Street Fighter Storytelling Game
Original Supplemental Material
By Tony "Black Rose" Figueroa
Last Updated: 1/26/08

What's New/Changed: Revised Drunk no Mind and Aura Illusion for playability; Corrections to Aura, Heidern styles; Revamp of Kagura-Style; Additions to Snake Style, Cosmic Waking, Revised Final Bringer; Revised Flaming Back Fist, Elbow Dash, Kyokugen-Ryu, Suzakuken-Ryu; Drastic revision of Reversals/Counters, Mega Driver is now another name for Pile Driver as PD now uses MD damage, Added many missing Prerequisites, Added insult to Gorefest's injury, Tick damage now permitted for some maneuvers Block nullified, Trap Shot and Trap Kick revision (downgrade and upgrade, respectively)
Moved Psychic Maneuvers to Psychic Wars (work in progress), Need to create standard short names for maneuvers and replace confusing abbreviations throughout maneuver listings.

Heavily improved rules for Orochi characters, Added Final Atomic Buster to Book of Violence, Myriad Corrections, Added Variable Maneuver, Split Aura Combat into Aura Combat and Psychic Combat, Went on tour of abandoned Cincinnati subway system, Tweaked Tornado Kick, Fixed Typos, Added to Experimental Maneuvers: Desperation Attack, Recharge, and Zen no Mind sub-maneuvers; Added Blinding Flash, clarified Hypnotic Suggestion, Awakening Sixth, Flash Strike, some Focus maneuvers with Movement; Moved Sexy Blast (revised) to Psychic Wars; Realized Kusanagi Style only had 19 maneuvers and fixed it (and added Shiki Kai kick); Deleted Jumping Sidekick, i.e. the irrelevant maneuver; Added the exciting world of Taijitu maneuvers, Read Infinite Crisis #2, Fixed typos, High/Low Reveral now One maneuver; Revised Banishing Punch, Technical Grapple, Power Smash, Crack Shoot; Previous Updates: Edits; Added Wing Chun, Technical Grapple; Added Back Kick, Deflecting Kick, Reversal: Punch (and Kick); Revised Flying Elbow Drop, Suzakuken description; Added Psychic Kung Fu (and related maneuvers); Added Ankoku Shinkuu-ken (and related moves); Shin Kick; Revised Group Fighting, Power Wave; Massive Editorial Changes & Corrections; Sambo's Turbo Punch (Original Spinning Clothesline); Half-Hour Suplex; Hindenburger Piledriver; Dynamite Bakuretsuken; Phantasm Flash; Moved seveal styles from Chaak page to here; Major Update (Kempo, Pi Gua Quan, Qwan Ki Do, Capoeira, Numerous New Related Maneuvers); Added Spin Sweeps, Added Slash Punch, Flash Chop, The Highlander, Tiger Ball, Sonic Scissor

@ Denotes a style/maneuver listed on another page. See the Book of Violence, Chaak, Ninja War, Psychic War, or Orochi Rites page. Many of those styles will not have their costs listed here but only under their style to reduce clutter.

Thanks goes to Robert Simpson who despite despising the game system used his insomnia to compile my files of original maneuvers into one file. Please e-mail me if anything seems wrong and with any comments/suggestions.

Table of Mayhem

New Style Descriptions & Maneuver Lists
New Maneuvers - Punch, Kick, Block, Grab, Athletics, Focus, Miscellaneous Maneuvers, Stunt Maneuvers

Complete list of these new Maneuvers under the respective official book styles in which they appear. Updated 12/01/04
(I'm aware that a few styles came out doing better than the rest. Of course, I've been playing one character for four years and have yet to get all the maneuvers in a 22 move style.)

"We are the Baskin Robbins of Street Fighting." - SUR

31 New Styles & Their Maneuver Lists

Italicized Maneuvers in lists are either New or Renamed Moves

Style Name [Number of Maneuvers in Style]

Aura Combat [37]
Animal-Style Kung Fu [35]
Ankoku Shinkuu-ken Karate [Select 26]
Capoeira [36]
Commando Sambo (Basis: Blue Mary) [29]
Drunken Monkey Fist Kung Fu [27]
Hakyokuseiken [28]
Heidern-Style Assassination Techniques [26]
House of Strolheim Style (not fashion-related) [21]
Hwarang-Do [Special]
J'hana Aura Combat [31]
Kagura-Style Ancient Martial Arts [28]
Kanzuki-Ryuu Kung Fu [28]
Kazeshiken Ninjitsu [37]
Kempo Karate [35]
Kopo-ken [26]
Kusanagi Style Ancient Martial Arts [23]
Kyokugen-Ryuu Karate (Art of Fighting) [27]
Martial Dance (Mai-Style Kung Fu) [32]
Ninja Kickboxing [31]
Orochi Magatama [30]
Qwan Ki Do (Kung Fu) [37]
Pi Gua Quan (Wu Shu) [35]
Psychic Kung Fu [35]
"Revised" Aikido [33]
Shaolin Kung Fu [37]
Shiranui-Style Ninjitsu [26]
Snake Style Kung Fu [26]
Suzakuken-Ryuu Kung Fu [22]
Tae Kwon Do [30]
Tien-Hsueh "Touch Mastery" [22]
Wing Chun [29]
 
 

Aura Combat [Aura]

"If you want power, follow M. Bison. If you want to save your soul, come with me." This is the rival school to Psycho Power and Ler Dritt. Aura Combat can utilize Soul Power, a clean form of energy that is unlike the malignant Pscyho-Power.

Most aura users hold to the general philosophy that their power should be used to benefit mankind and to better understand oneself. M. Bison's use of Psycho Power and desire for the domination of all things is a threat to freedom. Likewise, M. Bison realizes that Aura Users are dangerous for they can recognize Psycho Power for what it is. Their mysterious leader, Rose, is widely rumored to be dead.

The various Punch and Kick special maneuvers may vary from person to person, but the Block, Grab, and Focus powers are the same in all aura users' styles. To represent this, you can replace any of the 1 or 2 PP maneuvers under Punch and Kick with PP maneuvers of equal price from another Style.

The Backgrounds recommended for this style are Allies and Contacts (to be part of the secret society opposing Shadoloo).

However, not all aura users follow Rose's philosophy. For them, replace the word "Soul" where it appears in maneuvers with "Aura." You cannot do this for the maneuvers under Soul Power Maneuvers in the Psychic War section. Soul Power Maneuvers are merely a subset of Focus powers.

Quote: "It wasn't supposed to end like this, but now, I will destroy you with my own hands."

Schools: Hidden
Members: Masters of Chi
Initial Chi: 5
Initial Will: 2

Maneuvers

Maneuvers 

*Appear on Hidden Page for now (perhaps worth an award if a player locates it or something)

-Removed Banishing Punch

Punch 
Double-Hit Punch (1) 
Elbow-Smash (1) 

Kick 
Double-Hit Kick (1) 
Flying Knee Thrust (1) 
Handstand Kick (1) 
Slide Kick (2) 

Block 
Double Return (2) 
Energy Absorption (1) 
Energy Reflection (2) (House Rule: must only spend Chi equal to attack reflected) 
Heat Defense (2) 
Iron Will (1) 
Missile Reflection (1) 
San He (3) 
San He Advanced (1) 

Grab 
Aura Soul Throw (4) 
Soul Shock (2) 
Soul Throw (Air Throw, 2) 

Athletics
None

Focus 
Aura Excitation (3) 
Aura Illusion (4) 
Chi Mirror (4) 
Cosmic Waking (1) 
(Psycho)Kinetic Channeling (3) 
Kinetic Charge (2) 
Levitation (4) 
Redirected Aura (4)
Seventh Sense (2) 
Soul Spark (Fireball, 3) 
Soul Spark, Improved (Improved Fireball) (3) 
Soul Spiral (4) 
Telewarp (5)*
Yoga Teleport (5) 
Zen no Mind (3)

Soul Power Maneuvers 
Psycho Cancel (3)
Psycho Disruptor (5)
(Psycho) Disruptor Field (4)
Rose's Blessing (5)
Soul Sword (5)

Style Recommendations:
Aura Users have the primary Technique of Focus so Psychic Combat is a good additional style to learn under the Multiple Style house rule.


 

Animal-Style Kung Fu

Phoenix Eye Kung Fu is horribly aggressive and brutal, knee strikes, choking, and strikes to vitals are encouraged. Tiger Claw Kung Fu emphasizes power and strength, no less aggressive but relies on brute force with punches and kicks. Leopard Style Kung Fu is more cautious. Eagle Claw Kung Fu is acrobatic like Wu Shu, using kicks and claw strikes. White Crane Style Kung Fu emphasizes evasion and carefully placed punches and kicks, often training students by fighting on the tops of poles.
Although multiple styles can be learned through this conglomeration style list, some students only concentrate on one animal.

Special: Hung Gar Kung Fu (Wu Shu) uses many Shaolin-based animal techniques patterned after the tiger, leopard, heron, monkey, and dragon. Hung Gar Kung Fu has access to the Dragon Punch (4) and Flying Thrust Kick (4); however, no Eagle or Phoenix moves may be learned, nor can the Crane Dodges, Crane Stance, or Mantis Strike. The Crane Fist is renamed the Heron Fist.

Schools:
Members:
Initial Chi: 3
Initial Will: 4

Maneuvers

Punch
Art of Breaking (2)
Back Hand (1)
Crane Fist (2) (Wingtip Punch)
Tiger Claw (3) (Wheel Punch)
Eagle Claw Hand (1) (Headbutt)
Ear Pop (1)
Elbow Smash (1) (forearm sometimes used)
Knife Hand Strike (2)
Leopard Claw (2) (Spinning Knuckle)
Leopard Fist (1) (Spinning Back Fist)
Mantis Strike (1) (Slap)
Monkey Grab Punch (1)
Phoenix Rakes from Sky (3) (Flying Punch)

Kick
Cat Lunges (2) (Drop Kick)
Crescent Kick (1) (Handstand Kick)
Dancing Crane Kick (2)
Double-Hit Kick (1)
Double-Hit Knee (1)
Foot Sweep (1)
Front Snap Kick (1)
Stepping Front Kick (4)
Wings Flapping (2) (Wheel Kick)

Grab
"Phoenix" Knee Basher (2)
Phoenix Seizes Prey (1) (Neck Choke)
Phoenix Takes Eyes (2) (Eye Rake, S: +2, D: -3, M: +0, -3 Temp Honor, Opponent blinded for this and following *damage inflicted rounds)

Athletics
Crane Dodges (2) (Esquives/Evasion)
Drunken Monkey Roll (1)
Flying Eagle Claw (3) (Flying Headbutt, but use Punch for damage, requires Athletics 4)
Leopard Bounds (3) (Flying Heel Stomp)
Lightfeet (4)
Vertical Rolling Attack (2)

Focus
Balance (3)
Summon Inner Strength Blow "Tiger Style" (4) [Psychokinetic Channeling]
Toughskin "Tiger Style" (3)

Special Stances
Crane Stance (2) (May be used with Crane Fist, Crescent Kick, and Front Snap Kick only)
 
 

Ankoku Shinkuu-ken Karate

A martial art with training that is shrouded in secrecy. Instruction is given in secluded places without regard for the survival of the student if they prove too weak. The end result is the same: students are forged into merciless weapons of destruction or the student does not survive. Though masters claim they have brought forth their techniques from the place that is the origin of all martial arts, the lessons it teaches are the anithesis of most other forms. Whether or not a student of this art is evil, he will come with baggage (and a past that is reluctant to relinquish control).

The Shinkuu-ken form teaches the mastery of energy projection (Focus) techniques. The full style name roughly translates to "Dark Vacuum Fist."

Schools: Secluded, hidden places
Members: Grant (Fatal Fury: MotW)
Will: 4
Chi: 3

Select 26 of these maneuvers to be available to the character. You must eliminate at least 3 maneuvers that are worth 5 PP each. You cannot remove any maneuvers that are worth 1 PP or 2 PP each.

Punch
Dim Mak (4)
Double-Hit Punch (1)
Hyperfist "Nine Layer Strike" (5)
Wave Slice (3)

Kick
Back Flip Kick (2)
Bicycle Kick "Hellcycle" (3)
Darkness Cannon (3)
Double-Hit Kick (1)
Flying Knee Thrust (1)
Flying Thrust Kick (4)
Foot Sweep (1)
Forward Back Flip Kick (1)
Spinning Foot Sweep (1)
Soaring Dragon "Schwarze Lance" (4)
Stepping Front Kick (4)
Vertical Spin Kick (3)

Block
Energy Absorption (2)
Energy Reflection (2) (House Rule: must only spend Chi equal to attack reflected)
Heat Defense (2)

Grab
Backroll Throw (1)
Explosive Slam "Schwarze Panzer" (5)
Godpress (3)
Soul Shock (2)
Swing DDT "Hellgate" (5)

Athletics
Flaming Spin (3)
The Highlander (5)

Focus
Cosmic Waking (1)
Fireball (3)
Improved Fireball (4)
Inferno Strike (5)
PK Channeling (4)
Power Geyser (5)
Power Wave (3)
Shining Pass (4)
Shrouded Moon (4)
Voltaic Launcher (4)

Capoeira
An attempt at a more accurate Capoeira (based on Elena from SFIII). Let's face it. The style in the official book is only really good for being Blanka. Of course, that works if you're a big green mutant that likes bananas.
Chi: 1
Will: 6

Punches
Spinning Clothesline (5)
Turbo Spinning Clothesline (3)

Kick
Axle Spin Kick (2)
Back Flip Kick (2)
Dashing Kick (5)
Dbl-Hit Foot Sweep (2)
Dbl-Hit Kick (1)
Foot Sweep (1)
Forward Flip Knee (1)
Handstand Kick (1)
Hop Kick (Tensyu-Kyaku version) (2)
Lightning Leg (3)
Mirage Kick (3)
Reverse Frontal Kick (1)
Sandstorm Grit (2)
Slash Kick (3)
Flipping Back Kick (2)
Spinning Foot Sweep (1)
Rave Storm (3)
Stomping Back Flip (2)
Trap Kick (2)
Vacuum Kick (3)
Vertical Arrow (1)
Vertical Spin Kick (2)
Wheel Kick (2)
Whirlwind Kick (3)

Block
None Specific

Grabs
Flying Axle Toss (2)
Thigh Press (2)

Athletics
Back Flip (2)
Cannon Drill (5)
Kuuha Dan (2)
Light Feet (3)
Tumbling Attack (3)
Vertical Screw (5)
Vortex (5)

Focus
Musical Accompaniment (1)

Commando Sambo (Blue Mary's style)

This is an altered version of Sambo for use by the Special Forces, other military units, and/or secret police units. It excels in crippling arm joint and leg joint attacks.

Schools: Military, Police, or schools run by former instructors
Members: Military, Police, former law enforcement officers turned vigilantes to thwart evil in the world
Quote: "This isn't about logic. It's about smashing your face in." - Mary
Initial Chi: 1
Initial Will: 6

Maneuvers

Punch
Arcing Flash Chop (2)
Axle Cutter Strike (2)
Double-Hit Punch (1)
Flash Chop (2)
Palm Heel (2)
Passing Strike (4)
Slash Punch (2)

Kick
Double-Hit Kick (1)
Somersault Chop Kick "Spin Fall" (2)
Straight Slicer (Slide Kick) (2)
Tiger Knee (5)
Vertical Arrow (1)

Block
Reversal (2)
Counter (3)

Grab
Arm Snap (2)
Back Breaker (2)
Half-Hour Suplex (4)
Hindenburger Piledriver (4)
Joint Break (2)
Joint Lock: Arm/Wrist (3)
Joint Lock: Leg/Ankle (2)
Leg Snap (2)
Pile Driver (2)
Pin (3)
Siberian Suplex (4) (use for Mary's Back Drop Real -> 2 hits for just one Suplex motion, i.e. 1 hex)
Spider (3)
Spin Throw (1)
Spinning Pile Driver (4)
Suplex (1)

Athletics
Ground Fighting (2)

Focus
None Specific
 
 

Drunken Monkey Fist Kung Fu

(Chin Genzai's style from the King Of Fighters, plus maybe a bit of Jackie Chan)
The only style that can use alcohol to improve fighting abilities.

Schools:
Members:
Initial Chi: 4
Initial Will: 3

Maneuvers

Punch
100-Hand Slap (4)
Buffalo Punch (1)
Dim Mak (4)
Monkey Grab Punch (1)

Kick
Crushing Wheel (3)
Double-Hit Kick (1)
Foot Sweep (1)
Somersault Chop Kick (2)
Wheel Kick (3)

Block
Esquives/Evasion (2)
Reversal (2)
Missile Reflection (1)

Grab
Back Roll Throw (1)
Neck Choke (2)

Athletics
Drunken Monkey Roll (1)
Drunken Roll (3)
Ground Fighting (2)
Shoulder Buck (2)
Stumbling Attack (3) (Tumbling Attack)

Focus
Chi Kung Healing (3)
Dragon's Breath (3)
Drunk No Mind (5)
Drunken Breath (2)
Fireball (3)
Gouran Enpou  "Roaring Inferno Blaze" (Yoga Flame - pre-req change from Fireball to Drunken Breath, 4)
Regeneration (2)
Zen no Mind (3)
 
 

Hakyokuseiken

Hakyokuseiken is a lost martial art. When Geese Howard "The Ultimate Self-Made Badguy" killed Jeff Bogard and took the ancient scrolls detailing the martial art, he became the person with the most complete understanding of it in the world; and therefore, capable of controlling its most powerful Chi energy blasts.

The son of Jeff Bogard, Terry Bogard, has incorporated what he can remember of Hakyokuseiken from watching his father into his other martial arts knowledge.

Schools: There are no schools. Though others may have perhaps come across ancient scrolls or other martial artists who contain knowledge of this style.
Members: Geese Howard, Terry Bogard, mysterious heroes, martial scholars, people who want to be gods
Quote: "So how's it feel to be ruled by overwhelming power?" - Geese Howard
Initial Chi: 4
Initial Will: 3

Maneuvers

Punch
Burn Knuckle (4)
Cinder Punch (1)
Fire Knuckle (5)
Shockwave (3)
Wave Slice (3)

Kick
Double-Hit Kick (1)
Foot Sweep (1)
Rising Tackle (4 ) (Flying Thrust Kick)
Somersault Chop Kick "Crack Shoot" (2)

Block
Maka Wara (4)
San He (4)

Grab
Back Roll Throw (1)
Brain Cracker (1)
Face Slam (2)

Athletics
Shoulder Buck (2)
Zan Ei Ken (2)

Focus
Double Reppu Ken (3)
Dragon's Breath (3)
Energy Dive (4)
Fireball (3)
Flying Fireball (4)
Hisho Ken (5)
Hisho Ryusei Ken "Flying Meteor Fist" (3)
Power Geyser (5)
Power Wave (3)
Raging Storm (5)
Reppu Ken (3)
 
 

Heidern-Style Assassination Techniques

These are the killing moves assembled over great time by Commander Heidern from locations all over the world. A good soldier (and a better mercenary), he became infamous as a man with hands like blades.

This style emphasizes serious hand-hardening training, and control over your Chi is a must.

Schools: Heidern; If he can't be found to teach you, this style just might be similar to an ancient killing art of some ancient cult in some forgotten jungle, somewhere.
Members: Mercenaries, Assassins
Quote: "You say you let your guard down? I think you're just a weenie."
Initial Chi: 3
Initial Will: 4

Maneuvers

Punch
Chop (1)
Double-Hit Punch (1)
Finger Slash (2)
Grand Saber (4)
Grand Saber Follow Up (1)
Iron Hand (1)
Knife Hand Strike (3)
Moon Slasher (2)
Power Chop (1)

Kick
Double-Hit Knee (1)
Foot Sweep (1)
Overhead Smash Kick (Hop Kick) (3)
Power Roundhouse (1)
Sidekick Smash (1)

Block
San He (3)
Reversal (2)

Grab
Air Throw (2)
Back Breaker (2)
Head Twist (3)
Jugular Strike (3)
Knee Basher (2)
Neck Choke (1)

Athletics
Neck Rolling (4)
X-Caliber (4)

Focus
Leech "Storm Bringer" (3)
Final Bringer (2)
 
 

Suzakuken-Ryuu Kung Fu
(Revised History)

Suzakuken is a style emphasizing rotating punches, diving attacks, and sudden unpredictable assaults as one might expect of a bird that corkscrews through the air. The style has been influenced by several legendary birds throughout its history.

The symbol of the original style was the elegant and noble Suzaku (Chinese: Vermilion Bird) is one of the Four Symbols of the Chinese constellations, representing the south and the summer season and containing one-fourth of the stellar mansions (or lesser constellations). The style didn't really take off until practioners brought it to Japan where the ho'o bird was added as a style symbol. The Hou'ou (or Ho'o) (Chinese: Fenghuang) symbolizes loyalty, honesty, virtue, grace, the marriage of yin and yang, as well as being the divine emblem of the empress. It is a chimera-like bird with parts of 8 animals whose body is also said to represent the six celestial bodies (head/sky, eyes/sun, back/moon, wings/wind, and feet/earth) while its feathers contain the five fundamental colors (black, white, red, blue and yellow). The incorporation of the ho'o into the style puts Suzakuken-Ryuu in the company of Phoenix Eye Kung Fu and Shiranui Ninjitsu.

When used as the symbol of the style, the ho'o is shown with its talons and wings spread. Notably, the philosophical portion of the style emphasizes the importance of virtue and grace.

The original practitioners were women who utilized cosmic yin energy in their attacks; however, flames became common later on as the style was influenced by legends of the Western phoenix, which spontaneously combusts and resurrects from its own ashes, and by male students of the style.

The most recent group to practice Suzakuken-Ryuu was one of Japan's despotic shogunates. After it was destroyed by internal strife with Suzakuken-Ryuu fighters battling one another, the martial style vanished from the public view, mimicking the legends that say the Hou'ou only appears during times of virtue and disappears during dark times.

In modern times, descendants of the previous practitioners have appeared, having renamed themselves Hino and grown into the powerful financial powerhouse, Hino Heavy Industries. The CEO's only daughter, Barahime Hino, is one such modern day practitioner. Modern day Hino genealogists cannot determine whether they are descended from the shogunate despots or the rebels. Notably, they don't share their genealogical history outside the family.

Roleplaying: Students of this style are unlikely to learn another style as Suzakuken teaches pride and confidence in its philosophy and techniques. Students should be elegant and have a strong sense of pride and justice. And just maybe, they might have a bit of arrogance and overconfidence. Students and successors are chosen with care by the few masters and practitioners.

Schools: Recently, this style had been all but lost. However, times may be changing and the style may return as if a phoenix from its own ashes. Thusly, there are no publicly known schools.
Members: Heroes, Extremely corrupt villains
Quote: "Forget me? These burning fists will remind you."
Initial Chi: 4
Initial Will: 3

Maneuvers

Punch
Burning Wheel (4)     "Hishou Hou'ou Ken"
Cinder Punch (1)     "Star Smasher"
Cinder Wheel (2)     "Star Wheel"
Fire Knuckle (4)     "Holy Star Smasher"
Firestorm (2)     "Divine Willow Cutter"
Phoenix (5)     "Suzaku Ken"
Rekka-ken (4)
Spinning Clothesline (4)     "Willow Cutter"
Swooping Phoenix (2)     "Tenshou Suzaku Ken"
Wheel Punch (2)     "Suzaku no Mai"
Wingtip (2)     "Hou'ou Ken"

Kick
None Specific

Block
Ash Block (4)
Deflecting Punch (1)
Heat Defense (1)

Grab
Air Throw (2)
Brain Cracker (1)
Talon Grab (Thigh Press, 2)
Talon Snatch (Hooligan Roll, 2)

Athletics
Crash Dive "Phoenix Crash" (2)
Diving Hawk (4) "Diving Claw"

Focus
Fireball (3)
Flying Fireball (3)
 
 

House of Strolheim Style

This is a chivalrous Germanic style, made up from various other martial arts. However, the currently most well known practitioner of this style is Wolfgang Krauser the "Dreaded Dark Kaiser." All others are either from a related lineage or are their disciples. This is the only style to teach the dreaded "Kaiser Wave," and it's other moves such as the highly incendiary Blitz Ball are deservedly feared. Still, this style is one shrouded in secrecy, and five successes are needed on a Style Lore roll to know of it.

