: First the fighter must have the ability to cause a large bite wound (through the Animal Hybrid Background or other means), and the Bite basic maneuvers. Then he learns Tearing Bite grab 2, athletics 2, then Jaw Spin grab 4, athletics 3, tearing bite
Power Points: Animal hybrid 3
System: To be successful, the fighter must actually allow a slower attack to hit. If the opponent's attack is faster, the fighter cannot play this maneuver. Once the blow has landed (assuming the fighter is still able to attack), he then executes the Jaw Spin. When determining the damage caused, use the Animal Hybrid (or other special background in place of the Grab Technique.
Modifiers: Cost; 1 chi, speed +1, damage +5, move; none

Jump
(sf 124) The ability to leap. Sometimes can be used to avoid incoming projectiles and still attack
Athletics Maneuver
To Learn: Athletics 1
Power Points: Any 1
System: A fighter can play a jump card along with any of the six basic punches and kicks, or by itself. If used by itself, use the following modifiers. Otherwise, use the normal attack modifiers and not those shown here. Using a Jump causes the maneuver to become Aerial.
If the fighter plans to avoid a projectile attack, he waits for his opponent to declare him as a target. If the fighter's jump has a higher speed than the projectile attack, he can interrupt the projectile and attempt to avoid it by jumping. The two fighters make a resisted roll, comparing the attacker's Focus Technique to the jumping fighter's dexterity + Athletics. If the attacker wins the roll, the jumping fighter is hit by the projectile and must immediately end his turn.
If the fighter uses a Jump with a Basic Maneuver, he may still be able to deliver damage after a successful jump. The fighter can leap 3 feet for each dot of Athletics.
Training Notes:
Some fighters continue on to learn Dragon Kick kick 5, focus 4, jump
Some fighters continue on to learn Flying Thrust Kick kick 4, athletics 4, jump
Some fighters continue on to learn Storm Hammer grab 5, athletics 3, jump
Some fighters continue on to learn Air Smash athletics 1, jump
Some fighters continue on to learn Diving Hawk athletics 3, focus 1, jump
Some fighters continue on to learn Flying Body Spear athletics 3, jump
Some fighters continue on to learn Flying Heel Stomp athletics 3, kick 2, jump
Some fighters continue on to learn Thunderstrike athletics 2, jump
Some fighters continue on to learn Wall Spring athletics 3, jump
Some fighters continue on to learn Rising Storm Crow grab 3, athletics 3, throw
Some fighters continue on to learn Scissor Kick kick 3, athletics 3, jump
Some fighters continue on to learn Tiger Knee kick 3, athletics 2, jump
Some fighters continue on to learn Choke Throw grab 2, athletics 2, jump
Some fighters continue on to learn Flying Punch athletics 4, punch 2, focus 3, jump
Some fighters continue on to learn Light Feet athletics 4, jump
Some fighters continue on to learn Ax Kick kick 2, jump
Some fighters continue on to learn Jumping Shoulder Butt athletics 2, jump
Some fighters continue on to learn Pounce athletics 3, jump, special background required
Some fighters continue on to learn Vertical Rolling Attack athletics 3, jump( If combined with Rolling Attack athletics 3, the fighter is prepared to learn Beast Roll athletics 5, rolling attack, vertical rolling attack)
If combined with Power Uppercut punch 1, the fighter can continue on to Dragon Punch if part of his style.
If combined with Hurricane Kick kick 4, athletics 3, the fighter can learn Air Hurricane Kick kick 4, athletics 3, jump, hurricane kick , if part of his style.
If combined with Throw grab 1, the fighter may continue on to learn Air Throw grab 2, athletics 1, jump, throw
If combined with Pile Driver grab 3, athletics 1, the fighter may continue on to learn Spinning Pile Driver grab 4, athletics 3, Jump, Pile Driver
If combined with Head Butt, the fighter may continue on to learn Flying Head Butt athletics 3, head butt, jump
If combined with Fireball focus 3, the fighter may continue on to learn Flying Fireball focus 4, fireball, jump
If combined with Backflip Kick kick 2, athletics 2, the fighter is ready to learn Forward Backflip Kick kick 3, athletics 3, Backflip kick, jump
If combined with Suplex grab 1, the fighter is prepared to learn Air Suplex grab 3, athletics 3, jump, Suplex
If combined with Hay maker punch 1, the fighter is prepared to learn Widowmaker punch 3, jump, Haymaker

Jumping Shoulder Butt*
(sf 167) The fighter jumps into an opponent, ramming his shoulder into him
Athletics Maneuver
To learn: First, the fighter learns Jump athletics 1. Then he is ready to learn Jumping Shoulder Butt athletics 2, jump
Power Points: Thai kickboxing, boxing, sumo 1, any 2
System: This maneuver can be used against a standing or an aerial opponent, and can be used to dodge a projectile attack as a Jump.
Modifiers: Cost: None, speed: +0, damage +3, move: -1

Kick Defense *
(sf 115) The fighter takes his chances and focuses all attention to possible Kick attacks
Block Maneuver
To Learn: Block 2
Power Points: Any 1
System: The fighter is at +4 to Blocking Soak vs. Kick maneuvers, -2 Blocking Soak vs. all others.
Modifiers: Cost: None, speed +4, damage: None, move: None

Knife Hand Strike *
(screen 8) The fighter has trained so that his hand is rigid like metal, causing painful stabs
Punch Maneuver
To Learn: Punch 3
Power Points: Kung fu, shotokan karate 3, special forces 4, any 5
System: Use the modifiers below. Unless the opponent is Blocking, he may only use half his stamina (rounded down) to soak damage.
Modifiers: Cost: None, speed +1, damage -1, move -1

Kippup*
(sf 124) When knocked down, the fighter arches his back and kicks himself instantly back to a standing position
Athletics Maneuver
To learn: Athletics 2
Power Points: Ju jitsu 1, any 1
System: A fighter who knows the Kippup maneuver only suffers -1 to speed when recovering from a knockdown. Kippup is not played as an action and is always in effect.
Modifiers: See above, no cost

Knee Basher *
(sf 119) The fighter grabs an opponents head and bashes it against his knee over and over
Grab Maneuver
To Learn: Grab 2, kick 1
Power Points: Capoeira, special forces, sumo, western kickboxing, Thai kickboxing, pankration, wrestling 2, any 3
System: This maneuver is a sustained hold. Even if the victim escapes, he is knocked down and suffers the normal -2 to speed the following turn. The damaged scored uses the fighter Kick technique instead of Grab. If no damage is scored on the initial attack, the fighter is assumed to have missed, and the victim is does not suffer a Knockdown
Modifiers: Cost: None, speed -1, damage +4, move: One

Levitation
(con 115) The fighter can fly or levitate by using his inner power
Focus Maneuver
To Learn: Focus 5 Levitation is incredibly difficult to master.
Power Points: Baraquah, kabaddi 3, kung fu, lua, shotokan karate, silat, tai chi chaun, wu shu 4
System: The practitioner may move up to their Focus in hexes per turn in any direction they choose (up, down, sideways) by spending one Chi per turn.
Modifiers: Cost: 1 Chi/turn, speed +0, damage: None, move: Special

Leech
(pg. 96) By touching his opponent, the character can transfer their life to himself
Focus Maneuver
To learn: Focus 3, grab 2
Power Points: Kabaddi, ninjitsu, lua 3, kung fu 4
System: No other actions may be initiated once a Leech has begun. A fighter may attack and then use leech, but not the other way around. For each Chi spent, the character can transfer one Health level from his victim into himself. The fighter must touch the victim.
A victim must be successfully caught in a sustained hold before this power may be used. The hold is treated as still being in effect for purposes of the target breaking the hold, except that damage is allocated as above instead of by the original hold's modifiers.
Modifiers: Cost; see above, speed: +0, damage: See above, move: None

