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New Maneuvers

Role-Playing Games > Street Fighter > Maneuvers

NEW SPECIAL MANEUVERS
Oops! I said earlier 9/28/99 that the list was complete. I was wrong. Now it is complete... new Maneuvers since that date include Speed Draw, Disintegration, , and Mental Blast.
New! Added on Feb. 9! The Crouching Block!

Listed in the following maneuvers are new Weapon Techniques. These techniques are Archery (which takes the place of Bow), Paired Swords and Rapier (similar to swords but with different maneuvers, Garrote and Nunckaku. Blunt Weapons has been omitted here as a Weapon Technique (Club was the only weapon in Contenders to use the Technique, and it is already a technique itself). None of the following maneuvers apply to Firearms except Speed Draw.

At any place where "proper weapon technique" is used, the character must possess one of the weapon techniques listed in the Power Points area of the weapon maneuver description. If a character has more than one of the following weapons and learns a maneuver, he must specify which weapon the maneuver applies to. For example, a character learning Air Throw, Weapon could learn Air Throw, Weapon (whip), Air Throw, Weapon (chain), or Air Throw, Weapon (staff). Of course, the character could come back at a later time and learn the same maneuver for a different weapon.

AIR HURRICANE STRIKE
Weapon Maneuver
To Learn: Jump athletics 1 and Hurricane Strike proper weapon technique 4, Athletics 3 must first be learned, but not necessarily in that order, then Air Hurricane Strike proper weapon technique 4, athletics 3, jump, hurricane strike
Power Points: Paired swords, sword, chain/whip, spear, flail, rapier, staff, ax, nunckaku 2
System: This maneuver acts just like a hurricane kick, but may also be used as a Jump to avoid projectiles.
Description: The fighter leaps up and enters a Hurricane Strike
Modifiers: Cost: 1 Chi, 1 Willpower, speed -1, damage -1, move +1

AIR THROW, WEAPON
Weapon Maneuver
To learn: First, the fighter must learn Weapon Throw grab 1 and Jump athletics 1, in any order. Then the fighter may learn Weapon Air Throw proper weapon technique 2, athletics 1
Power Points: whip/chain 3, staff 4
Description: The fighter leaps into the air and catches an aerial opponent with his weapon, smashing him downward
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 adjacent to the character, catching him with his weapon, and throws him (if damage is scored) into any area within three hexes of the victim's position. 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

BACK ROLL THROW, WEAPON
Weapon Maneuver
To Learn: First the fighter must learn Throw grab 1, then he may learn Weapon Back Roll Throw proper weapon technique 2, kick 1, athletics 1, throw
Power Points: Staff 1, spear 2
Description: The fighter grabs the victim, using leverage from his weapon, and rolls over, throwing the victim behind him
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 STRIKE
Weapon Maneuver
To Learn: Proper weapon technique 2, athletics 2
Power Points: Any (except archery, thrown weapons, and garrote) 3
Description: The fighter attacks and then leaps away
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 Strike proper weapon technique 3, athletics 3, backflip strike, jump

BICYCLE KICK*
Kick Maneuver
To Learn: Kick 2, athletics 2
Power Points: Any 4
Description: The fighter flies, hitting his opponent in a series of kicks that happen in a bicycle-like motion
System: A bicycle 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

CAT STANCE*
Athletics Maneuver
To Learn: Athletics 1, kick 1
Power Points: Any 2
Description: The fighter prepares to strike with a kick
System: The Neko-Ashi-Dachi, or Cat Stance, was developed in Okinawa, and is used mostly by Okinawan styles and a few styles in China. Almost all balance is shifted to the back leg as the slightly raised front leg comes perpendicular to the left foot. The result is that the leg is ready to strike almost instantaneously.
It takes a full turn to enter the Cat Stance, during which time the Cat Stance is ruined if the character is damaged, moved, knocked back or knocked down. The next turn character may perform any Basic Kick Maneuver with a +3 speed modifier, but the Move of the maneuver is reduced to One. Needless to say, some fighters have made this the first Maneuver in a deadly combination of strikes.
Modifiers: Cost: None, speed -1 when taking the stance; +3 when making the kick damage: See above, damage: See above, move: None when taking the stance, One when making the kick

