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

1,000
Punch Uppercut
Cost: 1 Willpower
Speed: +0
Damage: +3/+4
Move: -1
Requirements: Punch *****, Dashing Uppercut
Power Points: Boxing 3
School System Power Points: Boxing 4
Description: The 1,000 Punch Uppercut does not hit as many times as
its name would like to imply but it is a nasty technique to get clobbered
by. The boxer charges forward with a Dashing Punch then strikes again with
a vicious uppercut that floors most opponents in one fell swoop.
System: This is considered a dashing maneuver and requires a straight
line between the attacker and the target. It hits twice, scores a knockdown
versus aerial opponents, and knocks ground opponents back one hex.
Source: editor
Amazon River Dash
Cost: none
Speed: +0
Damage: +2
Move: +1
Requirements: Punch **, Athletics *
Power Points: Capoeira, Kabbaddi, Sanbo 2, Any 3
School System Power Points: Capoeira, Grappler, Mystical 2, Any 3
Description: The Amazon River Dash is a a punch that originated in
Brazil and takes its name from the low rush the fighter takes their opponent’s
feet out with. Many fighters have taken a liking to this maneuver because
it provides great mobility, isn't difficult to master, and sends opponents
to the mat when it connects.
System: This is a crouching maneuver and causes knockdown if any damage
is unsoaked.
Source: sfrpg.com
Art of Breaking
Cost: see desc
Speed: -3
Damage: see desc
Move: -1
Requirements: Punch ***, Focus ***
Power Points: Any 2
School System Power Points: Any 3
| Material | Difficulty | Price |
| Ice: | 4 | none |
| Wood: | 5 | none |
| Stone/Brick/Cement: | 7 | 1 Willpower |
| Metal: | 8 | 2 Willpower |
| Hardened Metal: | 9 | 2 W, 1 Chi |
| Diamond: | 10 | 2 W, 2 Chi |
Description: Tamashiwara, or the "Art of Breaking", can
more or less be described as practice in board breaking. A character with
this maneuver will have learned how to use nearly any part of their body to
break wood, ice, glass, and stone by breaking the Chi of the object.
System: This power can be used on nearly any non-living object. Make
a roll against a difficulty determined as follows using the fighter’s current
Chi total. Art of Breaking cannot be used on living things or cybernetic implants
(attempting to do so delivers damage as per a Fierce punch). Each success
inflicts 1 point of damage to the object. If the object runs out of health
it is effectively destroyed. Note that this attack can be delivered with a
punch or a kick as desired although it is listed as a punch maneuver.
Source: Warrior’s World
Atemi Strike
Cost: 1 Willpower
Speed: -1
Damage: -1
Move: -2
Requirements: Punch ****, Focus **
Power Points: Ninjitsu, Chin Na 2, Kung Fu 4
School System Power Points: Hunter, Kung Fu, Grappler, Inner 4
Description: In this attack the fighter strikes at one of his opponent's
nerve points causing agonizing pain. The Atemi strike is typically carried
out much like the Fingertip Attack in that it is a quick strike with the fingers
held rigid.
System: An Atemi Strike is only functional if it connects with unarmored
flesh. Against an opponent who is utilizing armor the ninja can make a Perception
+ Insight roll to first gauge where weak points exist. The number of successes
needed is dependent on the level of armor. An opponent with only chest protection
requires only 1 success while full body armor would require 3. Against an
opponent utilizing Toughskin a minimum of 4 successes are needed but weak
points do exist – generally at joints.
If the Atemi Strike is successful the fighter rolls for damage ignoring the
defender’s Stamina and armor value. After this roll the defender may then
roll to soak this damage using only half their Stamina, rounded up.
Source: Warrior’s World
Banishing Punch
Cost: 1 Chi
Speed: +1
Damage: +2
Move: -1
Requirements: Punch ****, Focus ***
Power Points: Boxing 3, Sanbo 4
School System Power Points: Boxer 3, Grappler 4
Description: Zangief, never one to be left behind, developed this maneuver
to deal with his opponent's projectile attacks; the fancy fireballs, sonic
booms and so on of his opponents had always been a problem for him so he improved
his mental control a little bit and was able to develop a glowing punch that
could obliterate incoming projectiles. Since then he has taught this to other
Sanbo fighters.
System: Using the Banishing Punch as it was originally designed - to
intercept and nullify incoming projectiles - requires being faster than the
fighter who created the projectile to be intercepted. If this happens intercepting
the incoming projectile requires a Strength + Insight roll versus a difficulty
equal to 4 + 1 for every 3 damage successes on the projectile - maximum 9.
If the fighter using this succedes the projectile is canceled and dissipates
harmlessly in the air. There is no need to roll damage for the Banishing Punch
in this instance. When this maneuver is used against an opponent directly
it inflicts damage as a normal punch using the modifiers below.
Source: Warrior’s World
Boshi-Ken (Thumb Drive)
Cost: none
Speed: -1
Damage: +2
Move: +0
Requirements: Punch ***, Shikan-ken
Power Points: Ninjitsu, Chin Na, Kung Fu 2
School System Power Points: Hunter, Inner, Kung Fu 3, Grappler 4
Description: The thumb-drive fist, or Boshi-Ken, is like a regular
punch except that the thumb protrudes along the front of the fist and is used
for striking the opponent. Typically the force of the punch is directed at
the nerve clusters of an enemy's muscles for maximum effectiveness.
System: An opponent struck with this punch will suffer numbness during
the following round. If any damage is inflicted the opponent suffers a -1
to Move during the next round. If no damage was scored by the Ninja it is
assumed that the strike missed the targeted nerve cluster and doesn't slow
the target appreciably.
Source: Player’s Guide
Buffalo Punch
Cost: none
Speed: -2
Damage: +5
Move: 1
Requirements: Punch **
Power Points: Native American Wresting, Pankration, Bando, Dirty Fighting
1, Any 2
School System Power Points: Grappler, Karate, Dirty Fighting 1, Any
2
Description: The fighter clenches both hands together into one big
fist above his head and swings both arms down on top on his opponent's head.
It is said that some Native Americans could stun a full-grown buffalo with
this slow but powerful punch.
System: Use the listed modifiers.
Source: Core Rulebook
Bushin Lightning Elbow
Cost: 1 Willpower
Speed: +1
Damage: +2
Move: +1
Requirements: Punch ***, Athletics *, Bushin
Flip, Elbow Smash
Power Points: Thai Kickboxing, Wrestling, Ninjitsu 2, Any 3
School System Power Points: Grappler, Karate, Hunter, Kickboxing 2,
Any 3
Description: The kickboxer jumps into their opponent with an aerial
elbow drop. Although it may seem crude this elbow strike kills plenty of fighters
each year in Thai arenas. Because of this reputation it is sometimes banned
from use.
System: This is an aerial maneuver which will hit crouching opponents.
The attacker ends the turn in their opponent’s hex. If it interrupts an aerial
opponent it causes knockdown.
Source: sfrpg.com
Chi Breaker
Cost: 2 Willpower
Speed: as Dim Mak
Damage: as Dim Mak
Move: as Dim Mak
Requirements: Focus ****, Punch ****, Dim Mak
Power Points: Any 5
School System Power Points: Kung Fu 3, Inner 4, Any 5
Description: The Chi Breaker is an eastern pressure point strike used
in Dim Mak to inhibit and potentially even stop the flow of chi in the target.
Using this takes the place of any other Dim Mak effects.
System: Using Chi Breaker uses the exact same modifiers the character
would use for Dim Mak (as noted below) however the character must specify
they are using this variant of the maneuver and not the standard Dim Mak.
Attacking with this maneuver requires a to-hit roll using Perception + Punch,
difficulty 7. On a successful strike the attacker makes a contested roll of
permanent Chi with their target. If the attacker succeeds the defender suffers
a +1 difficulty penalty per success difference on all chi-driven maneuvers
for the next 24 hours. If the attacker wins by 5 or more successes the defender
cannot use chi at all for the same 24 period. These effects can be repaired
by others using Chi Breaker by rolling permanent Chi against the original
attacker's successes.
Source: editor
Claw [hybrid maneuver]
Cost: none
Speed: +1
Damage: +1
Move: -1
Requirements: Punch * or Weapon: Claw *
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: A hybrid with claws can put them to work slashing their
foe.
System: Use the listed modifiers. At GM discretion claws may automatically
inflict aggravated damage. This maneuver can also be used as a weapon maneuver
as the alternate requirement above suggests.
Source: Player’s Guide
Claw Rush [hybrid maneuver]
Cost: 1 Willpower
Speed: +1
Damage: +5
Move: +2
Requirements: Punch ****, Athletics *, Claw or
Weapon: Claw ***
Power Points: Animal Hybrid, Dirty Fighting 2, Spanish Ninjitsu 4
School System Power Points: Inhuman, Dirty Fighting 2, Hunter 3
Description: This is a dashing strike using the hybrid’s claws. Like
a normal Dashing Punch this maneuver is quite fast and hard-hitting.