Light Feet
(sos 28) Simulates a fighter who has trained to become quick on his feet
Athletics Maneuver
To learn: First the fighter must learn Jump athletics 1, then Light Feet athletics 4, jump
Power Points: Spanish ninjitsu, jeet kune do, lua 3, any 5
System: This maneuver adds +1 move to all the fighter's maneuvers. It does not have to be played, and is always in effect. If the player fighter a willpower point, he may, for one turn, receive +3 to move instead of the +1 normally gained with this maneuver.
Modifiers: See above

Lightness
(pg. 97) By mystically reducing his weight, the fighter jumps quicker and farther
Focus Maneuver
To Learn: First, the character must master Flight athletics 1, focus 2, elemental (or other special) background 3, then he may move on to learn Lightness athletics 2, focus 3, elemental 3, flight
Power Points: Elemental (air) 3
System: The affected fighter may add +2 to his Speed and +3 to his move for all Jump-enhanced maneuvers next round. Lightness lasts for a number of rounds equal to the fighter's Focus Technique.
Modifiers: Cost: 1 chi, Speed: +1 (initial round), +2 all other rounds, damage: None, move: +1 (initial round), +3 (all other rounds)

Lightning Leg
(sf 114) The fighter attacks with dozens of kicks in a flash of only a second or two
Kick Maneuver
To Learn: Double-Hit Kick kick 2, then Lightning Leg kick 4. Some fighters try to continue on to learn the Great Wall of China kick 5
Power Points: Wu shu 3, kung fu, Thai kickboxing, majestic crow kung fu, jeet kune do, Silat 4, Capoeira, special forces, Savate 5
System: The attacker may make three damage tests on an opponent
Modifiers: Cost: 1 willpower, speed -2, damage +1, move: None

Lunging Punch *
(screen 8) The fighter dashes forward and delivers a low, sweeping punch that is quite sup rising
Punch Maneuver
To Learn: Punch 3, athletics 1
Power Points: Boxing, shotokan karate western kickboxing 2, any 3
System: This is considered a crouching maneuver. The lunging punch ignores blocks, unless the victim is performing a crouching block or is using kick defense.
Modifiers: Cost: None, speed +0, damage +1, move +1

Maka Wara *
(sf 116) The fighter's body is so tough an opponent can hurt himself hitting his skin!
Block Maneuver
To learn: Block 4
Power Points: Kung fu, shotokan karate, sumo, Thai kickboxing, baraquah, jeet kune do, pankration, silat 3, wu shu, ninjitsu, ju jitsu 4, any 5
System: This maneuver is always in effect, and does not have to be played as a combat action. When hit with a punch or kick, the fighter takes normal damage, but the attacker could be harmed. The fighter rolls dice equal to (Stamina + Block) -3. The attacker's Soak total is then subtracted. This maneuver should be used with common sense on part of the storyteller - a weapon attack, Grab maneuver, most Focus maneuvers, and other attacks will not be target to a Maka Wara effect.
Modifiers: See above

Mind Control
(sos 29) The fighter takes over the mind of his opponent
Focus Maneuver
To Learn: This is an incredible maneuver, and learning it can take years. First, the practitioner must learn Psychic Vise focus 4, and Mind Reading focus 4, telepathy (telepathy requires focus 3). He may learn Psychic Vise and Telepathy/Mind Reading in any order. Then he is finally prepared to learn Mind Control focus 5, psychic vise, mind control
Power Points: Ler drit 5
System: The maneuver can be used on a character with no willpower left, but not a character with an honor of 10. The victim must be within the attacker's focus +wits in hexes. Both roll intelligence, and if the attacker receives more successes, he has taken over the mind for a period of time. The victim's Honor vs. the attacker's Willpower may be rolled when the victim is forced to go against his own morals. It is rumored that conditioning to make a victim a permanent slave is possible.
1 success - 1 round of combat (10 turns)
2 successes - 1 hour
3 successes - 1 day
4 successes - 1 week
5 successes - 1 month
Modifiers: Cost: 2 chi, speed -3, damage: None (see above), move: None

Mind Reading
(sf 129) The fighter can read the thoughts of his opponent, possibly predicting moves
Focus Maneuver
To Learn: First the character must learn Telepathy focus 3, then Mind Reading focus 4, telepathy
Power Points: Kabaddi, ler drit, aikido, baraquah, lua, silat 3, any 4
System: The Mind reading special maneuver is not played as a combat card. Instead, the player announces his intent to use this maneuver between turns. The character spends one Chi and chooses one opponent as the target of this power. The two characters make a resisted Willpower roll.
If the mind-reading character wins the roll, the victim must show the player two cards from his hand, and must play one of those cards as his next maneuver.
The victim must be within a number of hexes equal to the mind reader's Wits + Focus.
If used outside of combat, the mind-reading character can gain information this way, at the Storyteller's discretion (more successes equal more information). The victim will not realize his mind is being read unless the roll botches.
Modifiers: Cost: 1 chi, speed; none, damage: None, move; none
Training Notes:
Some rare practitioners may continue on to learn Mind Control (This is an incredible maneuver, and learning it can take years. First, the practitioner must learn Psychic Vise focus 4, and Mind Reading focus 4, telepathy (telepathy requires focus 3). He may learn Psychic Vise and Telepathy/Mind Reading in any order. Then he is finally prepared to learn Mind Control focus 5, psychic vise, mind control)

Missile Reflection *
(sf 116) The fighter can catch knives and arrows, and similar weapons, used against him
Block Maneuver
To Learn: Block 4. Rare fighters continue on to Energy Reflection block 4, focus 4
Power Points: Ju jitsu, tai chi chaun 1, any 2
System: The fighter must roll Dexterity (difficulty 6) to deflect missiles. Simple objects like knives and throwing stars require 1 success. Faster weapons such as arrows and slingshot stones require 2 successes. Bullets require 3 successes. To deflect bullets or similar dangerous weaponry, the fighter must possess something able to deflect the weapon (a piece of metal, iron bracelets, etc.). If the object is caught or deflected, the fighter can send the object back at it's owner (or another party) for the same amount of damage it would have caused. Gunfire cannot be reflected in this manner unless the Storyteller allows it in a high moment of drama. Any amount of missiles can be reflected in a single turn.
Modifiers: Cost; none, speed; +3, damage: None, move -1

Monkey Grab Punch *
(sf 109) The fighter pulls the opponents guard arm away and delivers a quick punch
Punch Maneuver
To Learn: Punch 1, grab 1
Power Points: Kung fu, spanish ninjitsu, majestic crow kung fu, baraquah, jeet kune do, tai chi chaun, silat 1, any 2
System: Treat as a regular punch, but if the opponent blocks, he may not use his Block Technique to his Soak total.
Modifiers: Cost: None, speed -2, damage +1, move +0

Musical Accompaniment *
(sf 129) Attuning himself to nearby music, the fighter gains bonuses from it
Focus Maneuver
To Learn: Focus 2
Power Points: Capoeira, lua 1, any 2
System: If there is background music that fits the character's particular training preference, he gets a +1 bonus to either speed, damage or move each turn. At the beginning of each turn, the player announces with aspect he will apply the +1 modifier to. He can change his choice each turn.
Modifiers: Cost: None. See above for more details

Neck Choke *
(sf 120) The fighter strangles his opponent, perhaps lifting him off the ground if strong enough
Grab Maneuver
To Learn: Grab 3
Power Points: Native American wrestling, special forces, ju jitsu, wrestling 1, sanbo, lua, pankration 2, any 3
System: Sustained hold
Modifiers: Cost; none, speed -1, damage +3, move: One

Pile Driver *
(sf 120) The fighter places his opponents head between his legs and falls into a seated position
Grab Maneuver
To Learn: Grab 3, athletics 1
Power Points: Wrestling 1, sanbo 2, native American wrestling, special forces 3, any 4
System: If the maneuver scores damage, the victim suffers a Knockdown.
Modifiers: Cost; none, speed -2, damage +4, move; One

