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Maneuvers created with CHAMPS

Role-Playing Games > Street Fighter > CHAMPS

NEW MANEUVERS
This is a list of Maneuvers created by players and storytellers using the CHAMPS system, or by the creator of the CHAMPS system. All Maneuvers presented here have been reviewed by J. Scott Pittman (creator of the CHAMPS system), and have been given the "Seal of Approval" as official CHAMPS Maneuvers!

Updates:
Neck Strike added Febuary 15, 2005

PUNCH
DEMON FIST
Created with the CHAMPS system
Jazzy Jeff’s Version
Punch Maneuver
Tag: Punch + Focus Maneuver
Path: First the fighter must learn Psychokinetic Channeling (focus 3.)
The fighter attacks his opponent with a punch engulfed in hellfire that spreads to the opponent’s body after knocking him clean off his feet.
Prerequisites: Punch 3 (-30), Focus 4 (-60), Psychokinetic Channeling (-2) = -92
Basic Modifiers: Chi 2 + 1/turn (-75), Speed +2 (+75), Damage +3 (+100), Move +0 (-0) = +100
Bonuses/Weaknesses: Destroy Body (+400), Knockdown (+45) = +445
Total Construction Points: 100 + 445 - 92 = 463
Basic Power Point Cost: 9.26 (9)
Special Power Point Modifiers: -5 from Psychokinetic Channeling = 4
Power Points: Zack’s North American Blend 2, Any 4
System: If the target of the Demon Fist takes any damage he must succeed in a contested focus roll against his attacker or continue to take damage from the Demon Fist every following round his attacker spends a point of chi to sustain the attack. The target may end the attack at any time by expending a point of chi to extinguish the flames.

DRAGON HAND
("The Roaring Dragon Leaves it's Cave")
Herve's Version
Created with the CHAMPS system
Punch Maneuver
Tag: Punch + Focus
Path: The fighter must learn Punch 4 and Focus 4 in any order. then he must learn Monkey Grab Punch. After this, he is ready to learn the Dragon Hand.
Prerequisites: Punch 4, Focus 4, Monkey Grab Punch
Description: The fighter makes an egulfing move with one of his arm to break the guard
of his ennemy, holding one of his arms ( mostly like the monkey grab
punch), he then focuses his chi in his second arm, and stikes the ennemy
right in the chest with the palm of his hand, extending fully his arm
and releasing the chi . The ennemy is then propusled away several
meters, and generaly lands on the back.

System: The fighter uses the modifiers below. This Maneuver Ignores Blocks unless the opponent is using a Crouching Maneuver or Punch Defense. However, the fighter will still be able to attempt to damage his foe if they are using such defenses: their Block is simply not ignored in such a case.
 This Maneuver cannot be used against an Ariel opponent. If an opponent is damaged by this Maneuver, the victim is knocked back an amount of hexes equal to the damage caused to the victim, and the victim suffers a Knockdown as well.
 The fighter is at +4 to Blocking Soak vs. Punch Maneuvers, -2 Blocking Soak vs. all others while using this Maneuver.

Basic Modifiers:
Speed +0 (0pts)
Damage +6 (325 pts)
Move: Two (10 pts)
Require 1 chi to activate (-50)

Advantages/Weaknesses:
Ennemy suffer a Knockdown (+90)
Ennemy suffer a Knockback equal to damage (+100)
Ignore Block (Limited against Punch Defense and Crouching Maneuvers): (+90)
Punch Defense (+50)
Useless versus Aerial (-200)

Technique/Maneuver requirements:
Punch 4 (-60) Focus 4 (-60) Monkey Grab Punch
(-2)
Total Construction Points: 293 Construction Points
Basic Power Point Cost: 5.86 (6 PP)
Special Power Point cost modifiers: -1 for Monkey Grab Punch = 5 PP
Final Power Point score: Any 5

NECK STRIKE
Scott Pittman's Version
Concept: Attacker strikes the opponent's neck with the tips of his fingers
Maneuver Type: Punch
Tag: Punch
Prerequisites: Punch 000, Shikan-Ken/Ninja Knuckle-Fist
Path: Punch 00, Then Shikan-Ken, then Punch 000. then neck Strike
Description: The fighter reaches out and strikes the victim's neck with his fingers. Unless the target is Blocking, he may only use half of his normal Stamina for soaking purposes. This Maneuver cannot affect characters using an Aerial Maneuver.
Speed: +1
Damage: +2
Move: +1
Bonuses and Weakness: Weakened Soak (Stamina), Useless vs. Aerial
Power Points: Any 4