Schools: Strolheim Castle
Members: People who practice obscure long forgotten martial arts
Quote: "Under my absolute strength, all my foes lie in their graves."
Initial Chi: 2
Initial Will: 5

Maneuvers

Punch
Buffalo Punch (1)
Dashing Punch (5)
Elbow Smash (1)

Kick
Drop Kick (2)
Flying Drop Kick (1)
Leg Tomahawk (3) (Scissor Kick)
Stepping Front Kick (3)

Block
Maka Wara (4)

Grab
Face Slam (2)
Grappling Defense (3)
Iron Claw (5)
Knee Basher (2)
Neck Choke (1)
Pile Driver (2)
Suplex (1)
Valley Drop (2)

Athletics
Cannon Drill "The Blitzkrieg" (4)

Focus
Blitz Ball (Improved Fireball, 3)
Fireball (3)
Blitz Burn (Inferno Strike, 5)
Kaiser Wave (5)
 
 

J'hana Aura Combat

Reimi J'hana took two things from her mother, her company and the desire to perfect one's own power. Taking the few things she learned from her mother's training (child abuse, well, what did you really expect?). Okay, taking what she learned from the myriad of dojos and temples where she was sent off to in order to hone her body and mind, she compiled this list of maneuvers which she has taught to a few select girls (private army of three, apprentices). Her own personal aura energy is red, but that of her students may vary.

Reimi herself is not inherently psychic despite having awesome control over her own energy. This maneuver list contains some moves that Reimi does not know but are available to students of this style at reduced cost (because of the nature of the training). After all, she can always delegate other instructors.

Quote: "Victory, glory, fame - losers lose them all." - Reimi J'hana

Schools: Reimi J'hana. That's it. Reimi counts as a 5 point sensei.
Members: Reimi's apprentices
Initial Chi: 5
Initial Will: 2

 Maneuvers

Punch
None

Kick
Backflip Kick (2)
Double-Hit Kick (1)
Foot Sweep (1)
Forward Backflip Kick (2)
Front Snap Kick (1)
Spinning Foot Sweep (1)

Block

Double Return (2)
Energy Absorption (2)
Energy Reflection (2)
Heat Defense (2)
Iron Will (1)

Grab
Air Throw (2)
Aura Soul Throw (4)
Disengage (4)
Grappling Defense (4)
Hair Throw (1)

Athletics

Esquives/Evasion (2)

Focus
Awakening Sixth (1)
Aura Channeling (Psychokinetic Channeling) (3)
Aura Excitation (4)
Cosmic Waking (1)
Fireball (3)
Improved Fireball (3)
Inferno Strike (5)
Levitation (3)
Rose Stinger (4)
(Reimi's) Coup de Grâce (5)
Seventh Sense (2)
Sixth Sense (3)
Shining Pass (4)
Shrouded Moon (3)
Yoga Teleport (5)

Hwarang-Do

Hwarang-Do is an ancient Korean martial art (beginning during the Shilla Dynasty, 57 B.C) that teaches many combat techniques, including "supernatural abilities." It is a way of life and honor; it's title translating to "The Way of Flowering Knights/Manhood." It was eventually outlawed when the official religion of Korea changed (1392 AD to 1910 AD), but it has had a recent resurgence. Tae Kwon Do is one of the many descendants of this art.
It is taught only in Korea by Buddhist monks. Practitioners must adhere to a strict code of ethics, the Hwarang-Do O-Gae. Failure to do so results in Honor loss.

Schools:
Members:
Initial Chi: 4
Initial Will: 3

Maneuvers

Hwarang-Do O-Gae
Loyalty to ones country.
Loyalty to ones parents and teachers.
Trust and brotherhood among friends.
Courage never retreat in the face of an enemy
Never take life without a cause.

Maneuvers: The the Maneuvers of Tae Kwon Do, with the following modifications:

Punch
Back Hand (1)
Knife Hand Strike (3)
TNT Punches (4)
Wave Slice (4) [This version is a straight-forward punch rather than a slash.]

Kick
1000 Talon Phoenix Slash (4)
Hou'ou Ressou Kyaku (2)
Juzuma Kyaku (3)
Mirage Kick (4)
Sandstorm Grit "Kuu Sa Jin" (3)
Power Roundhouse and Sidekick Smash (only at the Any cost)

Focus
Special: The Hwarang-Do artist must attain and keep an Honor of 6 to use/learn the Focus powers of Hwarang-Do.
Awakening Sixth (1)
Chi Kung Healing (3)
Cosmic Waking (1)
Fireball (3)
Hou'ou Ressou Kyaku (2) [Listed under Kick]
Improved Fireball (4)
Juzuma Kyaku (3) [Listed under Kick]
PK Channeling (4)
Sixth Sense (3)
Stunning Shout (3)
Toughskin (3)
Zen No Mind (3)
 
 

Kagura-Style Ancient Martial Arts

The Style of Kagura Chizuru, an ancient martial art of Shinto shrine maidens and priests. Their purpose is to guard against the Orochi. They have access to the Mystic Arts.

Schools: Shinto temples
Members: Shrine maidens (mikos), Shinto priests
Quote: "Play time's over. Winning's too easy. You can't lay a finger on me!"
Initial Chi: 5
Initial Will: 2

Maneuvers

Punch
Ki Breaker Punch "Foundation of the Zero Technique" (3)
Mirage Passing Strike (4) [Prereq: Mirage Strike]
Mirage Samurai Pass (4) [As Samurai Pass but with the Mirage power]
Mirage Strike (4) [A Dashing Punch with the Mirage power, Prereq: Basic Mirage]
Mirage Strike 2A: Shinto Ritual Prayer (2) [A Monster Lariat with the Mirage Power, Prereq: Mirage Strike]
Mirage Strike 2B: Twin-Strike (2) [As Mirage Strike, but damage becomes +1 Twice. Prereq: Mirage Strike]
Mirage Strike 3: Three Sacred Treasures (5)
Fist Sweep (2)
Power Uppercut (1)
Rising Uppercut (2)
Mirage Rising Uppercut "Reasoning of the Heavenly Gods" (4)
Twirling Attack "Battle Array of the Three Rattling Winds" (3)
Mirage Twirling Attack (2) [Prereq: Basic Mirage, Twirling Attack; As Twirling Attack but with the Mirage power]
Zero Technique (5)

Kick
Dancing Crane Kick (1)
Foot Sweep (1)
Mirage Dashing Kick (5) [A Dashing Kick with the Mirage power, Prereq: Basic Mirage, May play without Mirage Power]
Mirage Purification Kick (2) [Prereq: Dancing Crane Kick, Mirage Dashing Kick; As MDK, but knockback equals damage. Cannot play without Mirage. Cost: 1 Chi, 1 Will]
Slide Kick (2)

Block
Missile Reflection (1)
Energy Reflection (2)

Grab
Power Flip (3)

Athletics
Accelerated Jump (1)
Evasion (1)
Light Feet (3)

Focus
Basic Mirage (4) (Prereq Focus 4; see Below)
Cosmic Waking (1)
Ripple Treading Step (2)
Reduced cost for Mystic Arts (4 per Dot)

Powers of the Kagura-style: The Mirage attacks of the Kagura-style can return the fighter instantly to the spot where she was at the start of the round after an attack. In fact, those who are very perceptive will see that she never left; she was in two places at the same time. This makes it much harder for the enemy to counterattack. Also, the Mirage power allows the fighter to avoid projectiles like a Jump card. If she is interrupted and takes damage during a Mirage attack, the Mirage power is cancelled for that round, and she doesn't have the choice to return to her starting hex. Using this power with an attack costs 1 Chi. The Basic Mirage allows the Mirage power to be used with any of the 9 Basic Maneuvers and in conjunction with cards such as Jump or Accelerated Jump. The Basic Mirage card need not be mentioned in Combos. Also, the Mirage Strike maneuvers may be played without the Chi cost, and thusly, without the Mirage ability.
Method: Kagura can choose where to appear after using a Mirage attack. Use two miniatures (one for the original and one for the one making the attack. Unless the Mirage was negated by an interrupt, the Kagura fighter can choose which miniature to remove from the board after the attack has been made.


The Ki Breaker Punch is also referenced under Aura Knights in the Psychic War section.
 
 

Kanzuki-Ryuu Kung Fu

Another one of those many styles of Kung Fu, this is the style of Kanzuki Karin, who entered the Street Fighter Tournament to defeat her rival Sakura.

Schools: The Kanzuki Zaibutsu
Members: Members of the Kanzuki Family or students of Karin (however, she is still creating and learning her style in the SF Alpha storyline)
Quote: "Very well, you can be my servant."
Initial Chi: 4
Initial Will: 3

Maneuvers

Punch
Buffalo Punch (1)
Double-Hit Punch (1)
Elbow Dash "Ressen Chou" (4)
Elbow Smash (1)
Guren-ken (Rekka-ken, 4)
Headbutt (1)
One-Step Palm Smash (2)
Palm Smash "Hou Sho" (1)
Sho Ryu Dan (5)
TNT Punches (3)
Two-Step Palm Smash (3)

Kick
Double-Hit Kick (1)
Foot Sweep (1)
Slide Kick (2)
Stepping Front Kick (3)
Hop Kick "Mujinkyaku" (2)
Vertical Spin Kick (2)

Block
Deflecting Punch (1)
Reversal (2)

Grab
Air Throw (2)
Grappling Defense (3)
Knee Basher (2)
Power Flip (3)

Athletics
Air Smash (1)
Ressen-ha (2)

Focus
Chi Kung Healing (3)
Regeneration (2)
Zen no Mind (3)
 
 

Kazeshiken (Wind Deathfist Ninjitsu)

Sometimes called Tornado-Style Ninjitsu, the concept behind Kazeshiken is becoming the wind. You are quick, unpredictable, and deadly. It is a style suited both for assassination and fighting multiple opponents. When you are finished, only perhaps a few leaves in the wind indicate any trace that you were there.

Schools: This is one of the traditional styles of Ninjitsu and although not likely to be found by just anyone, many groups practice it.
Members: They are a select few.
Quote: "It's just the wind."
Initial Chi: 2
Initial Will: 5

Maneuvers

Punch
Chop (1)
Elbow Smash (1)
Flying Elbow (1)
Flying Elbow Drop (1)
Heart Punch (2)
Knife Hand Strike (3)
Passing Strike (4)
Samurai Pass (4)
Spinning Clothesline (4)
Turbo Spinning Clothesline (2)

Kick
Back Flip Kick (2)
Dbl-Hit Knee (1)
Foot Sweep (1)
Forward Flip Knee (2)
Sky Hammer (4)
Spinning Foot Sweep (1)
Stomping Back Flip (2)
Vertical Spin Kick (3)
Whirlwind Kick (4)
Whirlwind Sweep (2)
Wounded Knee (2)

Block
Reversal (2)

Grab
Air Throw (2)
Choke Throw (2)
Jugular Strike (3)
Knee Bash (2)
Neck Choke (1)

Athletics
Back Flip (2)
Light Feet (3)
Rolling Attack (3)
Vertical Rolling Attack (3)
Wall Spring (1)

Focus
Awakening Sixth (1)
Hurricane Upper (3)
Sixth Sense (3)
Screw Upper (5)
Shrouded Moon (3)
 
 

Kempo Karate

Kempo "Law of the Fist" is a martial probably practiced as early as the seventh century in China by Shaolin Buddhist monks and appeared in Okinawa in 1600.

Schools:
Members:
Initial Chi: 4
Initial Will: 3
Links:
Modern Kempo
Techniques

Maneuvers

Punch
Art of Breaking (2)
Dashing Punch (4)
Double-Hit Punch (1)
Dragon Backhand (5)
Elbow Smash (1)
Hyperfist (5)
Iron Fist (Cinder Punch) (1)
Iron Hand (1)
Knife Hand Strike (3)
Lunging Punch (2)
Mountain Strike (4) [Fire Knuckle stats, no fire]
Palm Heel (2)
Rekka-ken (5)
Rising Uppercut (2)
Shikan-ken (2)
Shuto (2)
Spinning Clothesline (3)
Tap (Slap) (1)
TNT Punches (3)
Wild Boulder Punch (3)
Wind Fist (Wingtip Punch) (2)

Kick
Cascade Kick (3)
Crack Shoot (2)
Double-Hit Kick (1)
Front Snap Kick (1)
Hollow Kick (3)
Machinegun Kick (4)
Mirage Kick (4)
Tracer Kick (3)

Block
Deflecting Punch (1)
Maka Wara (3)

Grab
Lever Blow (1)
Joint Lock (arm) (3)
Jugular Strike (3)
Palm Push (2)

Athletics
Light Feet (4)

Focus
Toughskin (3)
 
 

Kopo-ken

Kopo-ken is a deadly Japanese close combat style. A fighter using this style will rapidly move in close and deliver quick blows to vulnerable spots on the human body, inflicting painful and sometimes bone-breaking damage. You don't need to kill or KO an opponent to destroy their ability to fight (although that always helps).

The fighting stance is both hands held up around chest level with the hands held in position for ridge hand or knife hand strikes.

Schools: Kopo-ken schools will not be as easy to find as schools for the more popular and less dangerous martial arts. For example, one might be a dingy basement hidden in the shadows of a lesser part of town where people fear to tread, or an ancient master of the art may happen to be a family friend.
Members: Andy Bogard, serious fighters, master bone breakers
Quote: "If you can't play to win, go play a puzzle game, pansy."
Initial Chi: 3
Initial Will: 4

Maneuvers

Punch
Chop (1)
Elbow Smash (1)
Heart Punch (2)
Knife Hand Strike (3)
Palm Smash (2)
Sho Ryu Dan (4)
Triple Strike "Dam Breaker Punch" (1)

Kick
Foot Sweep (1)
Wounded Knee (2)

Block
Maka Wara (3)

Grab
Air Throw (2)
Arm Bar Strike (2)
Back Breaker (Revised) (2)
Dislocate Limb (3)
Grappling Defense (3)
Joint Break (2)
Joint Lock (Arm/Wrist) (3)
Joint Lock (Leg/Ankle) (2)
Knee Basher (2)
Neck Choke (1)

Athletics
Choreppadan "Super Sonic Swirl" (4)
Kuuha Dan "Sonic Split" (2)
Zan Ei Ken "Shadow Charge" (2)

Focus
Hisho Ken "Soaring Fist" (4)
Hisho Ryusei Ken "Flying Meteor Fist" (5)
Toughskin (3)
 
 

Kusanagi Style Ancient Martial Arts

1800 years prior to 1997, three clans fought Orochi and sealed him away. This is the style of the Kusanagi Clan (fairly identical to the style of the extinct? Hakkeshu Clan) whose bright red flame scorched Orochi whom no mortal had before harmed. It is set apart by its pompously long maneuver names.

Quote: "Eat my flames of fury, wimp. Grovel before the Kusanagis." - Kyo Kusanagi

Schools: The Kusanagi Clan (which is fairly large and rich, I cite exhibit A: Kusanagi City)
Members: The Kusanagis (soon to be a reality show on MTV)
Initial Chi: 3
Initial Will: 4

Maneuvers

Punch
No Style: Saishuu Kessen Ougi "Final Battle Hidden Technique" (Fire Knuckle) (4)
Reverse Style 108: Orochi Nagi "Great Serpent Mower" (Phoenix) (5)
Spinning Back Fist (1)
Spinning Knuckle (2)
Style 100: Demon Scorcher (5)
Style 115: Poison Bite (Flaming Back Fist) (2)

Kick
Double-Hit Foot Sweep (2)
Double-Hit Kick (1)
Double-Hit Knee (1)
Foot Sweep (1)
Launcher Kick (1)
RED Kick (Style 717 Spinning Slaughter: Rainbow Energy Dynamite Kick) (3)
Spinning Foot Sweep (1)
Style 75 Modified: Shiki Kai (2)

Block
Heat Defense (2)
Reversal (2)

Grab
Hook Buster (1)
Jugular Strike (3) (performed with a falling elbow)
Style 212: Koto Moon Positive (Explosive Slam) (5)

Focus
Flame Wave (Power Stream) (5)
Improved Fireball (5)
Power Wave (3)
Style 108: Darkness Sweep (Fireball) (3)

Kyokugen-Ryuu Karate (from the Art of Fighting game)

Kyokugenryu "Extreme Limit Style" Karate has many similarities to Kyokushin karate (a real style). The school's founder is Takuma Sakazaki. There are several sub-branches of this style. The styles and a student of each are as follows in order of strength: Shoran "Flying Fandango" (Takuma), Hienshippu "Flying Gale" (Marco Rodriguez), Kou-Ou "Respecting the Tiger" (Ryo), Ryugeki "Beating the Dragon" (Robert Garcia), and Raiou "Lightning Sparkle" (Yuri).
There are two high level moves that are only taught upon reaching First Dan Black Belt: Ryuuko Ranbu (Dragon-Tiger Fandango) and the Shoran Kyaku (Flying Fandango Kick). They are not listed as different students use different maneuvers to perform them (sometimes learned at the Any cost). Students are also encouraged to add their own maneuvers to their own unique versions of this style (at the Any cost).

Schools: The Sakazaki Family
Members: Students, friends of the Sakazaki family, those who wish to learn the "True Way of Battle"
Quote: "Dis Kyokugen will you? Now savor the pain it brings!"
Initial Chi: 3
Initial Will: 4

Maneuvers

Punch
Avalanche Punch (3)
Dashing Punch (4)
Dragon Punch (5)
Drilling Uppercut Dash (5) "Super Chou Upper"
Hyper Fist (5) "Zan Retsu Ken"
Palm Smash (1)
Rising Uppercut (2) "Ko-hou and Ryu-ga"
Sledgehammer (3) [Punch Tech. version of Ressen-ha]
Wild Boulder Punch (2)

Kick
Aerial Barrage Kick (2) "Hien Shippuu Juudan Kyaku"
Back Flip Kick (3)
Hurricane Kick (4)
Barrage Kick (4)
Mirage Kick (4) "Gen-ei Kyaku"
Slash Kick (3) "Hienshippu Kyaku"
Somersault Chop Kick (2) 
Stomping Back Flip (2)

Block
None specific

Grab
Back Roll Throw (1)
Knee Basher (2)
Hair Throw (Overhead Flip Throw) (2)
Valley Drop (2)

Athletics
Diving Dragon (Crash Dive, 2)

Focus
Dragon's Breath (3) "Ryugeki Ken"
Fireball (3) "Kou-Ou Ken"
Flying Fireball (3) "Raiou Ken"
Improved Fireball (4) "Haou Shoukou Ken"
Toughskin (3)
 
 

Martial Dance (Mai-Style Kung Fu)

Developed by the Ayako Yuki, katas of this fighting style do appear to be dancing, with plenty of spinning, twirling, and acrobatic leaps and splits. It is often only when on the receiving end of one of the spinning kicks or twirling leaps that one realizes it is a dangerous martial art.

Being a form created by an entertainer fed up with the degenerating state of Japan, it is a huge mish-mash of various styles (mainly kung fu and karate). Its strengths are kicks, grabs, and athletics. Practitioners learn to spin uninvited dance partners through the floor.

Schools: Ayako teaches a class on dancing and self-defense when she's not busing performing or traveling the fighting circuit. She prefers techno music.
Members: Those who are shown the full extent of this style are blessed to have been noticed and trained one-on-one by a (the) mistress of this style.
Quote: "How about a beating you can dance to?"
Concepts: Dancers, waitresses, acrobats, figure skaters
Traditional Weapon: Fan
Initial Chi: 1
Initial Will: 6

Maneuvers

Punch
Slap (1)

Kick
Axle Spin Kick (2)
Back Flip Kick (2)
Dashing Kick (4)
Dbl-Hit Foot Sweep (2)
Dbl-Hit Kick (1)
Flipping Back Kick (2)
Foot Sweep (1)
Handstand Kick (1)
Lightning Leg (4)
Mirage Kick (4)
Rave Storm (2)
Sandstorm Grit (3)
Spinning Foot Sweep (1)
Stomping Back Flip (2)
Vertical Spin Kick (2)
Whirlwind Kick (4)

Block
None Specific

Grab
Clutch Roll (2)
Face Slap (1)
Flipping Smash (4) (Siberian Suplex)
Head Twist (3)
Pile Driver (2)
Rushing Slam (5)
Spiral Dive (Spin Pile Driver) (4)
Suplex (1)
Thigh Press (2)

Athletics
Back Flip (2)
Rolling Attack (4)
Light Feet (3)
Vertical Screw (4)
Vortex (5)

Focus
Musical Accompaniment (1)

Ninja Kickboxing (Tiger Ninjitsu)

Sometimes called Tiger-Style Ninjitsu, this combination of two "dirty" styles (Kick boxing and Ninjitsu) has proven quite effective. This isn't as new as Spanish Ninjitsu nor nearly as old as Shiranui-Style. The creator of this style may still be alive in Thailand.

It has been rumored that there have been similar styles used in the past by groups that may still exist in the shadows today.

Schools: There are no schools, but there are a few masters.
Members: They are a select few.
Quote: "Grrrrr."
Initial Chi: 2
Initial Will: 5

Maneuvers

Punch
Chop (1)
Elbow Smash (1)
Flying Elbow (1)
Flying Elbow Drop (2)
Gut Punch (2)
Headbutt (1)
Knife Hand Strike (3)
Rising Uppercut (2)
TNT Punches (3)

Kick
Back Flip Kick (2)
Double-Hit Knee (1)
Hop Kick (3)
Flying Knee Thrust (1)
Foot Sweep (1)
Forward Flip Knee (2)
Mirage Kick (3)
Power Roundhouse (1)
Slash Kick (3)
Stomping Back Flip (2)
Tiger Knee (4)

Block
Deflecting Punch (1)

Grab
Brain Cracker (1)
Headbutt Hold (2)
Jugular Strike (3)
Knee Bash (2)
Neck Choke (1)

Athletics
Light Feet (4)
Wall Spring (1)

Focus
Awakening Sixth (1)
Sixth Sense (3)
Shrouded Moon (3)
 
 

Orochi Magatama

Passed on through generations, the blood of the legendary eight-headed dragon, Orochi, which devoured the princesses of Japanese myth still flows in the veins of some individuals.
Use the Legend button for a brief Japanese mythology lesson and my commentary.


Orochi Magatama is about controlling the power of the Dragon's Blood. This also tends to either drive the individual insane or destroy their emotional capacity. Their blood is liquid rage and awakening it is the most dangerous possible path. Other options for creating an Orochi character can be found at the Orochi page. You will find Orochi maneuvers, Orochi sub-styles, and rules for taking Orochi as a Background instead of a style.

There is a legend that states Orochi may someday again awaken. Perhaps he sleeps in the blood of someone alive today.

Special:

Being an Orochi means never having to say you're sorry. 
How Orochi Dice Work
When you are at half Health or below, immediately roll your Orochi dice. Consult the table below against your permanent Willpower. If there is no effect, repeat this roll for each time an attack/maneuver causes you damage - until you are above half health again.
Note: You may spend a Willpower to take a success away from the Orochi dice.

Botch: Don't roll the Orochi dice again for this scene and for 15 minutes after.
No Successes: No effect.
1 Success: If your Willpower is 4 or less, you enter a Berserk rage.
2 Successes: If your Willpower is 6 or less, you enter a Berserk rage.
3 Successes: If your Willpower is 8 or less, you enter a Berserk rage.
4 Successes: If your Willpower is 10 or less, you enter a Berserk rage. If it is 6 or less, you enter the Riot of Blood.
5 Successes or more: Riot of Blood.