Pin*
(con 114) The fighter attempts to pin his foe to the ground
Grab Maneuver
To Learn: Grab 2
Power Points: Aikido, Jib Jitsu, lua, pankration, tai chi chaun, wrestling 2, baraquah, jeet kune do, kung fu, shotokan karate, silat, wu shu 3, special forces 4, any 5
System: To perform a pin, the victim must have suffered a knockdown or have been dizzied. The fighter moves into his opponent's hex and makes his attack roll. If he performs two more levels of damage, the opponent is held in a painful immobilizing hold until he can break free.
The fighter's strength is considered to be raised by three only for purposes of holding the opponent (it does not add to the damage roll). The fighter may choose to inflict damage or not on each turn after the first; the target only gets their stamina and grappling defense against this attack. This is a sustained hold. If the fighter is dizzied or knocked out by a third party's attack, the pin is automatically broken.
Modifiers: Cost; 1 willpower on the first turn only, speed -1, damage +2 (first turn)/+0 (all other turns), move: +1 (first turn), none (all other turns)
Training Notes:
Some fighters continue on to learn Improved Pin grab 3, athletics 2, pin

Pit
(pg. 97) The fighter suddenly creates a hole in the earth under an opponent's feet
Focus Maneuver
To learn: First, the character must learn Wall focus 1, elemental (or other special) background 2. He may then move on to learn Pit focus 3, elemental 3, wall. Some powerful characters may move even further in this direction of focus to master Weight* focus 3, elemental 4, wall, stone, pit. This will also require the fighter to learn Stone (First, the character must learn Wall focus 2, elemental 2. He may then learn Stone focus 2, punch 2, elemental 2, wall)
Power Points: Elemental (earth) 3
System: In order to be effective, the fighter must target a victim after he has completed his movement. Otherwise, the elemental must choose a hex to be the target of this power. Any fighter who ends his turn in the affected hex falls into the pit. Use the modifiers below for damage from the fall. The pit is five feet deep plus one foot per dot of the fighter's Focus technique. Fighters who fall into the pit must spend their next action climbing out. Treat this action as a move maneuver at -4 speed. Once a pit is created, it is permanent.
This power will not work if the fighter is not in contact with the earth. Even thin wooden planks will negate the power. Using the Pit in an arena can result in a loss of Glory, depending on the type of arena and crowd.
Modifiers; cost: 1 chi, speed -1, damage +1, move -1

Pool
(pg. 97) The body of the elemental becomes pure water, immune to physical attacks
Focus Maneuver
To Learn: Focus 2, elemental (or other special) background 4
Power Points: Elemental (water) 2
System: Physical maneuvers will not affect the character, who can still move, although Focus-based maneuvers like Ice Blast and Fireball will still damage him.
Modifiers: Cost: None, speed +1, damage; none, move -2

Pounce
(pg. 88) The fighter explodes into a mighty leap at his prey
Athletics Maneuver
To Learn: First, the character must learn Jump athletics 1. Then he is ready to learn Pounce athletics 3, jump
Power Points: Animal hybrid 2
System: The fighter hurls himself at his opponent. This is considered an aerial maneuver and can be used to avoid projectiles. The fighter lands on top of his opponent; if any damage is scored, the opponent also suffers a knockdown. Use animal hybrid (or other strange background) in place of grab when determining damage.
Modifiers; cost: 1 willpower, speed -1, damage +2, move +4

Power Uppercut *
(sf 109) A powerful punch using the momentum of the entire body forced upward
Punch Maneuver
To Learn: Punch 1
Power Points: Any 1
System: If this maneuver interrupts an aerial maneuver, it causes a knockdown, if it scores damage.
Modifiers: Cost; none, speed -1, damage +3, move One
Training Notes:
Some fighters may continue on to Hyper Fist, if part of their style.
Combined with Jump athletics 1, the fighter can continue on to Dragon Punch if part of his style.

Psychic Rage
(sos 29) The fighter uses mind manipulation to push the victim into fits of anger and rage
Focus Maneuver
To Learn: Focus 3
Power Points: Ler drit 3
System: The victim must be within the attacker's focus+wits. The fighter then must win a resisted (permanent) Willpower roll. If the attacker is successful, then the victim goes into a rage.
The victim will only be able to play fierce or roundhouse combat cards, and his highest damage special maneuvers. He will spend Chi and Willpower as needed until he runs out. Furthermore, he will not be able to play a Move or Block maneuver and will not receive any benefits from a combo maneuver.
After falling under the control of the Psychic Rage, the victim can, each turn not including the first, roll an Honor vs. the Manipulation of the attacker to try to break free. The rage will end if the attacker of the victim is knocked unconscious. The victim will lose honor normally while under the power's influence.
Modifiers: Cost: 1 chi, speed: -2, damage: None see above), move: None

Psychic Vise
(sos 30) This fearsome power strips an opponent of his willpower, weakening him and his resolve
Focus Maneuver
To Learn: Focus 4
Power Points: Ler drit 4, kabaddi 5
System: The victim must be within the attacker's focus+wits in hexes. The attacker rolls damage using the opponent's Intelligence instead of Stamina to determine soak. Psychic vise ignores blocks for the purposes of soaking damage. For each damage success, the victim loses one willpower and is at -1 to speed for the next maneuver. If the victim loses more willpower than his intelligence rating in a single attack, the victim is mentally stunned (dizzied). Victim's who reach 0 willpower can still be slowed and stunned with the use of this power.
Modifiers: Cost: 1 chi, 1 willpower, speed +0, damage +0, move: None
Training Notes:
Some practitioners continue on to learn Mind Control (This is an incredible maneuver, and learning it can take years. First, the practitioner must learn Psychic Vise focus 4, and Mind Reading focus 4, telepathy (telepathy requires focus 3). He may learn Psychic Vise and Telepathy/Mind Reading in any order. Then he is finally prepared to learn Mind Control focus 5, psychic vise, mind control)

Psycho Crusher
(sos 29) The fighter flies in any direction, surrounded by a glow of awesome energy
Focus Maneuver
To learn: First, the practitioner learns Psychokenetic Channeling focus 3. He is then prepared to learn the Psycho Crusher focus 5, athletics 3, psychokenetic channeling
Power Points: Ler drit 5
System: The Psycho Crusher causes damage as the user flies into his victim's hex. The user of the power may fly in any pattern, but each victim is hit only once even if the user flies into his space again.
If the victim is not blocking, he is consumed in the user's Psychic fire, taking full damage from the attack (use the +5 damage modifier). And suffers a knockdown as he is thrown into a hex adjacent to the one where he was standing (the victim can choose which hex).
If the victim was blocking, then he is knocked back one hex from the direction the attacker flew at him, and he will take one dice of damage (a botch bringing the Psycho Crusher to an end). The attacker can continue to push the victim back and do an additional die of damage for every hex left in his movement, to a maximum of five damage test, at which time the attacker will fly past his opponent.
Modifiers: Cost; 2 chi, speed -1, damage +5/one (see above), move +6

Psychokenetic Channeling *
(sos 30) The fighter summons great Chi energy to add to an attack's power
Focus Maneuver
To Learn: Focus 3
Power Points: Ler drit 3, aikido, baraquah, silat 4, any 5
System: This ability can be played along one of the six basic maneuvers at any time, adding +2 damage to an attack.
Modifiers: Cost: 1 chi, speed: +0, damage +2, move +0
Training Notes:
Some practitioners continue on to learn Psycho Crusher focus 5, athletics 3, psychokenetic channeling

Punch Defense *
(sf 116) The fighter takes his chances, concentrating on blocking only punch attacks
Block Maneuver
To Learn: Block 2. The fighter might continue on to Deflecting Punch block 3, punch 1
Power Points: Any 1
System: The fighter is at +4 to Blocking Soak vs. Punch maneuvers, -2 Blocking Soak vs. all others.
Modifiers: Cost: None, speed +4, damage: None, move: None

