This page is a temporary holding place for new maneuvers that did not make it into the last revision.
House Rules to remember:
Non-Focus (non-ranged) maneuvers with no Movement that are used in the 2nd or 3rd part of a Combo are allowed one facing change unless an Aerial maneuver is used to move into the blind (rear) hex.
When you make an attack that permits movement after the damage test, place yourself where you want to stop (finish your movement) and then roll the damage.
If you botch and you had moved beyond the target, move yourself back to adjacent to the target.
Holding Your Breath:
Stamina + Focus represents the number of rounds you can hold your breath, and Willpower is your die pool. Each moment in between rounds when you have no air, roll and get at least one success. The first roll is difficulty 4. The difficulty increases by two each time you fail a roll. If you fail a difficulty 10 roll, you pass out. When rounds equal to your Stamina + Focus have expired, difficulty increases by 2 per additional round and you'll pass out if you fail a roll. If at any time you suffer damage, you must roll and get successes that match or exeed the damage you suffered or your difficulty also increases by two.
When you are holding your breath, all your die rolls (except Willpower) are +1 difficulty. This increases to +2 after you have failed a breath-holding roll though it doesn't increase to more than +2.
By the way: A Page of Street
Fighter Maneuver Translations.
Bone Strike
Prerequisites: Punch 4, Focus 2
Power Points: Kopo 5
The art of delivering crippling strikes to the bones of your enemy. Extreme
pain, lasting bruises, and fractures are often of the result of these
debilitating blows.
System: The effects of Bone Strike are exactly the same as Dim Mak.
Delaying damage is restricted to taking effect during the current scene or not
at all. For one additional Power Point with Kick 4, you can use Bone Strike with
your knees or feet (can be purchased later).
Cost: 1 Chi
Speed: +0
Damage: +0
Move: +0
Forbidden Eagle
Prerequisites: Hammer Launcher, Deflecting Punch, Focus 2
Power Points: Boxing 2
You power up your attack with Chi, making it faster and deflective.
System: As Hammer Launcher. Plus, it has a +2 Speed bonus to use a Block
against Punches allowing one to use it as Deflecting Punch, and it can reflect
Chi projectiles as Energy Reflection, using Punch instead of Wits. Two successes
are required to deflect a projectile.
Cost: 1 Chi
Speed: +0
Damage: +4
Move: One
Hammer Launcher
Prerequisites: Launcher Punch
Power Points: Any 1
A double-fisted punch sends the opponent flying upward.
System: This punch Juggles a grounded opponent and knocksdown an
Aerial foe, unless Blocked.
Cost: None
Speed: -1
Damage: +4
Move: -2
Ki Breaker Punch
Prerequisites: Punch 4, Focus 4
Power Points: Kagura 3; Aura Knight 4
With a strike to the opponent's chakra points, you strike the opponent's chi
with your own, temporarily disrupting the flow.
System: The opponent cannot spend Chi for rounds equal to damage
inflicted, starting with the opponent's next action.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +1
Move: +0
Missile Punch
Prerequisites: Dashing Punch, Punch 5, Focus 3
Power Points: Kempo 2; Boxing 3; Any 4
The figher charges forward with a visible shockwave cascading from
his fist. The maneuver was made famous by former American karate champion Allen
Snider.
System: This punch allows one to dodge projectiles like a Jump with a
roll of Strength + Punch.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +4
Move: +3
Throat Strike
Prerequisites: Punch 3
Power Points: Kopo-ken, Any Special Forces or Commando style, Heidern
style 1 PP; Any 2 PP
A fist is driven into the opponent's windpipe. This move can kill when used
incorrectly (in real life, there is no correct way).
System: Someone who uses this maneuver is -2 Honor per use.
Opponent's Stamina is -2 for damage and dizzy purposes. Block doesn't prevent
this but does add to Soak.
This maneuver can have Jab and Fierce applied to its modifiers below.
Incorrect use or frequent use of this maneuver can crush an opponent's windpipe,
suffocating them (imminent death without immediate medical aid). Someone knocked
out by this maneuver automatically suffers this injury unless the attacker has a
medicine of 4 or greater and chooses otherwise. The Int+Medicine roll needed to
reverse such an injury is successes equal to or more than the damage dealt by
the knockout blow.
Cost: None
Speed: +0
Damage: +1
Move: -2
Shinryuu Ken
Prerequisites: Dragon Punch, Punch 5, Focus 5
Power Points: Shotokan Karate 5
The translation of this move is Divine Dragon Fist as opposed to Shouryuu
Ken which is Rising Dragon Fist. Ken's version is a spiraling upwards
punch with an upward afterimage. Ryu tends to use this move as his Shin
Shouryuuken. It is the maneuver he used to give Sagat his scar, and he uses
it with far greater ease than Ken who had to put a spin on the technique to use
it.
System: Anyone who suffers damage from the Shinryuu Ken is knocked
down. The damage modifier
is calculated as 2 + Punch Technique so the Punch Technique is technically
calculated twice in this maneuver. This maneuver permits one facing change.
Aerial. If not used against an Aerial opponent, it is only Aerial after the
damage test.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +2 + Punch Technique
Move: None
Aerial Barrage Kick "Hien Shippuu Juudan Kyaku"
Prerequisites: Barrage Kick
Power Points: Kyokugenryu 2; Any 3
The fighter leaps up and unleashes a barrage of kicks while airborne. Used by
Robert Garcia.