System: Use the listed modifiers. The hybrid must move in a straight
line to reach their intended target. These numbers already include claw damage
and potential weapon bonuses.
Source: editor
Criminal Upper
Cost: 1 Chi
Speed: -1
Damage: +3
Move: 1
Requirements: Punch ****, Focus ***, Power
Uppercut
Power Points: Kickboxing, Boxing, 4, Any 5
School System Power Points: Boxing 3, Kickboxing, Grappler, Dirty Fighting
4, Any 5
Description: The fighter dashes into an adjacent hex and performs an
explosive uppercut to anyone standing there.
System: Everyone in the target adjacent hex is knocked down if damage
is scored on them unless they are blocking. This maneuver checks for damage
against everyone in the targeted hex but everyone beyond the primary target
is struck at a +0 damage modifier.
Source: sfrpg.com
Cross Counter
Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +1
Requirements: Punch ****, Manipulation ***, Counterstrike
Power Points: Dirty Fighting 2, Boxing, Kickboxing, Thai Kickboxing,
Hapkido 3
School System Power Points: Dirty Fighting, Boxing 3, Kickboxing, Inner
4
Description: The fighter uses a bluff to throw their opponent off guard.
If the opponent hits them, falling for the bluff, the fighter quickly counters
with a right cross.
System: The attacker cannot abort after picking Cross Counter. It cannot
be the last punch in a Guren-Ken and requires complete concentration to pull
off. If a fighter using this counter is dizzied the counter punch still happens
irregardless but can no longer be maintained into the next round.
The fighter using Cross Counter makes a contested Manipulation + Intimidation
opposed by a Wits + Style Lore roll at the beginning of the round. If the
fighter succeeds in their Manipulation roll they choose a second punch maneuver
that their opponent believes they are using instead of this one. If the opponent
closes to within one hex and attempts a counterable attack the fighter immediately
interrupts them with the right hook that cannot be blocked. The attacker may
not abort their attack once the counter has been triggered.
Source: sfrpg.com
Dark Knuckle
Cost: 1 Chi
Speed: -1
Damage: +3
Move: 1
Requirements: Punch ****, Focus ***, Jump,
Power Uppercut
Power Points: Lua, Baraqah, Mystic, Elemental: Darkness 3
School System Power Points: Elemental: Darkness 3, Mystical, Inner
4, Grappler 5
Description: Calling upon the destructive forces within them the fighter
releases their chi around their arms and jumps up into a high uppercut striking
twice as they spin through the air.
System: This is an aerial maneuver. If it interrupts an aerial opponent
it checks for damage twice and causes knockdown.
Source: editor
Dashing Clothesline
Cost: 1 Willpower
Speed: -1
Damage: +5
Move: +2
Requirements: Punch ****, Athletics ***
Power Points: Sanbo, Boxing, Western Kickboxing, Bando, Mystic 4, Any
5
School System Power Points: Boxing, Grappler, Kickboxing, Karate 4,
Any 5
Description: With arm outstretched the fighter dashes into their opponent
and catches them with a stunning clothesline. This is a favorite move of wrestlers.
System: Causes knockdown if it inflicts damage and doesn't hit crouching
characters. The fighter must move in a straight line to their target.
Source: sfrpg.com
Dashing Elbow
Cost: 1 Willpower
Speed: +0
Damage: +4
Move: +2
Requirements: Punch ***, Athletics *, Elbow Smash
Power Points: Special Forces 3, Thai Kickboxing, Western Kickboxing
4
School System Power Points: Military, Kickboxing 3, Karate 4, Any 5
Description: A variant on the Dashing Punch uses the fighter’s elbow
instead of the hand to inflict damage. This move builds on the basic Elbow
Smash with a dash that gives it improved reach and damage.
System: Using this technique requires a straight line between the attacker
and target.
Source: sfrpg.com
Dashing Punch
Cost: 1 Willpower
Speed: +0
Damage: +4
Move: +2
Requirements: Punch ****, Athletics *
Power Points: Boxing, Savate, Bando 4, Western Kickboxing 5
School System Power Points: Boxing, Kickboxing 3, Any 4
Description: This explosive move was practically invented by Balrog
(although some people say one of his trainers actually developed it). When
the starting bell rang for Balrog's boxing matches he would dash across the
ring and blast his opponent with a knockout punch before the opponent realized
the fight had begun. The move was considered by many to be a typical Balrog
cheap shot but it won him lots of matches.
Now Balrog uses his Dashing Punch to crush his Street Fighter competitors.
Many Street Fighter boxers have added the move to their own repertoires.
System: Use the listed modifiers. The fighter must move in a straight
line.
Source: Core Rulebook
Dashing Uppercut
Cost: 1 Willpower
Speed: +1
Damage: +3
Move: +1
Requirements: Punch ****, Athletics *, Dashing
Punch
Power Points: Boxing 1, Savate, Western Kickboxing, Bando 2
School System Power Points: Boxing, Kickboxing 2, Any 3
Description: This move is a slight adaptation of the Dashing Punch.
The difference is that the fighter delivers an uppercut instead of a straight
punch at the end of the dash.
System: The Dashing Uppercut can hit opponents executing aerial maneuvers.
Against such opponents it scores a knockdown in addition to damage. The fighter
must move in a straight line to deliver the blow ending their turn in their
target's hex unless the target was aerial and knocked down in which case the
fighter may move up to their full movement.
Source: Core Rulebook
Dim Mak
Cost: 1 Chi
Speed: +0
Damage: +0
Move: +0
Requirements: Punch ****, Focus ***, Chi
Kung Healing
Power Points: Aikido, Kung Fu, Lua, Silat, Tai Chi Chuan, Chin Na 4,
Majestic Crow Kung Fu 5
School System Power Points: Mystical, Inner, Kung Fu 4
Description: Dim Mak is the art of the death touch. Masters of Dim
Mak possess secret knowledge of how Chi flows within the human body. The human
body's Chi patterns are said to vary according to the time of day, season,
and many other esoteric factors. A master of Dim Mak possesses knowledge of
all of these factors and utilizes it to pinpoint vulnerable locations on his
opponent's body. Thus a mere finger thrust can disrupt a Chi flow and bring
all sorts of misery to the victim of the Dim Mak strike. Legends of Dim Mak
say that it is possible for the master to touch a victim and delay the damage
to the victim's body by seconds, minutes, days, or even months. Certain pressure
point strikes can paralyze the limbs, afflict the victim with specific diseases,
and even kill with one blow.
The arts of Snake Kung Fu come closest to maintaining the knowledge of Dim
Mak but a qualified teacher is extremely rare.
System: While there are many effects of Dim Mak that a Storyteller
should feel free to include for dramatic purposes, use of Dim Mak in tournament
combat has certain specific effects.
Whenever a fighter strikes an opponent with a Dim Mak damage is rolled normally
but the attacker inflicts two extra effects. The first is that they can decide
to delay the damage from the strike for any specified number of rounds. The
damage will be applied against the opponent's Health at the beginning of the
specified round. The character does not have to tell their opponent when damage
will be dealt but the player should tell the Storyteller or write it on a
piece of paper.
The second effect is that the attacker can temporarily lower one of the victim's
Physical Attributes by one point per successful Dim Mak strike. Physical Attributes
cannot be lowered below 1 in this manner. The victim's Speed, Damage, and
natural resistance temporarily drop as his Dexterity, Strength or Stamina
are reduced. Any tests involving the affected Attribute must be made using
the lower score. The victim can regain these lost points after combat by making
a successful Honor roll as if the points were Chi.
Example: A Dim Mak practitioner strikes an opponent. She scores three
damage successes. The fighter can choose to apply this to the victim's Health
now or wait to apply it any number of turns in the future. In addition the
fighter chooses to lower the opponent's Strength by one (she has struck a
point along the victim's rib cage that leaves his arms feeling numb and weak).
Source: Core Rulebook
Disarm (punch version)
Cost: none
Speed: -1
Damage: +0
Move: -2
Requirements: Punch ***
Power Points: Any 3
School System Power Points: Inner 2, Any 3
Description: Using this maneuver a character may deliver a blow that,
if successful, will knock a weapon from an opponent's hands.
System: The fighter punches their opponent’s hand or arm attempting
to force them to release their weapon. After calculating damage the weapon’s
holder then makes a Strength test and needs more successes then damage to
keep their grip. If the Disarm is successful the weapon flies a number of
hexes away equal to how many successes remain after the Strength test. Disarm
has no effect if the weapon is somehow secured to the duelist. In such cases
the duelist can still be disarmed by using The Art of Breaking to destroy
the weapon itself or the securing mechanism.