Push
(pg. 98) The attacker mystically pushes a victim away, usually with a gust of wind
Focus Maneuver
To Learn: First, the practitioner must learn Air Blast punch 1, focus 2, elemental 2. He may then move on to learn Push focus 3, elemental 3, air blast
Power Points: Elemental (air) 4
System: A blast of air with a width (in hexes) equal to the character's Focus Technique stats one hex-line in front of the character and continues forward for three hexes. Anyone in this path suffers one hit, which may be blocked normally. Use the damage modifiers below. Any fighter who suffers damage is moved an equal number of hexes in a straight line away form the fighter. Jumping or airborne opponents will suffer a Knockdown as well.
Modifiers: Cost: 1 chi, speed: -2, damage: +1, move: None

Regeneration*
(sf 129) The character can instantly heal himself with a moment of concentration
Focus Maneuver
To learn: Focus 3
Power Points: Kabaddi, baraquah 1, kung fu, native American wrestling, ler drit, animal hybrid, aikido, lua, silat 2, any 3
System: When using this power, a fighter stops moving for a turn to focus his Chi. The fighter may then spend points of Chi to restore lost Health levels. Each Chi point spent enables the fighter to regain one health level. In one turn, a character can restore a number of health levels equal to his focus rating.
Modifiers: Cost: See description above, speed +0, damage: None, move: None

Rekka Ken
(sf 109) A quick 1-2-3 combo of punches that can devastate an opponent
Punch Maneuver
To learn: Punch 4, athletics 2
Power Points: Kung fu 4, western kickboxing, wu shu, majestic crow kung fu, boxing, ninjitsu 5
System: This maneuver must be used for three turns, and costs 1 willpower for each turn used. Each of the three turns, the fighter must use one of the Basic Punches (jab, strong, or fierce). The Basic Punch each turn gets +3 to speed. At the end of the turns the damage caused adds up to cause a possible dizzy, just like a combo maneuver.
Modifiers: 1 willpower per turn used, see above for other modifiers

Repeating Fireball*
(sf 129) The fighter can launch multiple fireballs at opponents.
Focus Maneuver
To learn: First the character must learn Fireball focus 3. Then he may learn Repeating Fireball focus 5, fireball
Power Points: Any 4
System: The fighter can throw a number of small fireballs equal to his rating in Focus. Thus, a fighter with a Focus of 5 could throw a volley of 5 fireballs. He can target them at any opponent or opponents he likes. An opponent using a jump or similar maneuver to avoid the fireballs must make a separate jump for each fireball targeted toward him. Range is Wits + Focus for each fireball.
Modifiers: Cost: 2 chi, speed -2, damage +0, move: None

Reverse Frontal Kick*
(pg 86) The fighter makes a fake kick,and then uses his heel to attack the back of the head
Kick Maneuver
To Learn: First, the fighter must learn Double-Hit Kick kick 2. Then he may move on to Reverse Frontal Kick kick 3, double hit kick
Power Points: Savate, western kickboxing 1, wu shu 2, any 3
System: The kick hits only once but ignores blocks
Modifiers: Cost; none, speed -1, damage +3, move -1

Ripping Bite
(pg. 88) The fighter bites down and attempt to rip muscle and ligaments
Grab Maneuver
To Learn: Grab 3 The character must also possess the Bite basic maneuvers through the Animal Hybrid Background or some other special Background
Power Points: Animal Hybrid 2
System: The fighter leaps forward and indicates which limb he wishes to strike. A successful roll that inflicts damage causes the target to suffer -1 on both Strength and dexterity for the remainder of the combat. This maneuver can be performed multiple times, and can finally impair the victim. When determining damage inflicted by this attack, the Animal hybrid background (or other similar background) is used in place of the grab technique.
Modifiers: Cost; 1 willpower, speed -1, damage +1, move: One

Rising Storm Crow
(pw 60) The fighter grabs the victim's head and flips over him, then flip-throws him forward
Grab Maneuver
To Learn: The fighter first learns Throw athletics 1, then The Rising Storm Crow grab 3, athletics 3, throw
Power Points: Majestic crow kung fu 4, kung fu 5
System: The fighter must start at least two hexes away from his target. He can throw the target in a straight line forward for as many hexes equal to his strength. The target takes two damage tests; one at the fighter's strength -3 (botches for this roll should be ignored and considered to be 0 damage, although the maneuver is NOT interrupted) when the forced flip is initiated, then another at twice the fighter's Strength when the victim crashes to the ground. Thus, a character with a high strength throws farther and harder. The opponent automatically suffers a knockdown whether or not he receives any damage form either test. Both damage tests combine to determine whether or not the victim is dizzied.
Modifiers: Cost 1 willpower, speed: -3, damage -3/x2, move +2 (minimum move 2)

Rolling Attack *
(sf 124) The fighter leaps, tucking into a somersault, and slamming into a victim
Athletics Maneuver
To Learn: Athletics 3
Power Points: Capoeira, wu shu, ninjitsu 3, majestic crow kung fu 4, any 5
System: The character must travel in a straight line on the hex map and will stop at the first hex occupied by a target, which can be a character or any sizable object. After damage is applied to a target, the rolling character will bounce off the target and land two hexes in front of the target. This is an aerial maneuver.
Modifiers: Cost: 1 willpower, speed +0, damage +3, move +4
Training Notes:
If combined with Jump athletics 1, the fighter may learn Vertical Rolling Attack athletics 3, jump. Then the fighter is prepared to learn Beast Roll athletics 5, rolling attack, vertical rolling attack

Sakki
(pg 98) The character can sense danger specifically aimed at himself, but not others
Focus Maneuver
To Learn: Focus 5 This maneuver requires no others, but is difficult to master.
Power Points: Ninjitsu 3
System: During combat with only one visible opponent, this skill is of little value, unless the fighter is blinded somehow.
Outside the ring, Sakki has any applications. Since it is always in effect, the Storyteller must tell the player whenever there is danger that the character can sense it.
Modifiers: See above. The fighter may move (Focus+Athletics) in hexes to avoid surprise attacks.

San He
(sf 116) The fighter's body becomes like an iron statue in invulnerability and immovability
Block Maneuver
To learn: Block 3, focus 3
Power Points: Tai chi chaun 2, kabaddi, kung fu, sumo, wu shu, ler drit, aikido, ju jitsu, silat 3, shotokan karate, majestic crow kung fu 4
System: The fighter gains double his Block Technique when blocking and using San He. In addition, he cannot be knocked down except by a Grab Maneuver, and cannot be moved from the hex he is in, except with a Grab Maneuver. The fighter may need to roll successes to keep from being moved by very large objects such as cars and the like. The fighter does not receive the usual +2 bonus to speed from coming out of a Block.
Modifiers: Cost: 1 chi, speed; +2, damage: None, move; none

Scissor Kick
(sos 27) The fighter leaps, then performs a front flip, kicking out for a one-two hit
Kick Maneuver
To Learn: First the fighter learns Jump athletics 1, then Scissor Kick kick 3, athletics 3, jump
Power Points: Ler drit, jeet kune do 3, wu shu 4
System: Aerial, causes two damage tests
Modifiers: Cost: 1 willpower, speed +0, damage +3, move +3

Sense Element
(pg. 98) The elemental can sense things about a specific substance
Focus Maneuver
To Learn: Focus 1, elemental (or other special) background 1
Power Points: Elemental (all) 1
System: The character rolls Perception + Elemental Background to discern information about the chosen element (pollution of air, the weak points in an earth wall, the heat of a fire, etc., depending on the type of substance chosen at the time the player added this power to the character). There is no cost to activate this power, the fighter is aware of the substance at all times.
Modifiers: n/a

Shikan - Ken/Ninja Knuckle Fist
(pg. 84) The fighter strikes with the upper knuckles of the hand
Punch Maneuver
To Learn:punch 2
Power Points: Ninjitsu 3
System: The opponent stuck must make a resisted Strength check or be knocked back a hex. This maneuver will cause a knockdown vs. jumping opponents.
Modifiers; cost; none, speed =1, damage: +1 (see above), move +0
Training Notes:
Some fighters continue on to learn Boshi-Ken (thumb drive)punch 3, Shikan-Ken
Some fighters continue on to learn Shuto punch 3, shikan-ken