WINGTIP
Knight of the Black Rose Version
Edited by MilkmanOfDoom
Created with the CHAMPS system
Punch Maneuver
Tag: Punch + Athletics + Focus
Path to Learn: Focus 1, Punch 4, Athletics 2
Description: Like the wingtip of a phoenix, the fist lashes out quickly, shimmering
with heat.
Basic Modifiers:
cost: None (unless used with rekka Ken),
speed +1 (100 construction points after The Doubling Effect takes place)
damage +2 (150 construction points after The Doubling Effect)
move +0
Total Construction Points = +250
Advantages/Weaknesses: This punch can be used with the Rekka-Ken.(+50) = +50
Technique/Maneuver Requirements: Focus 1(-10), Punch 4 (-60), Athletics 2 (-20) = -90
Total Construction Points: 210
Basic Power Point Cost: 4.2
Special Power Points Modifiers: None
Power Points: Any 4
Notes: See the new Can be used with rekka Ken as a 50 point Bonus on the CHAMPS home page. The Maneuver here may seem a bit pricy, but that's due to the fact that it has no prerequiste Maneuvers, is all positives (no negative to speed, move, etc.), and has a nice bonus that will allow it to be used quite well with Rekka Ken.

KICK
MASS DRIVER
Jazzy Jeff’s Version, #1 (Kick)
Kick Maneuver
Tag: Kick + Focus
Path: First the fighter must learn the Flying Heel Stomp (Athletics 3, Kick 2, Jump) and Shockwave (Punch 4, Focus 2); he may then go on to learn the Mass Driver (Kick 3, Focus 4, Flying Heel Stomp, Shockwave)
The fighter jumps into the air and dives towards his opponent feet-first in a spiraling, vertical, energy wreathed drop kick. The impact is then amplified a thousand fold into a massive seismic explosion that hurls friends and opponents alike to the ground.
Prerequisites: Kick 4 (-60), Focus 4 (-60), Flying Heel Stomp (-2), Shockwave (-2) = -124
Basic Modifiers: 1 Willpower, 1 Chi (-100), Speed -1 (-50), Damage +6 (+325), Move +0 (-0) = +175
Bonuses/Weaknesses: Aerial (Affects Crouching Maneuvers) (+75), Improved Surround Pound (+500), Knockback Equal to Damage (+100), Improved Knockdown (+100), Useless Vs. Aerial (-200) = 575
Total Construction Points: 175 + 575 – 124 = 626
Basic Power Point Cost: 12.52 (13)
Special Power Point Modifiers: -6 from Shockwave = 7
Power Points: Zack’s North American Blend 5, Associated Maneuver 7
System: The fighter jumps into a target hex and deals damage (Strength + Kick+ 6) to all applicable targets (The Mass Driver is known for gratuitous collateral damage) within 3 hexes of the fighter. All targets are automatically knocked down regardless if damage is scored, and are knocked back a number of hexes equal to damage taken.
The Mass Driver may be used to avoid projectiles, and also affects crouching opponents but is ineffective against opponents in the air (although the explosion may make their ears ring at the Storyteller’s discretion.)


STANDING THRUST KICK
Created with the CHAMPS system
Jazzy Jeff’s Version
Kick Maneuver
Tag: Kick + Athletics Maneuver
Path: Kick 4, Athletics 2
An aerial opponent’s nightmare, the fighter hits his opponent with a vicious thrusting kick that utilizes the majority of the muscles in his lower body to brute-force his hapless opponent into dreamland.
Prerequisites: Kick 4 (-80), Athletics 2 (-20) = -100
Basic Modifiers: Speed +0 (none), Damage +6 (+325), Move -2 (-25) = +300
Bonuses/Weaknesses: Knockdown (Aerial) (+60)
Total Construction Points: 300 + 60 - 100 = 260
Basic Power Point Cost: 5.2 (5)
Special Power Point Modifiers: None
Power Points: Zack’s North American Blend 4, Any 5

ATHLETICS

GRAB
GROUND POUNDER
Created with the CHAMPS system
Jazzy Jeff’s Version
Grab Maneuver
Tag: Punch + Grab Maneuver
Path: Punch 2, Grab 3, Throw
In a Maneuver sure to leave an opponent wondering what just happened, a fighter grabs his opponent and flips him to the ground in such a way as to leave his head in a prime position to be run into the ground on the business end of the fighter’s fist.
Prerequisites: Punch 2 (-20), Grab 3 (-30), Throw (-2) = -52
Basic Modifiers: Speed +0 (-0), Damage +3 (+100), Move +0 (-0) = +100
Bonuses/Weaknesses: Ignores Blocks (free), Traveling Slam (+200), Improved Knockdown (+225), No Combo (-15), Straight Line Only (-50), Useless Vs. Aerial (-200), Useless vs. Crouching (-50) = 110
Total Construction Points: 100 + 110 - 52 = 158
Basic Power Point Cost: 3.16 (3)
Special Power Point Modifiers: None
Power Points: Any 3