Source: Warrior’s World
Divebomb Punch
Cost: 1 Willpower
Speed: -1
Damage: +4
Move: -1
Requirements: Punch ***, Athletics **, Jump
Power Points: Boxing, Dirty Fighting 3, Any 4
School System Power Points: Boxing, Dirty Fighting 3, Any 4
Description: A huge leap and then a punch that comes screaming down
fist first. Dudley learned this move during his first tournament but soon
quit doing it after being Dragon Punched out of the sky by Ken.
System: This is aerial and can avoid projectiles like a jump.
Source: sfrpg.com
Double Elbow
Cost: none
Speed: +2
Damage: +0
Move: 1
Requirements: Punch **
Power Points: Savate, Kickboxing, Thai Kickboxing 2
School System Power Points: Kickboxing 2
Description: The Double Elbow, although not as powerful as an Elbow
Smash, finds its niche in kickboxing rings. It is an upward blow with the
elbow that hits twice. It lacks the torque of Elbow Smash but can be used
when the kickboxer doesn't have the time or opportunity to steady themselves
on the ground.
System: This maneuver hits twice. Use the listed modifiers. The attacker
must enter the defender's hex in order to deliver this maneuver.
Source: editor
Double Hit Punch
Cost: none
Speed: -1
Damage: +0
Move: -1
Requirements: Punch **
Power Points: Boxing, Kung Fu, Sanbo, Special Forces, Sumo, Western
Kickboxing 1, Any 2
School System Power Points: Boxing 1, Military, Grappler, Kickboxing
2, Any 3
Description: This is a basic one-two punch combination common with
boxers and taught in gyms around the world. Although the punches aren't
particularly strong they help the boxer learn how to best maximize use
of their arms. To learn this maneuver, the fighter obviously has to have
two functional arms.
System: This maneuver scores two damage tests. Choose when you
buy the move if it is aerial, crouching, or neither. Thus, this maneuver
may be purchased and learned multiple times.
Source: sfrpg.com
Double Punch
Cost: 1 Willpower
Speed: see desc
Damage: see desc
Move: 0
Requirements: Punch **, Athletics ***
Power Points: Any 2
School System Power Points: Boxing, Dirty Fighting 1, Any 2
Description: Handy in a bar room brawl, Double Punch allows two simultaneous
attacks on two opponents in the same round.
System: Both fists deliver a punch. The Fighter chooses for both fists
one of their basic punch maneuvers. So a fighter may opt to deliver two Strong
punches but cannot use Jab with one and Strong with the other. Both enemies
must be in front of the attacker and standing in an adjacent hex.
Source: S.A.Sh. - HQ
Dragon's Kiss
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: see desc
Move: -2
Requirements: Punch *****, Focus *****, Dim Mak
Power Points: Kung Fu 5
School System Power Points: Kung Fu 5
Description: The Dragon's Kiss is a dreaded "lost art" of
Kung Fu. It is rumored that, at any given time, only a single master knows
the secret of this technique. Perhaps that explains the extreme rarity of
its use. With this technique a master could literally kill with a single touch
and their victim be none the wiser to their fate.
System: Applying the Kiss is such a delicate task that it is difficulty
8 to hit with and the attacker cannot even attempt the strike if they are
interrupted that round. If it connects the attacker then makes an Intelligence
+ Mysteries roll, also difficulty 8. Each success on this roll can be spent
thusly: it can temporarily reduce the target's ability to recover aggravated
health by one level per day per success, reduce the amount of Chi the target
recovers with each recovery event by one dot per success, double the amount
of time necessary to recover bashing damage (spending 3 successes), reduce
the target's maximum health by 1 dot temporarily (spending 2 successes and
affecting bashing and aggravated simultaneously), or inflict temporary but
debilitating pain resulting in a -1 speed penalty to all maneuvers (spending
2 successes). If health recovery is pushed into a negative number the target
automatically loses that many health levels per day until they die or this
effect is removed.
The Kiss itself inflicts no damage and no damage roll is required. These reductions
can be healed by other applications of the Dim Mak or at a rate of one point
per week of recuperation. The Chi and Willpower spent on this maneuver cannot
be recovered by meditation or regeneration, only full rest.
Source: editor
Dragon Punch
Cost: 1 Willpower
Speed: +0
Damage: +6
Move: -2
Requirements: Punch ****, Jump, Power
Uppercut
Power Points: Shotokan Karate 4, Jeet Kune Do, Kung Fu, Majestic Crow
Kung Fu, Silat, Thai Kickboxing 5
School System Power Points: Karate 4, Kung Fu, Kickboxing 5
Description: Gouken is the only living master who is known to teach
this incredible maneuver. He has passed it on to his students Ryu and Ken
and they have used it to forge their names among the ranks of the World Warriors.
System: The Dragon Punch is a leaping uppercut that counts as an aerial
maneuver. The fighter chooses any one ground or aerial opponent within their
movement range to suffer the Dragon Punch's wrath. Opponents in the middle
of aerial maneuvers suffer a knockdown if the Dragon Punch scores damage against
them. Grounded opponents are simply knocked back one hex from the force of
the blow.
The force of the punch carries the fighter high into the air. The Dragon
Punch can be used like Jump to avoid incoming projectile attacks however
if it is used to interrupt and leap over a projectile attack the Dragon
Punch cannot be used against the opponent firing the projectile attack.
Source: Core Rulebook
Driving Punch
Cost: 1 Chi, 2 Willpower
Speed: -1
Damage: +6/+3
Move: +2
Requirements: Punch *****, Athletics ***, Dashing
Punch
Power Points: Boxing 4, Bando 5
School System Power Points: Boxing, Karate, Military 5
Description: This spectacular and often devastating punch has been
equated with being hit head on by a freight train. Barreling into their opponent
fist-first the boxer hits, drives the opponent back, swings with their other
fist, and continues pursuing using a flurry of fierce blows to batter their
foe senseless.
System: This attack, like a Dashing Punch, requires an open straight
line between the attacker and defender. If the first punch, using the +6 damage
modifier below, does any damage the defender is knocked one hex back and the
attacker may continue moving forward. In each subsequent hex the attacker
may strike again using the +3 damage modifier and inflicting another hex of
knockback if successful.
Source: editor
Ducking Fierce
Cost: none
Speed: -1
Damage: +4
Move: 0
Requirements: Punch **
Power Points: Ler Drit, Pankration 1, Any 2
School System Power Points: Ler Drit, Grappler 2, Any 3
Description: The fighter crouches low and delivers a short powerful
blow to her opponent's midsection. This punch often catches unsuspecting opponents
off-guard.
System: This punch combines a Fierce attack with a deceptive crouching
maneuver. Use the listed modifiers. Anyone attempting to Block this maneuver
uses only half their Block technique, rounded down.
Source: Secrets of Shadoloo
Ear Pop
Cost: none
Speed: -1
Damage: -2
Move: -1
Requirements: Punch **
Power Points: Baraqah, Jeet Kune Do, Jiu Jitsu, Native American Wresting,
Pankration, Sanbo, Sumo Wrestling, Wrestling 2, Any 3
School System Power Points: Ler Drit, Grappler, Kung Fu 2, Any 3
Description: The big wrestlers of Russia, Japan, and North America
could not find many punching techniques that would seriously slow other fighters
of their style until they developed the Ear Pop. This nasty move is held to
be dishonorable under some tournament rules. The fighter slaps both sides
of his opponent's head with his hands slightly cupped. This causes incredible
air pressure to rush into the opponent's ears stunning them and possibly causing
loss of hearing (which is why the move is held to be dishonorable by some).
System: This strike ignores the opponent's Stamina for purposes of
soaking damage. A fighter using Musical Accompaniment or Battle Ginga automatically
loses their bonuses due to the deafness this inflicts. In addition the victim
has –2 speed on their next round due to the intense pain. These effects are
not cumulative.
Any fighter who uses the Ear Pop automatically loses one Honor point unless
they are fighting in a tournament which turns tacitly condones such tactics.
If the damage from this maneuver pushes a fighter into aggravated damage (or
if the damage roll turns out to be unusually high) then the victim sustains
permanent ear damage as a result.
Source: Core Rulebook
Elbow Drop
Cost: 1 Willpower
Speed: +1
Damage: +3
Move: +0
Requirements: Punch ***, Athletics **, Jump,
Elbow Smash
Power Points: Thai Kickboxing, Savate, Chin Na 2, Boxing, Baraqah,
Bando, Wrestling, Kung Fu, Ninjitsu, Pankration 3
School System Power Points: Grappler, Kung Fu, Kickboxing 2, Hunter,
Mystical, Inner 3, Any 4
Description: Launching themselves upon their foe the kickboxer comes
crashing down elbow-first. These drops have been known to be lethal but carry
with them risk of injury should the kickboxer misjudge their leap.
Description: This is an aerial maneuver and like Fist Drop deals an
extra two damage against an opponent on the ground. However should the attack
roll botch the fighter seriously injuries the attacking arm, suffering 3 points
of aggravated damage in the process and the arm will be unusable for fighting
until healed.