Shock Treatment *
(sf 130) The character can generate a powerful electrical field around his body
Focus Maneuver
To learn: Focus 3
Power points: Any 4
System: This power affects anyone in the fighter's hex or an adjacent hex (friend and foe alike). Any damaged characters suffer a knockdown. A blocking character will not be knocked down, but will still suffer a damage test. A fighter must decide when he buys shock treatment whether or not it is a crouching maneuver.
The power can be used to short out electrical equipment and as long as the power is activated the character is almost totally immune to electrical shock, and can even grab electric cables without being hurt.
Modifiers: Cost; 2 chi, speed +0, damage +7, move: None

Shockwave*
(sf 110) The fighter strikes the ground causing a minor earthquake!
Punch Maneuver
To Learn: Punch 4, focus 2
Power Points: Native American wrestling 3, any 4
System: The shockwave goes in a straight line a number of hexes equal to the character's strength, starting in the hex next to his own. The shockwave causes the damage test and causes a Knockdown to all opponents in the affected hexes whether or not they suffer damage.
Modifiers: Cost: 1 chi, speed +0, damage +0, move: None

Shrouded Moon
(pg. 98) The fighter can slip away into shadows, or become invisible
Focus Maneuver
To Learn: Focus 2, athletics 1
Power Points: Ninjitsu 2
System: An opponent must succeed in a resisted test in order to see the fighter. The opponent rolls Perception + Alertness against the fighter's Focus + Stealth to spot the fighter. If the fighter cannot be spotted, no attack can be made. An opponent can blindly attack a hex at random, if he choses the wrong hex, however, his next action is at -2 speed.
The fighter may move up to the maneuver's full movement without being seen, only to reappear the next turn. If the fighter remains unspotted, his next action is at +1 speed.
Modifiers: Cost: 1 chi, speed +0, damage: None, move -1

Shuto/Sword Hand
(pg. 84) The fighter swings his hand in an arc similar to a club or a sword
Punch Maneuver
To Learn: First, the fighter learns Shikan-Ken punch 2, then Shuto punch 3, shikan-ken
Power Points: Ninjitsu 2
System: This punch ignores any special bonuses that provide extra protection, such as armor, toughskin, or similar powers. Anyone without such extra protection suffers an additional +1 damage.
Modifiers; cost; none, speed -1, damage +3 (or +4, see above), move -2

Siberian Bear Crusher
(sf 120) The fighter grabs his victim, and leaps a great distance into a back breaker
Grab Maneuver
To Learn: First the fighter must learn Back Breaker grab 3, then continues to learn Siberian Bear Crusher grab 3, athletics 2, back breaker
Power Points: Sanbo 5
System: The fighter moves into the victims hex, then grabs his opponent. He leaps into the air, landing in any area up to three hexes away. The opponent drops into an adjacent hex from the fighter at this point, chosen by the attacker. If the victim is grabbed and suffers damage, he also suffers a knockdown. While in the air, this maneuver is considered an aerial maneuver.
Modifiers: Cost: 1 willpower, speed +0, damage +3, move +1

Siberian Suplex
(sf 120) The fighter bounces his victim's back off the ground, then proceeds with a Suplex
Grab Maneuver
To learn: First the fighter must learn Suplex grab 1, then he may learn Siberian Suplex grab 4, athletics 2, Suplex
Power Points: Sanbo 3
System: This move is identical to a Suplex, except that the fighters end the move one hex farther back as they land from the second hit. The fighter rolls two damage tests, and if damage is scored the victim suffers a knockdown.
Modifiers: Cost: 1 willpower, speed +0, damage +2, move: One

Sleeper*
(pg. 88) A special head lock that lessens blood flow to the brain and causes unconsciousness.
Grab Maneuver
To learn: Grab 3
Power Points: Sanbo, native American wrestling, baraquah, lua 3, sumo, special forces 4, any 5
System: If the character can maintain his grip for three rounds, he will automatically dizzy his opponent. This is a sustained hold.
Modifiers: Cost; 1 willpower on the first turn only, speed -1, damage +2, move: One

Slide Kick *
(sf 114) The fighter slides an amazing distance into his opponent and kicks his feet from under him
Kick Maneuver
To Learn: Kick 2, athletics 1
Power Points: Western kickboxing, kabaddi, ler drit, spanish ninjitsu, Savate, aikido, pankration, tai chi chaun 2, any 3
System: If damage is scored the victim suffers a knockdown unless he was blocking.
Modifiers: Cost: None, speed -1, damage +3, move +1

Sonic Boom *
(sf 130) The fighter can release a bolt of concussive sonic energy
Focus Maneuver
To Learn: Focus 3
Power Points: Silat 3, any 4
System; Like a fireball, a sonic boom has a range of Wits + Focus. It's damage is calculated as Intelligence + Focus +4 (maneuver modifier).
Modifiers: Cost; 1 chi, speed -3, damage +4, move: None

Speed of the Mongoose
(pg. 99) The fighter can burst into unbelievable speeds for short periods of time
Focus Maneuver
To Learn: Focus 3
Power Points: Ninjitsu 3
System: The fighter may only move this combat turn and cannot block or attack. The following turn he may choose to add + 4 to his speed or +6 to his move (the latter must be in a straight line)
Modifiers: Cost; 1 chi, speed +2, damage; none, move -2

Spinning Back Fist *
(sf 110) The fighter whirls around in a 180 degree spin and attacks
Punch Maneuver
To learn: Punch 2 Some fighters continue on to Spinning Knuckle
Power Points: Special forces, western kickboxing, Thai kickboxing, Savate, baraquah, pankration 1, any 2
System: Use the following modifiers
Modifiers: Cost: None, speed -1, damage +2, move +1

Spinning Clothesline
(sf 110) Spinning like a top, the fighter moves in a line and causes total destruction!
Punch Maneuver
To Learn: Punch 4, athletics 3
Power Points: Sanbo 3, chaperon, native American wrestling 4, special forces 5
System: The fighter attacks all opponents in hexes next to him and moves one hex in any direction. Anyone hit is knocked back a hex. He may do this until his movement is finished. Any crouching characters are not hit.
Modifiers: Cost: 1 willpower, speed +0, damage +0, move -2

Spinning Foot Sweep*
(sf 115) The fighter spins a full 360 degrees,kicking the feet out from under nearby victims
Kick Maneuver
To Learn: Foot Sweep kick 2, then Spinning Foot Sweep kick 2, athletics 1
Power Points: Special forces, sumo, aikido, ju jitsu, tai chi chaun 1, any 2
System: The fighter rolls an attack on all adjacent hexes. Any victim damaged is also knocked down unless he was blocking. This is a crouching maneuver.
Modifiers: Cost: 1 willpower, speed -2, damage +3, move; none

Spinning Knuckle*
(sf 110) The fighter spins around many times, and delivers two spinning attacks
Punch Maneuver
To Learn: Spinning Back Fist punch 2, then Spinning Knuckle punch 3, athletics 1
Power Points: Special forces 2, western kickboxing, wu shu, ler drit, Savate, baraquah 3, any 4
System: The fighter rolls two damage tests. Also, the fighter may use this maneuver to evade projectile attacks, similar to the Jump maneuver.
Modifiers: Cost: 1 willpower, speed -1, damage +1, move +3

Spinning Pile Driver
(sf 120) The fighter grabs, spins high in the air, and lands with a powerful Pile Driver
Grab Maneuver
To Learn: First the fighter must learn Jump athletics 1 and Pile Driver grab 3, athletics 1, in any order he wishes. Then he may learn Spinning Pile Driver grab 4, athletics 3, Jump, Pile Driver
Power Points: Wrestling 3, sanbo 4, native American wrestling 5
System: The victim suffers a Knockdown in addition to regular damage, and is bounced three hexes away (attacker's choice of which direction) after impact.
The spinning Pile Driver can be used to avoid projectiles, and counts as an aerial maneuver while the attacker is airborne.
Modifiers: Cost: 2 willpower, speed -2, damage +7, move: 2