CROUCHING BLOCK
Block Maneuver
Prerequisites: Block 1
Power Points: Any 1
Fighters across the world know the value of a good block, and when to
dodge. Sometimes both at once is a good thing, too. However, ducking while
blocking seriously hampers the next moment of fighting as the fighter
regains his balance.
System: This Maneuver may ONLY be played as an Abort Maneuver (at the cost
of 1 Willpower Point, as any Abort Maneuver). The Maneuver is a Crouching
Maneuver. The Crouching Block cannot be part of a combo. This Maneuver is
not a normal Basic Block, and does not receive a +2 to Speed the following
turn as per that Maneuver. Instead, the turn after using a Crouching Block,
the fighter receives a -2 to Speed as he regains his balance. All Maneuvers
that ignore or bypass a basic Block will have the same effect on a Crouching
Block, unless they fall victim to the Crouching Block's ability to ignore
Aerial Maneuvers.
As with any Crouching Maneuver, Aerial Maneuvers will not affect the
Crouching character, unless the Aerial Maneuver specifically states that it
affects Crouching Maneuvers. Of course, if the character Aborts but his
Speed is still lower than his opponent's, then the opponent's Maneuver would
still affect him. The character adds his Block Technique to his Stamina when
using the Crouching Block, just as he would with a normal Block.
Cost: 1 Willpower (see above)
Speed: +3
Damage: None
Move: None

DISINTIGRATION*
Focus Maneuver
To learn: Focus 4
Power Points: Any 4
Description: The fighter strikes the opponent with a beam of energy that keeps attacking over and over again.
System: This power works exactly as Acid Breath, except that after the power has completed it's attacks, the victim suffers a knockdown. A victim will not be affected by another Disintegration if he is currently being affected by a Disintegration Maneuver. The range is equal to the fighters Focus x2.
Modifiers: Cost: 1 willpower, 1 Chi speed +2, damage -2, +4, -2, move +0

DODGE
Athletics Maneuver
To Learn: Athletics 1
Power Points: Any 1
Description: The fighter has learned to dive very quickly toward the ground. Some fighters jump to all fours and then back up again, some bend at the knees, some lean back. The quick movement is timed with the opponent's attack to avoid the strike.
System: The fighter adds his Athletics Technique to his Stamina to determine soak. His next action is at -2 speed, and may not be an aerial maneuver. This maneuver will not avoid projectile attacks. This maneuver is effective against grabs as well, but a grab maneuver is at a difficulty bonus of -1 on an attack (since the standard difficulty is 6, this usually means the grabbing attack is made at difficulty 5).
Modifiers: Cost: None, speed +4 (-2 next turn), damage: None, move: None

DASHING STRIKE
Weapon Maneuver
To Learn: Proper weapon technique 4, athletics 1. Then the fighter may move on to learn Dashing Upper Strike proper weapon technique 4, athletics 1, dashing strike
Description: The fighter runs up to an opponent and strikes him quickly and powerfully
Power Points: Paired swords, sword, knife, club, spear, flail, rapier, staff, ax 2
System: Use the following modifiers
Modifiers: Cost: 1 willpower, speed +0, damage +4, move +2

DASHING UPPER STRIKE
Weapon Maneuver
To Learn: First, the fighter learns Dashing Strike proper weapon technique 4, athletics 1. Then the fighter may move on to learn Dashing Upper Strike proper weapon technique 4, athletics 1, dashing strike
Power Points: Paired swords, sword, knife, club, spear, flail, rapier, staff, ax 2
Description: The fighter dashes across to his opponent and delivers a powerful upper-motion strike with his weapon
System: The dashing Upper Strike 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

DEFLECTING STRIKE
Weapon Maneuver
To Learn: Weapon Defense block 2 or proper weapon technique 2, then Deflecting Strike block 3, proper weapon technique 1
Power Points: Paired swords, sword, knife (requires a weapon technique of 5), club, spear, rapier, staff, ax 2
Description: The fighter deflects an attacker's weapon attack with his own weapon attack
System: The Fighter may add his full Proper Weapon Technique to his Soak, and can in return make an attack that uses the following modifiers. Modifiers: Cost: None, speed: +1, damage: -2, move One