System: Can only be used against Aerial opponents. Aerial. Makes
three damage tests.
Cost: 1 Will
Speed: +2
Damage: +0 (x3)
Move: -2
Barrage
Kick
Prerequisites: Kick 4, Athletics 4, Double-Hit Kick
Power Points: Styles that Get Lightning Leg pay same price +1 PP
The fighter's leg showers the opponent with a flurry of blows.
System: This kick makes three damage tests. Chun Li scoffs at this
maneuver, used to enjoying the higher damage of the kicks she knows (i.e. she
thinks people using this maneuver aren't putting their "backs" into
their kicks). Some lesser versions (for -1 PP) of this even exist that are one Speed slower,
do one less Damage, or have no Movement. If this attack is made with the knee,
then Double-Hit Knee can be a prerequisite instead.
Cost: 1 Will
Speed: +0
Damage: +0 (x3)
Move: One
Catapult Kick
Prerequisites: Launcher Kick
Power Points: Any 1
A sudden kick from underneath lifts the opponent off the ground. Used by Robert
Garcia.
System: This kick Juggles the opponent (making him Aerial), unless he
is Blocking or already Aerial.
Cost: None
Speed: +0
Damage: +2
Move: One
Chainsaw Kick
Prerequisites: Kick 4, Athletics 4, Jump
Power Points: Tae Kwon Do 3; Hwarang-Do 4
The fighter flies like a buzzsaw and slices into the opponent with rotating
kicks. Used by Jhun Hoon.
System: This kick makes three damage tests. Aerial.
Cost: 1 Will
Speed: +0
Damage: +0 (x3)
Move: -1
Fury Kick "Gekidou Kyaku"
Prerequisites: Lightning Leg, Kick 5
Power Points: Wu Shu 4; Other styles that get Lightning Leg 5
The fighter does what Chun Li did to Vega in the Street Fighter movie with the
actual lightning-speed Lightning Leg.
System: This kick makes three damage tests really fast.
Cost: 2 Will
Speed: +1
Damage: +0 (x3)
Move: One
Houou Hiten Kyaku
Prerequisites: Sidekick Smash, Kick 5, Focus 2
Power Points: Tae Kwon Do (not Hwarang-Do) 5
This powerful kick is delivered to the head of the opponent with your other foot
rooted to the ground. Used by Kim Kaphwan.
System: This kick knocks down Aerial attackers. Misses Crouching
opponents. The damage modifier is calculated as 2 + Kick Technique so the Kick
Technique is technically calculated twice in this maneuver.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +2 + Kick Technique
Move: None
Outrage (Leaping)
Prerequisites: Outrage, Orochi blood
Power Points: Orochi 2
One leg delivers a series of kicks followed by visible slashes that hang in the
air. In other words, identical to Outrage only this is Aerial. Used by Vanity Vice.
System: An Outrage attack is made either during or after a Jump.
Aerial. Receives +1 Speed if used against an adjacent or Aerial opponent.
Maneuver is +0 Speed otherwise.
Cost: 1 Will, 1 Chi
Speed: +1 or +0
Damage: +0
Move: Per Jump
Rising Tackle
Prerequisites: Jump, Kick 4, Athletics 4, Focus 3
Power Points: Western Kickboxing 4
Pushing off the ground, you fly into the air, stomping your opponent upwards
with your feet as you rise. This violates most laws of physics. Then again, many
things in Street Fighter do. A maneuver of Terry Bogard.
System: Aerial. An opponent who is not blocking suffers a
Knockdown.
Cost: 1 Will
Speed: +0
Damage: +6
Move: None
Trap Shot
Prerequisites: Trap Kick, Mirage Kick
Power Points: Thai KB 2; Any 5
Using a quick flip kick to stun an opponent, the fighter then delivers a
succession of rapid kicks.
Used by King.
System: A Trap Kick is performed and a barrage of kicks is unleashed
upon the opponent the instant he is stunned. If successful, the last hit does
two hexes of knockback. Trap Shot does not impose Trap Kick's speed
penalty on the opponent for the next round. The follow-up hits are not performed
if the opponent is blocking or if the first hit inflicts no damage. If the first
hit inflicts damage, make additional damage tests equal to your Athletics -2
(total number of damage tests will equal your Athletics minus One).
Cost: 1 Will
Speed: +1
Damage: -1
Move: None
Vertical Backflip Kick "Hien Zan"
Prerequisites: Forward Backflip Kick
Power Points: Tae Kwon Do 3; Hwarang-Do 4
A flipping kick that launches the enemy into the air followed by an aerial heel
that sends them back to the ground.
System: An Aerial opponent is always knocked down by this maneuver
(unless Air Blocking). Regardless, both attacker and defender are Aerial after
the 1st two hits. If the first two hits score damage, a third hit is made which
causes a knock down even if the opponent was not Aerial. This maneuver has no
blind hex so a facing change is never necessary.
Cost: 1 Will
Speed: +0
Damage: +1 (for the first two hits), +2 (for the third hit)
Move: None
Thug Dodging
"Out of my way!"
Prerequisites: Four techniques at 5 or
30 total dots in techniques.