Source: editor
Elbow Smash
Cost: none
Speed: +2
Damage: +2
Move: 1
Requirements: Punch *
Power Points: Thai Kickboxing, Savate, Dirty Fighting 1, Any 2
School System Power Points: Kickboxing, Dirty Fighting 2, Any 3
Description: By firmly planting his feet the fighter can deliver a
quick and powerful elbow smash to a nearby opponent. Many deaths are caused
in Thai Kickboxing rings by the lethal power of these elbow strikes.
System: Use the modifiers listed below.
Source: Secrets of Shadoloo
Fingertip Attack
Cost: none
Speed: +4
Damage: see desc
Move: +0
Requirements: Punch ***
Power Points: Kung Fu 3
School System Power Points: Kung Fu, Inner 3
Description: The fingertip attack is one of the more unusual hand strikes
possible - the fighter attacks with but a single finger. This is not normally
used for the damage it inflicts (which is small but painful), but in order
to deliver pressure point strikes.
System: If an attack roll is required (see optional rules) the attacker
rolls Perception + Punch to hit with this attack. No matter how many hit successes
are scored, however, the maneuver inflicts only 1 health level of damage.
The opponent suffers a –2 speed penalty on their next move and a -1 penalty
for the following 2 rounds. A Fingertip Attack may be combined with certain
Focus maneuvers (which will be specified in their text). In these cases use
the speed of this maneuver to determine when the attack connects and the speed
of the second to determine when secondary effects begin – if any. This maneuver
does not stack with itself. A target already under the speed penalty suffers
no further penalties (although they still take damage) from additional Fingertip
Attacks.
Source: Warrior’s World
Fist Drop
Cost: none
Speed: +1
Damage: +3
Move: +0
Requirements: Punch **, Athletics *, Jump
Power Points: Wrestling, Native American Wrestling, Pankration, Sanbo,
Lua, Bando, Boxing, Jiu Jitsu, Ninjitsu, Special Forces 2, Any 3
School System Power Points: Grappler, Boxing, Hunter, Military 2, Any
3
Description: With a mighty leap the fighter extends one arm and crashes
into their opponent fist first. The Fist Drop is primarily employed in Wrestling
rings where it is not considered dishonorable to attack one’s foe while he
is on the ground. However even in these situations striking with a closed
fist is not permitted. The wrestler using Fist Drop actually hits with the
forearm.
System: This is an aerial maneuver. If used against an opponent on
the ground it deals an extra two damage.
Source: editor
Fist Sweep
Cost: none
Speed: -1
Damage: +3
Move: -2
Requirements: Punch ***
Power Points: Boxing, Pankration, Western Kickboxing, Bando 2
School System Power Points: Boxing, Kickboxing, Karate 3
Description: Nobody told the boxers on the Street Fighter circuit that
they couldn't hit below the belt. Not to be outdone by other styles some boxers
developed a low, powerful punch that takes the legs right out from under their
opponents.
System: Victims of a successful Fist Sweep suffer a knockdown in addition
to normal damage. The Fist Sweep is a crouching maneuver.
Source: Core Rulebook
Flaming Dragon Punch
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +6
Move: -2
Requirements: Punch *****, Focus **, Dragon
Punch
Power Points: Shotokan Karate 4
School System Power Points: Karate 4
Description: Ken was not satisfied with his ability to execute the
Dragon Punch so he trained long and hard to improve the already devastating
move. He learned to focus his Chi into his fist during the punch, causing
his fist and anything hit by it to burst into flame.
System: The Flaming Dragon Punch is identical to the regular Dragon
Punch with the following exceptions: Any opponent hit with the Flaming
Dragon Punch suffers a knockdown regardless of whether the opponent is on
the ground or in the air. If the Flaming Dragon Punch is used on an opponent
standing in a hex adjacent to the fighter the attacker gets to roll two damage
tests for their character's punch.
Example: During a combat turn Zangief's player plays a Roundhouse and decides to move next to Ken to deliver the kick. Ken's player decides to interrupt Zangief's action with a Flaming Dragon Punch. Because Zangief is right next to Ken when he begins his Flaming Dragon Punch, Ken gets to hit Zangief twice with the punch.
Source: Core Rulebook
Flash Chop
Cost: 1 Chi
Speed: +2
Damage: -2
Move: -2
Requirements: Punch ***, Focus **
Power Points: Special Forces, Sumo Wrestling 3, Any 4
School System Power Points: Karate, Military, Grappler 3, Any 4
Description: The attacker performs a judo chop to their opponent’s
head or neck to release a payload of chi directly into the brain and nervous
system. The victim is quickly disoriented by this burst and sent reeling.
This makes the Flash Chop a weapon often used when attacking a tough target
by surprise even if the fighters who would do such a thing vehemently profess
feigned outraged at the thought.
System: When this maneuver hits the discharge of Chi causes the opponent
to become highly disoriented and off balance. For every point of damage scored
the opponent is at –1 speed for their next maneuver. The victim must also
score more successes on a Stamina + Alertness roll then damage or they become
disoriented for the remainder of the scene and suffer a temporary -1 penalty
to their Perception, Alertness and Athletics. This move uses Punch + Focus
to determine damage. No fighter can be affected by this maneuver twice in
the same scene.
Source: sfrpg.com
Flying Elbow Smash
Cost: 1 Willpower
Speed: +0
Damage: +2
Move: +3
Requirements: Punch ***, Athletics **, Jump,
Elbow Smash
Power Points: Savate, Kickboxing, Bando, Thai Kickboxing 3, Any 4
School System Power Points: Kickboxing 3, Any 4
Description: With a mighty leap a skilled kickboxer can launch themselves
across an arena driving their elbow into their opponent with considerable
speed and force.
System: Although technically an aerial maneuver the Flying Elbow Smash
travels so low to the ground it only evades projectiles traveling on or just
above ground level (within 1 hex of the ground plane). It does, however, hit
crouching foes. If it inflicts a dizzy on the defender they are also knocked
down. The attacker ends their turn in the defender's hex.
Source: editor
Flying Thrust Punch (Monkey
Grabs the Butterfly)
Cost: none
Speed: +0
Damage: +2
Move: -2
Requirements: Punch *, Jump
Power Points: Any 2
School System Power Points: Any 2
Description: This flying punch is rather amusing to watch in action
as the fighter launches themselves at the target as if they were a flying
monkey heedless of the danger they were putting themselves in. While easy
to perform this punch tends to leave the user momentarily vulnerable.
System: Use the listed modifiers. This is an aerial maneuver. Any fighter
who performs this is knocked down.
Source: New Legends
Guren-Ken
Cost: 1 Willpower per round
Speed: +3
Damage: see desc
Move: see desc
Requirements: Punch ****, Kick ***, Rekka Ken
Power Points: Kanzuki-Ryuu 4, Kung Fu, Boxing 5
School System Power Points: Kung Fu, Boxing 5
Description: A master of Rekka Ken continues to hone their ability
until the dance becomes a natural rhythm and they can utilize it’s flow to
end the maneuver with a move of their choice.
System: This is an improved Rekka Ken and is used largely the same
way. Unlike the Rekka Ken, however, the first and second hits must be a basic
punch but any other punch can be substituted for the third hit – paying its
chi and willpower cost separately. This maneuver gets the speed benefit from
Guren-Ken. Substituting the second hit for any another special punch maneuver
ends the Guren-Ken immediately. It cannot be combined with multiple hit punches.
Like the Rekka Ken a special showmanship is always expected from fighters
using this maneuver. If used for three consecutive turns or ended on the second
turn with a different special punch maneuver that successfully inflicted damage
this fighter is obligated to spend their next turn strutting in what is considered
a Taunt maneuver that requires no rolling. If the fighter does not take a
turn to do this they loses three temporary Glory points. If they do pose they
get the standard +1 Glory (temporary) for showmanship.
Like the Rekka Ken the speed bonus ends if the fighter using this maneuver
is knocked down, dizzied, or put into a sustained hold.
Source: sfrpg.com
Gut Punch
Cost: none
Speed: -2
Damage: +4
Move: 2
Requirements: Punch **
Power Points: Scottish Highland Fighting 2, Any 3
School System Power Points: Scottish Highland Fighting, Boxing 2, Any
3
Description: The Highlander swings his fist in a wide arc to score
a fierce abdominal blow. This move is very painful and often takes the
wind out of the victim although more traditional venues consider a punch
like this disreputable.
System: If the victim of a Gut Punch is dizzied they are also knocked
down.
Source: Scottish Highland Fighting
Haymaker
Cost: none
Speed: -2
Damage: +4
Move: -2
Requirements: Punch *
Power Points: Dirty Fighting 1, Any 2
School System Power Points: Any 2
Description: The fighter winds up like a baseball pitcher to deliver
this crude yet powerful punch. They first reach as far down the to ground
as they can. Then they whip their fist in a wide arc over their own head and
directly onto the opponent's. The momentum imparted by the wide overhead swing
imparts tremendous force to this maneuver.