DOUBLE DREAD STRIKE
Weapon Maneuver
To learn: Double Hit Strike proper weapon technique 2, then Double Dread Strike proper weapon technique 3
Power Points: Paired swords 1, sword, knife, club, thrown weapons, chain/whip, spear, flail, rapier, staff, ax, nunkaku 4
Description: A quick attack followed by a spinning, powerful attack
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 STRIKE
Weapon Maneuver
To learn: Proper weapon technique 2. Some fighters continue on to learn Double Dread Strike proper weapon technique 3, or Lightning Strike proper weapon technique 4
Power Points: Paired swords 1, sword, knife, club, thrown weapons, chain/whip, spear, flail, rapier, staff, ax, nunkaku 2
Description: The fighter attacks twice, once high and once low
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 Double Dread Strike kick 3
Some fighters continue on to learn Lightning Strike proper weapon technique 4

DRAGON SWORD
Weapon Maneuver
To Learn: Jump athletics 1, then Dragon Weapon Strike proper weapon technique 5, focus 4
Power Points: Sword 5
Description: The fighter calls upon mystical forces to attack with a weapon that flames with Chi energy
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 Weapon Strike 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

ELECTRIC WEAPON
Weapon Maneuver
To Learn: Proper weapon technique 1, focus 3
Power Points: Any weapon 3
Description: The fighter's weapon blazes with electricity for a brief moment, adding damage to an attack
System: Add the damage modifier below to any basic weapon maneuver, or the basic attack for other weapons such as an arrow or the garrote when a Neck Choke is used. It will not affect other special attacks, such as the Flying Neck Choke (for example). The player must select a basic Weapon maneuver and play the Flaming Weapon with it. The flaming weapon only affects damage, not speed or move.
Modifiers: Cost: 1 chi, speed: See above, damage +3, move: See above

ENERGY BALL (OR ENERGY BLAST)
Focus Maneuver
To Learn: Focus 3
Power Points: Any 5
Description: The character can launch a ball of energy at a target
System: Energy Ball/Blast has a range equal to the attacker's Wits + Focus. The attacker must have line of sight. The blast may be physical or magical in nature depending on the character's description.
Modifiers: Cost: 1 Chi, speed -2, damage +2, move: None

ENERGY REFLECTION, WEAPON
Weapon Maneuver
To Learn: Missile Reflection, Weapon proper weapon technique 4, then Energy Reflection, Weapon proper weapon technique 4, focus 4
Description: The fighter uses mystical power to catch and return energy attacks
Power Points: Paired swords, sword, club, staff 3, nunckaku 4
System: This power is similar to Missile Reflection, Weapon, 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

FEINT PUNCH
Punch Maneuver
To Learn: Punch 1
Power Points: Any 1
Description: The fighter tricks his opponent into thinking he was going to make another move
System: The character starts to make a punch but delivers another attack instead. First, the character must play this card in conjunction with any of the three basic punch maneuvers. Then, instead of that attack, he switches to any of the basic maneuvers that have a higher speed than the original claimed attack, which was a diversion. Needless to say, this maneuver cannot be played with a Jab Punch as the first (fake) attack.
A Punch Maneuver must be either the first (fake) maneuver or the second (real) maneuver used. The second attack is the actual Maneuver played, and it is played with a -1 speed.
Both fighter make a resisted roll, the attacker using his Dexterity + Punch Technique, and the defender using his Wits + Block Technique. If the attacker loses, he may still attack, but the difficulty of the attack increases to 9. If the attacker wins, the second (real) maneuver ignores blocks for purposes of damage.
Modifiers: Cost: None, speed/damage/move: See above