Power Points: Any 1
You weave through lesser
opponents without concern, especially those without first or last names.
System: At any moment when you are attacked by an opponent designated as a thug (by the
storyteller), or nearly inconsequential except for numbers, you may avoid the
attack by rolling your Block (in most cases) technique vs. the foe's attacking
technique. You need to match or exceed the opposing roll. The exceptoins are:
You must roll your Grab to defend against Grabs. You must roll your Focus to
defend against any mental assault (which attacks mental or metaphysical stats
rather than Stamina/Health, i.e. attacks Int/Willpower or Int/Health).
Cost:
None
Speed/Damage/Move: Not a standard card. Considered always in play.
Counter Grapple
Prerequisites: Technical Grapple
Power Points: Any 2
In many fighting games you can enter the Grab command quickly to shake off a
Grab attempt. This is that maneuver. With your practiced grappling skills, you
are able to attempt to fend off some attacks.
System: At any time a grab is attempted on you, spend 1 Will to
attempt an escape. There is no card as this is considered a free action. This is
a contested roll of the Grab Technique. Defender wins a tie. You cannot
Counter Grapple grabs that cost Will or Chi.
The grabber may spend 1 Will to negate the defender's Counter
Grapple before the roll is made. A successful Counter Grapple moves the defender
back one hex and the defender may continue with whatever card chosen for the
round unless it was a Block. A grabber who has been successfully Counter
Grappled is
allowed to play an Abort maneuver even though he has already taken an action
that round.
Cost: 1 Will
Counter Hold
Prerequisites: Counter Grapple
Power Points: Any 2
Turns the tables on your attacker.
System: Not an Abort. Playable while in a sustained Hold. Contested
Grab Technique. This roll is activated by a Sustained Hold's damage test on you
(that damage only actually rolled if this fails),
and therefore, has no Speed rating. The hold maintainer is considered the
defender. If successful, you may automatically place your attacker in one of
your own sustained holds. You may not make a damage test until next round,
allowing the held opponent the break out roll between rounds.
Alternatively if successful, you may spend 1 Will to use a
Grab (on the same opponent) that doesn't cost Will, Jump, Move, OR with a
single-hit maneuver that permits movement after the damage test (like Back Flip
Kick or Passing Strike) during the same round with the Counter Hold's speed
modification, but if you do this, you give your attacker a chance to Abort
(because he has not taken his action/damage test yet) or to continue trying to
play the Sustained Hold card he already has in play. Note that this is very
different from how Counter Grapple works.
You can only make one Counter Hold attempt per round. For any
Combo purposes however, the card you've played this round remains considered Counter
Hold even though you follow it with another card.
Cost: None
Speed: +3
Damage: See description
Move: See description
Dam Breaker Punch "Gekiheki Haisui Shou"
Prerequisites: Grab 3, Punch 3
Power Points: Kopo 2, Wing Chun 3, Any 4
You move in too close to be blocked and deliver a series of successive hand
strikes. Used by Andy Bogard.
System: Can be performed from an adjacent hex (makes only two damage
tests), but it is then not considered a Grab and can be Blocked. When used as a
Grab, the opponent suffers three damage tests and is knocked down if the third
damage test scores damage. Calculate the damage as a Punch. During the damage tests, both attacker
and defender are moved one hex in the direction of the attack.
Cost: None
Speed: -1
Damage: -1 (variable hits)
Move: One
Final Atomic Buster
Prerequisites: Spinning Pile Driver, Athletics 4, Grab 5, Focus 3
Power Points: Sambo 5
Zangief developed this manuever after encountering a pack of radioactive
bears near Chernobyl.
Showing his true mastery of Sambo, he took his signature finishing move to the
next level.
System: This attack is Aerial after you grab your opponent. Both attacker
and victim then land in the same hex up to the attacker's Athletics away
(minimum of one). The victim then bounces three hexes (or up to the attacker's
Strength if it is more) away in a straight line of the attacker's choice.
Learning Final Atomic Buster reduces the cost to perform a Spinning Pile Driver
by 1 Willpower.
Cost: 2 Will
Speed: -1
Damage: +4 + Grab Technique
Move: Two
Mirage Dance
Prerequisites: Grab 3, Kick 3
Power Points: Kyokugenryu, Special Forces, Thai KB 3; Kung Fu 4; Any
5
Grabbing your enemy for support, you make three kicks of descending height. Used
by King.
System: Grab. Knockdown. Use Kick for damage. Makes three damage tests.
Cost: None
Speed: -1
Damage: -1 (x3)
Move: One
Cannon Drill Pass
Prerequisites: Cannon Drill
Power Points: Any 2
Your Cannon Drills may now strike an enemy and continue moving.
System: If you have remaining movement after the damage test, you may
use the extra movement. After-hit movement must follow a straight-line on the
path of the last hex moved to hit the opponent. This does not require a new
card. This applies a new ability to your existing Cannon Drill. Your Cannon Drill may freely move through enemy occupied hexes, except hexes with more than one occupant.
Cost: 1 Willpower
Speed: +2
Damage: +2
Move: +2
Cannon Shell
Prerequisites: Cannon Drill
Power Points: Any 2
Trades up speed for power.
System: It is not considered Aerial, but you do not touch the ground
between your starting point and your target, the same as Cannon Drill.