Spontaneous Combustion
(pg. 99) The fighter can make opponents burst into flames
Focus Maneuver
To Learn: First, the character must learn Heatwave focus 2, elemental (or other special) background 3. Then he is prepared to move on to Spontaneous Combustion focus 3, elemental 4, Heatwave
Power Points: Elemental (fire) 4
System; the fighter must defeat the defender in a contested Focus roll. If the elemental succeeds, the defender bursts into flames, taking the damage listed below. Each round thereafter, the elemental can continue to expend Chi to keep the fire burning. The affected character can counteract this expenditure of Chi by spending one action rolling on the ground to put the fires out. Unfortunately, it is not always wise to do this in combat, as any rolling character's action is at -2 speed on the following round.
Modifiers: Cost; 2 chi the first round, 1 chi thereafter, speed +0, damage: +5 first round, +2 thereafter, move; -2

Stepping Front Kick
(sf 115) The fighter knees the opponent, knocking him back, then kicks him
Kick Maneuver
To Learn: Double Hit Kick kick 2, then Stepping Front Kick kick 4
Power Points: Kung fu, majestic crow kung fu, jeet kune do, silat 3, western kickboxing, wu shu, ler drit 4
System: The fighter must move into the hex of his opponent for the knee attack, which forces the victim back whether or not damage is scored. Then the fighter proceeds with a kick in the same turn. If the fighter cannot reach the same hex but one adjacent, he may still attack with the kick.
Modifiers: Cost: 1 willpower, speed +0, damage +1, move +1

Stomach Pump
(sf 120) The fighter grabs an opponent and squeezes his stomach or other sensitive organ
Grab Maneuver
To Learn: Grab 4, punch 2
Power Points: Sanbo, native American wrestling, ju jitsu, pankration, wrestling 3
System: Sustained hold
Modifiers: Cost: None, speed +0, damage +4, , move: One

Stone
(pg. 99) The fighter creates (or obtains) a giant stone and hurls it at a victim
Focus Maneuver
To learn: First, the character must learn Wall focus 1, elemental (or other special) background 2. He may then move on to learn Pit focus 3, elemental 3, wall. Some powerful characters may move even further in this direction of focus to master Weight* focus 3, elemental 4, wall, stone, pit. This will also require the fighter to learn Stone (First, the character must learn Wall focus 2, elemental 2. He may then learn Stone focus 2, punch 2, elemental 2, wall)
Power Points: Elemental (earth) 2
System: This is a projectile attack, very similar to Ice Blast or Fireball. The more Focus the fighter has, the larger the stone is. Because the stone is thrown, the Focus maneuver uses Strength instead of Intelligence to determine the damage inflicted.
Modifiers: Cost; 1 chi, speed -2, damage: Strength + focus move; none

Storm Hammer
(sf 121) The fighter picks up the victim by the head and smashes his face to the ground
Grab Maneuver
To Learn: First the fighter must learn Jump athletics 1, then he may learn Storm Hammer grab 5, athletics 3, jump
Power Points: Native American wrestling, wrestling 5
System: The fighter enters the victims hex, grabs, and both end up in any area up to three hexes away. The victim will suffer a knockdown if damaged. This maneuver is considered an aerial maneuver, and can be used as a Jump to dodge projectiles.
Modifiers: Cost; 2 willpower, speed -2, damage +7, move: One

Stunning Shout *
(sf 130) The fighter can create a sound of high power, stunning opponents
Focus Maneuver
To Learn: Focus 2
Power Points: Shotokan karate, sumo, silat 2, ler drit, majestic crow kung fu, aikido, tai chi chaun 3, any 4
System: The fighter must declare one opponent as the target of a Stunning Shout (although the Storyteller could allow minor thugs to be attacked in groups). The victim of the shout must make a resisted roll between the victim's permanent Willpower Rating and the fighter's permanent Willpower rating. If the victim wins, there is no effect.
If the attacker wins, one of two things happens, depending on whether the opponent has acted in the turn. If the victim has not acted, he loses all move and remaining actions for the turn. If he has acted, each extra success the attacker won the resisted Willpower roll by subtracts one from the speed of the victim's next maneuver.
Modifiers: Cost; 1 chi, speed +2, damage: None, Move -2

Suplex *
(sf 121) The fighter grabs an opponent, falls backwards, and uses the victim's head to cushion the fall
Grab Maneuver
To Learn: Grab 1
Power Points: Native American wrestling, sanbo, special forces,spanish ninjitsu, ju jitsu, pankration,wrestling 1, any 2
System: Victims of a Suplex suffer a knockdown. The victim lands one hex behind his original position (attacker's choice of which hex).
Modifiers: Cost; none, speed: +0, damage: +2, move: One
Training Notes:
Some fighters continue on to learn Siberian Suplex grab 4, athletics 2, Suplex
If combined with Jump athletics 1, the fighter is prepared to learn Air Suplex grab 3, athletics 3, jump, Suplex

Tail Sweep
(pg. 90) The bestial fighter performs a spinning sweep, using his tail
Athletics Maneuver
To learn: First, the fighter must have a tail through some sort of special background. Then the fighter may learn Upper Tail Strike athletics 3, then Tail Sweep athletics 1, upper tail strike. If the fighter also knows (or then learns) Jump athletics 1, he may continue on to master the Typhoon Tail athletics 3, tail sweep, jump
Power Points: Animal hybrid 2
System: Anyone in adjacent hexes are struck by the tail and, if damaged, suffer a knockdown, friend and foe alike. This is a crouching maneuver.
Modifiers: Cost; none, speed -1, damage +1, move; none

Tearing Bite
(pg. 88) The fighter chomps down on the head/neck, then flips the target over his back
Grab Maneuver
To learn: First the fighter must have the ability to cause a large bite wound (through the Animal Hybrid Background or other means), and the Bite basic maneuvers. Then he learns Tearing Bite grab 2, athletics 2, and may go on to learn Jaw Spin grab 4, athletics 3, tearing bite
Power Points: Animal hybrid 2
System: After applying the damage, the attacker then throws his opponent in the opposite direction from the one he is facing. The victim travels a number of hexes equal to the fighter's strength -1. Use the animal hybrid (or similar strange background) rating to determine damage in place of the grab technique.
Modifiers: Cost; 1 chi, speed +1, damage +4, move: One

Telepathy
(sf 130) The character can communicate by thinking
Focus Maneuver
To Learn: Focus 3 Some practitioners continue to learn Mind Reading focus 4, telepathy
Power Points: Ler drit, kabaddi, aikido, baraquah, tai chi chaun 2, any 3
System: A character using telepathy can link a number of additional people up to her rating in Focus. So, a character with a Focus Technique of 3 could link himself and three other people. Each individual must be within range equal to the telepath's Wits + Focus in hexes, and must stay within that range to maintain the link.
In between each combat turn, the telepath can decide which characters will be part of the telepathic link for the upcoming turn. Those players can then discuss combat strategy among themselves without anyone else being able to hear them.
Maintaining the links costs one Chi point per turn.
Modifiers: Cost; 1 chi per turn, speed: None, damage; none, move: None

Thunderstrike
(sf 124) The fighter leaps right up to the victim and strikes with a shoulder, knee, or whatever
Athletics Maneuver
To Learn: First the fighter must learn Jump athletics 1, then Thunderstrike athletics 2, jump
Power Points: Native American wrestling, pankration 1
System: The fighter's opponent must be standing in the same or adjacent hex when the fighter performs this move. The fighter moves into the opponent's hex, rolls damage for the Thunderstrike, and then finishes his movement. Thunderstrike is an aerial maneuver and enables the user to avoid projectile attacks like a Jump.
Modifiers: Cost: None, speed +0, damage +5, move -1