FEINT WEAPON ATTACK  
Weapon Maneuver
To learn: Proper weapon technique 1
Description: The fighter tricks his opponent into thinking he was going to make another move
Power Points: Any except archery, garrote 2
System: The character starts to make a weapon attack but delivers another attack instead. First, the character must play this card in conjunction with any of the basic weapon maneuvers. Then, instead of that attack, he switches to any of the basic maneuvers that have a higher speed than the original claimed attack, which was a diversion. Needless to say, this maneuver cannot be played with a Jab Strike as the first (fake) attack. The second (real) attack may be any basic attack, such as a basic punch or kick.
A Weapon Maneuver must be either the first (fake) maneuver used. The second attack is the actual Maneuver played, and it is played with a -1 speed.
Both fighter make a resisted roll, the attacker using his Dexterity + Punch Technique, and the defender using his Wits + Block Technique. If the attacker loses, he may still attack, but the difficulty of the attack increases to 9. If the attacker wins, the second (real) maneuver ignores blocks for purposes of damage.
Modifiers: Cost: None, speed/damage/move: See above

FLAMING DRAGON SWORD
Weapon Maneuver
To Learn: Power Upper Strike proper weapon technique 1 and Jump athletics 1 must be learned first, but not necessarily in that order, then Dragon Sword sword 4. The fighter may then learn the Flaming Dragon Sword sword 5, focus 2
Description: A Chi boosted Dragon Sword attack. Causes the sword and any struck by it to ignite
Power Points: Sword 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 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

FLYING STRIKE
Weapon Maneuver
To learn: First the fighter learns Jump athletics 1. Then he moves on to learn Flying Punch athletics 4, proper weapon technique 3, focus 3, jump
Power Points: Paired swords, sword, knife, club, thrown weapons, spear, flail, rapier, staff, ax, nunckaku 3
Description: The fighter leaps (flies?) up and behind, delivering a strike to the victim's back
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

FOOT SWEEP, WEAPON
Weapon Maneuver
To Learn: Proper weapon technique 2. Most continue on to learn spinning foot sweep proper weapon technique 2, athletics 1
Power Points: Staff 1, spear 2
Description: An attack intended to bring an opponent crashing to the ground
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

GROIN PUNCH
Punch Maneuver
Prerequisites: Athletics 2, punch 2
Power Points: Any 3
Description: The fighter does the splits, moving quickly downward, and punches his victim in the groin area.
System: All damage is calculated to see if the opponent is dizzied - the maneuver can actually only cause a maximum of 2 health levels.
Cost: 1 Willpower
Speed: +1
Damage: +6 vs. men, +2 vs. all others
Move: None

GROUND FIGHTING (FROM CONTENDERS, PAGE 114)
Simulates training in the art of continuing to fight when knocked to the ground
It should be noted here that if the character knows ground Fighting, the character may still continue fighting with a knife or nunckaku technique.

GROUND ICE
Focus Maneuver
Prerequisites: Focus 4, Ice Blast
Power Points: Any 3
Description: The character covers the ground in front of him with slippery ice by use of channeling his Focus into a bitter power.
System: Makes the ground in front of the victim solid ice. Affects three hexes in front of the user. Anyone touching the ground is automatically Knocked Down, and receives -3 to the speed of their next maneuver. The ice remains 2 rounds, so anyone staying in place will fall again. Characters may use aerial maneuver to pass safely across hexes, unless the hex landed in is a hex covered with the Ground Ice.
Cost: 1 Chi
Speed: +2
Damage: None (see above)
Move: None

HEAD LOCK*
Grab Maneuver
To Learn: Grab 1
Description: The fighter places his foe's head in a lock under the arm and begins punching
Power Points: Any 2
System: This is a Sustained Hold. Use the modifiers below.
Modifiers: Cost: None, speed -1, damage +1, move: One

HEART PUNCH, WEAPON
Weapon Maneuver
To Learn: Proper weapon technique 3, focus 1
Power Points: Staff 3, club 4
Description: This unhonorable shot delivers a fast punch to the chest in order to stun the victim
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

HEAD SPLITTER HOLD
Weapon Maneuver
To Learn: Grab 2, proper weapon technique 1
Power Points: Paired swords, sword, club, ax, nunckaku 2
Description: The fighter grabs a victims face or head, pulls down, and starts pummeling him with the end of the weapon, the base of a club or pommel of a sword, for example.
System: This is a sustained hold that uses the fighter's weapon technique to calculate damage scored.
Modifiers: Cost; none, speed +0, damage +2, move: One