Cost: 1 Willpower
Speed: +1
Damage: +4
Move: +2
Double Pass
Prerequisites: Passing Strike, Athletics 5
Power Points: Any Style with Passing Strike 3
Make two passes with Passing Strike.
System: As Passing Strike, the second Pass must be in the opposite
direction, along the same path as the first pass.
Cost: 2 Willpower
Speed: +0
Damage: +4
Move: +2
Evasion (Slide Step)
Prerequisites: Athletics 3
Power Points: Any 2
Sliding to the side or even through an opponent's hex, you attempt to dodge an
attack. This move is a substitute/replacement for Esquives. As of this moment,
Esquives is no longer a legal move in this game.
System: Not an Abort. This is a contested roll of Dex (you) versus
Wits (attacker). If you succeed, you entirely dodge whatever maneuver the
attacker directed at you. The only exception is that multiple hit projectiles
must be dodged individually. You can only use this against one maneuver per
round unless you forgo the Speed bonus it grants in which case you may continue
dodging until you fail a roll. You use your Wits instead of Dex to dodge
bullets/firearms unless your Dex is higher than 5 in which case you can choose.
If
successful, this move grants a +1 Speed bonus to any maneuver next round.
Slide Step lets you move through a hex occupied by an
opponent. If you Slide Step through an opponent's hex so that you end your movement
on the opposite side, you receive a +2 Speed
bonus to any maneuver next round.
Cost: None
Speed: +3
Damage: None
Move: Three
Killer Bee
Prerequisites: Cannon Drill Pass
Power Points: Special Forces 2
Cammy's deadly super combo attack.
System: Two hits, the first hit is a regular Cannon Drill Pass, and
then you may perform a second Cannon Drill Pass. Wallspring may be used during
either hit's Movement, granting Athletics +4 Movement during the Wallspring
movement. A hit made off a Wallspring does an extra die of Damage.
Cost: 2 Willpower
Speed: +2
Damage: +2
Move: +2
Spiral Arrow
Prerequisites: Cannon Drill
Power Points: Any 2
You take out an opponent's legs with your Cannon Drill.
System: It is not considered Aerial, but you do not touch the ground
between your starting point and your target, the same as Cannon Drill.
Knockdown. Crouching.
Cost: 1 Willpower
Speed: +2
Damage: +0
Move: +2
Chi Efficient
Prerequisites: Focus 6
Power Points: Any 2
Your powers which cost Chi up to your Focus become easier.
System: Many powers which permit you to spend up to your Focus in Chi now only require half the Chi or other temporaries (round up) for the effect. Efficiency doesn't help if any other powers are boosting the affected maneuver. Powers which are affected are Regeneration, Chi Kung Healing, Leech, Final Bringer, Siphon, and Essence Drain.
Chi Transferrence
Prerequisites: Chi Kung Healing
Power Points: Kabbadi, Tai Chi 1; Any 2
The fighter can give some of own his inner force to another.
System: As Chi Kung Healing, only you're giving temporary Chi rather than Health. On rare occasions, an old master has passed on his inner force to a student.
This power can be used to transfer permanent Chi to another although the recipient cannot end with more Chi than the you have at the start of the action. Doing a permanent Chi transfer, you can transfer more Chi than you have Focus, but in doing so, you transfer all of your Chi, ending your life.
Corrupt Soul
Prerequisites: Taint Chi, Focus 5
Power Points: Snake Style 5
Corrupt the Chi of others and their very being.
System: As Taint, but will affect all 10 Chi slots (or more if the victim has more) even if the victim doesn't have as much as 10 permanent Chi. Also, this power affets Usable Chi first, the opposite of Taint Chi. Any affected potential Chi must be spent or recovered before usable Chi may be recovered or spent.
Cost: 2 Chi
Speed: -2
Damage: +3
Move: None
Custom Combo
Prerequisites: External: Insight 3; Internal: Focus 2
Power Points: Any 4
With deep concentration, the fighter analyzes his opponent to hopefully gain an
advantage for a few rounds. Used by Street Fighter Alpha 3 characters.
System: Played as a supplement card with any other card combination.
Declared when the other card is played. It lets you create a Combo on the fly
and turns the card played during the round into the 1st part of a combo and
whatever is played the next two rounds the 2nd and 3rd part of that Combo. Must
follow all rules for Combo use. Costs an extra temporary of the same type when
the Custom Combo card is played to turn it into a Dizzy combo. You cannot decide
to do this on the 2nd or 3rd round.
A restriction is that you must decide when the CC card is played whether or not
the Combo is defined as Change Target.
Example: You play a Dragon Punch with the Custom Combo card and choose to make
it a Dizzy combo. You get Air Thrown. You are out 3 Will and have accomplished
nothing. If you had succeeded however, you could have decided, out of the blue,
next round to play a Jab with +2 Speed, and a Forward on the round after that
with +4 Speed with all the damage combining to Dizzy.
Reduced Cost at Higher Levels
When you raise your Insight to 6, External Custom Combo (non-dizzy or Dizzy)
costs 1 Will. With Insight 8, a non-Dizzy Custom Combo has no cost.
When you raise your Focus to 6, Internal Custom Combo (non-dizzy or Dizzy) costs
1 Chi. You cannot decrease the cost of a Dizzy Combo to zero when you get Focus
8 though you can then perform a non-Dizzy Custom Combo for no Chi cost.