RIB QUAKER
Created with the CHAMPS system
Jazzy Jeff’s Version
Punch Maneuver
Tag: Punch + Focus Maneuver
Path: The fighter must first learn Shockwave (Punch 4, Focus 2) and may then go on to learn Rib Quaker (Focus 3)
The fighter focuses energy into his fist and causes an extremely localized earthquake in his opponent’s ribcage!
Prerequisites: Punch 5 (-120), Focus 3 (-30), Shockwave (-2) = -152
Basic Modifiers: Willpower 1, Chi 1 (-100), Speed +0 (-0), Damage +5 (+200), Move +0 (-0) = +100
Bonuses/Weaknesses: Altered Damage Technique: Focus (+25), Ignores Stamina (+175), Ignores Blocks (+375) = +575
Total Construction Points: 100 + 575 - 152 = 523
Basic Power Point Cost: 10.46 (10)
Special Power Point Modifiers: -6 from Shockwave = 4
Power Points: Zack’s North American Blend 2, Any 4
System: The fighter attacking with the Rib Quaker rolls his damage with the modifiers above. The Rib Quaker ignores blocks and the victim’s stamina.

BLOCK

FOCUS
MASS DRIVER
Created with the CHAMPS system
Jazzy Jeff’s Version, #2 (Focus)
Focus Maneuver
Tag: Kick + Focus
Path: First the fighter must learn the Flying Heel Stomp (Athletics 3, Kick 2, Jump) and Shockwave (Punch 4, Focus 2); he may then go on to learn the Mass Driver (Kick 3, Focus 4, Flying Heel Stomp, Shockwave)
The fighter jumps into the air and then, wreathed in spiraling energy, impacts the ground and rocks the room with a mighty explosion that hurls his opponents to the ground.
Prerequisites: Kick 4 (-60), Focus 4 (-60), Flying Heel Stomp (-2), Shockwave (-2) = -124
Basic Modifiers: 1 Willpower, 1 Chi (-100), Speed -1 (-50), Damage +6 (+325), Move +0 (-0) = +175
Bonuses/Weaknesses: Aerial (Affects Crouching Maneuvers) (+75), X for Damage (+30), Improved Surround Pound (+500), Knockback Equal to Damage (+100), Improved Knockdown (+100), Useless Vs. Aerial (-200) = 605
Total Construction Points: 175 + 605 - 124 = 656
Basic Power Point Cost: 13.12 (13)
Special Power Point Modifiers: -6 from Shockwave = 7
Power Points: Zack’s North American Blend 5, Associated Maneuver 7
System: The fighter jumps into a target hex and deals damage (Strength + Focus + 6) to all applicable targets (The Mass Driver is known for gratuitous collateral damage) within 3 hexes of his hex. All fighters are automatically knocked regardless if damage is scored, and are knocked back a number of hexes equal to damage taken.
The Mass Driver may be used to avoid projectiles, and also affects crouching opponents but is ineffective against opponents in the air (although the explosion may make their ears ring at the Storyteller’s discretion.)

TWIN FIREBALLS
Created with the CHAMPS system
Herve Gander Version
Focus Maneuver
Tag: Focus
Path: The fighter must learn Fireball, and in order to learn Twin Fireballs (Focus 4).
Prerequisites: Focus 4, Fireball
Description:
The fighter shoots a pair of fireballs that follow an interlaced sinusoidal path (while one is low on the ground, the other is high above the ground, then the opposite a few seconds later).
System: Two damages roll are done again the opponent, unless he was in a aerial or crouching maneuver, in which case only one of the two fireball hit him, scoring then only one hit.
 If the victim of the attack is damaged, he is knocked back one hex (regardless of whether one or both fireballs strike the victim).
Basics modifiers:
Speed: -2  (-75 pts)
Damage: +2 (+75 pts)
Move: None (0 pts)
Range: Sight (+200 pts)
Require 1 Chi to activate (-50 pts)
Advantages/weaknesses:
Strike aerial (+25pts)
Multi hit X2 (+150 pts)
One strike vs. aerial (-50 pts)
One strike vs. crouching (-25 pts)
Opponent Knocked Back one hex if the Maneuver causes damage (+80 pts)

Techniques/maneuvers requirements:
Focus 4 (-60), fireball (-2)
Total construction points: 268 pts
Basic power Point Cost: 5.36 (5 PP)
Special modifier: fireball -2 PP
Final Power Point Score: Any 3

 
 
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