HURRICANE STRIKE
Weapon Maneuver
To Learn: Proper weapon technique 4, athletics 3. Most fighters continue on to learn Jump athletics 1, then Air Hurricane Kick proper weapon technique 4, athletics 3, jump, hurricane strike, if part of their style.
Power Points: Paired swords, sword, chain/whip, spear, flail, rapier, staff, ax, nunckaku 3
Description: The fighter becomes airborne, and kicks in repeating circles
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 Strike. This is an aerial maneuver.
Modifiers: Cost; 1 chi, 1 willpower, speed +0, damage -1, move -1

LIGHTNING
Focus maneuver
Prerequisites: Focus 5, Shocking Grasp
Power Points: Any 6
Description: It is said by some that if a practitioner of the Arts can focus himself to a master's degree, he can send his very Chi from his body in the form of lightning, striking his opponents down with the fury of the gods.
System: The lightning does damage equal to the user's Intelligence + Focus +3. The lightning has a range of Wits + Focus. Anyone in the path of the Lightning is struck. This is considered a projectile attack.
Cost: 1 Chi
Speed: +2
Damage: (See above)
Move: None

LIGHTNING STRIKE
Weapon Maneuver
To Learn: Double-Hit Strike proper weapon technique 2, then Lightning Strike proper weapon technique 4
Description: The fighter attacks with dozens of kicks in a flash of only a second or two
Power Points: Paired swords 1, sword, knife, club, thrown weapons, chain/whip, spear, flail, rapier, staff, ax, nunkaku 5
System: The attacker may make three damage tests on an opponent
Modifiers: Cost: 1 willpower, speed -2, damage +1, move: None

LUNGING RAPIER
Weapon Maneuver
To Learn: Rapier 3, athletics 1
Power Points: Rapier 3
Description: The fighter dashes forward and delivers a low, sweeping attack that is quite sup rising
System: This is considered a crouching maneuver. The lunging rapier ignores blocks, unless the victim is performing a crouching block or is using weapon defense.
Modifiers: Cost: None, speed +0, damage +1, move +1

MENTAL BLAST*
Focus Maneuver
To learn: Focus 3
Power Points: Any 3
Description: The fighter uses mental energy to strike an opponent's mind, causing temporary confusion and pain.
System: The fighter attacks by making an Int+Focus roll. The victim rolls a permanent Willpower roll. If the attacker scores more successes, the victim is dizzied. The power has a range, in hexes, equal to the attackers Focus +3.
Modifiers: cost: 1 chi, speed +2, damage: none, see above, move +0

MISSILE REFLECTION, WEAPON
Weapon Maneuver
To Learn: Proper weapon technique 4. Rare fighters continue on to Energy Reflection proper weapon technique 4, focus 4
Power Points: Paired swords, sword, club, staff 2, nunckaku 3
Description: The fighter can catch knives and arrows, and similar weapons, used against him
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. 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

MULTI-ARM PUMMEL
Grab Maneuver
Prerequisites: 2 extra limbs (now that's not easy), strength 5, grab 5
Power Points: Any 6
Description: The incredibly strong fighter takes two arms and grabs his opponent, picking him up off the ground. He then uses his other two arms to pummel the opponent in rapid succession.
System: Use the modifiers below. The attacker makes three damage tests.
Cost: None
Speed: -2
Damage: +2 (x3)
Move: One

NERVE CLUSTER ATTACK
Weapon Maneuver
To Learn: First, the fighter learns Upper End Thrust proper weapon technique 2, then he moves on to Nerve Cluster Attack proper weapon technique 3, upper end thrust
Power Points: Club, staff, nunckaku 2, flail 3
Description: The fighter uses his weapon to attack nerve clusters
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