Cost: External: 1 Will; Internal: 1 Chi
Speed: As a combo. +2 bonus on 2nd round, +4 bonus on 3rd round
Damage: Per maneuver.
Move: Per maneuver.
Desperation
Prerequisites: Focus 5
Power Points: Any 1
Desperately, you call forth your hidden strength and put your own life at risk.
System: When you have no remaining Chi, you spend Health as Chi. Every
two Health equals one Chi, and the lost Health is considered Aggravated Damage.
Empty Soul Palm
Prerequisites: Chi Kung Healing, Cosmic Waking, Focus 5
Power Points: Six Divine Nerve Swords, Snake Style 5
Grab the victim and extract their energies.
System: Sustained Hold. Victim's Perception is Soak. Successes on Int+Focus make the victim lose 1 Health and 1 Chi per success. Aggravated Chi damage may be dealt. Use Focus to maintain the Hold. Opponent may use Strength or Focus.
This power can permenantly remove Demon Chi, Aggravatd Honor loss, as well as temporary Taint or Corruption.
Can play from a Sustained Hold.
Cost: 1 Will, 1 Chi
Speed: -1
Damage: +0
Move: One
Essence Drain
Prerequisites: Leech, Empty Soul Palm, Siphon
Power Points: Snake Style 5
Grab the victim and suck their life energy.
System: Grab. If this attack connects, you may spend additional pairings of 1 Will and Chi. The total amount of such pairings permitted is up to your Focus. For each 1 will and 1 Chi (pairing) you spend, the opponent loses 1 Health, 1 Will, and 1 Chi. For each 3 temporaries you drain, you may regain 2 of your choice from among them. If the opponent runs out of either Will or Chi, those points are removed from Health.
Can play from a Sustained Hold.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: Special
Move: One
Essence Drain, Ranged
Prerequisites: Essence Siphon
Power Points: Snake Style 3
System: You can use Essence Siphon at a range of Wits+Focus.
Cost: Same
Speed: -2
Damage: Same
Move: None
Improved Toughskin
Prerequisites: Toughskin, Stamina 6
Power Points: Same cost as Toughskin
This is the most advanced of body hardening techniques.
System: This grants the bonus of Toughskin plus two more benefits.
When you use Improved Toughskin, all Aggravated damage you take during that
round becomes normal damage, and any attacks that would bypass some of your
resistance (halving Stamina, etc.) do not. The only exception is that when the
Technique used to attack you is equal to your stamina, you ignore the first
benefit. And when the Technique used to attack you is higher than your Stamina,
you ignore both benefits.
Cost: 1 Chi
Iron Skin
Prerequisites: Improved Toughskin
Power Points: Same cost as Toughskin (maximum 3 PP)
Your skin becomes as tough and hard as iron or stone in its natural state.
System: You can make one of the benefits of Improved Toughskin
permanent (with the exception of the +2 Soak). You cannot change this benefit
and you cannot learn Iron Skin twice. It is subject to the same weakness to high
Techniques as Improved Toughskin.
Cost: None (Permanent)
Qigong Balance
Prerequisites: Focus 4
Power Points: Tai Chi 4; Any 5
The fighter can redistribute his weight in order to effectively become heavier or lighter.
System: May be played in addition to any other cards.
If you use it to multiply your weight by your Focus, you can subtract your Focus from any knockback and make it more difficult to be lifted. Reduce your Movement by the Focus used minus one. In some circumstances, you may be able to add the same number to certain feats of strength, certain straight-line attacks, and certain body-checking attacks.
If you use it to decrease your weight, you can divide your weight by your Focus, deduct the Focus used from any falling damage, add the Focus used to any knockback suffered, and add two to your Movement. With a Focus of 6, you can reduce your weight to that of a feather, enabling you to fall slowly and take no damage from a fall.
Cost: 1 Chi
Qigong Cleansing
Prerequisites: Focus 4
Power Points: Tai Chi 4; Any 5
The fighter can cleanse his own body of any toxins.
System: Whenever you would be affected by a harmful toxin, roll your Stamina plus Focus to ignore the effects or expel it from your body. 1-5 successes are necessary, depending on the potency.If you spend a permanent point of Chi, you can grant yourself immunity to poisons, causing this power to always get maximum successes with no roll.
Recharge (Inner Strength Recharge)
Prerequisites: Focus 5, Meditate 3
Power Points: Any 3
Drawing upon your battle aura, you recharge your inner strength and fighting
spirit.
System: You may only play this in between rounds and while not Dizzied.
You may spend Chi equal to a maximum of double your Focus, and each 2 Chi you spend
returns 1 Willpower.
Taint Chi
Prerequisites: Chi Kung Healing, Focus 4
Power Points: Snake Style 3
Corrupt the Chi of others.
System: Focus is Soak. Range = Wits+Focus. Successes equal Taint and a speed penalty to opponent's next action. Empty/used Chi slots of permanent Chi are Tainted first. Tainted Chi cannot be recovered and is not advantageous to use. Spending tainted Chi causes twice the amount of Aggravated Health damage or one can sacrifice an equal amount of permanent Honor. Aggravated Honor loss has the same effect as gaining Demon Chi on a character's behavior.