In between rounds, you may attempt to break out of Berserk or Riot of Blood if you spend 1 Willpower. Roll your permanent Willpower. If you exceed the roll of the Orochi dice, you break free from the Orochi.

Orochi Power Pool
An Orochi has an extra pool of temporary points equal to their Orochi dice. It can be used for either Willpower or Chi, and you regain it at the same rate you regain Chi (whenever you get back Chi, the pool is restored by the same amount). When Berserk or Riot of Blood, the pool can be freely used except for break-out rolls for either condition.
An Orochi can attempt to use the pool in other conditions. For every point of the pool used, make the following roll. Roll your permanent Willpower. If you match or exceed 5 successes, you don't go Berserk. If you don't, you do. If you Botch, you enter the Riot of Blood.


Maneuver Substitution (Style Customization): For every dot you have in Orochi Magatama, you may substitute one elemental-specific Orochi Maneuver for another maneuver of equal PP cost. You cannot learn Maneuvers from more than one Orochi element so choose carefully.

Schools: There are no Orochi schools. You must find someone else who knows the secrets of Orochi. Teachers aren't always human (could be the spirit within your blood).
Members: Those born with the blood of Orochi who choose to unlock the power.
Quote: "Ha-ha-ha-ha-ha-ha-ha-ha-ha-ha!"
Initial Chi: 4
Initial Will: 3

Maneuvers

Punch
Buffalo Punch (1)
Dbl-Hit Punch (1)
Demon Scorcher (5)
Finger Slash (2)
Lashing Punches (4)
Maul (4)
Power Chop (1)
Shockwave (3)
Wave Slice (3)

Kick
Dbl Dread Kick (3)
Dbl-Hit Kick (1)
Drop Kick (2)
Lightning Leg (3)
Outrage (2)
Power Roundhouse (1)

Block
None Specific

Grab
Decide (5)
Explosive Slam (5)
Godpress (2)
Gorefest (2)
Power Smash (3)
Skull Cracker (4)

Athletics
Despair (Flying Punch) (3)
Mayhem (Shoulder Charge) (2)

Focus
Darkness Sweep (Fireball, 3)
Ebony Tears (Improved Fireball, 3)
Extendible Limbs (4)
Inferno Strike (5)
Raijen Ken (4)
Regeneration (2)
Summon Rage (2)
Voltaic Launcher (4)
 
 

Qwan Ki Do (Kung Fu)

A vietnamese martial art that translates to, "The Way of Fist and Energy." It incorporates many techniques, along with weapons such as the sword and halberd. It is also quite acrobatic.
Web Site
Starting: Will 4, Chi 3

Punch
Avalanche Punch (3)
Back Hand (1)
Double-Hit Punch (1)
Elbow Smash (1)
Flying Elbow (1)
Flying Elbow Drop (1)
Palm Smash (2)
Shikan-ken (2)
Shuto "Sword Hand" (2)
Wild Boulder Punch (2)
Yin Yang Strike (5)

Kick
Diving Kick (3)
Double-Hit Kick (1)
Hopping Double Kick (1) [Double-Hit Knee]
Foot Sweep (1)
Power Roundhouse (1)
Slash Kick (3)
Slide Kick (2) "Scissor Takedown"
Somersault Chop Kick (2)
Spinning Foot Sweep (1)
Wheel Kick (2)

Weapons
Axle Cutter Strike (weapon version) (2)
Slash Punch (weapon version) (2)

Block
Energy Reflection (2)

Grab
Air Throw (2)
Back Roll Throw (1)
Joint Lock (Arm) (3)

Athletics
Breakfall (1)
Flying Heel Stomp (3)
Ressen-ha (3)
Wallspring (1)

Focus
Chi Kung Healing (4)
Fireball (3)
Improved Fireball (3)
Flying Fireball (3)
Psychokinetic Channeling (3)
Zen No Mind (3)

Pi Gua Quan Wu Shu (DOA2: Helena style)

This school of Wu Shu emphasizes long-reaching attacks, repeated successive blows, and sweeping arm movements. Also use this maneuver list for Ba Gua Quan Wu Shu ("eight hexagram boxing") or Fanzi Quan (emphasizing rapid punches and kicks).
Web Site

Schools: Chinese dojos
Members: Opera singers, martial artists
Quote: "This is the best harmony." - Helena (Dead or Alive 2)
Initial Chi: 4
Initial Will: 3

Maneuvers

Punch
Arcing Flash Chop (2)
Art of Breaking (2)
Avalanche Punch (3)
Axle Cutter Strike (2)
Back Hand (1)
Dim Mak (4)
Double-Hit Punch (1)
Elbow Smash (1)
Fist Sweep (2)
Flash Chop (2)
One-Step Palm Smash (2)
Opposing Smasher (2)
Rekka-ken (5)
Palm Smash (1)
Slash Punch (2)
Spiral Cutter (2) (Vertical Arrow - substitute Punch for Kick)
TNT Punches (3)
Twin Thunder (3)
Two-Step Palm Smash (2)
Wheel Punch (3)
Wild Boulder Punch (2)

Kick
Double-Hit Kick (1)
Foot Sweep (1)
Barrage Kick (4) (see the Experimental Maneuvers page on the menu bar)
Lightning Leg (3)
Crushing Wheel (3)
Spinning Foot Sweep (1)
Wheel Kick (3)

Block
Deflecting Punch (1)
Reversal (2)

Grab
Power Flip (4)

Athletics
None Specific. Light Feet is recommended.

Focus
Chi Kung Healing (3)
Chi Push (4)
Regeneration (2)
Stunning Shout (2)
 
 

Psychic Kung Fu

This style combines psychic powers and kung fu in a practical way. Not a style so much as the training regimen undergone by Athena Asamiya and Sie Kensou by their teacher, the drunken master Chin Gentsai. Although, it has more Wu Shu elements than it does Drunken Style.

This style does not get maneuvers labeled as Any KF or Any WS.

A character with this style may have precognition. Precognition is a story tool used by the Storyteller so it does not appear as a Maneuver. It is a power the character has no control over and neither spends points to buy or receives points for having. It is at the Storyteller's discretion to use unknown powers of psychic characters to move the story forward.

Schools: Anywhere you find strange old men.
Members: Those who fight for justice.
Quote: Sound of choking on a rice ball.
Initial Chi: 4
Initial Will: 3

Maneuvers

Punch
Double-Hit Punch (1)
Psycho Sword (5) (Dragon Punch but costs Chi instead of Will)
TNT Punches "Ryuu Renda" (3)

Kick
Diving Kick (3)
Double-Hit Kick (1)
Foot Sweep (1)
Handstand Kick "Ryuu Gakusai" (1)
Mirage Kick "Ryuu Renga: Chiryuu" (3)
Tornado Kick "Ryuu Renga: Tenryuu" (3)

Block
Energy Reflection (2)
Iron Will (1)

Grab
Air Throw (2)
Chest Blast "Hakkei" (2)
Soul Shock (2)

Athletics
Dance of the Phoenix (4)
Vertical Screw (5)

Focus
Awakening Sixth (1)
Energy Dive (3)
Chi Kung Healing (3)
Chi Mirror (4)
Cosmic Waking (1)
Dragon's Breath (3)
Fireball (3)
Hypnotic Suggestion (2)@
Improved Fireball (5)
Kinetic Charge (2)
Levitation (4)
Mind Reading (3)
Psychic Healing (3)@
Psychokinetic Channeling (3)
Regeneration (2)
Sixth Sense (3)
Telekinetic Throw (4)
Telepathy (2)
Yoga Teleport (5)

"Revised" Aikido

I don't like the version of Aikido presented in the Contenders book. There, I've said it. Here is my take on it. Although I've only done scholarly research on the style and not actually practiced it, I think this is more accurate. I know, I'm caring about style-accuracy in the Street Fighter RPG. What's my problem? And yes, I'm aware that Ippon is a Judo term.
Todo-ryuu Kobujutsu is a version of Aikido practiced and taught only by the Todoh family, Rhiyaku Todoh and his only daughter, Kasumi Todoh.

Schools: Besides the school's found in it's originating land of Japan a number can be found in the US.
Members:
Initial Chi: 3
Initial Will: 4

Maneuvers

Punch
Atemi Nerve Strikes (5)
Blood Flow Atemi (2)
Fingertip Attack (2)
Knife Hand Strike (3)
Grasping Hand Atemi (2)
Healing Atemi (2)
Iken Hiatsu Atemi (4)
Pain Atemi (2)
Palm Heel (2)
Paralyzing Atemi (3)
Shuto "Sword Hand" (3) (ignores Shikan-ken pre-req)
Sonic Atemi (5)

Kick
Foot Sweep (1)
Slide Kick (2) (a far-reaching circular motion)
Spinning Foot Sweep (1)

Block
Alpha Counter (2)
Group Fighting (same as other styles, but actually part of this style)
Reversal (2)
Counter (3)

Grab
Backroll Throw (1)
Grappling Defense (2)
Group Throw (3)
Ippon (Suplex) (1) (requires Throw)
Joint Lock (Arm/Wrist) (3)
Passive Throw (1)
Power Flip (3)

Athletics
Breakfall (1)
Displacement (2)
Esquives/Evasion (2)

Focus
Chi Kung Healing (3)
Chou Kasane Ate (Power Stream) (5) (Todo-ryuu Kobujutsu only)
Power Wave (3)
Psychokinetic Channeling (3)
Regeneration (2)
Toughskin (3)
 
 

Shaolin Kung Fu

I would like to present a different style of Kung Fu than exists in the main book. This is often called the original Kung Fu, originating from the Shaolin Temple in the Chiu Lin Mountains that was eventually destroyed by the Chinese government. The monks were deemed far too dangerous and powerful.

Schools: Chinese monastaries
Members: Monks, wanderers, cops
Quote: "I am Kane. I will help you." - Kane, "Kung Fu the Legend Continues"
Initial Chi: 3
Initial Will: 4

Maneuvers

Punch
Art of Breaking (2)
Back Hand (1)
Chop (1)
Double-Hit Punch (1)
Dragon Back Hand (5)
Dragon Punch (5)
Hyperfist (5)
Knife Hand Strike (3)
Palm Smash (2)
Shikan-ken (2) ("Double-Knuckle Fist")
Spinning Back Fist (1)
Spinning Knuckle (2)
Triple Strike (1)

Kick
Air Hurricane Kick (2)
Crescent Kick (Handstand Kick) (1)
Double-Hit Kick (1)
Dragon Kick (5)
Foot Sweep (1)
Flying Thrust Kick (4)
Front Snap Kick (1)
Hurricane Kick (4)
Lightning Leg (4)
Spinning Foot Sweep (1)
Stepping Front Kick (3)
Wheel Kick (2)

Block
Deflecting Punch (1)

Grab
Bear Hug (1)
Neck Choke (1)

Athletics
Battle Storm (2)
Breakfall (1)
Punch/Kick Strike (2)
War Cyclone (3)

Focus
Chi Kung Healing (3)
Regeneration (2)
Stunning Shout (2)
Toughskin (3)
Zen No Mind (3)
 
 

Shiranui-Style Ninjitsu

The Shiranui school of Ninjitsu is a highly aerial and acrobatic martial art which also relies heavily on Chi to surround limbs, weapons, and opponents in fire.  The Shiraniu family has had many great and famous ninjas in their history. Their style has been mimicked and taught to others who have spread it.

Special: Shiranui-Style tends to use a quick hand-held weapon, such as a fan or knife to supplement its punch moves. A Shiranui Ninja uses the Knife Technique for the below weapons. She can also buy any Punch technique for her Knife Technique.
Fan: +0 Speed, +1 Damage
A fan isn't generally dishonorable.
Knife: +0 Speed, +2 Damage
Schools: The Shiranui Family; Although other secret groups may teach it under a different name.
Members: Shiranui Mai is the rightful inheritor of this art although others practice it, having learned it from those to whom it passed down.
Quote: "You'll need more than that to beat a Shiranui ninja!"
Initial Chi: 3
Initial Will: 4

Maneuvers

Fan Technique
White Heron Dance (Spinning Clothesline) (3)

Punch Technique
Elbow Smash (1)
Flying Elbow (1)
Slap (1)

Kick
Back Flip Kick (2)
Foot Sweep (1)
Forward Back Flip Kick (1)
Sliding Kick (2)
Soaring Dragon (4)
Stomping Back Flip (2)

Block
Heat Defense (2)

Grab
Air Throw (2)
Shoulder Throw (Hair Throw) (2)
Thigh Press (2)

Athletics
Back Flip (2)
Dance of the Phoenix (4)
Deadly Ninja Bees (Rolling Attack) (3)
Flaming Spin "Blazing Dragon Dance" (3)
Flying Fire Slam - Ultra Deadly Ninja Bees (5)
Flying Squirrel (Flying Body Spear) (3)
Gen'ei Shiranui (3)
Kuuha Dan (2)
Light Feet (3)
Wall Spring (1)

Focus
Fireball (3)
Kagerou no Mai (3)
Shrouded Moon (3)
 
 

Snake Style Kung Fu

A mystic and evil martial art, shrouded in secrecy. Using Chi, masters can drain the life from a victim or even kill at range. The "fireball" attacks of this style are dark streams of energy that damage by harming the Chi of the victim. Those who stray from the flock of this school do not live long.

Special: Snake Style requires a Focus 3 for all Atemi Strikes, unless specifically stated higher.

Schools: Snake assassin orders and evil secret societies
Members: Assassins, evil masters
Quote: "So, you wisssh to learn our secretss, yesss?"
Initial Chi: 5
Initial Will: 2

Maneuvers

Punch
Atemi Nerve Strikes (3)
Blood Flow Atemi (1)
Dim Mak (4)
Fingertip Attack (1)
Grasping Hand Atemi (2)
Healing Atemi (1)
Iken Hiatsu Atemi (3)
Pain Atemi (1)
Paralyzing Atemi (2)
True Dim Mak (5)

Kick
None

Block
None

Grab
Neck Choke (1)

Athletics
None

Focus
Chi Kung Healing (3)
Cobra Charm (2)
Corrupt Soul (5)
Dark Chi Blast (Fireball) (2)
Empty Soul Palm (5)
Entrancing Cobra (4)
Essence Drain (5)
Essence Drain, Ranged (3)
Final Bringer (2)
Leech (3)
Mystic Hand Crushes Heart of Foe (Improved Fireball) (5)
Regeneration (2)
Taint Chi (3)
Siphon "The Hand of Death" (5)
Shrouded Moon (3)
 

Tae Kwon Do

A popular martial art with roots in Korea, Tae Kwon Do is the "Art of Fist and Foot Fighting." It is quite common in this age, cropping up in martial art competitions, self-defense classes, and games by SNK.
It's primary strength is kicking although punching is also important (where would one be without basic punching knowledge?).

Schools: Look out the window
Members: Heroes in white, people who've taken self-defense classes, game show hosts
Quote: "Evil cannot be forgiven. Hwa!" - Kim Kaphwan
Initial Chi: 1
Initial Will: 6

Maneuvers

Punch
Art of Breaking (2)
Double-Hit Punch (1)
TNT Punches (3)

Kick
Back Flip Kick (2)
Chainsaw Kick (3) (see The Book of Violent Acts page)
Double-Dread Kick (4)
Double-Hit Kick (1)
Forward Back Flip Kick "Hien Zan" (1)
Front Snap Kick (1)
Hook Kick (2)
Houou Hiten Kyaku (5) (see The Book of Violent Acts)
Hurricane Kick (4)
Lightning Leg (3)
Mirage Kick (3)
Overhead Smash Kick (Hop Kick) (3)
Power Roundhouse (1)
Shove Kick (2)
Slide Kick (2)
Sandstorm Grit "Kuu Sa Jin" (2)
Sidekick Smash (1)
Somersault Chop Kick (2)
Splits Kick "Half Moon Slice" (3)
Standing Splits Kick (Handstand Kick) (1)
Stepping Front Kick (4)
Twister Drive (5)
Vertical Backflip Kick (3) (see The Book of Violent Acts)
Wheel Kick (2)

Block
Punch Defense and Kick Defense are popular.

Grab
Back Roll Throw (1)
Leg Lift Toss (1)

Athletics
Learn Jump. You'll like it.

Focus
Balance (3)
 
 

Tien-Hsueh "Touch Mastery"

The secrets of Atemi "body strikes" are used to paralyze opponents with intense pain, knock out, and kill. Many arts, such as Aikido, Jiu Jitsu, and acupuncture , teach about special effects caused by an opponents vitals but none to the extent as this art. This art is horded by a select and secret few. Masters tend to be cruel and hold positions of power in organizations or secret societies. This deadly art has some of the most frightening powers of any martial art. Learning it does not come without a price.

Schools:
Members:
Initial Chi: 4
Initial Will: 3

Maneuvers

Punch
Atemi Nerve Strikes (3)
Blood Flow Atemi (1)
Chi Mei (5)
Dim Mak (3)
Grasping Hand Atemi (2)
Fingertip Attack (1)
Heart Punch (1)
Healing Atemi (1)
Iken Hiatsu Atemi (3)
Imprisoning Strike (4)
Pain Atemi (1)
Paralyzing Atemi (2)
Power Chop (1)
Sonic Atemi (3)
True Dim Mak (5)

Kick
None

Block
None

Grab
Neck Choke (1)

Athletics
None

Focus
Aura Excitation (3)
Chi Kung Healing (3)
Regeneration (2)
Shrouded Moon (3)
Yoga Teleport (5)
Zen No Mind (3)

Wing Chun

There are legends that this martial began as one for women of smaller stature (the legend of Yim Wing Chun who defeated the warlord whom she was to marry) or that it was used by revolutionaries calling themselves the Red Boat Opera Society. In any case, the emphasis is on close-range fighting without the use of wrestling maneuvers. The opponents are kept so close that you can feel the fight with the skills called Chi Sao (sticky arms) and Chi Gerk (sticky legs). And while you stick to your opponent's limbs, preventing him from attacking, you disable him.

This style uses only the two fastest basic punches and kicks. Slow attacks and those with circular motions are discouraged. Straight-line punches, chaining punches, and striking with both leg and arm simultaneously (to confuse the opponent) are just some of the strategies. Once you close range and stay there, quick strikes that you can make while defending (deflecting attacks) are favored.

It is not a popular tournament sport because it teaches strikes to vital areas (such as the eyes and throat) which are particularly dangerous and a "toned down" version of the style is not taught.

Schools: China
Members: Bruce Lee
Weapons: Dragon Pole (Staff), Butterfly Swords (Short Swords)
Will: 4
Chi: 3

Wing Chun Information

Punch
Dim Mak (4)
Double-Hit Punch (1)
Dynamite Bakuretsuken (3)
Ear Pop (1)
Elbow Dash (5)
Elbow Smash (1)
Headbutt (1)
Hyperfist "Chain Punch" (5)
Rising Uppercut "Vertical Punch" (2)
TNT punches (3)

Kick
Front Snap Kick (1)
Knee Strike (1)
Wounded Knee (1)
Zack's Deadly Shin Kick (2)

Block
Counter (3)
Deflecting Kick (1)
Deflecting Punch (1)
Maka Wara (4)
Reversal (2)

Grab
Eye Rake (1)
Grappling Defense (4)
Jugular Strike (3)
Throat Stomp (3)
Trapping Leg (5)

Athletics
Punch/Kick Strike (2) (Special: Can use both on one opponent) (2)

Focus
Toughskin (3)

Weapon
(See Weapons or add Weapon modifiers to referenced Maneuver)
Reaching Strikes (Staff) (2)
Staff Sweep (Staff, Foot Sweep) (1)
Spinning Staff Sweep (Staff, Spinning Foot Sweep) (1)
Wooden Rain (Staff) (4)
Butterfly Strike (2) (Short Sword, Double-Hit Knee)

New Special Maneuvers

New Style Abbreviations: Aura Combat (AC), Commando Sambo (CS), Hakyokuseiken (Hak), Hino Suzakuken Kung Fu (Suzakuken), Kanzuki-Ryuu Kung Fu (Kanzuki-Ryuu), Kopo-ken (Kopo-ken), Martial Dance (MD), Ninja Kickboxing (Ninja KB), Shiraniu-Style (Shiranui), Orochi Magatama (Orochi), Tae Kwan Do (Tae Kwon Do)

Note: The "Any KF, Any KB, Any NJ (Ninjitsu), Any WS (Wu Shu)" Notation
There are many styles of the same martial art. In my list of custom maneuvers, I often refer to "Any KF" this means the move is available to any style of Kung Fu. Also, "Any KB" means any Kickboxing style and so on for other such style notations.
 
 
Punch

Atemi Strikes (Street Fighter Dojo / Ninjas and Superspies)
Aikido, Snake Style Kung Fu, and Ji Jitsu can purchase Grab versions of Atemi strikes that have Move One and require Grab 4 instead of Punch 4 (roll Grab instead of Punch for Rolls).

Atemi Nerve Strikes
Prerequisites: Punch 4, Medicine 4, Focus 3, Fingertip Attack
Power Points: Tien-Hsueh, Snake Style 3; Aikido, Kabaddi, Jiu Jitsu 5
Description: The character may select to attempt one of the debilities described under System which are described under Chiatsu.
Purchasing:
Buying Atemi Strikes gets you one of the abilities listed below. For each additional Power Point, you may add another of the effects to your repertoire.
System: The fighter must strike an unarmored vital point on his opponent's body. If two or more successes are rolled on a Punch + Medicine roll (diff 6) then the effect occurs. If there is a duration, it is the number of successes rolled. Otherwise, effect will last only for current and next round (if applicable). No duration is applicable to an Instant Effect move.

For those that are not duration inflicting, they can be bought to be for One PP for Tien-Hsueh and Two PP for any other style with Atemi Nerve Strikes.

(Street Fighter Dojo: Chiatsu/Nerve effects)

Hand of Water Hitting Metal
     If interrupt a punching Opponent then the Opponent is -2DMG with that Arm for two rounds
Weak Hand
     Opponent Drops item that is held. yes automatically. (instant effect)
Mighty Oak [the old FELLING THE MIGHTY OAK]
     Knock Down (instant effect)
Slow Hand
     Victim is -2 Speed to punches with that arm. Duration.
Slow Foot [The old (ROGO ASHI KOOGEKI (Leg Weakening Strike, "Old Age" Strike)]
     Duration; The victim of the attack suffers from a - 2 MV and a - 2 DMG to all Kicks for Duration.
Leaf in the Autumn Wind
     Randomly stumbles into adjacent hex. (determine how you want I suggest a d6) (doesn't require Chi cost)
Drunken Foot
     Opponent must make Dexterity check (Difficulty: Attacker's Focus + 3) or Knock Down if opponent tries to do anything but stand (even if you hit him he must roll) .
Bird Flies thru the Storm
     If opponent does an aerial maneuver he is Knocked Down immediately on landing
Breathing Smoke
     Coughing takes over opponent +2 Difficulty to all his actions
Weeping Strike
     Crying overtakes opponent, + 1 Difficulty to all his actions
Sleep
     Puts opponent to sleep for an instant (this round and next). Knocked Down (They fall down). There is -3 Temporary Honor for striking a sleeping opponent.
Blind Man Cannot Fight
     Opp is blinded.