ONE WITH THE UNIVERSE
Focus Maneuver
To Learn: The character must possess Insight 5, Style Lore 5, Chi 10, Punch, Kick, Athletics and Block of at least 4, a Grab of at least 3, and a Focus of 6! The character must have also learned the following Maneuvers: Psychokenetic Channeling, Chi Kung Healing (or Regeneration or Heal in it's place), and Zen No Mind. He also must have mastered his style (learned all Maneuvers associated with his style).
Power Points: Any 8
Description: The character can enter moments where he can do almost anything
System: No one known has ever learned this Maneuver, but there is a persistent rumor that it does exist, somewhere, or that one with great Focus and determination can teach it to himself.
The character, for a brief moment (one turn), becomes extremely powerful, flowing with the universe. The character can, for one turn only, perform any Maneuver, one he knows or even one he has not learned or ones that are not associated with his style! This does not include Focus Maneuvers. In addition, his action has a difficulty of 4, and any die with a roll of a "1" does not cancel out a success and is instead ignored. The character adds his full Block Technique to his Soak for damage purposes in conjunction with whatever maneuver he chose (if he has chosen a block maneuver, he might add his Block to his Soak twice!) Finally, the anyone using a maneuver or performing an action against the character is at +2 difficulty on their action.
The character loses 5 chi from his temporary Chi score when performing this maneuver, however, beginning on the turn after he played this maneuver, the character regains 4 of those Chi points, one per turn. The character cannot perform One With the Universe again until those points have returned.
Modifiers: Cost: See above, speed/damage/move: See above

OVERHEAD STRIKE
Weapon Maneuver
To Learn: First the fighter learns Jump athletics 1, then Overhead Strike proper weapon technique 2, jump
Power Points: Sword, club, staff, ax 2, paired swords 3
Description: The fighter jumps into the air, bringing his weapon over his head and then down onto his target
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

POWER RINGS
Focus Maneuver
Prerequisites: Focus 3
Power Points: Any 4
Description: The fighter uses her Chi to create a waves of power that forms into the shape of glowing rings that fly into the opponent.
System: The range of this projectile attack is equal to the attacker's Intelligence + Focus. Calculate damage as for any Focus Maneuver.
Cost: 1 Chi
Speed: +1
Damage: +2
Move: None

POWER UPPER STRIKE
Weapon Maneuver
To Learn: Proper weapon technique 1
Power Points: Sword, club, spear, staff, ax 1
Description: A powerful punch using the momentum of the entire body forced upward
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:
Combined with Jump athletics 1, the fighter can continue on to Dragon Sword if part of his style.

ROLL WITH THE HIT
The fighter lessens damage by "going with" the incoming attack
Block Maneuver
To Learn: Block 4
Power Points: Any 3
System: This maneuver may be played in conjunction with any Basic Maneuver, except for Grab. If the character using this maneuver is attacked while Blocking, he may add his Block Technique to his Stamina to determine Soak as usual. If he was attacking, he cannot add his Block Technique to his Stamina, but his Stamina is at +1 for soaking purposes. If the character was using a Basic Maneuver that is an attack, the character makes the attack as usual. A Move Maneuver is also played with it's normal modifiers.
Any character attacking the character using Roll With The Hit has their difficulty of that attack increased by 2. A character using this maneuver does not receive the usual +2 speed modifier when coming from this Block Maneuver.
Modifiers: Cost: 1 willpower, speed/damage/move: See above

SCORPION SPEAR
Punch Maneuver
Prerequisites: Focus 4, punch 2, (special background: undead (optional rule) 4)
Power Points: Any 5
Description: The fighter launches a snake like (or snake?) coil that grabs the victim and pulls him to the opponent, dazed.
System: The range of this attack is equal to Focus + Wits. The attack is made in a straight line and must have line-of-sight. If the attack causes any damage, the victim is "reeled in" to the adjacent hex next to the attacker in the direction that the opponent was in when the attack began. The victim is also dizzied if the attack scores any damage. Damage is equal to Strength +4. This is considered a projectile attack and can be dodged by maneuvers that allow avoidance of such attacks.
Cost: 2 Chi
Speed: +0
Damage: Strength +4
Move: None

SHADOW KICK
Kick Maneuver
To Learn: Double-Hit Kick kick 2, then Lightning Leg kick 4, then Shadow Kick kick 4, double hit kick, lightning leg, shadow kick, or some fighters try to continue on to learn the Great Wall of China kick 5, double-hit kick, lightning leg
Power Points: Any that can learn Lightning Leg 3
as Lightning Leg, requires that maneuver. Move is Two only. Damage scored on the first kick is equally scored by the second and third. Cost: 1 Willpower, 1 Chi
Modifiers: Cost: 1 Chi, 1 willpower, speed -2, damage +1, move: None
Shin Smasher
Weapon Maneuver
To Learn: Proper weapon technique 3
Description: The fighter strikes the victim's feoral nerve in the shin, making it difficult to use the leg
Power Points: Staff 2, nunckaku, club 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