Chi Transferrence, Meditation, and 7th Sense can all be used to rid oneself of Tainted Chi.
Dealing with Tainted Chi is hazardous so you suffer -1 Temporary Honor for every
point of damage you deal with this power.
Can play from a Sustained Hold.
Cost: 1 Chi
Speed: -1
Damage: +1
Move: None
Zen Combo
Prerequisites: Zen no Mind
Power Points: Style with Zen no Mind 1; Any 2
System: When you play a card using Zen Defender, that card uses the listed Speed +2.
Zen Defender
Prerequisites: Zen no Mind
Power Points: Style with Zen no Mind 1; Any 2
System: As one or all of your three cards, you can play an Abort maneuver, such as Block or Jump. Though you could do that before, Zen Defender allows you to choose to play them at any point during the round rather than only at the end. The cards then have their listed Speed.
Zen Quickness
Prerequisites: Zen no Mind
Power Points: Style with Zen no Mind 1; Any 2
System: Your Zen no Mind or Zen State goes on a Speed of Wits +2.
Zen Sleep
Prerequisites: Focus 5, Meditate 5
Power Points: Tai Chi 4; Any 5
The fighter can enter a state near suspended animation.
System: While in this state, you are still aware of the world around you, being able to make Perception+Alertness rolls; however, you can choose one of two effects.
You can use it to rest, getting the effect of an hour of sleep for every dot of Focus for each hour in the Zen Sleep.
With a Focus and Meditate of 6, you can enter suspended animation without need for sleep, food, or water. Your body will age 1 day for every year which passes. However, you may feel better upon
awaking if you are given food and water, depending on the duration of your sleep.
Zen State
Prerequisites: Zen no Mind
Power Points: Style with Zen no Mind 1; Any 2
System: You enter a state of Zen no Mind that lasts for rounds equal to your Focus. You automatically enter Zen no Mind at the start of each following round. If you act out of Zen, the Zen State ends automatically.
If your Meditate skill is 6 or higher, you can enter a Zen State for only 1
Willpower.
Cost: 2 Will
Kunai are -1 Damage weapons and are like Shurikens. Throw a maximum of four
Shurikens in a round and a maximum of three kunai in a round, based on your
Throw skill (see the Revised Weapon List). The number of Kunai you can throw is
one plus an additional one for every dot of technique past three. You can throw
an additional Shuriken for every dot past Throw 2 (Revised Weapon List will be
updated).
Basic strike modifiers are allowed with single thrown weapons (the multiple
throw has no movement). This is considered another form of Basic weapon strike
(so may be used with Jump if they have Movement).
Double-Toss
Prerequisites: Thrown 3
Power Points: Weapon Style, Any Ninjitsu 1
Usable with two thrown weapons. Add weapon modifiers.
System: Only for light thrown weapons (knife, fan). Will not work for
spears. Can pay 2 PP to make this a Maneuver that is -2 Movement and considered
a Basic Attack only for purposes of playing the Jump card.
Cost: None
Speed: -1
Damage: -1 (x2)
Move: None
Triple-Toss
Prerequisites: Double-Toss, Thrown 4
Power Points: Weapon Style, Ninjitsu, Bushin, Shiranui 2
Usable with three thrown weapons. Add weapon modifiers.
System: Only for light thrown weapons (knife, fan) so this will not
work for spears.
Cost: 1 Will
Speed: -1
Damage: -1 (x3)
Move: None
Steel Hail
Prerequisites: Triple-Toss, Jump
Power Points: Weapon Style, Ninjitsu, Bushin 4
From midair, the fighter spins while hurling three weapons.
System: Aerial (Jump). Usable with three thrown weapons. Add weapon
modifiers. An attack of Ibuki (SFIII: 3rd Strike).
Cost: 2 Will
Speed: +1
Damage: +0 (x3)
Move: -1
Meteor Shower "Mizudori no
Mai"
Prerequisites: Triple Toss, Focus 3
Power Points: Weapon Style, Shiranui 5
Using your Chi mastery, you throw a shower of weapons while setting them on
fire.
System: Usable with three thrown weapons. Add weapon modifiers. An
attack of Mai Shiranui (Fatal Fury). Though this is a Focus using maneuver, this
is not a Focus maneuver.
Cost: 1 Will, 1 Chi
Speed: -1
Damage: +1 (x3)
Move: None
Weapon Channeling
As PK Channeling. Same prerequisites and cost. Only usable on
hand-held weapons.
Thrown Weapon Channeling
As PK Channeling. Same prerequisites and cost. If throwing multiple weapons with
a Basic Attack (shuriken or kunai), cost is 1 Chi per weapon. Not usable with
firearms, explosives, or energy weapons.
Note: If you possess one of the three Channeling
Powers, the other two are 1 PP cheaper.
This section is mainly to keep straight for myself how I use Firearms in Street Fighters. Many of the maneuvers that follow are possibly things that anyone in the White Wolf world can do, but as I have tended to not bother looking up the firearms rules in those books and instead made up the rules as I went along, I figure I should get those impromptu rules down on paper.
John Woo Hong Kong Fu
So, you want to be like Chow Yun Fat on film, eh? Well, you probably should be playing Feng Shui or some other game, but as long as you're here, here's how to fit it into Street Fighter. With the exception of the maneuver that has Rifle in its name, these Firearm maneuvers were made with Pistols/Handguns in mind. In any case, you must specify Pistol or Rifle when purchasing a maneuver from this list. The two-gun maneuvers are only for handguns.