System: Use the listed modifiers.
Source: Player’s Guide
Head Butt
Cost: none
Speed: +0
Damage: +3
Move: -2
Requirements: Punch *
Power Points: Boxing, Capoeira, Kabbaddi, Pankration, Sumo Wrestling,
Dirty Fighting 1, Any 2
School System Power Points: Boxing, Capoeira, Grappler, Mystical, Dirty
Fighting 2, Any 3
Description: When the knuckles won't do some fighters use their heads.
Many styles practice head butt strikes as part of their close-range fighting
arsenal of maneuvers. Fighters have to undergo grueling training to perfect
this move. Training involves conditioning a fighter's forehead to take the
punishment of the hit. The fighter bangs his head on padded wood, then bare
wood, then bricks, then stone. This gradually toughens the fighter's head
until he can crack just about anything with one solid blow from his head.
System: Use the listed modifiers.
Source: Core Rulebook
Head Knocker
Cost: none
Speed: -1
Damage: -1
Move: -1
Requirements: Punch **, Grab **
Power Points: Scottish Highland Fighting 2, Any 3
School System Power Points: Scottish Highland Fighting 2, Any 3
Description: The famous move that you always saw in the movies was
considered impractical in real life until one Highlander worked out how to
be fast enough to actually pull off the stunt.
System: The Highlander must have two opponents adjacent to both them
and to each other. The Highlander reaches forth, grabs both their heads, and
slams them together. Both opponents take damage. Neither opponent may add
their Block technique to their Soak total.
Source: Scottish Highland Fighting
Heart Punch
Cost: none
Speed: -1
Damage: +5 (see desc)
Move: -2
Requirements: Punch ***, Focus *
Power Points: Native American Wrestling, Sanbo 2, Special Forces, Sumo
Wrestling, Dirty Fighting, Bando 3, Boxing, Kung Fu, Western Kickboxing 4
School System Power Points: Inner 3, Grappler, Military, Boxing, Kung
Fu, Kickboxing, Dirty Fighting 4
Description: The heart punch is a blow designed to stun an opponent
leaving him vulnerable to the fighter's next blow. A quick, powerful blow
is delivered to the opponent's chest. This move is considered a cheap shot
and can result in the loss of Honor depending on the circumstances under which
it is applied.
System: No damage is actually done by this attack. However damage
is still rolled for the purposes of determining a dizzy. Because of the
nature of the Heart Punch technique it may not be part of a dizzying combo
maneuver. It can, however, be combined for the purposes of gaining a speed
bonus.
Source: Storyteller’s Screen
Hundred Hand Slap
Cost: 1 Willpower
Speed: +1
Damage: +0
Move: 1
Requirements: Punch ****, Palm Strike
Power Points: Majestic Crow Kung Fu, Sumo Wrestling 4, Baraqah, Jeet
Kune Do, Jiu Jitsu, Kung Fu, Sanbo 5
School System Power Points: Inner 3, Grappler 4
Description: In formal sumo wrestling matches sumotori are not allowed
to strike with a closed fist - only with slaps and palm heel strikes using
an open hand. This restriction has led sumotori to develop an awesome technique
that creates a blaringly fast flurry of strikes to overwhelm an opponent.
The strike's name derives from the fact that sumotori who train to perfect
this special move practice by striking a large wooden post 100 times as fast
as they can. A fighter is timed on how fast he can deliver the blows with
his open hand to the wooden post. Over years of training he is expected to
reduce this time to less than two seconds! Even the thickest posts often crack
under the torrent of hammering blows.
System: A fighter who uses Hundred Hand Slap in combat gets to roll
three times for damage using the modifier given below for each strike.
Source: Core Rulebook
Hyper Fist
Cost: 1 Willpower
Speed: +1
Damage: +0
Move: 1
Requirements: Punch ****, Power Uppercut
Power Points: Boxing, Western Kickboxing 4, Jeet Kune Do, Special Forces,
Ler Drit 5
School System Power Points: Boxing, Kickboxing 4, Kung Fu, Military
5
Description: Dee Jay has generated a lot of business for dentists with
his chin-pounding Hyper Fist. Other fighters have tried to learn the move
with varying degrees of success. Fighters who master the Hyper Fist are able
to throw a flurry of uppercut punches that pound their opponents with multiple
hits.
System: The fighter gets to roll three damage tests against the victim
of the Hyper Fist.
Source: Core Rulebook
Justice Fist
Cost: 2 Chi, 1 Willpower
Speed: +0
Damage: +6/+3
Move: -2
Requirements: Punch ***** , Focus ****, Banishing
Punch
Power Points: Shotokan Karate 3, Kung Fu, Boxing 4, Sanbo 5
School System Power Points: Boxing, Karate, Kung Fu 4
Description: This explosive punch is rarely seen in the Street Fighting
circuit and for good reason – it is difficult to learn but packs an explosive
payload. The user focuses their Chi into their fist and strikes out releasing
a tremendous blast of raw kinetic force into the air.
System: This maneuver scores two damage tests. The first is for the
punch using the first modifier below and the second is an Intelligence + Focus
blast using the second modifier. Using this move imposes a –2 speed penalty
on the user in the next round because of the slow recovery. If it does any
damage the opponent is knocked three hexes back and is knocked down. Everyone
occupying a hex adjacent to where this punch lands will also be hit by the
blast and must roll to soak half the damage delivered to the primary target.
They must also score more successes on a Dexterity + Athletics roll than the
attacker's damage roll or be knocked down. The chi expended in this punch
can cancel out a chi projectile attack (just like the maneuver the Justice
Fist is based on - Banishing Punch) if the fighter wins a contested Strength
+ Insight roll versus a difficulty equal to 4 + 1 for every 3 damage successes
on the projectile - maximum 9. In doing this the explosive boom is also canceled
out and the punch can only deal striking damage.
Source: sfrpg.com
Knife Hand Strike
Cost: none
Speed: +1
Damage: -1
Move: -1
Requirements: Punch ***
Power Points: Kung Fu, Shotokan Karate, Ninjitsu 3, Special Forces
4, Any 5
School System Power Points: Karate, Kung Fu, Hunter, Military 3, Any
4
Description: The user straightens her hand so that it's rigid and strikes
fingers first at an unprotected body. The effect is a quick and deadly strike
that can incapacitate an unsuspecting foe. The Knife Hand Strike is a staple
maneuver for many would-be assassins since it is perfect for hurting otherwise
tough targets. Its use in tournaments is legal and it is considered an honorable
maneuver provided it is not used to sneak attack an opponent.
System: Use the listed modifiers to perform the strike. Unless the opponent
is blocking they use only half their Stamina (rounded down) to calculate their
Soak total.
Source: Storyteller’s Screen
Leaping Rake [hybrid
maneuver]
Cost: 1 Willpower
Speed: +1
Damage: +1 (add claw damage)
Move: +1
Requirements: Punch **, Athletics *, Jump,
Claw, Wall Spring
(see below)
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The fighter leaps at her opponent raking him with her
claws as she passes. The Leaping Rake is a rather feral, if sometimes effective,
maneuver for bypassing obstinate foes and terrorizing mundane humans.
System: This is an aerial maneuver and it only works if the attacker
has enough Move to go past their opponent. The hybrid adds damage from their
claws to the modifier listed below. The attacker moves, rolls for damage,
then continues moving, unless interrupted, to end their turn. This maneuver
can be performed from a wall spring.
Source: Warrior’s World
Lunging Headbutt (Cabecada)
Cost: 1 Willpower
Speed: -1
Damage: +4
Move: 2
Requirements: Punch **, Athletics *, Head Butt
Power Points: Any 2
School System Power Points: Any 3
Description: This is a Head Butt performed while the fighter quickly
rushes a step forward adding their momentum to the force of the blow.
System: Use the listed modifiers. This is not considered a dashing maneuver.
Source: New Legends
Lunging Punch
Cost: 1 Willpower
Speed: +2
Damage: +1
Move: +1
Requirements: Punch ***, Athletics *
Power Points: Boxing, Shotokan Karate, Western Kickboxing, Hapkido
2, Any 3
School System Power Points: Boxing, Karate, Kickboxing 2, Any 3
Description: To the untrained eye the Lunging Punch seems a desperate
move being made by a fighter in distress. To those who have learned it,
however, this maneuver is a swift tactical decision that can leave their
foe completely vulnerable to their next attack. The fighter dashes forward
and delivers a low sweeping punch that catches their opponent off-guard.
System: Use the listed modifiers. The Lunging Punch ignores blocks and
is considered a crouching maneuver.