Cost: 1 Chi
Speed: +0
Damage: Special
Move: -2

Blood Flow Atemi
Prerequisites: Punch 4, Medicine 4, Finger Tip Attack
Power Points: Tien-Hsueh, Snake Style 1; Aikido, Kabaddi, Jiu Jitsu 2
Description: In this attack the fighter strikes at one of his opponent's vital points, temporarily stopping the flow of blood to an area of the body.
System: The fighter must strike an unarmored vital point on his opponent's body. If this is used successfully, then the damage from the Atemi Strike cannot be soaked, unless the attack was blocked.
Cost: None
Speed: -1
Damage: -1
Move: -2

Chi Mei
Prerequisites: Punch 5, Medicine 5
Power Points: Tien-Hsueh 5
Description: This decisive Atemi Strike is one of the most secret techniques of Tien-Hsueh, often used to kill the victim after crippling him.
System: The opponent is knocked back one hex.
Cost: 1 Will
Speed: +0
Damage: +6
Move: -2

Grasping Hand Atemi
Prerequisites: Grab 4, Medicine 4, At least one Atemi Strike
Power Points: Aikido, Jiu Jitsu, Tien-Hsueh, Snake Style 2
Description: Using grappling, vital points are grasped and manipulating.
System: The fighter must enter the opponent's hex. This ignores Blocks like a grab. This technique lets the fighter use any Atemi Strike known  (that was not already bought as a Grab) as a Grab rather than as a Punch.
Cost: As Per Atemi Strike
Speed: As Per Atemi Strike
Damage: As Per Atemi Strike
Move: One

Healing Atemi
Prerequisites: Punch 4, Medicine 4, Finger Tip Attack
Power Points: Tien-Hsueh, Snake Style 1; Aikido, Kabaddi, Jiu Jitsu 2
Description: The effect of any Atemi strike may be reversed.
System: The fighter must strike an unarmored vital point on the subject's body. Any Dizzy (diff 6) or paralysis (diff 7) is automatically undone as long as three or more successes are rolled on a Punch + Medicine roll.
Cost: None
Speed: -2
Damage: None
Move: -2

Iken Hiatsu Atemi (Withering Flesh)
Prerequisites: Punch 4, Medicine 5, Finger Tip Attack
Power Points: Tien-Hsueh, Snake Style 3; Aikido, Kabaddi, Jiu Jitsu 4
Description: In this attack the fighter strikes at one of his opponent's vital points, causing major debilitization. Foes have been known to crumple in defeat from one strike.
System: The fighter must strike an unarmored vital point on the subject's body. Four or more successes must be scored on a Punch + Medicine roll (dif 6). If successful, the target's current Health is halved (round down). Rolling three successes inflicts One Health Level. Rolling two or fewer successes has no effect. If the enemy blocks, the difficulty is increased to 8.
Cost: 1 Will
Speed: +0
Damage: Special
Move: -2

Imprisoning Strike
Prerequisites: Punch 4, Medicine 5, Focus 4, Finger Tip Attack
Power Points: Tien-Hsueh 4; Kabaddi 5
Description: In this attack the fighter strikes at one of his opponent's vital points, causing any exertion to inflict severe crippling pain on the victim. One of the most secret techniques of Tien-Hsueh (or of a Kabaddi master).
System: This strike takes affect for one round per success rolled (not including round inflicted). The roll is Focus + Medicine (diff 6). Any offensive action taken by the victim, causes 2 Health Levels of damage. If the victim has Focus 4, 1 Will per round may be spent to soak this (otherwise it can't be soaked).
Cost: 1 Chi
Speed: +0
Damage: Special
Move: -2

Pain Atemi
Prerequisites: Punch 4, Medicine 3, Finger Tip Attack
Power Points: Tien-Hsueh, Snake Style 1; Aikido, Kabaddi, Jiu Jitsu 2
Description: In this attack the fighter strikes at one of his opponent's vital points, causing agonizing pain.
System: The fighter must strike an unarmored vital point on his opponent's body. If this is used successfully, then opponent is wracked with severe pain. The opponents next action is reduced by a Speed of Two. This strike requires Two successes on a Punch + Medicine roll (diff 6, diff 8 and Three successes if opponent is blocking).
Cost: None
Speed: -1
Damage: -1
Move: -2

Paralyzing Atemi
Prerequisites: Punch 4, Medicine 4, Finger Tip Attack
Power Points: Tien-Hsueh, Snake Style 2; Aikido, Kabaddi, Jiu Jitsu 3
Description: In this attack the fighter strikes at one of his opponent's vital points, causing paralysis.
System: The fighter must strike an unarmored vital point on the subject's limb to be paralyzed. If 3 or more successes are scored on a Punch + Medicine Roll, the limb is paralyzed.
If one arm is paralyzed, the victim's Punch is decreased by 1 until the limb is restored.
A paralyzed leg reduces Athletics by 3 (negative Athletics is possible, the negative detracts from the Move bonus of the Move maneuver, also Move is -3 Speed), and the character cannot Jump or do any Jumping maneuver. Kick damage is -4 unless the character accepts a knockdown from doing the Kick maneuver.

If both legs are paralyzed, a character can drag himself with both arms 1 hex per round at speed -2 or with one arm at -4 speed (as long as a Strength roll [dif 6] is made).

Five successes are required on  a normal Medicine roll to undo this with a quick fix, at least two rounds per attempt. Otherwise, the limb will be usable in 1 hour per success rolled with the Paralysis Atemi.

If two successes are scored, the character's Punch or Kick (if arm or leg was target) is temporarily reduced by One for this and the next round.

If only one success is scored, the target's next action is -1 from a sudden jolt of pain but nothing more.

If the opponent blocks, One more success than normal is required for each effect (and difficulty is increased to 7).

Cost: None
Speed: +0
Damage: None
Move: -2

Sonic Atemi
Prerequisites: Punch 4, Medicine 4, Finger Tip Attack
Power Points: Tien-Hsueh 3; Aikido, Kabaddi 5
Description: The attacker claps, inflicting an Atemi strike with sound. (It has been rumored that a similar effect can be achieved, increasing the range to the hearing range of the opponent, when a musical instrument is employed.)
System:  The Fighter uses an Atemi strike but on an opponent up to a distance of half your Focus in hexes (round down).
Cost: 1 Chi
Speed: As per Atemi
Damage: As per Atemi
Move: As per Atemi

TRUE DIM MAK (Atemi Strike) (SF Dojo, N&S)
Prerequisites: Punch 4, Medicine 5, Mysteries 5, Focus 5, Fingertip Attack
Power Points: Tien-Hsueh, Snake Style 5
Description: An attack of legend and myth, this blow is a slow death curse to the victim. Wounds no longer heal; the victim's Chi fades. There is no known cure (but it may involve some high level of Healing Atemi).
System: The victim of this maneuver loses one permanent Chi per day until the Chi reaches zero, at which point the victim heals bruise DMG at a rate of one point per day, and is no longer able to heal aggravated wounds. There is no known cure. If the victim spends one Will, the attacker must roll Three successes (diff 6) on a Focus + Mysteries roll. Otherwise, the effect is automatic (blocking doesn't help) although a Will can be spent to require the Snake Master to roll Four successes (i.e., the one Will you can spend to Soak).
Cost: 1 Permanent Chi, 1 Temporary Will
Speed: +2
Damage: SPECIAL
Move: +0

Arcing Flash Chop
Prerequisites: Punch 3, Flash Chop
Power Points: Boxing, Sambo, Commando Sambo, Pi Gua Quan, Special Forces 2
System: Inflicts a Dizzy if it deals more damage than Stamina. No real damage. Hits front three hexes.
Cost: 1 Chi
Speed: +1
Damage: +3
Move: One

Art of Breaking "Tamashiwara" (Warrior's World)
Prerequisites: Punch 3, Focus 3
Power Points: Tai Chi, Any Karate, Tae Kwon Do, Kung Fu, Shaolin KF, Animal KF, Any WS, Qwan Ki Do 2; Any 3
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 (things like the Earth are too big). Make a Chi (Permanent) roll against a difficulty determined as follows:

Ice: 4
Wood: 5
Reinforced Wood: 6
Stone/Brick/Cement: 7
Metal:  8
Serious/Extreme Armor: 9
Diamond: 10

If you score at least Three successes, you will shatter the object. Less or more successes are required if the object is smaller or larger. You cannot use Art of Breaking on living things, or cybernetic implants (atempting to do so delivers damage to the target as per a Fierce punch).

Cost: 1 Chi for anything more than difficulty 7
Speed: -2
Damage: Special
Move: None

Avalanche Punch
Prerequisites: Wild Boulder Punch, Punch 5
Power Points: Kyokugen-Ryuu, Qwan Ki Do, Pi Gua Quan, Tai Chi 3; Kempo 4; Any 5
Striking a powerful deliberate blow to the midsection, the enemy is hurled into the distance. This maneuver requires the utmost concentration, and all distractions are tuned out while performing it. The fighter first inhales. Then, he takes the proper stance and punches forward.
System: For every point of damage, the enemy is knocked back two hexes. (If 5 damage is rolled, they are knocked back 10 hexes.)
Cost: 1 Chi
Speed: -1
Damage: +7
Move: One

Avalanche Shield
Prerequisites: Avalanche Punch
Power Points: Any 1 The Chi you gather to deliver the Avalanche Punch acts as a shield, deflecting force form you.
System: When you play Avalanche Punch, you are considered Blocking on a Speed 4 faster than the punch, only against the target of the punch and not after you have made the punch. Your soak is increased by your Focus rather than Block.

Axle Cutter Strike
Prerequisites: Slash Punch, Punch 4
Power Points: Boxing, Commando Sambo, Qwan Ki Do, Pi Gua Quan 2; Any 3
System: Hits all adjacent 6 hexes. Knock back is one hex if attacker rolls at least one success.
Cost: 1 Will
Speed: +0
Damage: +2
Move: None

Back Hand
Prerequisites: Punch 3, Athletics 2
Power Points: Special Forces, Pi Gua Quan, Animal KF, Shaolin KF, Hwarang-Do 1; Any 2
 The fighter quickly spins and strikes the enemy with a back-handed strike.
System: Punch
Cost: None
Speed: +0
Damage: +2
Move: -1

Banishing Punch (Warrior's World)
Prerequisites: Athletics 3, Punch 4, Focus 3
Power Points: Sambo, Tai Chi 3; Ler Dritt, Aura Combat 4; Any 5
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 an incoming projectile. Since then, he has taught this to other Sambo fighters.
System: In combat, the fighter throws a punch at a single incoming Focus projectile, making a Strength + Punch roll (difficulty 6). If he matches or exceeds the opponent's Wits+Focus roll, the Focus projectile is canceled out. Banishing Punch can nullify a Focus projectile and still make a damage test on a foe. When the banishing punch is used against an opponent directly, it inflicts damage as per the stats below. This cannot nullify more than one Focus projectile per round.
Cost: 1 Chi
Speed: +1
Damage: +2
Move: -2

Breaking Point
Prerequisites: Art of Breaking - Tamashiwara, Focus 4, Punch 4
Power Points: Any 4
Description: First developed by Chinese amazons, this power has also appeared elsewhere. It is a rare and powerful attack that can cause large solid object to explode into dangerous fragments with but the touch of a fingertip.
System: Make a successful test with Art of Breaking. Then, all adjacent hexes (and one hex beyond them!) suffer the damage. The Chi spent for this maneuver counts as an automatic success towards the 3 needed.
This does one hex of knockback to all hit. The fighter who initiates this blast is immune, their body built-up from the rigorous practice of this power. The floor/ground is an often used target of this power. The attacker rolls Strength + Focus for this attack. In addition, for every 1 higher than 6 is difficulty for making the Tamashiwara roll, the damage of this maneuver is +1. Glass adds +1 damage even though it is a lesser difficulty.

Cost: 1 Chi
Speed: -1
Damage: +4
Move: None

Breaking Point: Leaping
Prerequisites: Art of Breaking - Tamashiwara, Focus 4, Punch 4, Jump
Power Points: Any 2
Description: Leaping through the air, the fighter lands and strikes with the explosive Breaking Point.
System: Same as Breaking Point.
Cost: 1 Chi, 1 Will
Speed: -1
Damage: +4
Move: +0

Burn Knuckle
Prerequisites: Punch 4, Athletics 4, Focus 3
Power Points: Hak 4
The fighter rockets into the opponent, flames streaming from an outstretched fist.
System: Punch; Knocks back the defender one hex.
Cost: 1 Chi
Speed: +0
Damage: +4
Move: +2

Burning Wheel   "Bishamon's Halo"
Prerequisites: Wheel Punch, Focus 2, Punch 4, Athletics 4
Power Points: Suzakuken 4
Leaping up and forward, the fighter becomes a vertical spinning wheel of fire.
System: This punch strikes the target three times. It is performed as a Jump and can thus be used to dodge certain attacks such as fireballs. This is an Overhead attack (will hit Crouching targets).
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +2 (x3)
Move: +0

Chop
Prerequisites: Punch 2
Power Points: Any KF, Any Karate, Any NJ, Judo(JJ), Shaolin Kung Fu, Heider-Style, Kazeshiken, Kopo-ken 1; Any 2
This is a chop with the ridge of the hand, usually delivered to the softer more vulnerable parts of the body (looks similar to but is not as deadly as the Knife Hand Strike). This goes by many names such as "Karate Chop", "Judo Chop," "Ridge Hand Strike," and even "Knife Hand Punch."
System: Punch
Cost: None
Speed: +1
Damage: +1
Move: -1

Cinder Punch (Haiken)
Prerequisites: Punch 3, Athletics 2
Power Points: Suzakuken, Hakyokuseiken, Kempo 1; Any style with Rekka-Ken 2
Performed by rushing forward and striking with the combined speed and force, the cinder punch generates a small amount of warmth by air friction. The speed is similar to the type employed in a Rekka-ken, only used to a different end.
System: As a Fierce Punch (but is not considered a Basic Maneuver)
Cost: None
Speed: -1
Damage: +4
Move: -1

Cinder Wheel
Prerequisites: Cinder Punch, Athletics 3, Jump
Power Points: Suzakuken 2
The fighter hops forward and up while in rotation, striking with a quick jab and then while spinning on the second hop, striking with the momentum of a Cinder Punch.
System: Punch hits twice. This move travels too close to the ground to avoid fireballs. This will not hit knocked down opponents (those laying flat on the ground), but it will hit crouching opponents.
Cost: 1 Will
Speed: +0
Damage: -1, +4
Move: -1

Demon Scorcher
Prerequisites: Focus 3, Punch 4, Jump
Power Points: Orochi, Kusanagi 5
  The fighter rises into the air, engulfed in fire.
System: This attack will knockdown Aerial opponents. It is Aerial after the damage test or if its Movement is used.
Cost: 1 Chi
Speed: +0
Damage: +6
Move: -2

Double-Hit Punch
Prerequisites: Punch 2
Power Points: AC, Kung Fu, Sumo, Thai KB, Western KB, Boxing, Heidern, Kanzuki-Ryuu, Kempo, Orochi, Pi Gua Quan, Shaolin, Tae Kwon Do 1; Any 2
The fighter moves in and delivers two quick punches, the old one-two.
System: This punch hits twice.
Cost: None
Speed: -1
Dam: +0
Move: -1

Dragon Back Hand
Prerequisites: Punch 5, Focus 3
Power Points: Shaolin KF, Kung Fu 5
 The fighter steps with his feet apart and fully extends his arm slightly crooked at the elbow, yelling out a kiai (shout) as he hits with the back of the hand. The pose is held for a moment as his whole body shakes, and the opponent is sent flying back. A preferred move of Jann Lee, a kung fu master.
System: The opponent is knocked back a number of hexes equal to the damage inflicted by this attack. Follows standard Knock Back rules.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +5
Move: -2

Drilling Uppercut Dash (Super Chou Upper)
Prerequisite: Rising Uppercut, Athletics 4, Jump
Power Points: Shotokan, Kyokugen-Ryuu Karate 5
The fighter runs forward and uppercuts her opponent, uppercuts again after spinning, and finally performs a leaping upward uppercut while spinning.
System: This punch can hit three times. It will knockdown opponents interrupted in an Aerial attack. It is not an Aerial maneuver. This can't be used to avoid projectiles. During the movement phase, your last 3 hexes of movement each have one of the attacks. You push your opponent back one hex each time you enter his hex with this maneuver. To get all three hits, you must start close enough to move into the opponent's hex three times.
Cost: 1 Will
Speed: -1
Damage: -1, +1, +3
Move: +0

Dynamite Bakuretsuken
Prerequisites: Focus 3, TNT Punches
Power Points: Boxing, Thai KB, Western KB, Wing Chun 3; Any 4
A Chi-powered explosive punch burst.
System: As TNT Punches.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: -1
Move: +0

Elbow Dash (Ressen Chou)
Prerequisites: Elbow Smash, Athletics 4
Power Points: Kanzuki-Ryuu Kung Fu 4; Wing Chun 5
The fighter dashes forward, sliding as if on ice, into the opponent delivering one powerful elbow smash before spinning to strike with the other.
System: Two damage tests. Each hit does one hex of Knockback. If opponent cannot be knocked back, you are pushed back one hex instead. You must enter the opponent's hex for each damage test.
Cost: 2 Will
Speed: +2
Dam: +2
Move: -1

Fingertip Attack
Prerequisites: Punch 3, Medicine 2
Power Points: Tien-Hsueh, Snake Style 1; Aikido, Kabaddi, Jiu Jitsu 2
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: This attack inflicts only 2 health levels of damage (do not roll, automatic) if the damage is 2 or more above the target's soak. It inflicts 1 health level if the damage is only one above the target's soak and automatically does no damage if the soak is equal or more than the Finger Attack's damage.
Cost: None
Speed: +1
Damage: +2 (do not roll)
Move: +0

Finger Slash
Prerequisite: Punch 4, Focus 1
Power Points: Heidern, Orochi 2; Any 3
By concentrating Chi in the fingertips, the hands can be made to rip through flesh and sometimes, stronger materials.
This move is made lunging forward with the hand held high like a claw.
System: Punch; Frightening moves such as this one which dizzy or KO may entitle the fighter to an intimidation bonus if done while still in the memory of those who see it (mainly due to the sprays of blood).
Cost: 1 Chi
Speed: +0
Damage: +4
Move: +0

Fire Knuckle (Hono'o Kansetsu)
Prerequisites: Cinder Punch, Focus 2
Power Points: Suzakuken, Kempo, Kusanagi 4; Hak 5
The fighter launches into the opponent, creating an explosive blast of flame with the impact.
System: This attack knocks back the victim one hex. Cannot hit opponents in the middle of aerial maneuvers (see Cannot Hit Aerial under House Rules).
Cost: 1 Chi
Speed: +0
Damage: +6
Move: +0

Firestorm
Prerequisites: Spinning Clothesline, Focus 3, Athletics 4
Power Points: Suzakuken 2; Sambo 3; NA Wrestling 4
Creating fire from the hands, the fighter leaves a trail of fire as she spins.
System: Identical to the Spinning Clothesline except for the modifiers.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +2
Move: -1

Flaming Back Fist
Prerequisites: Spinning Back Fist, Punch 3, Athletics 1, Focus 3
Power Points: Kusanagi 4
The fighter spins around and steps forward, twisting as his fist bursts into fire engulfing his foe.
System: Punch; Two damage tests, each does 1 hex of Knockback. You may reposition one hex after the first damage test if you have remaining movement.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +3
Move: +0

Flash Chop
Prerequisites: Punch 2, Focus 1
Power Points: Boxing, Sambo, Commando Sambo, Special Forces 2
System: Inflicts a Dizzy if it deals more damage than Stamina. Only the first success of damage test is actual damage.
Cost: 1 Chi
Speed: +2
Damage: +4
Move: -2

Flying Elbow
Prerequisite: Elbow Smash, Jump, Athletics 4, Punch 3
Power Points: @Bushin, Kazeshiken, Ninja KB, Qwan Ki Do, Shiranui 1
Leaping into the air while rotating, the fighter turns around in midair to elbow smash her opponent.
System: This can only be performed on an aerial opponent. This will knockdown an aerial opponent.
Cost: 1 Will
Speed: +2
Damage: +2
Move: +0

Flying Elbow Drop
Prerequisite: Elbow Smash, Jump, Athletics 4, Punch 3
Power Points: @Bushin, Kazeshiken, Qwan Ki Do 1; Ninja KB 2
Jumping above an opponent, the fighter drops directly upon his target with an elbow smash.
System: This is a jumping attack. This cannot hit aerial opponents. Must land in target's hex. You can use this as an Overhead attack, but you are knocked down if you do.
Cost: None
Speed: -1
Damage: +5
Move: +0

Grand Saber
Prerequisites: Punch 3, Athletics 3
Power Points: Heidern 4; Any 5
The attacker charges forward in a crouched position and slices the enemy with a ridgehand strike, parting the air like a razor. The burst of air generated by this may hurl the enemy back.
System: This knocks back the opponent one hex. This is a Crouching move and has Limited Turn. The Grand Saber Follow Up may be added to the damage test of this maneuver.
Cost: 1 Will
Speed: -1
Damage: +3
Move: +2

Grand Saber Follow Up
Prerequisites: Kick 3, Grand Saber, Jump
Power Points: Heidern 1; Any 2
After the initial strike but before the enemy is knocked back, a forward flip is done, creating another visible air slice. This strike will mostly likely hit the enemy under the chin. After the follow-up, the attacker is no longer Crouching.
System: The Grand Saber Follow Up may be added to the damage test of the Grand Saber. Damage is based on Kick. (This would belong in the Kick section if this were a full maneuver by itself, but it isn't.) You are briefly (and barely) Aerial after this damage test.
Cost: -
Speed: -
Damage: +3
Move: -

Iron Hand
Prerequisites: Punch 5, Focus 2
Power Points: Heidern, Kempo 1; Any style that teaches both Focus and Punch maneuvers 2 (1 PP if possess the Art of Breaking); Any 4
 The fighter trains his hands to punch solid objects without taking damage. The fighter will start by punching his hands into hot sand and end the training process by punching solid metal. The fighter can even punch someone with Maka Wara without fear.
System: Simply put, the fighter suffers no damage from punching objects that might normally hurt him when using this technique (maneuver). By spending 1 Chi, the character can use Iron Hand with any Punch maneuver for 10 rounds (or one scene; whichever) and avoid taking damage from using any Punch against Maka Wara. While it may be considered that someone with a Punch of 5 or 6 can punch solid objects without taking damage, a botch will still hurt them. With Iron Hand, even punching with poor skill can't harm the fighter (i.e. won't take damage from a botch).
This power will not protect a character attempting to punch acid, electricity, or other non-physical matter with the exception of fire/heat. A character can prevent his hands from being burned if he has spent a Chi (fire cannot hurt his hands/forearms).
To purchase the Art of Breaking after buying this maneuver costs 1 PP less. To purchase this power for Kick costs the same.
To activate this power to nullify Maka Wara, simply play this card in addition to any other card played.
Cost: None normally (Special: 1 Chi)
Modifiers: Iron Hand's effects are simply applied to the character's punches.