Will: 6
Chi: 1
Firearm Technique
Double-Shot (1)
Two-Gun Shot (2)
Two-Gun Double-Shot (2)
Snap Shot (2)
Running Shot (2)
Leaping Shot (3)
Point Blank Shot (2)
Advanced Pistol Training (1)
Advanced Rifle Training (1)
Ricochet Shot (4)
Counter Shot (4)
Quick Reload (2)
Snap Reload (3)
Focus
Bullet Time (5)
Mystic Assassin
I have this Heroclik for Tiger Lily which I think is from Kabuki. I've never read Kabuki, but I think it's a suitable miniature to represent an agent of the Black Hand. In any case, the style below is used to represent the mystic killing cults of Asia (or other regions that may have mystic killing cults - which could be any region).
Will: 3
Chi: 4
Weapon Maneuvers
Select 17
Kick
Back Flip Kick (1)
Back Flip (2)
Stomping Back Flip (2)
Athletics
Accelerated Jump (1)
Air Block (1)
Evasion (1)
Light Feet (3)
Wallspring (1)
Focus
Ghost Form (5)
Basic Rules I follow when running a game. Firearms have both a To Hit roll and a Damage roll. The Damage roll works as usual, but it cannot be Botched.
Controlled Fire
For single-shot, semi-automatic (up to two shots), and three-shot bursts, roll
Wits+Firearms once per gun. Successes are added to the damage rating of the
weapon. The new damage rating is the dice applied against half the opponenet
Stamina (round down) to determine fatal (aggravated) damage. Roll the damage a
number of times equal to the bullets that struck. Unless you have a maneuver
that lets you fire more than one bullet per round, you must use the Automatic Fire
rules instead (except for the number of bullets you actually fire). In addition,
you must roll a minimum number of successes equal to the number of shots fired
for all the shots to hit (two successes if firing two shots, and so forth). That
only makes sense.
Aiming
You can spend rounds doing nothing but Aiming. For every round you spending Aiming, you lower the difficulty by 1. When you finally take the shot, you can do nothing that round but take the shot.
You cannot combine Aiming and Automatic Fire.
The minimum Difficulty is 4.
Or, you can take aim, trading -2 Speed for -1 Difficulty. You can't trade
anymore than that.
Automatic Fire: When firing fully automatic, roll up to your Wits+Firearms. The number of dice you choose to roll is the number of bullets you fire (minimum of 6 bullets will be fired). Successes rolled are the number of bullets that hit. Roll the damage of each bullet against half the target's Stamina. If you spray an area trying to hit multiple targets, the number of hits is half your number of Successes (round down). For purposes of dodging, you have rolled 1 success with each bullet that hits. The hit roll with Automatic Fire is always +1 Difficulty.
Moving While Shooting (All Firearm Attacks Have a Move of None But Can Use
the Below Modifiers)
If you fire a gun while Jumping, the Difficulty is +3.
You can move up to 2 hexes and fire with a +1 Difficulty.
You can move 3 hexes and fire with +2 Difficulty.
You can move 4 hexes and fire with +3 Difficulty.
You can move 5 hexes and fire with +4 Difficulty.
If your Difficulty is ever more than 11, you automatically miss.
Other Modifiers:
Using two guns at the same time: +2 Difficulty.
Armor
Level 1 is concealable (i.e. worn under a shirt). Turns one Aggravated Damage to
Bashing Damage.
Level 2 is not concealable, but it can be inconspicuous (i.e. a heavy jacket).
Level 3 armor and higher is obvious.
The level of armor represents the number of points of damage from Firearms that are either turned aside or turned into non-fatal damage for the wearer. Normally, the effect is split.
Example: A Level 2 armor negates one point of Firearm damage and turns one point of fatal damage into non-fatal damage from each bullet that hits. If a Level 1 Armor Piercing bullet hits it and does one damage, the first level of armor piercing will counter the first part of the defense and the point of damage will be considered non-fatal against the target.
Armor must a be a minimum of L2 to turn aside any damage entirely.
Against personal armor, damage rolls of 10 bypass it.
Ammunition Types
Armor Piercing: It ignores armor. AP ammo has levels telling how much armor it can ignore.
High Explosive: Has twice the base damage of the normal round. This is not used with automatic fire. Even with rapid semi-automatic fire, there is a chance for the gun exploding.
Gun Modifications
Guns can be modified to lower their To Hit difficulty by -1 Difficulty. The minimum difficulty for a Firearm is Difficulty 6. Various White Wolf games have lists of Modern Firearms in them. I believe a 1911 Colt .45 has a Difficulty 7 and a damage of 7.
For our simplified purposes, all fireamrs have a base difficulty of 7, unless they've been adjusted/personalized.
How Much Damage Does a Gun Do?
Here is my heavily simplified damage chart, Generic Damage.
Tiny (.22 Cal) - 4
Small (.38) - 5
Medium (9m) - 6
Big (.40,.45) - 7
Heavy (10m,.44,.357) - 8
Super (.454,.50) - 9
Special Generic Ammo (Differs from the Ammuntion Types listed above,
meant for use with the White Wolf gun stats):
Hollow Points: +3, Only affects soft targets
High Explosive: +7 (but bonus dice from hit roll don't apply), Only affects soft targets.