SHOCKING GRASP
Focus Maneuver
Prerequisites: Focus 3, grab 1
Power Points: Any 3
Description: The fighter's hands crackle with electric energy
System: The attacker grabs his opponent for a moment and electrocutes him. The damage of this maneuver is equal to the attacker's Focus + 3, and the victim's Soak is at -2 for damage purposes. like other grab maneuvers, this attack is made from an adjacent hex, as the attacker reaches out and grabs a handful of clothes, an arm, etc.
Cost: 1 Chi
Speed: +2
Damage: (See above)
Move One

SPEED DRAW
Weapon Maneuver
To learn: Proper Weapon Technique 1 Power Points: Paired swords, sword, knife, archery, thrown weapons, flail, rapier, firearms
Description: In a blinding flash of speed, the fighter draws his weapon and attacks.
System: If not used in a combo, the fighter gains +1 to a weapon maneuver's Speed after he uses a Maneuver that does not require the weapon. If he uses Speed Draw as part of a combo, and the combo takes place after a Maneuver that does not require the weapon, the first attack of the Combo that does require the weapon gains +3 to speed! The Speed Draw must be declared at the beginning of the attack or combo, and the Willpower is lost whether or not the attack or combo is successful.
Modifiers: Cost: 1 willpower, speed see above, damage none, move as maneuvers used in conjunction

STRANGLE THROW
Weapon Maneuver
To Learn: First, the fighter learns Jump athletics 1, then Strangle Throw grab 2, athletics 2, jump, proper weapon technique 2
Power Points: Garrote 2, whip/chain 3
Description: The fighter catches an Ariel or normal opponent by the throat with his weapon and hurls him to the ground
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

SHOCKWAVE, WEAPON
Weapon Maneuver
To Learn: Proper weapon technique 4, focus 2
Power Points: Club 2, sword 3
Description: The fighter strikes the ground causing a minor earthquake!
System: The shock wave goes in a straight line a number of hexes equal to the character's strength, starting in the hex next to his own. The shock wave 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

SPINNING BACK STRIKE
Weapon Maneuver
To learn: Proper weapon technique 2
Power Points: Rapier, nunckaku, staff 1, paired swords, sword, spear, ax 2
Description: The fighter whirls around in a 180 degree spin and attacks
System: Use the following modifiers
Modifiers: Cost: None, speed -1, damage +2, move +1

SPINNING SWEEP, WEAPON
Weapon Maneuver
To Learn: Foot Sweep, Weapon proper weapon technique 2, then Spinning Foot Sweep, Weapon proper weapon technique 2, athletics 1
Power Points: Staff 1, spear 2
Description: The fighter spins a full 360 degrees,kicking the feet out from under nearby victims
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

TAUNT
Focus Maneuver
To Learn: Focus 3
Power Points: Any 3
Description: Those who have begun to master their Focus can learn to humiliate their opponent with a single word. The taunt is filled with disrespect and fueled with the fighter's Chi. This rips into the very essence of the opponent, diminishing his spirit, and thus decreasing his available power.
System: The fighter must concentrate intensely to use this maneuver - he cannot abort to another action once he has declared a Taunt. This makes using the maneuver in close combat risky. The fighter may spend one Chi to take away three Chi from his opponent. The victim regains one lost Chi (that is, Chi lost from this maneuver) per turn, and the fighter who did the Taunt regains his lost Chi at the end of three turns. With multiple uses of this power, a fighter can reduce his opponent's Chi to a useless degree. Multiple uses of this power may require some record keeping by the Storyteller. This maneuver has a range of the character's voice. Those who master the power can speak the word even if they cannot speak, and can hear the word even if they cannot hear! The Taunt is more than a word - it is a focus of the fighter's own Chi to challenge and weaken his opponent. Those who use the Taunt automatically lose one temporary Honor point.
Cost: 1 Chi (regained after three turns)
Speed +0
Damage: None (see above)
Move: None