Lashing Punches (Million Bash Stream)
Prerequisites: Punch 4, Athletics 4, Focus 2, Dbl-Hit Punch
Power Points: Orochi, Boxing 4; Any 5
The fighter advances, throwing hooked punches with alternating arms.
System: You get damage tests equal to the maneuver's movement. For each damage test, you may take or forego one hex of movement (i.e. for each hex of movement, you take or forsake one damage test). Each damage test pushes the opponent back one hex.
Cost: 2 Will
Speed: -1
Damage: +3
Move: -1

Launcher Punch
Prerequisites: Power Uppercut, Punch 3
Power Points: Any 2
 With an uppercut, the fighter launches a Standing opponent into the air.
System: This is a Juggling maneuver on Standing opponents. It will not Knockdown aerial opponents.
Cost: None
Speed: -1
Damage: +3
Move: One

Maul (Maiden Masher, Nocturnal Lights)
Prerequisite: Punch 4, Athletics 3, Focus 2, Finger Slash
Power Points: Orochi 4
This is a brutal and animalistic assault of ripping and tearing. Some variations use a kick instead.
System: This slashing punch hits twice.
Cost: 1 Chi, 1 Will
Speed: -1
Damage: +4
Move: -2

Mirage Rising Uppercut
Prerequisites: Rising Uppercut, Basic Mirage
Power Points: Kagura-Style 4
Leaving a trailing afterimage, the fighter flies into the air doing a 360 degree spin.
System: This attack knocks down aerial opponents. This attack makes two damage tests against aerial and adjacent opponents. Can dodge projectiles like a Jump. The fighter may choose to return to her original hex after the attack is completed unless she was interrupted and took damage.
Cost: 1 Chi, 1 Will
Speed: +0
Damage: +4 (special)
Move: -2

Mirage Strike 3: Three Sacred Treasures
Prerequisites: Mirage Strike 2A, Mirage Strike 2B, Mirage Rising Uppercut
Power Points: Kagura-Style 5
Leaving a trailing afterimage, the fighter dashes across the field, ending in a shockwave-inducing spin of the arms.
System: This attack causes knockdown and knocks back opponents two hexes. This attack makes two damage test. (Or this attack can be used to strike all adjacent hexes once (including opponent's in fighter's hex). Can dodge projectiles like a Jump. The fighter may choose to return to her original hex after the attack is completed unless she was interrupted and took damage.
Although a Mirage Strike, the fighter cannot play this card without the Chist cost for the Mirage Power as can the other Mirage Strikes. For purposes of variable combos, this card is part of the Mirage Strikes and not related to the Power Uppercut-Rising Uppercut-Mirage Rising Uppercut maneuver tree.
Learning this maneuver confers upon the Mirage Rising Uppercut card the ability to strike all adjacent hexes rather than strike a single opponent twice.
Cost: 1 Chi, 1 Will
Speed: +0
Damage: +4 (Twice or All Ajdacent Hexes Once)
Move: +2

Monster Lariat
Prerequisites: Punch 2, Athletics 2
Power Points: Wrestling 4
Dash at foe with arm outstretched, catching them with the clothesline.
System: This attack causes a knock down.
Cost: 1 Will
Speed: +0
Damage: +3
Move: +2

Moon Slasher
Prerequisites: Punch 3, Focus 3
Power Points: Heidern 2; Any 4
Standing from a crouch, the air is sliced in an overhead forward arc with a chopping motion. The fingers leave a shimmering contrail in the air.
System: The move will knockdown aerial defenders. This move knocks the defender back one hex. An enemy in the forward arc (front 3 hexes) may be targeted. Then, this move will hit two hexes: the one directly in front and the hex directly behind the fighter executing this attack.
Cost: 1 Chi
Speed: -1
Damage: +5
Move: None

One-Step Palm Smash
Prerequisites: Palm Smash, Punch 4, Athletics 4
Power Points: Kanzuki-Ryuu, Pi Gua Quan 2; Any 3
With a step and a stomp forward, the fighter delivers a massive palm smash.
System: The opponent is knocked back two hexes (one hex if Blocking).
Cost: None.
Speed: +0
Damage: +3
Move: -3

Opposing Smasher
Prerequisites: Palm Smash, Punch 4, Athletics 3
Power Points: Pi Gua Quan 2
Two palm smashes are delivered in separate directions as the fighter outstretches both arms straight out to the side.
System: This strikes two opposite hexes that are adjacent to the martial artist. So, it may strike both in front and back or the right and forward and the left and backward (as long as a straight line can pass from the targets directly through the hex which the attacker occupies - on the hex map being used in play).
Both targets hit are knocked back two hexes if damage is successfully rolled (i.e. if 1 damage is rolled and the defender's Will soaks it, the defender is still knocked back).
Cost: None.
Speed: +0
Damage: +3
Move: None

Palm Smash (Housho)
Prerequisites: Punch 3
Power Points: Kanzuki, Kopo-ken, Kung Fu, Kyokugen, Pi Gua Quan, Qwan Ki Do, Shaolin KF, Tai Chi, Wu Shu 1; Any 2
With a stomp forward, a powerful double-palm smash is delivered. Great kinetic force is transferred into the opponent, knocking them back.
System: This move knocks back the opponent two hexes (one hex if Blocking).
Cost: None
Speed: -1
Dam: +3
Move: None

Palm Heel
Prerequisites: Punch 3, Medicine 1
Power Points: Any KF, Any WS, Any NJ, Commando Sambo, Special Forces, Tai Chi, Aikido, Jiu Jitsu, Sumo, Qwan Ki Do, Kempo 2; Any 3
 Using the heel of the hand, the fighter strikes the face of the opponent, attempting to stun or knock him out.
System: For the purposes of calculating a Dizzy, the damage is counted as one higher. This extra point remains during a Dizzy combo.
Cost: None
Speed: +0
Damage: +1
Move: -2

Passing Strike
Prerequisites: Punch 3 (or appropriate Weapon Technique if from a custom-created Weapon Style), Athletics 3
Power Points: Any KF, Any NJ, Any WS, Commando Sambo 4; Any 5
 The fighter charges an enemy, strikes, and continues moving in the attack pose until the momentum ends.
System: Allows a fighter to move and then inflict damage on an enemy adjacent to the path of movement. The target must initially be in range of the attacker's Athletics.
Cost: 1 Will
Speed: +0
Damage: +4
Move: +2

Phoenix
Hakyokuseiken's Buster Wolf, Kusanagi's Reverse Style 108: Orochi Nagi "Great Serpent Mower"
Prerequisites: Fire Knuckle, Focus 4, Punch 5
Power Points: Hakyokuseiken, Kusanagi, Suzakuken 5
This is the ultimate technique of Hino Suzakuken Kung Fu and is similar to the Flaming Dragon Punch. The fighter glows with fiery light, and appears to speed toward his target with wings of fire. He punches, and the target is consumed in fire.
System: This is a Punch and a Focus attack. Two hits are made. The first hit is resolved as a punch. If this inflicts damage, the target suffers a second hit which is rolled based on Int + Focus. The target is knocked back 2 hexes. This maneuver cannot interrupt Aerial Movement.
Cost: 1 Chi, 1 Will
Speed: -1
Damage: +6
Move: +2 (Suzakuken), +0 (Hakyokuseiken, Kusanagi)

Power Chop
Prerequisite: Punch 4
Power Points: Orochi, Heidern, MD, NA Wrestling, Sumo, Tien-Hsueh 1
The fighter raises her arm and brings it down like a sword in a chopping motion with incredible force.
System: Overhead. This will knock down an Aerial opponent, a Crouching opponent, and any opponents who are trying to land in the fighter's hex.
Cost: None
Speed: +0
Damage: +4
Move: One

Rekka-Ken Finishers
Prerequisites: Rekka-Ken, The Move You Want to Add
Power Points: Any style with Rekka-Ken with the Finisher move in their style 1
Some practitioners of Kung Fu have varied their Rekka-Kens by performing unique moves as the third and final move of the combo. It takes 1 PP to assign a move as a possible Rekka-Ken finisher. There isn't a limit to the number of moves you can add to your Finisher Repertoire, but there is a restriction on the moves. Each move must be purchased separately.
This is the selection:
Cinder Punch
Elbow Smash
Hop Kick
Palm Smash
Slide Kick

Rising Uppercut (Dragon Fang)
Prerequisites: Power Uppercut, Punch 3
Power Points: Shotokan, Kagura, Kempo, Kyokugen, Ninja KB 2; Any 3
Crouching down slightly for a brief moment, the fighter thrusts himself upwards with fist raised towards the sky, lifting about a foot off the ground.
System: This knocks down an aerial opponent and knocks ground opponents back one hex.
Cost: None
Speed: +0
Damage: +4
Move: One

Samurai Pass
Prerequisites: Passing Strike
Power Points: Any KF, Any NJ 4
 The warrior dashes through a group of combatants and pauses for a breath as all the foes passed simultaneously crumple over.
System: This is a move/attack, move/attack maneuver. For every hex passed through, one opponent adjacent to that hex may be attacked. Damage to all targets is considered simultaneous (as well as all interrupts on the attacker), and all damage is totalled after the movement. The exception is if the attacker is knocked down or put in a sustained hold, in which case the maneuver would end at that point. While powerful, this move can also be very dangerous to the user (because damage from all interrupts is totalled against the user at the end).
Cost: 1 Will
Speed: -1
Damage: +3
Move: +2

Sho Ryu Dan "Rising Dragon Snap"
Prerequisites: Punch 4, Athletics 3, Jump
Power Points: Kopo-ken 4; Kanzuki 5
The fighter leaps nearly straight up, setting his body into a spin and lashing the enemy with up to 7 quick lashing punches in midair.
System: This is a Dragon Punch. (The stats suffice and there's no need in this game for a seven-hit move.) However, it will only hit a grounded adjacent target or an airborne target.
Cost: 1 Will
Speed: +0
Damage: +6
Move: One

Slap
Prerequisites: Punch 1
Power Points: Any 1
This is a slap.
System: An opponent dizzied or KO'd by a slap loses one temporary glory.
Cost: None
Speed: +2
Damage: +0
Move: -1

Slash Punch
Prerequisites: Punch 2
Power Points: Boxing, Sambo, Commando Sambo, Pi Gua Quan, Special Forces 2; Any 3
The fighter hauls back and bounces his fist off three faces.
System: Hits opponents in the fighter's front three hexes.
Cost: 1 Will
Speed: -1
Damage: +2
Move: One

Swooping Phoenix
Prerequisites: Phoenix, Athl 5, Jump
Power Points: Suzakuken 2; Any 7
This is a Phoenix performed from a Jump.
System: Identical to Phoenix, except that this is performed from a Jump and streaks towards the target from above. This will hit both Aerial and ground opponents and is an Aerial maneuver.
Cost: 1 Will, 1 Chi
Speed: -1
Damage: +6
Move: +4

Tai Chi Push
Prerequisites: Focus 4, Punch 4
Power Points: Tai Chi 5
Striking with the strength of Chi alone, the Tai Chi master pushes the opponent far away, using himself and the target like opposing poles of two magnets.
System: The opponent is knocked back a number of hexes equal to damage inflicted.
Cost: 1 Chi
Speed: +0
Damage: Punch + Permanent Chi
Move: -2

Taijitu Punch
Prerequisites: Focus 2, Punch 2
Power Points: Tai Chi 1; Any 5
The tai chi master first absorbs the energy of an enemy's strike (even a weapon) and then transfers that energy back to the enemy. 
System: The opponent rolls damage against the tai chi master as normal. Before this damage is applied, the tai chi master then rolls the effect of this maneuver (Dexterity+Focus) which can be used against any one single-hit attack or single-hit from an attack (except grab/ranged/reach attacks) during that round. The tai chi master gets a +1 for every hex the enemy moved to attack. Every success rolled reduces the damage that the tai chi master takes from the attack and is also applied as damage to the attacker (unless the damage you take after your roll is still enough to Dizzy you). If no successes are rolled, the tai chi master takes one additional point of damage from the attack (or a total of 2 additional points if Botched). If the opponent does no damage, the tai chi master still makes his roll and gets 1 additional success, the opponent having made it easier for his energy to be used against him.
Note: Taijitu maneuvers don't work against Knockdown attacks (because you are knocked down) or Grab maneuvers. See Taijitu Strike for a detailed example of use of Taijitu maneuvers.
Cost: None 
Speed: +2 
Damage: Modifier of Enemy's Attack (Maximum +1), +1 for every Hex opponent moved 
Move: One 

Taijitu Projection
Prerequisites: Focus 5, Taijitu Strike
Power Points: Tai Chi 2; Any 4
Your mastery is such that you can use Taijitu Strikes against Chi projectiles and reach attacks by melee weapons or Extendible Limbs. This doesn't help against physical projectiles. 
System: Whenever you play Taijitu Strike or Taijitu Zen and are attacked by Chi projectiles and reach attacks by melee weapons, you may use the maneuver as normal. However, you have a range of Wits+Focus for the purpose of damaging an opponent.
Note: Taijitu maneuvers don't work against Knockdown or Grab attacks.

Taijitu Strike
Prerequisites: Focus 4, Punch 4, Taijitu Punch
Power Points: Tai Chi 4; Any 6
The advanced version of the Taijitu Punch. This is taking the sum of all the opponent's energy and using it against him. In this advanced stage of training, the student is taught to 
System: As Taijitu Punch; however, the tai chi master rolls Wits+Focus for the effect.
Example: A foe attacks you with a a Double-Hit Kick, moving one hex to reach you. You interrupt with Taijitu Strike on 6 since your Dexterity is 4. The foe hits you for 7 damage on the first hit which can Dizzy you (Stamina 4). You then roll Wits+Focus +1 (for the Kick damage) and +1 for the hex the opponent moved minus the foe's Stamina. You get 4 successes. You only actually take 1 damage from the opponent's attack (5-4) and deal 4 damage to the foe. The foe then gets his second damage test on you without contest. If you had dizzied the foe with your Strike, he would not have gotten the second damage test. Likewise if his 1st hit had still dizzied you after your Strike roll (you rolled 1 success), then none of your roll is actually applied. 
Notes: The tai chi fighter should only spend Will for successes on the Strike and not to Soak the opponent's strike. If the foe spends Will to Soak, it only reduces damage taken from the Strike and doesn't reduce the amount it decrease the damage reducing property of the Strike roll.
Note: Taijitu maneuvers don't work against Knockdown or Grab attacks.
Cost: 1 Chi
Speed: +3 
Damage: Modifier of Enemy's Attack, +1 for every Hex opponent moved
Move: One 

Taijitu Zen
Prerequisites: Focus 5, Zen no Mind, Taijitu Strike
Power Points: Tai Chi 1; Any 5
By entering into a Zen state, the tai chi master can use Taijitu Strike against every attack (and every hit from each attack) that strikes him during the current round. 
Note: Taijitu maneuvers don't work against Knockdown or Grab attacks.
Cost: 1 Chi, 1 Will
Speed: +4
Damage: Per Taijitu Strike
Move: None

TNT Punches
Prerequisites: Punch 4, Athletics 4
Power Points: Any KB, Boxing, Kanzuki-Ryuu, Kung Fu, Ninja Kickboxing, Pi Gua Quan, Tae Kwon Do 3; Hwarang-Do 4; Any 5
The fighter rushes forward and delivers an onslaught of punches in an explosive display of power. This is a favorite of Joe Higashi, the kickboxing champ.
System: For every hex of movement that doesn't need to be traveled to hit the opponent, one punch may be delivered (for each hex of movement left over). If an attack is made, move both the attacker and defender forward one hex (in the attack's direction) for every two punches (if movement is not obstructed).
Cost: 1 Will
Speed: -1
Damage: -2
Move: +0

Turbo Punch (Zangief's Clothesline from the original SFII)
Prerequisites: Athletics 3, Punch 1 (Boxing has Prereq of Fist Sweep)
Power Points: Boxing, Sambo 3; Any 5
Looks like a spinning clothesline.
System: Will not hit Crouching opponents. Hits occupied hex and all adjacent hexes. Opponents are Knocked down unless Blocking. Ignores the Fireball maneuver (as well as Ki Bolt, Reppu Ken, Tiger Ball). This defense does not affect Sonic Boom, Improved Fireball, Repeating Fireball, or any other projectile.
Cost: None
Speed: -1
Damage: -1
Move: One

Two-Step Palm Smash
Prerequisites: One-Step Palm Smash, Punch 5, Athletics 4
Power Points: Pi Gua Quan 2; Kanzuki 3
With a step and a stomp forward, the fighter delivers a massive palm smash, followed by another lightning fast palm smash that serves to launch the opponent.
System: The opponent is knocked back two or four hexes (half if Blocking). If the attacker scores successes on both rolls, knock back is four hexes. Two hexes for one successful roll and none for none.
Cost: 1 Will
Speed: +0
Damage: +3 (x2)
Move: -2

Twin Thunder
Prerequisites: Spiral Cutter, Punch 5, Athletics 4
Power Points: Pi Gua Quan 3
The fighter raises both arms and then brings both palms crashing down to crush anyone who gets caught.
System: Two hexes adjacent to you and on opposite sides are attacked. Anyone in the two hexes are attacked. The defenders are Knocked Down unless Blocking.
Cost: 1 Will
Speed: +1
Damage: +4
Move: None

Twirling Attack
Prerequisites: Punch 3, Athletics 3
Power Points: Kagura-Style 3
 Twirling with arms outstretched and raised, the fighter moves forward, striking the opponent with each spin.
System: This is a move/attack, move/attack maneuver. You MUST move then attack. Each strike knocks the opponent back one hex. As with other attacks of this ilk - if backed into a corner, the two opponents are considered to be bouncing off each other (using up movement but not going anywhere).
Cost: 1 Will
Speed: +0
Damage: +0
Move: +0

Vulcan Punch
Prerequisites: Hyperfist, Focus 2
Power Points: Any 4
 Using the friction of rapid movement, the fighter's fists spark and flame as both fists rapidly attack. An attack developed by Ralf Jones.
System: Punch; This attack makes three damage tests.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +2
Move: One

Wave Slice (Death Claws)
Prerequisites: Punch 4, Focus 2
Power Points: Ankoku, Hak, Orochi 3; Hwarang-Do 4
The fighter raises his arms and steps forward, slicing the air with a hand on each step. The fighter moves so quickly that the enemy sees a shining afterimage of the hands slicing at him.
System: This is essentially the Stepping Front Kick modified for punches. (Make 2 damage tests. Must step into opponent's hex to make the first attack and first attack knocks foe back one hex.)
Note: In one Fatal Fury game, this was Geese Howard's Reppu Ken. We will call it Wave Slice to avoid confusion with the projectile.
Cost: 1 Will
Speed: +0
Damage: +1
Move: +1

Wheel Punch
Prerequisites: Athletics 3, Punch 3, Jump
Power Points: Suzakuken 2; Animal KF, Pi Gua Quan 3
Performed by leaping forward and setting oneself into a spin, this attack strikes the target twice with two quick punches, each on a separate rotation.
System: This punch hits twice. Hits High but is not Jumping or Aerial. This will not hit Downed or Crouching opponents.
Cost: None
Speed: +0
Damage: +0
Move: -1

Wild Boulder Punch
Prerequisites: Palm Smash, Focus 3
Power Points: Kyokugen-Ryuu, Pi Gua Quan, Tai Chi, Wu Shu 2; Kempo 3; Any 4
 Striking a powerful deliberate blow to the midsection, the enemy is hurled into the distance. This maneuver requires the utmost concentration, and all distractions are tuned out while performing it. The fighter first inhales. Then, he takes the proper stance and punches forward.
System: For every damage/success, the enemy is knocked back a hex. (If 5 damage is done to the victim, they are knocked back 5 hexes.) Knock back is half if the defender is Blocking (round down).
Also, against the intended target, the Soak of the fighter is increased by his Focus this round (functioning in the same way as a Block on speed +3, but only against that one opponent).

Cost: 1 Chi
Speed: -2
Damage: +4
Move: None

Wingtip
Prerequisites: Focus 1, Punch 4, Athletics 2
Power Points: Animal KF, Kempo, Suzakuken 2; Other style with Rekka-ken 4
 Turning to the side, the fighter lashes out a quick backhand that shimmers with heat, like the wingtip of a phoenix.
System: This punch can be used with the Rekka-Ken. A Wingtip Rekka-ken can never be in a combo.
Cost: None (Using it with Rekka-Ken costs the standard 1 Will.)
Speed: +1
Damage: +2
Move: -1

Yin Yang Strike
Prerequisites: Avalanche Punch, Focus 5
Power Points: Quan Ki Do 5
With circular sweeping motions, the fighter gathers yin energy in one arm and yang energy in the other before delivering two near simultaneous blows.
System: This maneuver affects the honor of the user. Roll 2d6, one being a yin die and the other a yang die. Apply the difference of the higher dice to the fighter's temporary honor (yin is a negative adjustment and yang is a positive adjustment).
Also, the opponent is Knocked Back one hex.
Cost: 2 Chi
Speed: -1
Damage: +7 (Twice)
Move: One

Zero Technique
Prerequisites: Ki Breaker Punch, Focus 5
Power Points: Kagura-Style 5
One arm is swung back, and as the fighter leaps forward, she swings the fist now charged with energy into the opponent. The debilitating power of the Zero Technique cripples the enemy's ability to fight, making them unable to use any complex maneuvers.
System: The damage dealt by this attack is the number of rounds it is in effect (after the first). This power prevents the opponent from playing any card except the Basic nine maneuvers.
Cost: 1 Chi, 1 Will
Speed: +0
Damage: +1 (special effect)
Move: +0
 
 
 
Kick

1000 Talon Phoenix Slash
Prerequisites: Juzuma Kyaku, Lightning Leg, Focus 5
Power Points: Hwarang-Do 4; Any 5 (but must find Hwarang-Do teacher)
The fighter lashes out with blinding kicks that slice the air towards the target.
System: The fighter makes a damage test for every dot of Focus technique. Damage is calculated by Kick. The reach in hexes equals the character's Focus.
Cost: 2 Chi
Speed: -2
Damage: +0
Move: None

Axle Spin Kick
Prerequisites: Kick 3, Jump
Power Points: Capoeira, MD, Orochi 2
The fighter hops forward with one leg, the other leg held straight out while spinning.
System: This move can be used to avoid fireballs. This horizontal leap isn't an Aerial or Jump maneuver. The kick knocks the target back one hex.
Cost: 1 Will
Speed: +2
Damage: +0
Move: +2

Back Kick
Prerequisites: Kick 3
Power Points: Any 2
 The fighter kicks directly behind. Allows freedom of kicking while holding another person.
System: If you play a Short or Forward Kick and cannot turn around to strike an enemy behind you, having this maneuver allows you to kick backwards (effect is automatic with playing the card).
  While holding another in a Sustained Hold, you can play a Short or Forward if you play this card instead choosing to do damage with the Hold. Although you cannot use Movement in this case, you can use a Short on the person you're holding or a Short or Forward on an adjacent opponent. Sustained Holds that you can maintain and use Back Kick are: Bear Hug, Knee Basher, Neck Choke, Sleeper, and Stomach Pump.
Cost: None
Speed: Per Basic Kick
Damage: Per Basic Kick
Move: Special

Back Spin Sweep
Prerequisites: Kick 2, Athletics 3, Foot Sweep
Power Points: Same as Foot Sweep for all styles
The fighter drops to one leg, spins, and sweeps in a lightning-like movement.
System: This is a crouching maneuver and inflicts a knockdown. All the damage is from the fall.
Cost: None
Speed: +0
Damage: +1
Move: -3

Bicycle Kick
Prerequisites: Double-Hit Kick, Focus 3, Kick 3, Athletics 4
Power Points: Ankoku, Jeet Kune Do 3; Any 5
 The fighter flies into the air, and while remaining in flight, repeatedly kicks the opponent with a bicycle riding motion.
System: Must travel in a straight line. Aerial. May make one damage test each time you move into the opponent's hex. Does one hex of knock back for each damage test.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +0
Move: +0

Cascade Kick
Prerequisites: Power Roundhouse, Kick 5, Focus 4
Power Points: Kempo 3; Any 5
A massive kick that sends the opponent flying.
System: Causes knockback equal to successes rolled.
Cost: 1 Chi
Speed: -1
Damage: +7
Move: None

Cascade Shield
Prerequisites: Cascade Kick
Power Points: Any 1 The Chi you gather to deliver the Cascade Kick acts as a shield, deflecting force form you.
System: When you play Cascade Kick, you are considered Blocking on a Speed 4 faster than the punch, only against the target of the kick and not after you have made the kick. Your soak is increased by your Focus rather than Block.