Thunderclap
(sf 130) The warrior can slam his hands together and make a wave of thunder
Focus Maneuver
To Learn: Focus 3, punch 1
Power Points: Native American wrestling 4
System: The thunderclap inflicts damage upon everyone within three hexes of the character. The damage is equal to Intelligence + Focus -3.
Modifiers: Cost; 1 chi, speed +0, damage -3, move; none

Tiger Knee
(sos 27) The fighter crouches down then springs up, driving his knee into his opponent
Kick Maneuver
To Learn: First the fighter learns Jump athletics 1. Then he continues on to Tiger Knee kick 3, athletics 2, jump
Power Points: Thai kickboxing 4, special forces, western kickboxing, jeet kune do 5
System: The tiger knee will cause a knockdown and damage to an aerial opponent. This is an aerial maneuver that can be used to Jump over projectiles.
Modifiers: Cost: 2 willpower, speed +3, damage +2, move +0

Toughskin*
(sf 130) The character can focus his Chi energy to become temporarily tougher
Focus Maneuver
To learn: Focus 2
Power Points: Sumo, animal hybrid, pankration 2, Thai kickboxing, boxing, ju jitsu, lua 3, Savate 4, any 4
System: The player can use the Toughskin combat card along with any other card being played. The character's Soak is increased by two for the duration of the turn.
Modifiers: Cost: 1 chi, See description above

Triple Strike *
(sf 110) The fighter pulls back, then lashes out with two fists and a kick
Punch Maneuver
To learn: Punch 2, kick 1
Power Points: Majestic crow kung fu 1, any 2
System: The fighter makes three attacks, and applies damage from the two that score the most damage. The two punches have +0 damage modifier, the kick has a +1 damage modifier. Remember to use the Punch Technique for the punches, and the Kick Technique for the kicks, naturally.
Modifiers: Cost: None, speed -2, damage: See above, move: None

Turbo Spinning Clothesline
(sf 110) A faster version of the Spinning Clothesline
Punch Maneuver
To Learn: Spinning Clothesline punch 4, athletics 3, then Turbo Spinning Clothesline athletics 4
Power Points: Sanbo 2, Capoeira, special forces 4
System: Identical to the Spinning Clothesline, except it is quicker and travels farther.
Modifiers: Cost; 1 willpower, speed +1, damage +0, move -1

Thigh Press *
(sf 121) The fighter catches the head of the victim in his thighs and flips him headfirst into the ground
Grab Maneuver
To Learn: Grab 2, athletics 2
Power Points: Native American wrestling, sanbo, special forces, ju jitsu, wrestling 2, any 3
System: The opponent suffers a knockdown in addition to regular damage. The fighters switch hexes at the end of the move unless they began in the same hex, in which case the attacker may decide which adjacent hex the victim falls into.
Modifiers: Cost: None, speed -1, damage +4, move: One

Throw*
(sf 122) The fighter picks up the opponent or uses his momentum against him to throw him through the air
Grab Maneuver
To learn: Grab 1
Power Points: Ju jitsu (free), any 1
System: If the move succeeds, the fighter can choose the hex in which his opponent lands after the Throw. The fighter can throw a victim a number of hexes equal to his strength. If the maneuver causes damage, the victim suffers a knockdown. If someone is thrown into yet another victim, damage may be caused to the struck target as well. Roll damage based on the thrown character's Stamina, minus the struck character's Soak (stamina or stamina + block). If a character with a stamina of 4 strikes a character with a stamina of 3, one dice of damage is inflicted, for example.
Modifiers: Cost: None, speed -2, damage +2, move: One
Training Notes:
Some fighters continue to learn Back Roll Throw grab 2, kick 1, athletics 1, throw
Some fighters continue to learn Hair Throw grab 3, athletics 2, Throw
If combined with Jump athletics 1, the fighter may continue on to learn Air Throw grab 2, athletics 1, jump, throw

Tumbling Attack*
(sos 28) A rolling attack that can strike a victim over and over if timed correctly
Athletics Maneuver
To learn: First, the character must learn to Backflip athletics 3, then Tumbling Attack athletics 3, Backflip
Power Points: Spanish ninjitsu 2, Capoeira 3, any 5
System: The tumbling attack has simultaneous movement and damage tests each time the attacker moves a space. When the fighter rolls into a space with an enemy, he rolls a damage test and pushes the victim back one hex. The attacker moves in a straight line. This is a crouching maneuver.
Modifiers: Cost; 1 willpower, speed -1, damage -1, movement +0

Turn Punch
(sf 166) The longer the fighter waits, the more powerful his punch becomes
Punch Maneuver
To Learn: Punch 4
Power Points: Thai kickboxing, boxing, Savate 4, western kickboxing 5
System: The fighter concentrates from 1 to 4 turns. During this concentration, the fighter can use any other maneuvers, but they will all be at -1 speed, damage and move. The fighter can stop concentrating at any time, even on the first turn, and make the Turn Punch, which will have the following modifiers depending on how long the fighter waited.
Turn 1 -1 speed, +4 damage
Turn 2 -1 speed, + 5 damage
Turn 3 +0 speed, +6 damage
Turn 4 +1 speed, +7 damage
Modifiers: Cost: 1 willpower to declare intent to use the Turn Punch, Speed; special, Damage: Special, Move: Two

Typhoon Tail
(pg. 90) The bestial fighter flies across the area, striking with legs and tail repeatedly
Athletics Maneuver
To learn: First, the fighter must have a tail through some sort of special background. Then the fighter may learn Upper Tail Strike* athletics 3, and may move on to Tail Sweep athletics 1, upper tail strike. If the fighter also knows (or then learns) Jump athletics 1, he may continue on to master the Typhoon Tail athletics 3, tail sweep, jump
(*) After learning Upper Tail strike, the fighter may learn Dragon's Tail athletics 4, upper tail strike
Power Points: Animal hybrid 3
System: The fighter begins the Typhoon Tail by moving up to his designated Move in hexes. During this time the fighter is airborne and cannot be hit by projectiles. An opponent in the final hex of movement will be hit by the attacker's knees and take damage at the +5 modifier. The opponent is also knocked back one hex along the fighter's trajectory.
at this point, all fighter's in adjacent hexes, including the one just hit, are struck by the spinning tail and are knocked back one hex away from the attacker. The damage modifier for the second attack is +2.
Unlike other animal hybrid maneuvers, the Typhoon Tail uses Athletics as the base of damage, not the animal hybrid background.
Modifiers: Cost; 1 chi, 1 willpower, speed -2, damage +5/+2 (see above), move +1

Upper Tail Strike
(pg. 91) The bestial fighter whips his tail around to attack the head of his opponent
Athletics Maneuver
To Learn: First, the fighter must have a tail through some sort of special background. Then the fighter may learn Upper Tail Strike* athletics 3, and may move on to Tail Sweep athletics 1, upper tail strike. If the fighter also knows (or then learns) Jump athletics 1, he may continue on to master the Typhoon Tail athletics 3, tail sweep, jump
(*) After learning Upper Tail strike, the fighter may learn Dragon's Tail athletics 4, upper tail strike
Power Points: Animal hybrid 3
System: Airborne or jumping opponents suffer a knockdown if damage is scored. Substitute the Animal Hybrid background in place of athletics for damage purposes.
Modifiers: Cost; none, speed +1, damage +2, move +1

Vacuum
(pg. 99) The wielder can temporarily remove all the air from a given area, a very deadly power indeed
Focus Maneuver
To learn: First, the character must learn Air Blast punch 1, focus 2, elemental 2. He is then ready to move on to Vacuum focus 3, elemental 4, Air Blast
Power Points: Elemental (air) 3
System: The user of this power designates one hex as the target hex. Any fighter in that hex must succeed in a stamina test or be dizzied the following turn. He then suffers damage according to the modifiers below.
Air elementals are unaffected by this power. A target with a higher speed may interrupt and move out of the affected hex before the vacuum forms.
Modifiers: Cost: 1 chi, speed -2, damage +2, move -2