Source: Storyteller’s Screen
Monkey Grab Punch
Cost: none
Speed: -2
Damage: +1
Move: +0
Requirements: Punch *, Grab *
Power Points: Baraqah, Jeet Kune Do, Kung Fu, Majestic Crow Kung Fu,
Silat, Spanish Ninjitsu, Tai Chi Chuan, Chin Na 1, Any 2
School System Power Points: Boxing, Karate, Kickboxing, Hunter, Kung
Fu 2, Any 3
Description: This relatively simple special maneuver originates from
Monkey Kung Fu. The fighter lunges forward, grabbing and pulling away an opponent's
blocking arm with one hand, then delivers a quick punch with their remaining
hand.
System: When executed against a blocking defender the attacker makes
an immediate Grab check and needs one success to pull a defending arm out
of alignment. In this way Monkey Grab Punch negates the soak bonus from blocks.
This is not a sustained hold and the arm cannot be held longer then necessary
to deliver the punch.
Source: Core Rulebook
Palm Strike
Cost: 1 Chi (optional)
Speed: +2
Damage: -2
Move: +0
Requirements: Punch **, Focus **
Power Points: Wu Shu, Kung Fu, Silat, Chin Na, Sumo Wrestling 2, Any
3
School System Power Points: Wu Shu, Karate, Inner, Kung Fu 2, Any 3
Description: A Palm Strike is an open-handed punch that strikes the
opponent with the bony section of the palm to deliver damage.
System: The Palm Strike does double damage for the purposes of dizzying
an opponent if the opponent is struck in the head (called shot, difficulty
8). A fighter using this can choose to expend one Chi to knock their target
back a number of hexes equal to the attacker’s Focus. This must be declared
before damage is rolled.
Palm Strike can also be used to break a sustained hold as long as a hand is
free and can deliver the strike to the opponent’s chest. This always uses
Chi and the damage scored is compared to a Strength check from the wrestler
to keep hold. Using Palm Strike this way does not cause knockback.
Source: editor
Power Dive
Cost: 1 Chi, 1 Willpower
Speed: -2
Damage: +2/+3
Move: 1
Requirements:Punch *****, Power Uppercut,
Divebomb Punch
Power Points: Aikido, Dirty Fighting, Boxing 4
School System Power Points: Boxing, Dirty Fighting, Inner 4
Description: This quick one-two combination maneuver first knocks an
opponent into the air then follows it up with a swift Divebomb Punch to send
her crashing back to earth.
System: In order to hit with the second punch the first uppercut must
do damage to knock the opponent into the air. The second phase of this maneuver
is aerial and knocks the victim down. The fighter ends the round in the same
hex as their opponent.
Source: editor
Power Geyser
Cost: 2 Chi
Speed: -2
Damage: +2
Move: 0
Requirements: Punch *****, Ground Fire,
Shockwave
Power Points: Boxing 4
School System Power Points: Boxing 5
Description: This maneuver makes your average Shockwave look like child’s
play by comparison. It sacrifices range to focus all of it’s power into a
small area.
System: The fighter strikes the ground as if to generate a Shockwave
or Ground Fire but instead creates a geyser of chi in front of them that erupts
from the ground with astonishing force. The fighter may make three strikes
for three such geysers total. Each one erupts from the ground within one hex
from where the ground was struck and knocks down anyone damaged by them. This
maneuver inflicts damage using the fighter’s Punch + Focus technique in addition
to the modifier below.
Source: editor
Power Uppercut
Cost: none
Speed: -1
Damage: +3
Move: 1
Requirements: Punch *
Power Points: Any 1
School System Power Points: Boxing, Kickboxing, Military 1, Any 2
Description: This move is relatively basic as special maneuvers go
but more than one Street Fighter has won a tournament with bread-and-butter
moves like the Power Uppercut. This powerful punch starts low and ends high
above the fighter's head. By using her leg and back strength the fighter can
deliver some fierce power with this punch. The total commitment to the punch
usually lifts the fighter slightly off their feet as they punch upward.
System: If the Power Uppercut is used to interrupt an opponent's aerial
maneuver it will also cause a knockdown if it scores damage.
Source: Core Rulebook
Quivering Palm
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +1
Move: -2
Requirements: Punch ****, Focus ****, Heart Punch
Power Points: Native American Wrestling 2, Lua 3, Kung Fu Chin Na 4
School System Power Points: Inner, Kung Fu 3, Grappler 4
Description: Delivering what seems to be a light blow to the chest
the fighter actually delivers a deadly strike straight into the heart of their
opponent. It is said that Native American shamans developed this technique
in the ancient times when great mythical beasts once roamed the land. Unable
to fell such creatures with conventional martial arts the shamans developed
a technique to strike directly at the beast's heart and cut it's life off
at the source. It was simultaneously developed in China for the same lethal
reasons.
System: The Quivering Palm deals only one point of damage regardless
of how many successes are rolled. One success is needed, however, for the
strike to have any effect. The blow sends a shockwave through the victim's
chest and into the heart and surrounding tissues. This compression results
in the heart developing an arrhythmia or irregular heart beat. The effects
last until medical intervention resets the heart or the victim gains more
successes on the Stamina checks outlined below then three times the original
damage roll.
If left untreated this arrhythmia can prove fatal to the victim. Every hour
under normal activity or every five rounds of strenuous work (including fighting)
the victim must make a Stamina roll. A failure means the heart goes into an
abnormally fast or slow rate. The victim will feel lighted and dizzy as blood
flow is disrupted. If the stamina roll botches the heart ceases beating completely.
Without immediate medical attention this situation is invariably fatal.
Source: editor
Radiant Uppercut
Cost: 1 Willpower
Speed: -2
Damage: +3/+2
Move: 1
Requirements: Punch ****, Kick ***, Power
Uppercut, Jump
Power Points: Savate, Shotokan Karate, Kung Fu, Silate 4
School System Power Points: Kickboxing, Karate, Kung Fu 4
Description: The Radiant Uppercut is a difficult maneuver to master.
The fighter first must learn to launch an opponent into the air with just
a single uppercut then to jump up and kick them as they fall back to earth.
System: If the defender is blocking they cannot be thrown into the
air by this maneuver unless it dizzies them. However, if that succeeds the
soak bonus from their block maneuver is lost against the kick. The second
damage test is treated as a kick maneuver using the second modifier below.
The defender is knocked two hexes back and suffers an unpreventable knockdown.
Source: editor
Retreating Punch
Cost: none
Speed: +1
Damage: +0
Move: -1
Requirements: Punch *, Athletics *
Power Points: Boxing 1, Kung Fu, Aikido, 2, Any 3
School System Power Points: Inner, Boxing 1, Kung Fu, Kickboxing 2,
Any 3
Description: The Retreating Punch is a slight, glancing jab thrown
with little in the way of strength in order to force an opponent to react.
In this momentary window of opportunity the boxer slips away out of range
of a retaliatory blow and prepares for the next punch.
System: Use the listed modifiers. If the punch does any damage at all
the target cannot pursue until the beginning of their next turn unless they
were using a maneuver that could reasonably ignore the damage (such as a Psycho
Crusher). If the target moved into the punch and was interrupted they soak
at a -1 Stamina penalty. After performing this punch the fighter may move
up to two hexes back in a straight line or one hex adjacent in any other direction.
Although not a powerful maneuver it is one of the few that allows movement
after attacking.
Source: editor
Rekka Ken
Cost: 1 Willpower per round
Speed: see desc
Damage: see desc
Move: see desc
Requirements: Punch ****, Athletics **
Power Points: Kung Fu 4, Boxing, Majestic Crow Kung Fu, Western Kickboxing,
Wu Shu 5
School System Power Points: Kung Fu, Boxing, Kickboxing 4, Wu Shu 5
Description: The Rekka Ken maneuver was developed by Fei Long. He combined
the speed of his Wing Chun Kung Fu punching with new concepts of footwork.
First, the fighter dashes forward and delivers a blindingly fast punch. This
first punch is followed by advancing steps and up to two more consecutive
punches. The rapid three-punch combination can devastate an opponent in mere
seconds.
System: The Rekka Ken is essentially a combo wrapped up in a single
multi-round duration maneuver. It is played just like any other maneuver but
when the player's turn comes they announce their maneuver as Rekka Ken and
which of the three basic punches (Jab, Strong or Fierce) which will be used
that round. This punch is resolved normally but the Rekka Ken gives it +3
extra Speed beyond its normal Speed rating. For up to two subsequent turns
the player can continue using Rekka Ken along with a basic punch and get the
+3 Speed bonus to the punch. Each punch must be used on the same opponent
and the damage from each punch combines for purposes of dizzying that opponent.
A special showmanship always accompanies the Rekka Ken. If a fighter uses
the Rekka Ken for three consecutive turns against an opponent they are obligated
to take a moment to strut their stuff - posing and howling in overconfident
zeal in what is considered a Taunt maneuver
that requires no rolling. If the fighter does not take a turn to do this they
loses three temporary Glory points. If they do pose they get the standard
+1 Glory (temporary) for showmanship.
The speed bonus from this technique ends if the user is knocked down, dizzied,
or put into a sustained hold.