Crushing Wheel
Prerequisites: Wheel Kick, Kick 4
Power Points: Drunken Monkey, Pi Gua Quan 2
The fighter leaps in an arc, turning away from the enemy to strike them with both legs in mid-air before landing to face them again.
System: Knocks Down the opponent and does 2 hexes of Knock Back (to the side and back). This kick makes two damage tests, will miss Crouching opponents, and has a Limited Turn rate.
Cost: 1 Will
Speed: +0
Damage: +2
Move: -2

Dancing Crane Kick
Prerequisites: Kick 3, Focus 3
Power Points: Kagura-Style Ancient Martial Arts 1; Animal KF, Wu Shu 2
 Channeling energy and motion from oneself to another, the opponent is sent reeling back. The fighter concentrates for a brief moment, tuning out all distractions, and performs a reverse crane kick in a dancing motion.
System: This maneuver causes knockback. For every damage/success, the enemy is knocked back a hex.
Cost: 1 Chi
Speed: -1
Damage: +3
Move: None

Darkness Cannon
Prerequisites: Flying Thrust Kick
Power Points: Ankoku 3; Any 5
 The fighter launches himself horizontally into the opponent with a sudden burst of speed.
System: Must travel in a straight line. Aerial. The attack gains +1 damage per hex moved to hit the opponent.
Cost: 1 Will
Speed: +0
Damage: +0 (+1 per hex moved)
Move: +2

Dashing Kick
Prerequisites: Kick 4, Athletics 1
Power Points: MD 4; Western KB, Wu Shu, Kung Fu, Ninjitsu 5
System: Kick.
Cost: 1 Will
Speed: -1
Damage: +6
Move: +2

Diving Kick
Prerequisites: Kick 3, Athletics 4, Jump
Power Points: Qwan Ki Do 3; (any style may switch out a 3 PP maneuver from your style to buy this Kick for 3 PP); Any 4
 The fighter leaps into the air and then makes a midair course correction downwards. The fighter then dives with his foot leading the way.
System: This is an Aerial maneuver and a straight-line maneuver; however, the attacker may choose to hit any side of the hex he occupies. Thus, someone defending can move out of the line but can't move in behind and get a free hit without expecting retaliation. Overhead clearance is an issue. This may be used to dodge fireballs and continue an attack.
Cost: 1 Will
Speed: +1
Damage: +3
Move: +0

Double-Hit Foot Sweep
Prerequisites: Athletics 3, Kick 2, Spin Ft Sweep, Kipup
Power Points: Capoeira, Kusanagi, MD 2
The dancer drops onto her back, spins and kicks. She then twists and kicks, flipping back up. May be mistaken for break dancing.
System: This knocks down a non-blocking opponent who suffers damage. This crouching maneuver hits twice.
Cost: None
Speed: -2
Damage: +2
Move: One

Drop Kick
Prerequisites: Kick 2, Athletics 1
Power Points: Animal KF, Strolheim, Orochi, Any Wrestling but Sumo 2; Any 3
The fighter tosses himself feet first at his opponent.
System: This will knockdown standing opponents. This knocks down the attacker, but the penalty to getting up from this move is only -1 since the attacker trains at this move. If the attacker has Kipup, there is no penalty.
Cost: None
Speed: -1
Damage: +4
Move: -2

Flash Justice
Prerequisites: Flash Kick
Power Points: Special Forces 3
The fighter launches forward into backflip kick so fast it leaves a visible sonic trail, and then in midair, he does it again.
System: This is an Aerial maneuver and will knockdown Jumping/Aerial opponents. This kick makes two damage tests against an Aerial opponent or an adjacent opponent (opponent is in an adjacent hex when the attacker begins his maneuver). The target of Flash Justice will be knocked back one hex.
Cost: 1 Will, 1 Chi
Speed: -1
Damage: +5
Move: One

Flipping Back Kick
Prerequisites: Kick 2, Athletics 2
Power Points: Capoeira, Martial Dance, Spanish Ninjitsu 2; Any 3
The fighter performs a series of back flips and land with a kick onto an opponent.
System: Use modifiers below.
Cost: None
Speed: -1
Damage: +3
Move: +1

Flying Drop Kick
Prerequisites: Jump, Drop Kick, Athletics 3, Kick 3
Power Points: Strolheim 1; Any 2
 The fighter hurls himself into the air twirling, both feet forward. An attack favored by the mercenary, Ralf Jones (who has dubbed it the "Ralf Kick").
System: This is an Aerial maneuver. It knocks down the opponent if it does damage. It can't be used to attack an opponent in the same or an adjacent hex to the one the fighter jumps from. The attacker suffers no stand-up penalty such as from Drop Kick.
Cost: 1 Will
Speed: -1
Damage: +4
Move: +2

Front Snap Kick
Prerequisites: Kick 3
Power Points: Animal KF, Kempo, Kung Fu, Shaolin, Tae Kwon Do, Wu Shu 1; Any 2
 The fighter raises his knee high and strikes out the foreleg with lightning quickness.
System: Kick.
Cost: None
Speed: +2
Damage: +1
Move: One

Genocide Cutter
Prerequisites: Kick 5, Jump, Double-Hit Kick, Athletics 4
Power Points: Mayan Martial Arts 5 (See Chaak page)
A maneuver that was lost to the ages until brought back by megalomaniac Rugal Bernstein. Or, to quote a Hardcore Gaming article by Kurt Kulata, "one of the most unstoppable all-purpose moves in the history of forever." The fighter leaps straight-up, striking with one foot, bringing it to head level, and then striking with the other leg in the same manner. An opponent literally feels as if two legs are cutting through him.
System: This kick hits twice. An enemy struck is both knocked down and knocked back two hexes.
Cost: 2 Will
Speed: +0
Damage: +6 (x2)
Move: None

Haru Ichiban "First Storm of Spring"
Prerequisites: Kick 4, Athletics 3, Foot Sweep
Power Points: Shotokan Karate 4
Sakura Kasugano developed this move after being poorly taught by Dan Hibiki. The fighter dives into what looks like a moving spinning foot sweep that cuts into one opponent's defenses like a sawblade.
System: This is a move/attack maneuver. With each hex moved, the attacker gets 1 hit and knocks back the defender one hex. This is a crouching attack and hits low.
Cost: 1 Will
Speed: +0
Damage: -1
Move: +0

Hook Kick
See Reverse Frontal Kick from Players Handbook for full Block ignorage
Prerequisites: Kick 3
Power Points: Wu Shu, Western KB, Kung Fu, Shotokan, Tae Kwon Do, Shadow Ninjitsu, Yomi Ninjitsu, Tenkyu Ninjitsu 2; Any 3
The fighter kicks past the opponent's head and snaps the heel backwards into the rear of the head (most common target).
System: This kick ignores half the target's Block technique (round down). As it will often mimic a Forward or Roundhouse Kick, it is difficult to predict.
Cost: None
Speed: -1
Damage: +4
Move: -1

Hollow Kick
Prerequisites: Focus 3, Machinegun Kick
Power Points: Bushin 2; Kempo 3
The fighter reaches deep into her inner strength and transforms power into speed.
System: Each hit has its own movement. Each hit does 1 hex of knockback.
Cost: 1 Will, 1 Chi
Speed: +1
Damage: -1, -1, -1
Move: One, One, One

Hop Kick (Mujinkyaku)
Prerequisites: Kick 3, Athletics 2, Jump
Power Points: Kanzuki, Mugen Tenshin 2; Heidern, Thai KB, Western KB, Special Forces, Ninja Kickboxing, Tae Kwon Do 3
Hopping forward, the fighter kicks his opponent upwards, launching them into the air. The kick catches them in the chest (not necessarily between the legs). The Special Forces version is the "Overhead Smash Kick" which knocks the enemy down.
System: This isn't considered a jumping attack (not Aerial).
Hop Kick: (Kanzuki, KB) This kick performs a Juggle if damage is inflicted. It will not hit Crouching opponents.
Overhead Smash Kick: (Special Forces, Tae Kwon Do) Overhead, Knockdown
Tensyu-Kyaku: With a forward backflip, this inflicts a knockdown. It will not hit Crouching opponents.
Cost: None
Speed: +0
Dam: +3
Move: One

Hou'ou Ressou Kyaku "Violent Talon Phoenix Kick"
Prerequisites: Juzuma Kyaku, Focus 4
Power Points: Hwarang-Do 2
 The fighter can lash out with his feet, slicing the air and opponents who get in the way. These kicks cut like blades.
System: The fighter's kick gains a reach in hexes equal to his Focus. This card may be played with any Basic Kick. As using this power requires a meditative stance, the fighter cannot use Jumps with it.
Cost: 1 Chi
Speed: Not Modified (as per Basic Kick)
Damage: +1 (as per Basic kick)
Move: -2 (as per Basic kick)

Jumping Spin Sweep
Prerequisites: Jump, Spinning Foot Sweep
Power Points: Any 2
The fighter leaps into the midst of an enemy and lands in a spinning foot sweep.
System: Makes a damage test the occupied hex and all adjacent six hexes. Inflicts a Knock Down unless the opponent is Blocking.
Cost: 2 Will
Speed: +0
Damage: +3
Move: +0 (+2 if have Accelerated Jump)

Juzuma Kyaku (Air Slice Kicks)
Prerequisites: Kick 4, Focus 3
Power Points: Hwarang-Do 3; Any 5
 The fighter can lash out with his feet, slicing the air and opponents who get in the way. These kicks cut like blades.
System: The fighter's basic kick played with this maneuver gains a reach of two hexes. This card may be played with any Basic Kick. As using this power requires a meditative stance, the fighter cannot use Jumps with it.
Cost: 1 Chi
Speed: Not Modified (as per Basic Kick)
Damage: +1 (as per Basic kick)
Move: -1 (as per Basic kick)

Knee Strike
Prerequisites: Kick 2
Power Points: Thai Kickboxing 1; Any 2
 The fighter thrusts his knee into the opponent's gut or chin with lightning quickness.
System: Kick.
Cost: None
Speed: +1
Damage: +2
Move: One

Launcher Kick
Prerequisites: Handstand Kick, Kick 3
Power Points: Any 2
 With a powerful upwards kick, the fighter launches a Standing opponent into the air.
System: This is Juggling maneuver on Standing opponents. It will not knockdown aerial opponents.
Cost: None
Speed: -1
Damage: +4
Move: -2

Machinegun Kick
Prerequisites: Athletics 3, Kick 3, Double-Hit Kick
Power Points: @Bushin Ninjitsu, Kempo, Western KB 3
The fighter advances on one foot while the other foot rapidly lashes out a series of sidekicks, snap kicks, and hook kicks.
System: This attack makes three damage tests with its movement of two. Each damage test has its own movement. Each hit knocks back the target one hex.
Cost: 1 Will
Speed: +0
Damage: -1 (x3)
Move: None, One, One

Mirage Kick
Prerequisite: Kick 4, Athletics 4, Double-Hit Kick
Power Points: Any KB, Wu Shu, Tae Kwon Do 3; Kempo, Kung Fu, Hwarang-Do, Kyokugen-Ryuu Karate 4
The fighter dashes into the opponent, delivering a series of lightning kicks. A favorite of the kickboxer called King.
System: For every hex of movement that doesn't need to be traveled to hit the opponent, one kick may be delivered for each hex of movement left over. If an attack is made, move both the attacker and defender forward one hex (in the direction of the kicks) for every two kicks taken (if movement is not obstructed).
Cost: 1 Will
Speed: -2
Damage: -1
Move: +0

Outrage
Prerequisite: Kick 4, Lightning Leg
Power Points: Orochi 2; Any 5
The fighter makes a quick hop forward and lashes out with one leg, slashing arcs through the air that leave shining trails.
System: The fighter gets to make three damage tests against the victim of the Outrage.
Cost: 1 Will, 1 Chi
Speed: +1
Damage: +0 (x3)
Move: One

Phantasm Flash
Prerequisites: Focus 3, Mirage Kick
Power Points: Thai KB, Western KB, Savate 3; Any 4
A powered up version of Mirage Kick launched with a Chi spark.
System: As Mirage Kick.
Cost: 1 Will, 1 Chi
Speed: -1
Damage: +0
Move: +0

Power Roundhouse
Prerequisites: Kick 2
Power Points: Any KB, Shotokan, Kung Fu, Heidern, Orochi, Tae Kwon Do 1; Any 2
 The fighter spins on one foot in a 360 degree rotation to deliver this kick.
System: Kick
Cost: None
Speed: -2
Damage: +5
Move: -2

Rave Storm
Prerequisites: Kick 3, Athletics 3, Flipping Back Kick
Power Points: Martial Dance, Spanish Ninjitsu 2; Capoeira, Silat 3; Any 4
Rave Storm is a dashing multi-hit cartwheel kick.
System: Same as Spinning Knuckle.
Cost: 1 Will
Speed: -1
Damage: +2 (Twice)
Move: +3

RED Kick
Prerequisites: Kick 4, Athletics 4, Jump
Power Points: Kusanagi 3; Shotokan 4; Any 5
 The fighter leaps through the air, using his whole body to arc his leg through the air in a kick that will crush an opponent into the ground.
System: This is a Jumping Attack and an Overhead attack. It knocks down the opponent if it does damage, even Crouching opponents. It can't be used to attack an opponent in the same or an adjacent hex to the one the fighter jumps from.
Cost: 1 Will
Speed: -1
Damage: +3
Move: +3

Sandstorm Grit "Kuu Sa Jin"
Prerequisites: Jump, Lightning Leg, Athletics 4
Power Points: Tae Kwon Do, Wu Shu 2; Hwarang-Do, 3; Kung Fu, Capoeira 4
The fighter jumps into the air and performs a series of spinning roundhouse kicks.
System: Will hit an aerial or adjacent enemy three times. If movement must be made to hit a grounded enemy, this move hits once. An aerial or adjacent enemy will be knocked down and knocked back one hex if damage is inflicted.
Cost: 1 Will
Speed: +0
Damage: +0
Move: One

Scorpion Kick
Prerequisites: Kick 4, Athletics 4
Power Points: Shadow Ninjitsu, Western KB, Yomi Ninjitsu 2; Any 3
The fighter leans forward and brings his kick up from behind over his back, smashing his foot into the opponents face or chin. For the Western KB style, this kick is instead a low-blow.
System: This attack calculates the dizzy threshold as one lower for the victim of this kick. The opponent is also knocked back one hex, accounting for the unexpectedness of this attack.
Cost: 1 Will
Speed: +2
Damage: +2
Move: One

Shove Kick
Prerequisites: Front Snap Kick, Focus 2, Kick 5
Power Points: Kung Fu, Tae Kwon Do, Western KB 2
 Performed like the Front Snap Kick, the fighter channels energy through his leg to hurl the opponent more than hurt him although this attack strikes hard. Some with Western Kickboxing deliver this as a reverse back flip attack.
System: The opponent is knocked down and knocked back hexes equal to the damage inflicted by this attack.
Cost: 1 Will
Speed: +0
Damage: +0
Move: None

Sidekick Smash
Prerequisites: Power Roundhouse
Power Points: Heidern, Tae Kwon Do 1; Any 2
The fighter braces one foot and extends the flat of the other foot straight into the enemy's chest, transferring the force into the opponent.
System: This kick will knock an opponent back one hex.
Cost: None
Speed: +0
Damage: +4
Move: One

Sky Hammer "Hien Zan Sen"
Prerequisites: Stomping Back Flip
Power Points: Bushin Ninjitsu, Kazeshiken 4
The ninja somersaults into the opponent, stomps on their upperbody, and backflips back to where she started.
System: This maneuver makes two damage tests. After the attack, the fighter returns to the hex where she started the round, unless she botches - in which case she doesn't return after making the damage test. This maneuver counts Kick Defense as a normal Block (another person landing on you and stomping on your head tends to throw one off guard).
Cost: 1 Will
Speed: +0
Damage: +0 (x2)
Move: +2 (and then move back to the starting hex)

Slash Kick
Prerequisites: Kick 3, Athletics 3, Jump
Power Points: Any KB, Kung Fu, Kyokugen, Qwan Ki Do 3
This move is similar to the Thrust Kick except that the fighter's movement is completely horizontal. One foot is outstretched forwards and the balls of the feet are normally used to strike the defender in the head or upper chest.
System: Aerial. This kick causes two hexes of Knockback and Knockdown (Muay Thai) or only Juggles (Kyokugen-Ryuu). Straight line movement.
Cost: 1 Will
Speed: +0
Damage: +3
Move: +3

Sliding Spin Sweep
Prerequisites: Slide Kick, Spinning Foot Sweep
Power Points: PP Any 2
The fighter runs into a slide and then, grabbing the floor with his hand, spins in a circle to sweep his enemies' legs out from under them.
System: Crouching. Makes a damage test on the occupied hex and all adjacent six hexes. Inflicts a Knock Down unless the opponent is Blocking.
Cost: 1 Will
Speed: -1
Damage: +3
Move: +1

Slip Kick
Prerequisites:Athletics 2, Kick 2

Power Points: Same as Slide Kick; Or 1 PP for anyone with Slide Kick
 Learning this simply upgrades the existing Slide Kick card.
System: This is a Crouching maneuver. This maneuver may be used to dodge Fireballs as per Jump and still attack. If damage is scored, the victim suffers a Knockdown unless he was Blocking.
Cost: None
Speed: -1
Damage: +3
Move: +1

Soaring Dragon
Prerequisite: Forward Back Flip Kick, Focus 3
Power Points: Ankoku, Shiranui 4; Wu Shu, Kung Fu 5
The ninja creates a wave of flame trailing from her feet, as she leaps forwards and performs a midair back flip. K' knows a version of this maneuver, Crow Bite, that uses Punch for the first damage test.
System: This is an Aerial maneuver and will knockdown Jumping/Aerial opponents. The flames will also make two damage tests against an Aerial opponent or an adjacent opponent (opponent is in an adjacent hex when the attacker begins his maneuver). The target of Soaring Dragon will be knocked back one hex (unless he is blocking or takes no damage).
Cost: 1 Chi, 1 Will
Speed: +0
Damage: +4 (special)
Move: One

Somersault Kick "Crack Shoot," "Spin Fall," "Golden Heel"
Prerequisites: Kick 3, Athletics 2, Jump, Double-Hit Kick
Power Points: Hak, Kempo, Tae Kwon Do, CS, Thai KB, Western KB, Drunken Monkey, Kyokugen-Ryuu Karate, 2; Any 3
The fighter does a sudden flip through the air, bringing his legs up over his head from behind and striking with each leg in quick succession as he lands in front of his enemy. The Thai Kickboxing version strikes with one heel twice.
System: This Jumping kick hits twice. It knocks down Aerial opponents.
Cost: 1 Will
Speed: +0
Damage: +1 (x2)
Move: +0

Splits Kick "Half Moon Slice"
Prerequisites: Athletics 4, Kick 4, Jump
Power Points: Tae Kwon Do, Wu Shu 3
Identical to the Somersault Chop Kick only the fighter lands in the full splits position (Jumping, KD Aerial). The fighter is considered knocked down afterwards. Thus, Kipup is a recommended companion maneuver. The second damage test is considered Overhead.
System: This maneuver hits with two blows of different strength (see below). The fighter who performs this is considered knocked down if successful.
Cost: 1 Will
Speed: +1
Damage: -1, +3
Move: -1

Stomping Back Flip
Prerequisite: Kick 4, Athletics 4, Backflip Kick, Double-Hit Kick, Jump
Power Points: Any NJ, Kung Fu, Wu Shu, Capoeira, Ninja KB, Martial Dance, Kyokugen-Ryuu, Kazeshiken 2
 The fighter leaps into his opponent with both feet and then runs up (stomping) his opponent's body into a back flip.
System: Aerial. This kick hits twice. The fighter bounces 1 or 2 hexes back from the opponent, depending on the starting distance between the fighters.
Cost: None
Speed: +0
Damage: +1 (x2)
Move: 1 Forward (make attack), 1 Back or (make attack) 2 Back

Style 75 Modified: Shiki Kai
Prerequisites: Jump, Double-Hit Kick, Double-Hit Knee
Power Points: Kusanagi Style 2; Any 4
The fighter hops upwards with two kicks, flipping the opponent backwards.
System: On an opponent not Blocking, this kick inflicts a Knockdown, or if you spend a Will for Damage on the second kick, this kick Juggles.
Cost: None
Speed: -2
Damage: +1 (twice)
Move: -2

Tornado Kick
Prerequisite: Athletics 5, Mirage Kick, Jump
Power Points: Thai KB 3
The fighter goes airborne into a Hurricane-like kick, either hitting an Aerial opponent or kicking a Standing opponent into the air.
System: This is a move/attack, move/attack maneuver. Each strike knocks the victim back one hex. It will hit only an Aerial opponent or an adjacent opponent on the ground. Both the fighter and victim are carried higher into the air with each kick. This is a straight-line maneuver. At the end of the attack, the victim is Knocked Down upon falling. The attacker herself is at -1 Speed (must land) after performing the Tornado Kick, unless she has Kipup.
Cost: 1 Will
Speed: +0
Damage: -1
Move: +0

Tracer Kick
Prerequisites: Focus 3, Machinegun Kick
Power Points: Bushin 2; Western KB, Kempo 3
The fighter reaches deep into her inner strength and transforms speed into power.
System: Each hit has its own movement. The third hit is Crouching and inflicts a Knockdown if it does damage.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +0, +0, +0
Move: None, One, One

Trap Kick
Prerequisite: Kick 4, Handstand Kick
Power Points: Capoeira, Thai KB 2, Wu Shu 3
The fighter performs a quick back flip, smashing the victim with both feet and perhaps out of the air. The fighter lands mere feet from her starting point. The main purpose of this move is to set up for a follow-up attack.
System: This kick will Knockdown an Aerial opponent. Non-aerial opponents suffer a -1 Speed to their next action from this disorientating hit.
Cost: 1 Will
Speed: +2
Damage: +3
Move: None

Tripping Leg Hook
Prerequisite: Kick 2, Grab 1
Power Points: Same as cost as Foot Sweep for any style
The fighter moves in close to the opponent, hooking his leg with the figher's own to topple him to the ground.
System: This kick inflicts a Knockdown. You must be in the opponent's hex. All the damage is from the fall (unlike Foot Sweep).
Cost: None
Speed: +0
Damage: -1
Move: -1

Twister Drive
Prerequisites: Forward Back Flip Kick, Athletics 5, Kick 5
Power Points: Wu Shu 4; Tae Kwon Do 5
The fighter flies upward into a series of spinning back flip kicks which carry an enemy into the air. Created by Chris as the KOF '97 reached its climax.
System: Aerial. The opponent must be adjacent or in the same hex when the attack is started. One damage test is made for each hex of movement the maneuver has, and both the attacker and defender are moved forwad that number of hexes. This attack inflicts a knock down and may be used on landed or aerial opponents.
Cost: 2 Will
Speed: +0
Damage: +0
Move: -1

Vacuum Kick
Prerequisite: Spinning Foot Sweep, Kipup, Athletics 4
Power Points: Thai KB 3
The fighter drops to one hand and spins like a propeller with both legs extended, knocking an opponent's legs out from under them and striking him several times.
System: This kick will Knockdown an opponent and makes three damage tests. Vacuum Kick is a Crouching maneuver. This attack only hits one opponent (not like Spinning Foot Sweep).
Cost: 1 Will
Speed: +0
Damage: -1 (x3)
Move: None

Vertical Arrow
Prerequisites: Kick 2, Athletics 3
Power Points: Special Forces, CS 1; Any 2
The commando points one foot towards the sky and leaps upwards, hoping to catch a grounded opponent in the head or an aerial enemy in mid-leap.
System: This knocks down an enemy who is not blocking. Hits High but is not Jumping or Aerial.
Cost: 1 Will
Speed: +1
Damage: +2
Move: Two

Vertical Spin Kick
Prerequisites: Kick 3, Athletics 3, Jump
Power Points: Kanzuki, Martial Dance 2; Ankoku, WuShu, Kazeshiken 3
Waiting for just the right moment, the fighter jumps up and performs what appears to be a vertical-moving Hurricane Kick, avoiding the attack by spinning around it and then striking on the way down.
System: This is played as an interrupt. Try to avoid a Punch or Kick move by rolling Dexterity + Athletics vs the attacking maneuver. If (and only if) the jump avoids the attack (Punch or Kick only), the fighter can strike with this kick, and it will hit twice.
This move acts as a normal single-hit kick against Grabs and Athletic moves.
Cost: 1 Will
Speed: +2
Damage: +2
Move: None

Wheel Kick
Prerequisites: Double-Hit Kick, Kick 3, Athletics 3
Power Points: Animal KF, Kung Fu, Shaolin, Wu Shu, Tae Kwon Do 2; Drunken Monkey, Pi Gua Quan 3; Any 4
 The fighter leaps in an arc, turning away from the enemy to strike them with both legs in mid-air before landing to face them again.
System: This kick makes two damage tests. This kick will miss Crouching opponents and has a Limited Turn rate.
Cost: None
Speed: +0
Damage: +1 (x2)
Move: -2

Whirlwind Sweep
Prerequisites: Spinning Foot Sweep, Focus 3
Power Points: Kazeshiken 2; Any 3
The fighter performs a quick Spinning Foot Sweep, kicking up a wall of wind around himself.
System: As Spinning Foot Sweep; however, a wall of wind occupies all adjacent hexes and remains until the end of the round. Anyone attacking the wind wall suffers damage and a Knockdown. The wall rolls damage against projectiles and Chi-costing attacks (like Flaming Dragon Punch) to negate the damage (the wall's roll is subtracted from the attack's damage), but the first attack to get through cancels the wall and is able to attack the defender (although the last roll of the whirlwind sweep is subtracted from the attack's damage on the defender).
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +0
Move: None

Zack's Deadly Shin Kick
Prerequisites: Wounded Knee
Power Points: Western KB 2; Any 4
Fighter delivers several kicks to the opponent's shin.
System: Knockdown. Inflicts the Wounded Knee penalty for one round. Hits low (only important to note for reversals/counters). Only Kick Defense can Block this maneuver.
Cost: 1 Will
Speed: +2
Damage: +1
Move: -2
 
 
Block

Air Block
Prerequisites: Jump, Block 3
Power Points: Any 2
Description: While airborne, the character attempts to fend off an attack coming at him.
System: This may only be played as an Abort. A character may only Abort to Air Block while already in an Aerial maneuver but before any attack portion of that Aerial maneuver is performed. Movement ends and the character lands when the Air Block is performed. Counts as the Basic Block for purposes of use in Combos.
Cost: 1 Will (for the Abort)
Speed: +4
Damage: None
Move: Special

Alpha Counter
Prerequisites: Counter (Reversal, Slam), Block 5
Power Points: Aikido 2, Any 4
System: Same as Counter with the following exceptions.