TELEPORT PUNCH
Focus Maneuver
Prerequisites: Yoga teleport, focus 5
Power Points: Any 5
Description: The fighter vanishes only to appear behind his opponent.
System: This maneuver is combined with any basic punch. The attacker must be within enough Move to have attacked the opponent with the basic punch. The attacker disappears, and is placed one hex behind his foe. The punch now has a Difficulty of 5. The punch is played during the same turn the "vanishing" took place.
Cost: 1 Chi, 1 Willpower
Speed: As basic punch
Damage: Special
Move: Special

TORPEDO
Athletics Maneuver
Prerequisites: Punch 4, athletics 4, focus 1
Power Points: Any 5
Description: The attacker hurls himself at his victim, actually flying, for a moment, through the air. The force of this knocks the opponent with the assailant for the full length of the flight.
System: The victim suffers a Knockdown if damage is scored, and is also moved along with the attacker, in the hex in front of him, for the full distance. The attacker must move in a straight line. This is an aerial maneuver.
Cost: 1 Chi, 1 Willpower
Speed: +2
Damage: +2
Move: +2

TUMBLING WEAPON ATTACK
Athletics Maneuver
To learn: First, the character must learn to Backflip athletics 3, then Tumbling Weapon Attack athletics 3, proper weapon technique 2, backflip
Power Points: knife 3
Description: A rolling attack that can strike a victim over and over if timed correctly
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

UPPER END THRUST
Weapon Maneuver
To Learn: Proper weapon technique 2
Power Points: Club, staff, nunckaku, flail 3
Description: The fighter strikes with the upper end of his weapon in a thrusting motion
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 Nerve Cluster Attack proper weapon technique 3, upper end thrust

WEAPON AIR THROW
Weapon Maneuver
To learn: First, the fighter must learn Weapon Throw grab 1 and Jump athletics 1, in any order. Then the fighter may learn Weapon Air Throw proper weapon technique 2, athletics 1
Power Points: Whip/chain 3, staff 4
Description: The fighter leaps into the air and catches an aerial opponent with his weapon,smashing him downward
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 adjacent to the character,catching him with his weapon, and throws him (if damage is scored) into any area within three hexes of the victim's position. 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

WEAPON CHOKE
Grab Maneuver
To Learn: Grab 3, proper weapon technique 3
Description: The fighter strangles his opponent using his weapon, perhaps lifting him off the ground if strong enough
Power Points: Garrote (free), whip/chain 2, nunckaku 3
System: Sustained hold
Modifiers: Cost; none, speed -1, damage +3, move: One

WEAPON COMBO KICK
Weapon Maneuver
To learn: Proper weapon technique 2, kick 1
Power Points: Paired swords, rapier, staff 1, sword, club, spear, flail, ax 2
Description: The fighter pulls back, then lashes out with two strikes of his weapon and a kick
System: The fighter makes three attacks, and applies damage from the two that score the most damage. The two weapon attacks have +0 damage modifier, the kick has a +1 damage modifier. Remember to use the Weapon Technique for the punches, and the Kick Technique for the kicks, naturally.
Modifiers: Cost: None, speed -2, damage: See above, move: None

WEAPON DEFENSE
Weapon Maneuver
To Learn: Proper weapon technique 2 or Block 2 - does not require both. If the fighter knows his proper weapon technique the fighter might continue on to Deflecting Strike block 3, proper weapon technique 1
Power Points: Any 1
Description: The fighter takes his chances, concentrating on parrying only weapon attacks
System: The fighter is at +4 to Parrying Soak vs. Weapon maneuvers, -2 Blocking Soak vs. all others.
Modifiers: Cost: None, speed +4, damage: None, move: None

WEAPON THROW*
The fighter picks up the opponent or uses his momentum against him to throw him through the air
Grab Maneuver
To learn: Grab 1, proper weapon technique 1
Power Points: Staff 1, whip/chain 2
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, weapon proper weapon technique 2, kick 1, athletics 1, throw
If combined with Jump athletics 1, the fighter may continue on to learn Air Throw, Weapon

 
 
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