Source: Core Rulebook
Reverse Elbow
Cost: none
Speed: +2
Damage: +1
Move: 1
Requirements: Punch *, Alertness *
Power Points: Thai Kickboxing, Savate, Dirty Fighting, Judo, Special
Forces 1, Any 2
School System Power Points: Kickboxing, Dirty Fighting, Military, Grappler,
Boxing 1, Any 2
Description: The Reverse Elbow is a defensive elbow strike delivered
to an opponent standing behind the fighter. It is a staple in many martial
arts and self defense courses and is designed to quickly, if imprecisely,
deliver damage against an attacker and force them back. Most Street Fighters
use it to discourage grapplers from getting too friendly.
System: Use the modifiers listed below. This blow can only be delivered
against an opponent standing behind the fighter. It can be used in conjunction
with the weapon special maneuver Backhand Fighting.
Source: editor
Rushing Wind
Cost: 1 Chi,1 Willpower
Speed: -1
Damage: +2/+3
Move: -2
Requirements: Punch ****, Focus ***, Air
Blast, Power Uppercut
Power Points: Thai Kickboxing
4
School System Power Points: Kickboxing 4
Description: Thai Kickboxing is not particularly known for it’s fist
maneuvers but combine the abilities of one with an affinity for the wind and
the speed that Kickboxing teaches and you find that a few merge the two together
in interesting ways.
System: The fighter throws two quick uppercuts. With each snap of their
arm they release chi into the air which forms a whirling vortex. However,
there is a significant gap between the fighter and where the air spins up
into a high enough speed to be more than a nuisance. The fighter, if they
are adjacent to their target, rolls damage for two uppercuts using Punch with
the +2 bonus below. At the opposite end of the hex in which the uppercuts
where executed, in a direct line in front of the fighter, the twin blasts
form and move two hexes before dissipating. These blasts will damage anyone
or anything encountered using the fighter’s Intelligence + Focus with the
+3 bonus below.
Source: editor
Serpent Punch
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +5
Move: 0
Requirements: Punch ****, Focus ***, Spinning
Back Fist
Power Points: Boxing, Bando, Lua 3, Shotokan Karate, Kung Fu, Baraqah
4
School System Power Points: Boxing 3, Kung Fu, Mystical, Karate, Grappler
4
Description: This radial punch hisses with released energy is it flies
through the air slamming into anyone standing next to the boxer. Many thugs
of the Mad Gear gang can attest to its stopping power.
System: This attack hits everyone adjacent to the fighter at the
time it is executed and will strike crouching foes as it is executed lower
than a Spinning Clothesline. Everyone hit suffers damage using the modifier
listed and is knocked back one hex if any damage is unsoaked.
Source: editor
Shikan-Ken (Ninja Knuckle
Fist)
Cost: none
Speed: +1
Damage: +1
Move: +0
Requirements: Punch **
Power Points: Ninjitsu, Kung Fu 3, Chin Na 4
School System Power Points: Hunter 3, Boxing, Grappler, Kung Fu, Inner
4
Description: Shikan-ken is very similar to a Jab but the striking surface
is significantly different. Most punches are thrown with a clenched fist that
provides a wide area of impact. When throwing a Knuckle Fist the Ninja does
not flex the innermost joints of their fingers. This leaves the bony middle
knuckles as the striking surface. The reduced area of impact increases the
strength and damage of the punch.
System: An opponent struck by the Knuckle Fist must make a Strength
check against the damage dealt by this maneuver to see if they are also knocked
back one hex. This punch will cause a knockdown against aerial opponents.
Source: Player’s Guide
Shining Knuckle
Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +4
Move: +2
Requirements: Punch ****, Focus ***, Dashing
Punch
Power Points: Aikido, Baraqah, Mystic, Elemental: Light 3
School System Power Points: Elemental: Light 3, Boxing, Mystical, Kung
Fu, Inner 4
Description: By releasing their chi during a Dashing Punch the fighter
can assail their opponent with a swift, fast-moving punch that hits like a
truck and sends their foe reeling.
System: The fighter must travel in a straight line to deliver the punch.
If it scores any damage the victim is knocked back one hex and the fighter
may continue moving and strike them a second time. The victim can be knocked
back again but the second hit ends the maneuver.
Source: editor
Shockwave
Cost: 1 Chi
Speed: +0
Damage: +0
Move: 0
Requirements: Punch ****, Focus **
Power Points: Native American Wrestling
3, Any 4
School System Power Points: Grappler 3, Any 4
Description: Native American warriors can strike the earth with a mighty
fist causing it to tremble and quake. The force of the strike sends a shockwave
straight across the ground. This tremor can topple objects and people. The
shockwave can even cause some walls to buckle and crack as their supports
vibrate.
System: The character chooses a straight hex-line down which to send
the shockwave that extends for a number of hexes equal to the character's
Strength beginning with the hex adjacent to the character. Anyone standing
in one of the affected hexes (characters in the middle of aerial maneuvers
are not affected) suffers damage and is knocked down. Note that Shockwave
knocks everyone down even if an opponent was blocking or didn't suffer any
damage from the maneuver.
Source: Core Rulebook
Sho-ouken
Cost: 1 Willpower
Speed: +0
Damage: +2/+3
Move: +0
Requirements: Punch ***, Athletics **, Power
Uppercut
Power Points: Shotokan Karate 2, Bando, Lua 3
School System Power Points: Karate 3, Grappler, Kung Fu 4
Description: When Sakura was studying under Dan trying to learn the
mysteries of the Dragon Punch she interpreted his teachings in unexpected
ways. Although she could not replicate the Dragon Punch the way her idol Ryu
does she developed and perfected the Sho-ouken to take its place. Rushing
at her opponent she strikes and uses her momentum to carry her up into the
air with a high-flying uppercut. Since it's inception other fighters have
observed the technique and added it to their arsenals.
System: This is considered a dashing maneuver and requires a straight
line between the attacker and the target. It strikes only once against an
aerial opponent but if it interrupts them with the uppercut it causes knockdown.
Unlike a Dragon Punch the Sho-ouken cannot be used to evade projectile maneuvers.
Source: editor
Shuto
(Sword Hand)
Cost: none
Speed: -1
Damage: +3 (see desc)
Move: -2
Requirements: Punch ***, Shikan-ken
Power Points: Ninjitsu 2
School System Power Points: Hunter 3
Description: The arm is swung in a wide arc toward the target. At the
last moment the Ninja's fist unclenches and the fingers form a line 90 degrees
from the palm. The lower edge of the fingers strikes the target with a force
similar to that imparted by a sword or club.
System: This punch ignores any bonuses the target gains from armor,
Toughskin or similar powers. A target without such protection suffers an additional
+1 to damage.
Source: Player’s Guide
Sonic Fist
Cost: 1 Chi, 1 Willpower
Speed: +3
Damage: +3
Move: -3
Requirements: Punch ***, Focus **, Sonic
Boom
Power Points: Special Forces 3, Baraqah, Bando 4, Any 5
School System Power Points: Military, Elemental: Sonic 3, Mystical,
Grappler 4
Description: The Sonic Fist is a newer technique developed by Guile.
He realized that instead of releasing the Sonic Boom as a projectile he could
channel that energy to propel his fist through the air. The fighter’s fist
actually breaks the sound barrier as it rushes toward it’s opponent resulting
in a sickening whoosh after the fact.
System: Sonic Fist reduces the damage dealt by projectile attacks by
1 if it interrupts them at the cost of losing two points of damage.
Source: New Legends
Spinal Smash
Cost: 1 Willpower
Speed: -1
Damage: +2
Move: 1
Requirements: Punch **, Grab **
Power Points: Savate, Kickboxing, Thai Kickboxing, Boxing, Silate,
Dirty Fighting, Ler Drit, Native American Wrestling 2, Sumo, Wu Shu, Kung
Fu 3, Any 4
School System Power Points: Kickboxing, Boxing, Dirty Fighting, Ler
Drit 2, Grappler, Wu Shu, Kung Fu 3, Any 4
Description: The Spinal Smash is a down and dirty maneuver that most
fighters consider highly dishonorable because of the risk of permanent injury
it carries. However, for those looking to end a fight decisively it has earned
a place of repute. The fighter grabs his opponent, slams them to the ground,
then delivers a fierce blow to the back.
System: The attacker needs two successes on a Grab check to get the
defender into position face-down on the ground. If this maneuver delivers
eight or more health levels in damage the target's spine has been severely
injured and they will be unable to sit, stand, or walk without medical intervention
or until the injury heals - which is considered aggravated for the purposes
of healing. The defender suffers an unpreventable knockdown and ends their
turn in the attacker's hex.
Source: editor
Spinning Back Fist
Cost: none
Speed: -1
Damage: +2
Move: +1
Requirements: Punch **
Power Points: Baraqah, Pankration, Special Forces, Savate, Western
Kickboxing, Hapkido 1, Any 2
School System Power Points: Military, Boxing, Kickboxing, Inner, Dirty
Fighting 1, Any 2
Description: This punch gets its power from the rotation of the fighter's
body. To deliver the Spinning Back Fist the fighter steps forward with their
rear foot pivoting 180 degrees backward to strike with an outstretched back
fist. The move is powerful and allows the fighter to advance on an opponent
as they deliver the strike.