The Alpha Counter uses the additional card played as the damage test instead of having its own damage test. Do not use any Speed adjustment or Movement of the card played, and it can still only be played against the attacking opponent and only if the correct Type of Alpha Counter was used (High, Mid, or Low).
Any additional Will or Chi of the Attack card must also be paid.
An exception to no Movement is if Movement is part of the attack phase or required (such as a Grab on an adjacent hex, Spinning Clothesline, Stepping Front Kick, etc.).
Cost: 1 Will
Speed: +4
Damage: Special
Move: None (Special)

Ash Block
Prerequisites: Block 3, Focus 3
Power Points: Suzakuken, Kabaddi 4; Shotokan 5
By generating intense heat from her arms/body, the fighter burns her attacker(s) as she blocks.
System: If the defender blocks in time, the (each) attacker calculates damage as normal against the defender's blocking soak, but the attacker is attacked by the defender's Int + Focus as he hits the smoldering defender, unless the defender is Guard Crushed. This is not an Abort.
Cost: 1 Chi
Speed: +3
Damage: +2
Move: None

Deflecting Kick
Prerequisites: Block 3, Punch 1, Kick Defense
Power Points: Any 2
 Using either the heel or an upraised knee to deflect an incoming kick, the fighter delivers his own kick in return.
System: Same as Deflecting Punch but substitute Kick. This is NOT an Abort maneuver.
Cost: None
Speed: +2
Damage: +0
Move: None

Double Return
Prerequisites: Energy Reflection, Block 4, Focus 4
Power Points: AC 2
 The fighter hurls back an energy attack, focusing the Chi of the attack into a greater intensity as it is reflected.
System: Two successes are required on a Wits roll to reflect the attack. Only one energy blast may be reflected with this maneuver per round (one Fireball, an individual bolt from a Repeating FB, etc.). The reflected projectile may strike anything the reflector chooses in range (the attack regains its original range based on the original attacker). The new blast is hyper-accelerated and does the damage of the original attack plus the reflector's Focus rating.
After performing the Double Return, the character is not considered blocking with any maneuver for the rest of the round, but still gains the +2 speed Block bonus from performing the Double Return.
Cost: 1 Chi
Speed: +1
Damage: Damage of the original attack plus Focus
Move: None

Energy Absorption
Prerequisites: Energy Reflection
Power Points: AC 1; Ankoku 2
The fighter catches the energy and absorbs the power.
System: Two successes are required on a Wits roll. Either the Chi of the attack may be added to the character's Chi (current, not permanent, and not above 10), or the damage bonus of the attack may be added as dice to the character's next Focus attack (as long as on the next round). This doesn't work on combination Physical/Focus attacks. In the case of multiple projectiles, a roll must be made for each projectile, and the first projectile that connects ends this power. All projectiles must be absorbed to absorb the attack's full Chi.
Cost: None
Speed: +1
Damage: -
Move: None

Group Fighting
Prerequisites: Block 3, Athletics 3
Power Points: Variable
If there's one thing the Street Fighter system recreates poorly is the ability of a fighter to take on multiple opponents. Some fighters can, some can't. I've written this for those who can. In the movies (noting martial arts movies which is the genre Street Fighter falls into), we see it all the time. With this maneuver (training), a fighter can fight an opponent and Block others. Since Blocking is a combination of pushing aside blows and ducking and weaving, it can be used with almost any maneuver.
System: For every PP put into this maneuver (up to four), an opponent the fighter is not attacking (or tried to attack) may be Blocked. The character's Blocking soak is reduced by One when used with this Maneuver. This card is played with Any other card with a few exceptions (although the effect is halved if played with a sustained hold, only +1 Speed and half the Block tech. - round down). This Block gives no Speed bonus to the next round. Playing Group Fighting decreases the Speed bonus from Combos by One (2nd and 3rd turn) unless you specify G.F. in the Combo.
Advanced: This costs an increasing number of Power Points for blocking more than four attackers. (2 PP for the 5th, 3 PP for the 6th, 4 PP for the 7th, etc.)
You cannot play moves that indiscriminately hit multiple hexes while playing Group Fighting (such as Spinning Clothesline, Shock Treatment, Power Geyser).
Group Fighting can be used with Iron Will. Substitute Iron Will for the Block technique. You can't mentally and physicall defend at the same time with Group Fighting. Iron Will's speed is based on Wits so remember that.
Cost: None
Speed: +2 (for the effect of the defense only) (-1 Speed to Combos)
Damage: None (Blocking Soak -1)
Move: -2 (modifier to the other card played, no effect if it has a Set movement)

Group Fighting, Advanced
Prerequisites: Group Fighting
Power Points: Two
This lets you use the appropriate defense maneuver against each attack when you have played Group Fighting (modified appropriately), such as: Block, Punch Defense, Kick Defense, Grappling Defense, or Iron Will.

Heat Defense
Prerequisites: Block 2, Focus 3
Power Points: Suzakuken, Shotokan, Kabaddi 1; Ankoku, Aura Combat, Shiranui, Kusanagi, LD 2; Any 3
This uses Focus to defend against heat rather than generate it.
System: The character adds his Block+Focus to his soak against all fire/flame/raw energy attacks (fireball, etc.). In the case of fire/physically-hitting combo moves (like Flaming Dragon Punch), use half the Focus rounded up in the previously mentioned calculation. All martial art attacks that make fire (that this defense will help against) will cost Chi.
Cost: 1 Chi
Speed: +2
Damage: None
Move: None

Reversal, Bash
Prerequisites: Grab 3, Block 3
Power Points: Aikido, Pi Gua Quan, Kazeshiken, Kusanagi, Heidern, Druken Monkey, CS, Wing Chun 2; Any 3
  When you play a Reversal, you must declare the Reversal as High, Mid, or Low. If you successfully predict the opponent's move, you take the attack with your Blocking soak and make a return hit, inflicting Knockback.
System: Used as follows:
Play either a High, Mid, or Low Reversal (three cards). Not an Abort.
If you are attacked and you played the correct Reversal, soak the hit with your Blocking soak.
If you are not Guard Crushed, make a return hit (Strength+Grab), inflicting Two hexes of Knockback.
Does not give the usual +2 Speed bonus to next round as most Blocks do.
Does not work on projectiles, ranged energy attacks, or Grabs. You can only make the damage test from your hex to the maximum distance of an adjacent hex. The Soak and counterhits of Reversals and Counters do not apply against ranged or reach attacks with the exception of Extendible Limbs. You cannot employ Maka Wara when playing a Reversal or Counter.
The Reversals and the maneuves that they counter are:
High: Aerial and Overhead attacks.
Mid: All other non-Aerial non-crouching attacks.
Low: Crouching.
Cost: None
Speed: +4
Dam: +2
Move: None

Reversal, Slam (a.k.a. Counter)
Prerequisites: Block 4, Grab 4, A Grab Maneuver that causes Knock Down
Power Points: Aikido, CS, Wing Chun 3; Any 4
System: As Reversal, but you Knock Down the opponent.
Choose Counter height (High, Mid, Low). Interrupt opponent attacking you. Opponent makes attack against your blocking soak. If not Guard Crushed and if the opponent is adjacent or in your hex, you may then make damage test back.
Not an Abort. When played, specify which Counter you are playing:
High: Aerial and Overhead attacks.
Mid: All other non-Aerial non-crouching attacks.
Low: Crouching.
Cost: None
Speed: +4
Dam: +2
Move: None

Reversals, Defending Against


Either Counter Grapple or Reversal may defend against Reversals or Counters.
Counter Grapple is used as in maneuver's the description (note that Alpha Counter uses Will so it cannot be Counter Grappled).
If you have Reversal and your attack is reversed or countered (except by Alpha Counter), you may make a contested Block roll against the opponent. If you match or exceed the opposing roll, the opponent's damage test on you with the reversal/counter is against your Blocking or Grappling Defense soak (defender's choice).

Iron Will
Prerequisites: Focus 3
Power Points: Kabaddi, Aura Combat, Ler Dritt, Psychic Kung Fu 1; Any 2
 Through extreme training, the character can harden his mind against outside influences and face great horrors.
System: Add Focus Technique to Mental Soaks, resistance rolls made with Willpower, or to the difficulty of others trying to perform acts against your Willpower (where Willpower + Focus would equal the difficulty - may not raise difficulty above 10).
Cost: None
Speed: Wits+4
Damage: None
Move: None

Moving Block
Prerequisites: Block 2, Athletics 3
Power Points: Any 2
Raising arms to defend, the fighter weathers attacks against him and proceeds to advance.
System: Not an Abort maneuver. Slowly move while blocking. The block part works as a normal block. The move part of the maneuver takes place at Speed -3. Every two athletics past 3 dots provides an extra hex of movement (two hexes at Athletics 5, etc.). Counts as the Basic Block for purposes of use in Combos.
Cost: None
Speed: +4/-3
Damage: None
Move: One (Special)

San He Advanced
Prerequisites: San He, Focus 3
Power Points: Aura Combat, Any 1
The fighter draws Chi from the ground and roots himself to it.
System: Identical to San He, except the fighter cannot be thrown or knocked down by Grabs as he becomes one with the Chi from whatever surface he stands on. Grabs that do damage from knocking down cannot hurt the fighter (because he can't be knocked down or lifted), this includes (for example) Suplex, Piledriver, and Backbreaker.
Cost: 1 Chi
Speed: +2
Damage: None
Move: None

Reversal: Kick
Prerequisites: Reversal (Bash or Slam)
Power Points: Any 1 PP
System: Calculate your Reversal and Counter damage with Str+Kick instead of Str+Grab.
Cost: None

Reversal: Punch
Prerequisites: Reversal (Bash or Slam)
Power Points: Any 1 PP
System: Calculate your Reversal and Counter damage with Str+Punch instead of Str+Grab.
Cost: None
 
 
Grab

Arm Bar Strike
Prerequisites: Grab 2, Elbow Smash
Power Points: Kopo-ken 2; Any style/fighter willing to inflict this cruel blow 3
Grabbing the enemy by the arm, spin them around so you're facing their back and land an elbow smash into a vital nerve or elbow.
System: This move uses Punch for damage. If damage is dealt, the enemy's punch technique is -2 for this and the next turn. This reduces damage and makes them unable to perform a punch maneuver if their punch technique isn't currently high enough.
As an option, one hex may be moved before this strike and the other afterwards as the fighter spins around and out of the victim's hex. (This is how the move is preferably performed.)
Cost: None
Speed: -2
Damage: +3
Move: Two

Arm Snap
Prerequisites: Grab 3, Kick 1
Power Points: CS 2; Any Wrestling but Sumo, Special Forces 3
The fighter kicks the enemy's legs out from beneath and falls upon them, wrapping both legs around one arm. With a quick motion, the fighter grabs the held arm and snaps it, dislocating it.
System: This is a knockdown move, and an arm dislocating move. Until the arm is relocated back into the shoulder joint, it may not be used (by the way, there is a -2 die pool penalty for off-hand use). The constant pain gives a -1 Strength penalty.
Relocating a limb is a -3 Speed action, but an action may still be taken that turn (punches will be -2 Strength that turn).
Cost: None
Speed: -2
Damage: +1
Move: One

Aura Soul Throw
Prerequisites: Soul Throw, Focus 5, Athletics 3
Power Points: AC 4
The Aura-user glows with energy and lifts her opponent into the air and hurls them to the ground.
System: This technique works like the Soul Throw, only the Aura-user can also grab an opponent off the ground and throw them while airborne in addition to throwing airborne opponents.
The speed is -1 if grabbing an opponent from the ground. Only Two hexes may be traveled along the ground, the rest of the movement must be aerial.
The opponent is thrown as per the Throw maneuver while the Aura-User is airborne.
Cost: 1 Chi, 1 Will
Speed: +1 (Special -1)
Dam: +6
Move: +0 (Special Two)

Back Breaker (Revised)
Prerequisites: Grab 3, Kick 1
Power Points: Boxing 1, Sambo, NA Wrestling, Special Forces, Kopo-ken, CS 2
Reason for Revision: I've realized that Back Breaker is a move exclusive to Boxing, Sambo, and N.A. Wrestling that is inferior to the Suplex which can be learned easier, more cheaply, and is available to everyone. Thus, I feel this move deserves a special effect. It's otherwise unchanged.
Description: The enemy is grabbed and bent backwards over one knee with a forceful crush. The pain is great and takes some time to fade.
System: Aside from being a knockdown move, the victim is -2 to Strength on the next turn.
Cost: None
Speed: -1
Damage: +3
Move: One

Clutch Roll "Shermie Whip"
Prerequisites: Grab 3, Athletics 2
Power Points: Martial Dance 2; Any Wrestling but Sumo 3
The fighter rolls backwards, catching the opponent with the legs. The opponent is the lifted as the fighter rolls and suplexes the victim.
System: This move is usually played only as an interrupt on an attack. This maneuver grabs a victim from an ajacent hex. Once grabbed, the fighter moves one hex back and plants the victim in an adjacent hex as per Suplex. The opponent suffers a Knockdown. If this move is not played as an interrupt (counter) on an attack on the fighter, the Speed is +0. This attack may be Blocked.
Cost: 1 Will
Speed: +2
Damage: +2
Move: One (after the grab)

Chest Blast "Hakkei"
Prerequisites: Grab 1, Focus 3
Power Points: Psychic Kung Fu 2
The fighter grabs the opponent, places a hand on the chest, and unleashes an energy blast.
System: You must enter the opponent's hex (as with most Grabs). This knocks down. Place the enemy in the adjacent hex ahead of the fighter (along the fighter's path of movement). Calculate damage with Int+Focus.
Cost: 1 Chi
Speed: +0
Damage: +4
Move: One

Decide
Prerequisites: Focus 4, Grab 3
Power Points: Orochi, Snake Style KF, 5
 The Orochi reaches out with an that supernaturally extends and grabs the victim. The Orochi's arm then suddenly retracts, flinging the opponent through the air in the opposite direction.
System: The Orochi stands in place while performing this move. The range of the grab is the Orochi's Focus in hexes. The opponent is Thrown an equal number of hexes behind the Orochi (up to the Orochi's Focus). So if the enemy starts three hexes in front of the Orochi who has a Focus of four, the victim is pulled to the Orochi after being grabbed and may be flung up to four hexes behind the Orochi.
Cost: 1 Chi
Speed: +0
Damage: +3
Move: None

Explosive Slam (Moon Negative)
Prerequisite: Athletics 3, Grab 3, Focus 3
Power Points: Ankoku, Kusanagi, Orochi 5
The fighter dashes forward, slams his opponent into the ground by his head or chest, and focuses Chi to create a devastating explosion.
System: This is a knock down maneuver and a Limited Turn maneuver. The blast bounces the victim into the next adjacent hex (along the attack's path). Damage from this grab is calculated by Intelligence + Focus.
Cost: 1 Chi
Speed: -1
Damage: +5
Move: +0

Face Slap
Prerequisites: Grab 2, Punch 1, Slap
Power Points: MD 1; Any 2
The dancer grabs her foe and proceeds to slap him silly.
System: This is a sustained grab which damages based on Punch.
Cost: None
Speed: +1
Damage: +0
Move: One

Flying Axle Toss
Prerequisites: Athletics 3, Grab 3, Jump, Thigh Press
Power Points: Martial Dance 1; Wu Shu, Mugen Tenshin Ninjitsu 2
 The fighter runs up the opponent and leaps above the victim. While falling, the fighter catches the foe's neck between the thighs and spins about to finally release and toss the victim into the distance.
System: The opponent suffers a knockdown and is thrown a number hexes equal to the attacker's Athletics in any direction. Damage is calculated with Strength + Athletics.
Cost: 1 Will
Speed: +0
Damage: +4
Move: One

Godpress (Heaven's Gate)
Prerequisites: Explosive Slam, Athletics 4, Focus 4
Power Points: Orochi 2; Ankoku 3
This is a modification to the Explosive Slam.
The explosion appears much different: A column of light, rising towards the sky and consuming the enemy.
System: Grab. Knockdown. The blast bounces the victim into the hex in front of you. Damage from this grab is calculated by Intelligence + Focus. When the opponent is grabbed, the attacker may continue to move his full move, carrying the enemy with him before executing the damage test. Not Limited Turn.
Cost: 1 Will, 1 Chi
Speed: -1
Damage: +6
Move: +2

Gorefest
Prerequisites: Throw, Athletics 3, Grab 4
Power Points: Orochi 2; Any 4
Grabbing her victim, the fighter then dashes forward, dragging the enemy across the ground sadistically before throwing them from a running start.
System: Having successfully grabbed, the fighter then moves her Athletics in hexes with the enemy and throws the opponent as per the throw maneuver. This is a Juggle move. Make a damage test of Strength + Hexes Moved (dragging damage) then throw the opponent for the maneuver damage. Dragging damage doesn't combine with anything for Dizzy.
Cost: 1 Will
Speed: -1
Damage: +5
Move: One

Group Taijitu Throw
Prerequisites: Focus 2, Taijitu Throw 
Power Points: Tai Chi 3; Any 5
Taking the defensive, the tai chi master prepares to use the energy of all opponents who dare to approach in such a way that they defeat themselves.
System: Anyone hitting you (exception of ranged/reach attacks) may be thrown a number of hexes from your hex equal to the hexes they moved as part of their attack (minimum One if they moved none). Roll Dex+Focus vs. appropriate Dex+Technique rolls by each opponent. The opponent must roll higher to not be thrown. The attacker must be in an adjacent hex or in the same hex to be grabbed and thrown. The opponent must throw an attack in order to be thrown by this. Grabs may be countered by this as well; however, an additional Will must be spent to attempt to counter a Grab that requires Will. 
Cost: 1 Chi, 1 Will
Speed: +2 
Damage: +0 
Move: None

Group Throw
Prerequisites: Grab 4, Throw
Power Points: Aikido 3, Judo 4 (well, Jiu Jitsu)
Taking the defensive, the thrower prepares to toss anyone who should dare to approach.
System: Anyone hitting the martial artist may be thrown. Roll Dex+Grab vs. appropriate Dex+Technique rolls by each opponent. The opponent must roll higher to not be thrown. The attacker must be in an adjacent hex or in the same hex to be grabbed and thrown. The opponent must throw an attack in order to be thrown by this. Grabs may be countered by this as well; however, an additional Will must be spent to attempt to counter a Grab that requires Will.
Cost: 1 Will
Speed: +2
Damage: +0
Move: None

Half-Hour Suplex (Contributed by SUR)
Prerequisites: Suplex, Grab 3
Power Points: Sambo, NA Wrestling, Wrestling 3; CS 4   Adding onto the basics of a suplex, some fighters delay crashing their victims to the ground, giving their foes time to think about how much it is going to hurt. Being held inverted also makes the blood rush to the victim’s head making his head spin and increasing the odds of a Dizzy.
System: This is a modification of a classic vertical suplex, but instead of inflicting damage immediately, the attacker holds the victim for one or more rounds, as per sustained hold. For each round that the suplex is held and the damage delayed, an additional number of dice equal to the attacker's grab are added to the damage pool. If the victim defeats the attacker in the breakout roll, he escapes the hold with no damage inflicted.
Cost: None
Speed: +0
Damage: +2 (+Grab Technique per Round held)
Move: One

Head Buster
Prerequisite: Grab 4
Power Points: NA Wrestling, Sambo, Sumo, Special Forces, Ninja KB 2; Any 3
This move for use against multiple attackers is performed by grabbing two opponents' heads and slamming them together.
System: The two opponents must both be in hexes adjacent to the attacker and not more than one hex apart. Damage must be inflicted on both opponents for any damage to be inflicted at all. If no damage is inflicted, they manage to slip loose. Only one to-hit roll is required if abstract combat is being used. This causes a knockdown when damage is inflicted.
Cost: 1 Will
Speed: +1
Damage: +5
Move: One

Head Twist
Prerequisite: Jump, Thigh Press, Grab 4, Athletics 3
Power Points: Heidern, MD, Special Forces 3; Bushin, Shadow, Yomi Ninjitsu 4; Kung Fu 5
This is an attack that some actually dream about being grabbed by. The attacker hops up on the shoulders of her opponent, wrapping her legs around the victim's head. She then sets herself into a deadly spin, bringing down the opponent in a deadly neck twisting spiral. There are variations on this, such as Cammy's head-twisting handstand.
System: If this inflicts damage, the opponent is knocked down, if this fails to do damage, the attacker is knocked down into the opponent's adjacent hex of choice. This isn't a jumping attack.
Cost: 1 Will
Speed: +0
Damage: +5
Move: One