Armor Piercing: Treats L3 armor as L1 and ignores everything lesser.
Essentially, subtracts 2 levels from the armor. (All FAs are considered AP on soft targets. Any actual AP quality only affects armor.)
Double-Shot
Prerequisites: Firearms 2
Power Points: John Woo 1; Any 2
Two quick shots are fired from a single semi-automatic weapon at a single target
as Controlled Fire.
System: As described. Also allows you to use a 3-shot burst as
controlled fire if the
weapon has that feature.
Cost: None
Speed: +0
To Hit: -1
Move: None
Two-Gun Shot
Prerequisites: Firearms 2
Power Points: John Woo 2; Any 3
With a handgun in each hand, you fire a single shot from both at once.
System: This is considered Controlled Fire. If your Wits is 4 or
more, you can fire at two separate targets.
Cost: 1 Will
Speed: -1
To Hit: +0
Move: None
Two-Gun Double-Shot
Prerequisites: Double-Shot, Two-Gun Shot, Firearms 4
Power Points: John Woo 2; Any 3
With a handgun in each hand, you fire two shots from both at once.
System: This is considered Controlled Fire. With this maneuver, you
could be permitted to use two Machine Pistols with Automatic Fire, but you would
have to use the Automatic Fire rules.
Cost: 1 Will
Speed: -1
To Hit: -1
Move: None
Snap Shot
Prerequisites: Firearms 2
Power Points: John Woo 2; Any 3
You fire a single shot by instinct instead of by aim.
System: Difficulty is +1.
Cost: None
Speed: +2
To Hit: -1
Move: None
Running Shot
Prerequisites: Firearms 3
Power Points: John Woo 2; Any 3
You can run while shooting without the usual firing penalties.
System: You can move up to 4 hexes with no penalty. You can move 5
hexes with +1 Difficulty. You can move more than 5 hexes with +2 Difficulty.
Cost: None
Speed: Per Shooting
To Hit: Per Shooting
Move: +0
Leaping Shot
Prerequisites: Jump, Running Shot
Power Points: John Woo 3; Any 4
You can jump while shooting without the usual firing penalties.
System: You can play Jump or Accelerated Jump with a Firearm
maneuver. There is no increased Difficulty because of the Jump.
Cost: None
To Hit: -1 (cumulative with other maneuvers)
Point Blank
Shot
Prerequisites: Firearms 2
Power Points: John Woo 2; Any 3
You are practiced at shooting in hand to hand combat.
System: Lowers your difficulty by 1 when adjacent or in the same hex
as the target.
Cost: None
Advanced Pistol Training
Prerequisites: Firearms 1
Power Points: John Woo 1; Any 2
You are practiced at shooting handguns (pistols, revolvers).
System: When using a handgun at range, you gain +2 Speed. This IS
the +2 Speed Bonus mentioned on the SF Storyteller's Screen, not an additional
+2. Yes, you need a maneuver to get the bonus.
Cost: None
Advanced Rifle Training
Prerequisites: Firearms 1
Power Points: John Woo 1; Any 2
You are practiced at shooting rifles and shotguns.
System: When using a rifle at range, you gain +1 Speed. This IS
the +1 Speed Bonus mentioned on the SF Storyteller's Screen, not an additional
+1. Yes, you need a maneuver to get the bonus.
Cost: None
Counter Shot
Prerequisites: Wits or Dexterity of 6
Power Points: John Woo 4; Any 5
You shoot down bullets in-flight.
System: If you interrupt, you can aim your shots at bullets that have
been fired. You must fire all the shots from the gun you use for this along a
straight line. So if the attacker is shooting at you, you can specify some of
your shots to hit oncoming bullets and some of the shots to hit the attacker.
You must specify which shots and in which order go where before you roll the
results of any of them. You need two successes to hit another bullet. If it
hits, both bullets are destroyed. (You can use Automatic Fire but you need two
bullets to hit just one because each hit is only considered 1 Success.) If the
bullet(s) are from Automatic Fire, you only need 1 Success to hit the bullet(s).
Cost: None
Ricochet Shot
Prerequisites: Firearms 5
Power Points: John Woo 4; Any 5
You can bounce your bullets off solid objects so that you can shoot around
obstacles.
System: You can sacrifice two successes from the hit roll, to make
the bullet(s) ricochet. Obviously, you cannot use this with Automatic Fire.
Cost: None
Quick Reload
Prerequisites: Firearms 3
Power Points: John Woo 2; Any 3
You are practiced at reloading quickly.
System: It normally takes an entire round to reload your gun, whether
you're inserting a single clip or slipping 6 bullets into a revolver. With this
maneuver, you can reload and take another action during the same round with -2
Speed (for time spent reloading).
Cost: None
Snap Reload
Prerequisites: Quick Reload, Firearms 5
Power Points: John Woo 3; Any 4
You reload with some kind of super power. Either you launch bullets from your
cleavage into your gun, fire a clip from your crotch into your gun, or use some
other kind of ridiculous ability. If the character is halfway gritty, Snap
Reload is not recommended.
System: With this maneuver, you can reload and take another action
during the same round at -1 Speed (for time spent reloading).
Cost: None