System: Use the listed modifiers.
Source: Core Rulebook
Spinning Clothesline
Cost: 1 Willpower
Speed: +0
Damage: +0
Move: -2
Requirements: Punch ****, Athletics ***
Power Points: Sanbo 3, Capoeira, Native American Wrestling 4, Special
Forces 5
School System Power Points: Grappler 3, Military, Capoeira 4
Description: Whirling destruction! The wrestler spins their body like
a top clubbing any opponents nearby. They can wade through a gang of street
punks and send them flying in all directions.
System: When using the Spinning Clothesline the fighter moves and attacks
simultaneously. When initiated the wrestler makes a damage test against all
opponents sharing their hex or in an adjacent hex. All opponents who are hit
are knocked back one hex from the wrestler. The wrestler then moves one hex
and repeats the round of damage rolls. This continues until they use up their
Move or decide to stop.
Anyone nearby who is executing a crouching maneuver will not be hit.
Source: Core Rulebook
Spinning Knuckle
Cost: 1 Willpower
Speed: -1
Damage: +1
Move: +3
Requirements: Punch ***, Athletics *, Spinning
Back Fist
Power Points: Special Forces 2, Baraqah, Savate, Western Kickboxing,
Wu Shu, Hapkido 3, Any 4
School System Power Points: Military 3, Any 4
Description: This move is an advanced version of a Spinning Back Fist.
Instead of taking one step forward and spinning into a back fist the fighter
dances forward taking several body-turning cross-steps before delivering the
attack. The Spinning Knuckle uses the fighter's advancing motion to add power
to the blow. Furthermore, the fighter actually delivers two back fists at
the end.
System: The fighter gets to roll two damage tests as the fist connects
twice.
Additionally, the fighter's dancing, turning steps allows them to evade projectile
attacks. If the fighter interrupts a projectile attack with a Spinning Knuckle
they get a chance to dodge the projectile just as if they had used the Jump
special move.
Source: Core Rulebook
Strike of the Serpent
Cost: none
Speed: +2
Damage: -2
Move: +0
Requirements: Punch **
Power Points: Ninjitsu 1, Any 2
School System Power Points: Hunter, Inner 2, Any 3
Description: With the speed of a lunging cobra a fighter swiftly strikes
twice.
System: Fighter rolls to hit for two punches - one after the other. If the first strike hits then the second automatically hits. Roll two damage tests using the modifiers below.
Source: New Legends
Tiger Uppercut
Cost: 2 Willpower
Speed: +0
Damage: +6
Move: see desc
Requirements: Punch *****, Athletics ***, Dashing
Uppercut
Power Points: Thai Kickboxing 4
School System Power Points: Kickboxing 5
Description: This is a highly specialized form of Dragon Punch utilized
solely by Sagat based on his intensive form of Thai Kickboxing. It is fast,
moves a long way, and delivers a devastating punch to those unlucky enough
to be caught in it’s path. Since Sagat invented this maneuver all who wish
to learn it must prove themselves to him.
System: Tiger Uppercut works identically to a normal Dragon Punch except
that it hits twice. If it interrupts another fighter performing an aerial
maneuver that opponent is instead moved with this technique. In order to perform
a Tiger Uppercut the attacker must fully crouch. The punch launches them up
with such force that they move forward in any straight line 2 hexes. Enemies
caught in his path are knocked back another two hexes and are knocked down.
Source: Core Rulebook
Triple Strike
Cost: none
Speed: -1
Damage: see desc
Move: 0
Requirements: Punch **, Kick *
Power Points: Majestic Crow Kung Fu 1, Any 2
School System Power Points: Kung Fu, Inner, Karate, Military 1, Any
2
Description: The fighter pulls back into a tight position, almost blocking,
and then lashes out with two fists and a kicking foot at any one target next
to her.
System: The fighter rolls damage for all three strikes but the target
only suffers damage from two of the strikes. The two punches have a +1 damage
modifier. The kick has a +2 damage modifier. The damage for the kick is calculated
using the fighter's Kick technique even though Triple Strike is a Punch special
maneuver.
Source: Core Rulebook
Turbo Spinning Clothesline
Cost: 1 Willpower
Speed: +1
Damage: +0
Move: -1
Requirements: Athletics ****, Spinning
Clothesline
Power Points: Sanbo 2, Special Forces 4
School System Power Points: Grappler 4, Military 5
Description: Frustrated by the speed of some opponents Zangief worked
hard to make his Spinning Clothesline faster.
System: This move is identical to the Spinning Clothesline except that
it is quicker and travels farther. The wrestler makes a damage test against
all opponents sharing their hex or in an adjacent hex. All opponents who are
hit are knocked back one hex from the wrestler. The wrestler then moves one
hex and repeats the round of damage rolls. This continues until they use up
their Move or decide to stop.
Anyone nearby who is executing a crouching maneuver will not be hit.
Source: Core Rulebook
Turn Punch
Cost: 1 Willpower (see desc)
Speed: see desc
Damage: see desc
Move: 2
Requirements: Punch ****
Power Points: Boxing, Savate, Thai Kickboxing 4, Western Kickboxing,
Bando 5
School System Power Points: Boxing 4, Kickboxing, Grappler 5
Description: This heavy punch is one of the most potent special maneuvers
available to the style. The boxer craftily works his way around the ring setting
up his opponent for a powerful overhand blow. The boxer actually turns his
torso away from his opponent and then twists all the way forward as he throws
the punch. This turning body motion gives the punch its name and its power.
System: At the beginning of any combat round a player can initiate
Turn Punch. This shows that their character is beginning to size up the
opponent in preparation for the punch. During that same turn the player
can use any other maneuver they want but the move has a -1 penalty to
speed, damage, and move because the boxer is concentrating on setting
up the Turn Punch. The 1 Willpower is considered reserved but not yet
spent until the Turn Punch is actually thrown.
|
# of Turns |
Speed |
Damage |
|
1 |
-1 |
+4 |
|
2 |
-1 |
+5 |
|
3 |
+0 |
+6 |
|
4 (or more) |
+1 |
+7 |
This can continue for up to four turns total. The player continues to
use any maneuver they wish at the same –1 penalty. At any time, including
during the very first turn, they can choose to execute the Turn Punch.
The modifiers depend on how many combat turns the boxer was allowed to
prepare the Turn Punch.
At the end of any round the player can choose to abort the Turn Punch
maneuver at no penalty. The move ends immediately if they are knocked
down, dizzied, or put into a sustained hold (GM discretion and depends
on the hold). Additionally, while charging the Turn Punch techniques used
can be individually aborted – with the –1 penalties that Turn Punch imposes
– without ending Turn Punch. This maneuver cannot be the last punch in
a Guren-Ken.
Example: The boxer executes the Turn Punch immediately. The modifiers
are -1 Speed, +4 Damage, and Move Two. Conversely they could Block that turn
(at the modifier penalties), Jab on the next turn, Move on the third turn,
another Jab on the fourth turn, a Block on the fifth turn, and finally on
the sixth turn the player decides to use the punch. It's modifiers would be
+1 Speed, +7 Damage, and Move Two.
Source: Core Rulebook
Vortex Palm
Cost: 2 Chi
Speed: +0
Damage: +2
Move: 1
Requirements: Punch ****, Focus
***, Palm Strike, Fireball
Power Points: Wu Shu, Kung Fu, Silat, Chin Na, Sumo Wrestling 3, Any
5
School System Power Points: Wu Shu, Kung Fu, Grappler 3, Any 4
Description: The Vortex Palm takes an ordinary Palm Strike and adds
a whirling vortex of chi and air that repeatedly strikes the unfortunate target.
System: Just like a Palm Strike this maneuver does double damage for
the purposes of dizzying an opponent if they are struck in the head (difficulty
8, called shot). The range of this maneuver is limited to hitting in the same
hex that the attacker is standing in but it deals three damage tests to everyone
in front of the attacker in that hex. This hits crouching and aerial opponents.
The first test uses Strength + Punch for damage but the second and third use
Intelligence + Focus. Anyone who suffers damage from all the tests is knocked
down and thrown back two hexes.
Source: editor
Widowmaker
Cost: none
Speed: -3
Damage: +5
Move: 2 (max)
Requirements: Punch ***, Jump, Haymaker
Power Points: Any 1
School System Power Points: Any 2
Description: This move is similar to the Haymaker except that the fighter
makes a short jump to increase the damage inflicted. Gravity and the punishing
mass of the fighter propel the attacker's fist directly onto the target's
head. This move is slow but when it connects it will often end a fight.
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 over-hand 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 can be used to avoid projectiles.
Source: Player’s Guide