Venom
(pg. 100) The character has fangs or some other way of inflicting a poisonous wound
Focus Maneuver
To Learn: Focus 2, athletics 2, grab 2 The character must also possess the Bite Basic Maneuvers through some means (usually the Animal Hybrid Background).
Power Points: Animal hybrid 2
System; On a successful attack, the target suffers damage according to the modifiers below. For the next two turns, the victim will act at -1 speed and will automatically lose one additional health level per turn of the poison's effect. Venom may not be used in conjunction with other biting attacks - although it makes a good part of a biting combo.
Modifiers: Cost: 1 chi, speed +1, damage: +2 (lingering effects, see above), move: -2

Vertical Rolling Attack*
(sf 125) The fighter leaps into the air in a somersaulting attack
Athletics Maneuver
To learn: First the character must learn Jump athletics 1, then Vertical Rolling Attack athletics 3, jump
Power Points: Capoeira, wu shu, ninjitsu 2, any 4
System: This maneuver is almost identical to a Rolling Attack, except that the fighter leaps up into the air instead of forward. The move is good for knocking down high-jumping opponents or for vaulting over fences or onto roof tops. A character using this maneuver can leap four feet into the air for each dot in Athletics.
This maneuver causes a Knockdown to aerial opponents. It counts as an aerial maneuver itself and can be used to avoid projectiles as a Jump.
Modifiers: Cost: 1 willpower, speed +0, damage +3, move +0
Training Notes:
If combined with Rolling Attack athletics 3, the fighter is prepared to learn Beast Roll athletics 5, rolling attack, vertical rolling attack

Wall
(pg. 100) The fighter causes a wall of earth to spring fourth, hitting or blocking an opponent
Focus Maneuver
To learn / Training Notes: First, the character must learn Wall focus 1, elemental (or other special) background 2. He may then move on to learn Pit focus 3, elemental 3, wall. Some powerful characters may move even further in this direction of focus to master Weight* focus 3, elemental 4, wall, stone, pit. This will also require the fighter to learn Stone (First, the character must learn Wall focus 2, elemental 2. He may then learn Stone focus 2, punch 2, elemental 2, wall)
Power Points: Elemental (earth) 2
System: The elemental selects a hex other than his own and fills it with a wall of earth. The range of this power is Perception + Focus. Anyone in the hex suffers damage as listed below. To pass it, the wall must be circumvented or beaten down. The fighter must be in contact with the earth for this power to work.
The wall has a number of Health levels equal to the elemental's Focus technique, and a Stamina equal to the Elemental Background.
Modifiers: Cost: None, speed -2, damage +2, Move: None

Wall Spring*
(sf 125) The fighter uses wall-bouncing action to add range and height to a jump
Athletics Maneuver
To learn: Fist the fighter must learn Jump athletics 1, then Wall Spring athletics 3, jump
Power Points: Wu shu, spanish ninjitsu, majestic crow kung fu, ninjitsu, jeet kune do 1, any 2
System: The fighter can jump normally up to his full move. Additionally, if he aims for a wall, he can bounce off the wall with a good push of the legs and travel another full move plus two hexes away. The fighter bust bounce off the wall at the opposite angle he jumped onto it, unless he jumped straight at the wall, in which case he moves straight backward.
Like a regular jump, the spring may be used with any basic punch or kick. In this case, use the basic maneuver's speed and damage modifiers, but use the Wall Spring's move modifiers. This is an aerial maneuver.
Modifiers: Cost: None, speed +2, damage: None (see above), move: +0 first jump, +2 off spring

Weight
(pg. 100) The fighter calls upon mystical powers to increase the gravitational pull of a target
Focus Maneuver
To Learn: First, the character must learn Wall focus 1, elemental (or other special) background 2. He may then move on to learn Pit focus 3, elemental 3, wall. Some powerful characters may move even further in this direction of focus to master Weight* focus 3, elemental 4, wall, stone, pit. This will also require the fighter to learn Stone (First, the character must learn Wall focus 2, elemental 2. He may then learn Stone focus 2, punch 2, elemental 2, wall)
Power Points: Elemental (earth) 3
System: This is a projectile attack and may be dodged as such. Otherwise, the target will not be able to jump for the following round, and will suffer -2 speed and -2 move. This effect cannot be sustained but may be used successively.
Modifiers: Cost: 1 chi, speed -2, damage: None, move -1

Whrilwind Kick
(sf 115) The fighter kicks into a handstand and spins like a top, kicking, upside down!
Kick Maneuver
To Learn: Kick 4, athletics 4
Power Points: Wu shu 4, shotokan karate, majestic crow kung fu 5
System: The fighter moves in a straight line. Each hex surrounding the fighter is attacked once. Any damaged victims are knocked back one space. Then the process is repeated until the fighter stops or runs out of Move. Victims who block may continue to block each attack if they are attacked more than once. If the fighter moves into the same hex as an opponent, that opponent is knocked back one space whether or not damage is scored, into the path of the user of the Whrilwind Kick. This is an aerial maneuver.
Modifiers: Cost; 2 willpower, speed -2, damage +0, move -1

Widowmaker*
(sf 84) The fighter makes a short jump, and puts everything he has into one devastating punch
Punch Maneuver
To Learn: First the fighter learns Jump athletics 1 and Haymaker punch 1 in any order. Then he is ready to learn Widowmaker punch 3, jump, Haymaker
Power Points: Savate 2, any 2
System: The fighter may jump up to two hexes toward an opponent before inflicting damage. Any target damaged by the Widowmaker suffers a knockdown. Because of the overhand strike involved with this move, a jumping target will not be hit, as the punch doesn't develop any real force until the swing is completed.
The widowmaker is an aerial maneuver and may be used to avoid projectiles.
Modifiers: Cost: None, speed -3, damage +5, move 2 (maximum)

Wounded Knee*
(sf 115) the fighter kicks the victims feoral nerve in the shin, making it difficult to use the leg
Kick Maneuver
To Learn: Kick 3
Power Points: Native American wrestling, western kickboxing, Thai kickboxing, baraquah, lua, pankration 2, any 3
System: If damage is caused, the victim suffers -2 to Move on all maneuvers and -2 to speed on all Kick maneuvers for two turns. If damaged more than once with this maneuver, the victims modifiers do not increase, but the two turns that it affects start over.
Modifiers: Cost; none, speed -2, damage +3, move -1

Yoga Flame
(sf 131) The character can breathe out a deadly flame
Focus Maneuver
To learn: First the character must learn Fireball focus 3. Then he may continue to learn Yoga Flame focus 4, fireball
Power Points: Kabaddi, silat 3
System: The fighter must decide in which direction to breathe the flames. The inferno erupts in a cone-shaped flame that affects one hex adjacent to the fighter and three hexes just behind that. Any character in the spaces or that moves into them until the end of the turn is a victim of a damage test.
Modifiers: Cost: 2 chi, speed -2, damage +7, move: One

Yoga Teleport
(sf 131) The fighter can disappear and reappear in another location without physically traveling
Focus Maneuver
To learn: Focus 5 Although this maneuver requires no others, it is difficult to learn
Power Points: Kabaddi 5
System: When executing this move, a player simply announces that his character has disappeared. At any point during the rest of the turn, the player can choose to have his character reappear on the map anywhere within his character's Intelligence Focus in hexes away from his original position.
Modifiers: Cost; 2 chi, speed+3, damage: None, Move; see description above

Zen No Mind *
(sf 131) The character waits, and then chooses between three pre-chosen maneuvers
Focus Maneuver
To Learn: Focus 3
Power Points: Tai chi chaun 2, kung fu, Thai kickboxing, ninjitsu, aikido, baraquah (called No Ego), jeet kune do, ju jitsu, silat 3, any 4
System: The player can select three combat cards from the character's deck. The character must then wait until everyone has moved and attacked. At the very end of the turn, the character chooses one of the three cards as his action that turn.
Modifiers: Cost; 1 willpower, See description above

 
 
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