Hindenburger Piledriver
Prerequisites: Piledriver, Jump, Grab 4, Athletics 4, Focus 3
Power Points: Sambo, NA Wrestling, Wrestling 3; CS 4
  Much like the Spinning Piledriver; however once airborne, the combatants stay airborne as they spin faster and faster. Finally when one expects them to stay there forever, they come crashing down unleashing all of the built-up energy.
System: Damage can be applied immediately or delayed. If the attacker holds the victim for one or more rounds as a Sustained Hold (while airborne), this Piledriver adds a number of damage tests equal to the number of rounds the Piledriver was held. If the victim defeats the attacker in the Breakout roll, he escapes the hold with no damage inflicted, expect for the likely Fall damage - though the initater of the hold lands without problem. These tests do not automatically combine to dizzy, but they do when part of a Dizzy Combo.
  This maneuver initially takes the combatants to a height of 4 feet for every dot of Athletics. For every round this is held, the height is increased by the same amount.
  The damage of the Megadriver (+5) is used if the wrestler has that maneuver. Also, because this maneuver uses Chi - if the fighter has a particularly energy that is his signature, this maneuver will prominently create that energy as it spins like a dynamo in midair.
  Chi is only spent once the grab has been made and the fighter decides to maintain the hold.
  Example: The Iron Sheik grabs Nameless Victim. He decides to delay the attack so the damage rolled is not applied and he spends 1 Chi. Nameless Victim does not make the break-out roll. During the 2nd round, the Iron Sheik decides to apply damage. Because Iron Sheik delayed the attack for one round he adds one additional damage test so he now makes two full damage tests as if Nameless Victim had been hit by two piledrivers (the original roll to hit is now considered a to-hit roll and has no bearing on damage). If Nameless Victim had escaped from the hold, he would have taken no damage from the attack; however, he would have been subjected to a 32 foot fall (Iron Sheik has an Athletics of 4, multiplied by 4 feet, and the height was increased when the damage was delayed).
Cost: 1 Chi (Optional)
Speed: -2
Damage: +4 (Times the number of rounds held)
Move: One

Hook Buster
Prerequisites: Punch 2, Grab 2
Power Points: Boxing, KB 1; Any 2
The fighter delivers a punch to the victim's gut, knocking him into the air and onto his back.
System: Use Punch for Damage. This inflicts a Knockdown. Place the victim in the hex ahead of the attacker.
Cost: None
Speed: +0
Damage: +2
Move: One

Hooligan Roll (also Talon Snatch)
Prerequisites: Thigh Press, Athl 3, Jump
Power Points: NA Wrestling, Special Forces, Suzakuken 2
This is a Thigh Press performed from a jump. Leaping up and then coming nearly straight down, the attacker strikes the prey and drags it down.
System: See Thigh Press. This is a jumping attack. The victim lands in the hex that would be used in the case of being knocked back by one hex.
Cost: None
Speed: -1
Damage: +4
Move: Two

Joint Lock (Arm/Wrist) (N&S/SF Dojo)
Prerequisites: Grab 3
Power Points: Special Forces, CS, Any Karate, Any KF, Any NJ, Aikido, Jiu Jitsu, Lua, Silat, Tai Chi, Baraq, Hwarang Do, Kopo-ken 3; Any 4
Description: The martial arts bends the limb of the victim, putting them in a painful joint lock. It doesn't do much damage, but breaking out is a dangerous experience, wrenching the joint in ways it was not meant to go. I suppose this move could also represent leg/ankle locks where the victim is not knocked down (and the reverse goes for the Leg/Ankle Joint Lock).
System: Sustained Hold. For each break out roll the victim fails, the victim held suffers damage equal to the difference of the break out roll, unless the victim has Disengage. If the hand holding a weapon is locked, the weapon may be disarmed automatically.
The attacker gains 1 Die to help maintain the hold unless the defender has Disengage. The defender may negate that die by automatically accepting 1 Health Level of damage; however, the character either dislocates his arm or breaks his wrist if the break out roll is botched. A character cannot punch with an arm with a broken wrist (may use the few maneuvers of the Punch technique that don't use the fist). There is a -2 Speed/Damage penalty for off-hand use (except in maneuvers that specify use of both hands).
On following turns, the attacker may choose to use Kick for damage rather than Grab (strike with knee if using an arm lock or with a regular kick for wrist locks).
Cost: None
Speed: +0
Damage: -1 (first turn), -3 following turns
Move: One

Joint Lock (Leg/Ankle) (N&S/SF Dojo)
Prerequisites: Grab 3
Power Points: Special Forces, Jiu Jitsu, Lua, Baraq, Sambo, Commando Sambo, Any other Wrestling, Pankration, Kopo-ken 2; Any 3
Description: The fighter takes down the victim and puts him in the lock.
System: Sustained Hold. Both fighters knocked down. For each break out roll the victim fails, the victim held suffers damage equal to the difference of the break out roll, unless the victim has Disengage. The attacker gains 1 Die to help maintain the hold unless the defender has Disengage. The defender may negate that die by automatically accepting 1 Health Level of damage; however, the character dislocates a leg if the roll is botched (-2 Movement and -3 Kick damage unless the character accepts a knockdown from doing the Kick maneuver). Also, a Move maneuver is -3 Speed and -2 Move with a dislocated leg.
Cost: None
Speed: -2
Damage: +0, -1 following turns
Move: One

Use of Existing Moves: Catching an opponent's attack would be a Reversal. For any hold where you punch or kick the victim, you can use Brain Cracker or Knee Basher. You could call the Knee Basher a leg lock done while standing that knocks down the victim (they just won't take out break-out damage).

Joint Break (N&S/SF Dojo/New)
Prerequisites: Grab 4, A Joint Lock
Power Points: Special Forces, Pankration, Lua, Commando Sambo, Kopo-ken 2; Any 3
Description: The fighter breaks the joint of the limb being held. This is highly dishonorable.
System: This must be performed from a Joint Lock currently Sustained. A contested roll is made (use the Break Out roll rules). If the attacker rolls higher than the defender, the defender's limb is broken and useless until healed (see Paralyzed limbs for effect). The attacker loses -1 Permanent Honor if in a tournament (any) and -2 Glory (unless specifically a Duellist tournament in which case +1 Glory). Outside tournaments, Honor loss is less depending on the situation (between minus none and -3). Note that if the defender rolls higher, he gets free of the hold.
Cost: None
Speed: -2 (not that this Speed matters to the defender who is in a Sust. Hold)
Damage: +0
Move: None

Jugular Strike
Prerequisites: Grab 3, Punch 3, Throw
Power Points: Heidern, Kusanagi, Any NJ 3; Any 4
The enemy is tossed onto the ground, and a quick hand strike is delivered to the downed opponent's throat.
System: The opponent suffers a knockdown. Damage is based on Punch. Defender and Attacker end turn in same hex. The victim is also -2 Strength for the next turn due to trouble breathing.
Cost: None
Speed: -1
Damage: +3
Move: One

Leg Lift Toss
Prerequisites: Kick 4, Grab 3
Power Points: Ler Dritt, Tae Kwon Do 2
 The warrior lifts the enemy into the air with his foot, spins, and then slams the victim down into the ground.
System: The opponent suffers a knockdown and is placed into an adjacent hex by the attacker. Calculate the damage with Strength + Kick.
Cost: None
Speed: -1
Damage: +4
Move: One

Leg Snap "Crab Clutch"
Prerequisites: Grab 3
Power Points: CS 2; Any Wrestling but Sumo, Special Forces 3
The fighter pins the opponent and puts them in a painful (looking and sounding) leg lock (but not one that can ultimately be sustained).
System: This is a knockdown move and inflicts the same penalties as Wounded Knee. The penalties of which are: -2 Move (can move at least One for Throws), -2 Speed on Kick maneuvers for the next two turns.
Cost: None
Speed: -2
Damage: +3
Move: One

Lever Blow
Prerequisites: Grab 2, Punch 3, Throw
Power Points: Boxing 1; Any 2
The fighter grabs the victim and uppercuts him in the stomach, sending him flying backwards.
System: Use Punch for damage. This Throws the victim hexes equal to Strength.
Cost: None
Speed: -1
Damage: +3
Move: One

Mega Driver
Prerequisites: Grab 3, Athletics 1
Power Points: Same Cost as Pile Driver for each style
The enemy is hefted into the air, inverted, and promptly slammed back into the ground. Few hit by this will rise again. It is an advanced move used by grappling fighters such as Clark Steel.
System: The opponent suffers a Knockdown. This will not serve as a Prerequisite for Spinning Pile Driver. Mega Driver or Piledriver costs 1 PP if you already have the other one. This maneuver replaces Pile Driver.
Cost: None
Speed: -2
Damage: +5
Move: One

Megaton Press
Prerequisites: Grab 5, Athletics 4, Air Throw
Power Points: Sumo, Wrestling 5 (created by Hugo)
The wrestler catches his foe in midair, carrying his opponent higher before throwing them down. Then, the wrestler goes into a spin and rockets down upon his victim in an earth-shattering body slam.
System: This can only be used on an opponent performing an aerial maneuver. This move causes a knockdown.
Cost: 2 Will
Speed: +2
Damage: + (Wrestler's Stamina +4)
Move: +0

Palm Push
Prerequisites: Grab 3, Punch 3, Focus 2
Power Points: Sumo, Tai Chi 1; Kung Fu 2
Grabbing one arm of the opponent, the fighter delivers a palm blow that sends the opponent sprawling.
System: Throw the victim hexes equal to Punch + Strength.
Cost: None
Speed: -1
Damage: +4
Move: One

Passive Throw
Prerequisites: Grab 3, Throw 
Power Points: Aikido 1; Any 3
The defender hurls an opponent along the flow of their own attack.
System: A single foe who attacks you (exception of ranged/reach attacks) may be Thrown. Roll Dex+Grab vs. the appropriate Dex+Technique roll by the opponent. The opponent must roll higher to not be Thrown. The attacker must be in an adjacent hex or in the same hex to be grabbed and thrown. The opponent must make an attack on you in order to be thrown by this. Grabs may be countered by this as well; however, a Willpower point must be spent to attempt to counter a Grab that requires Will. 
Cost: None (or 1 Will)
Speed: +2 
Damage: +0 
Move: One

Power Flip
Prerequisites: Grab 3, Athletics 2, Throw
Power Points: Kagura, Kanzuki, Tai Chi, Aikido 3; Kung Fu 4; Any 5
Twisting the opponent's arm in a 360 degree rotation, the enemy is flipped onto their back (spun into the air and hurled into the ground with the momentum).
System: This can be executed as a normal grab or directly from a sustained hold (onto the person being held in the sustained hold) and knocks down the victim. This will break the sustained hold, of course, but only after it has been done.
Cost: None
Speed: -1
Damage: +5
Move: One

Power Smash
Prerequisite: Throw, Grab 4
Power Points: Orochi, NA Wrestling, Sambo, Sumo 3
This is an attack of the truly enraged berserker. The opponent's arm is grabbed, and then the opponent is lifted and smashed into the ground into an adjacent hex. On the next turn, the opponent is then lifted and hurled onto the ground into the opposite adjacent hex. This can continue until the attacker loses strength (# turns = Grab technique), or the opponent breaks free.
System: This is a sustained throw. The opponent is knocked down after the hold is broken. If the victim is smashed into an occupied hex, damage is dealt as throwing one opponent into another and may knock down that victim too (see House Rules on Throwing one person into another but roll attacker's Strength vs. the defender to determine Knockdown).
At any time from the Power Smash, you may choose to play the Throw maneuver on the held foe instead of making another damage test.

Cost: 1 Will
Speed: -1
Damage: +5
Move: One

Power Stomp
Prerequisites: Grab 2, Kick 2
Power Points: Any 3 (would be 2 PP in a style)
The fighter tosses his enemy to the ground and proceeds to stomp on them.
System: This works identical to Knee Basher except you use Kick not Strength to sustain the hold. The victim is Knocked Down. Use Kick + Strength for damage. May result in honor loss for user, glory loss for victim, very humiliating maneuver.
Cost: None
Speed: -1
Damage: +4
Move: One

Rushing Slam
Prerequisite: Athletics 3, Grab 3, Jump
Power Points: Orochi 4; MD 5
The fighter leaps into a run, grabbing the victim by the shoulders and raising one knee level to the victim's head. Transferring this force to downward momentum, she slams the victim to the ground and leaps off.
System: This is a knock down maneuver and a straight-line maneuver. Damage is calculated by Athletics. If successful, the attacker hops into the next hex along the attack's line.
This move is terminated instantly (attacker's turn ends in current hex) if the target interrupts the attacker and inflicts damage equal to the attacker's Stamina minus one.
Cost: 1 Will
Speed: +0
Damage: +4
Move: +1

Sacrifice Throw
Prerequisites: Grab 3, Athletics 3, Throw
Power Points: Any Wrestling 2
 The fighter wraps his arms around the opponent and falls backwards, hurling the opponent over his head and through the air.
System: Both the attacker and victim are Knocked Down. The victim may be thrown a number of hexes equal to the thrower's Strength behind (the rear three hexes) the thrower.
Cost: None
Speed: +0
Damage: +3
Move: One

Skull Cracker
Prerequisite: Grab 4, Focus 1, Head Butt
Power Points: Orochi, Sambo, NA Wrestling, Boxing 4; Any 5
The fighter grabs his opponent's shoulders, and growls while slamming his own head into his opponent's forehead.
System: This is a grab that knocks down. It knocks an opponent back one hex when it dizzies or hits a dizzied opponent.
An Orochi version of Skull Cracker uses Chi and creates a fiery explosion.
Cost: 1 Will
Speed: -1
Damage: +6
Move: One

Soul Shock
Prerequisites: Focus 2, Grab 2, Athletics 2
Power Points: AC, Ankoku 2
The psychic does a handstand on the opponent's shoulders and shocks him with psychic energy.
System: This is a sustained hold. Damage is calculated by Int + Focus. When the move is finished or broken out of, the attacker lands in an adjacent hex.
Cost: 1 Chi
Speed: -1
Dam: +5
Move: One

Spider
Prerequisites: Arm Snap, Jump, Grab 4, Athletics 3
Power Points: Commando Sambo 3
The commando leaps through the air, catching the enemy's shoulders by the hands and swinging the legs around them to bring them down and perform an Arm Snap (see Arm Snap).
System: This is a Jumping maneuver and an Arm Snap.
Cost: 1 Will
Speed: -1
Damage: +1
Move: -1

Spin Throw (Tina, Dead or Alive)
Prerequisites: Throw, Grab 2, Athletics 2
Power Points: Any Wrestling 1; Any 2
Grabbing the enemy by the lower legs, the wrestling spins around, swinging the victim, and finally releases the victim, sending him flying away.
System: The enemy may be thrown a number of hexes equal to Strength + Athletics in any direction. This is basically a modified Back Roll Throw.
Cost: None
Speed: -1
Damage: +4
Move: One

Swing DDT
Prerequisites: Athl 3, Jump, Grab 3
Power Points: Sambo, NA Wrestling 4; Any Wrestling but Sumo 5
When landing from a jump, the fighter hooks an arm around the opponent's neck (back to back) and swings (using the neck like a pole) around. Upon landing, the attacker flings the opponent forwards.
Altnerate Spine Snapper Version: The attacker hooks the victim's neck, dragging him to the ground, bending the victim backwards so that the back of his head touches his heels. Attacks like these have been known to snap victims' necks or spines like twigs.
System: Jump into the target's hex. Execute grab maneuver. This causes a knockdown if damage is inflicted. Attacker lands in one of three hexes behind the victim and may toss the victim into an adjacent hex (may only relocate the victim if the original version of this move is declared when learning). If no damage is inflicted, the target picks the attacker's landing hex.
Cost: 2 Will
Speed: +0
Damage: +5
Move: Two

Taijitu Throw
Prerequisites: Focus 1, Grab 4, Throw 
Power Points: Tai Chi 1; Any 3
The tai chi master hurls an opponent along the flow of their own attack.
System: A single foe who attacks you (exception of ranged/reach attacks) may be thrown a number of hexes from your hex equal to the hexes they moved as part of their attack (minimum One if they moved none). Roll Dex+Focus vs. the appropriate Dex+Technique roll by the opponent. The opponent must roll higher to not be Thrown. The attacker must be in an adjacent hex or in the same hex to be grabbed and thrown. The opponent must throw an attack in order to be thrown by this. Grabs may be countered by this as well; however, an additional Will must be spent to attempt to counter a Grab that requires Will. 
Cost: None (or 1 Will)
Speed: +2 
Damage: +0 
Move: One

Technical Grapple
Prerequisites: Grab 4
Power Points: Any 1
  For the grappler that emphasizes skill more than strength. Good for making that prowrestling fangirl with Strength 2 and Grab 5 threatening.
System: You can substitute your Grab Technique for Strength when rolling to maintain and escape from holds.
    With a Grab of 5, Technical Grapple permits the following ability:
    Instead of making a damage test during a Sustained Hold, you can switch over to a different Hold or Grab maneuver from your current Sustained Hold.
    This allows an immediate extra break-out test based on your current Sustained Hold. If your maintain hold roll is successful, you have either put them in the new Sustained Hold (which takes effect next round) or may immediately perform the non-hold Grab maneuver you had selected. At no time does the opponent held lose their break-out roll between rounds (unless Dizzied or Hit Stunned).

Throat Stomp
Prerequisites: Grab 3, Kick 3, Throw
Power Points: Any KF 3
The enemy is tossed onto the ground, and a quick stomp is delivered to the downed opponent's throat (or chest).
System: The opponent suffers a knockdown. Damage is based on Kick. Defender and Attacker end turn in same hex. The victim is also -2 Strength for the next turn due to trouble breathing.
Cost: None
Speed: -1
Damage: +3
Move: One

Trapping Leg
Prerequisites: Technical Grapple, Kick 3
Power Points: Wing Chun 5
  The strategy of Wing Chun is to keep your enemy close, in prime range of its punches. In short, this is the essence of that strategy distilled into a maneuver. By interlacing your legs with that of your opponent, you severely limit their options. Also known as the ancient art of "you go nowhere and I punch you in the face."
System: This Kick does no damage, but damage is rolled to determine success. Although also a Grab, you only need to be adjacent to use it. A minimum of one success is necessary. If successful, this card remains in play. And you may play other cards. This card expires after turns equal to your Grab technique, when your foe makes a break out roll, or after you play a Kick, Aerial maneuver, or Move away (anything other than Moving into your foe's hex unless in response to foe's movement as below). On the round the card is played, you may use your Blocking soak against punches from the targeted opponent (unless your attack is interrupted). You cannot Abort to another maneuver during a round in which you have this card in play and have made a roll with one of its effects.
  There is no between round break out roll. Opponent may play card while held by the Trapping Leg.
  An opponent must make a break out roll in order to kick at the time of the kick. Opponent rolls Kick technique against your Grab technique. If the opponent does not break out, the opponent's maneuver is cancelled. (Repeat process for foe usage of an Aerial maneuver but substitute Athletics.)
  If the opponent moves without going Aerial (not necessarily the Movement card), roll your Grab against their Athletics technique. If they do not break out, you may move one hex for every hex that they move up to your Athletics (you can move up to your Movement to chase and maintain the Trapping Leg but you forfeit any other action that round).
  Note that if you or the opponent is knocked down, the Trapping Leg expires (but your foe voluntarily Crouching or taking a knock down counts as them trying to Move).
  Any movement made as reaction during this maneuver is in addition to and separate (do not combine) from the card you played during that round (since the effects of this card are automatic while being maintained).
Cost: 1 Will
Speed: +1
Damage: +0 (no actual damage inflicted)
Move: -1 (Special after the first turn)

Ultra Throw (Hugo, SFIII)
Prerequisites: Throw, Grab 3, Athletics 2
Power Points: Sambo, NA Wrestling, Wrestling 3
The victim is grabbed with both hands, placed into an aerodynamic shape, and hurled into the air.
System: The victim may be thrown up to the attacker's Strength in hexes. This throw Juggles rather than knocking down.
Cost: None
Speed: -1
Damage: +3
Move: One

Valley Drop
Prerequisites: Grab 3, Athletics 3, Jump
Power Points: Strolheim, Kyokugen-Ryuu, Any Wrestling but Sumo 2
 The fighter wraps his arms around the opponent and then jumps, hurling both of them through the air to land on the head of the  unfortunate passenger of the ride. This Maneuver is also Zangief's "Atomic Suplex."
System: Both the attacker and victim are thrown along the path of any of the three hexes behind the attacker. The attacker jumps, with the victim, a number of hexes equal to the attacker's Athletics. The victim is knocked down as is the attacker unless the attacker has Kipup.
Cost: None
Speed: -2
Damage: +1 (per hex jumped)
Move: One
 
 
Athletics

Accelerated Jump
Prerequisite: Jump, Athletics 4
Power Points: Kagura-Style Ancient Martial Arts 1; Any 2
Taking a split second to flex trained leg muscles, the fighter leaps through the air with incredible speed and clearing incredible distance.
System: This acts as a normal Jump, except for the modified Speed and Move. It can be played with any basic punch or kick maneuver. It will not take the fighter higher than his Athletics x3 feet unless jumping vertically (i.e. this takes you only as high as an equivalent normal Jump although the distance is greater). This interchangeable with the regular Jump in Combos.
Cost: None
Speed: +1
Damage: None
Move: +2

Battle Storm
Prerequisites: Punch/Kick Strike, Athletics 4, Punch 3, Kick 3
Power Points: Shaolin Kung Fu 2
 The Shaolin fighter becomes a whirlwind of fury, lashing out with multiple punches and kicks against a crowd of foes. This is only taught by Shaolin monks.
System: The fighter may perform a combination of three Basic Punches and Kicks modified by this maneuver's modifiers. The three strikes are used against different opponents and are all performed after this maneuver's movement phase. The combination cannot be all Punches or all Kicks. Two of the attacks may be done at one opponent, but not all three. Perform the attacks in order of highest speed to lowest. It is possible that as the attacks are performed you can be interuppted (i.e. you do a jab and then a slow fierce which can be interuppted).
Cost: 1 Will
Speed: +0
Damage: +0
Move: -2

Boulder Charge "Football Charge"
Prerequisites: Athletics 4, Shoulder Charge
Power Points: Special Forces, Sumo 3; Any 5
The combatant charges forward, tossing aside someone who gets in his way.
System: An opponent not Blocking is Knocked Down. This maneuver has a Limited Turn. While performing this maneuver, the attacker is considered to be Blocking (has his guard up). This attack may strike one (and only one person), but the attacker may continue moving the full Move after the assault. Due to the Blocking properties, the attacker will often tend to "not interrupt" an opponent's attack, he can choose to "not interrupt" any number of attacks declared against him while performing this maneuver. This maneuver does not give the fighter protection against attacks from directly behind.
This attack is not completely protected from Knockdown attacks. Sweeps and other knockdown attacks will knock the fighter down; however, he has a chance to simultaneously pay back the attacker with the attack (i.e. it will trade-up hits). This gives no protection against Grab.
Cost: 1 Will
Speed: +0
Damage: +2
Move: +2

Choreppadan "Super Sonic Swirl"
Prerequisites: Kuuha Dan, Athletics 4, Focus 3
Power Points: Kopo-ken 4
Andy Bogard developed this maneuver using his knowledge of Hakyokuseiken and the principles of Kopo-ken. Performed like a Kuuha Dan, the fighter sets himself into a mid-air spin, surrounding himself with a rippling field of Chi energy and drilling feet-first into the enemy.
System: Although slow, this move could theoretically be used to avoid a fireball. This drilling move hits three times.
Cost: 1 Will, 1 Chi
Speed: -1
Damage: +1 (x3)
Move: +2

Crash Dive "Phoenix Crash" also "Suicide Dive"
Prerequisites: Athl 3, Jump
Power Points: Kyokugen-Ryuu, Suzakuken 2
By leaping nearly straight up, the fighter can come down directly upon the shoulders of his prey. This leap carries the fighter four feet into the air for every dot of Athletics.
System: This is a Jumping attack and can be used to avoid certain attacks like a jump. This inflicts a knockdown on the prey if it suffers damage, but the attacker is knocked down if no damage is inflicted on the prey. If the prey is knocked down, both fighters end the turn in the same hex. Otherwise, the fighter lands one hex in front or behind the hex that was attacked. This move won't hit Aerial targets.
Cost: 1 Will
Speed: +0
Damage: +3
Move: +0

Dance of the Phoenix "Hou'ou no Mai" or "Phoenix Fang Arrow"
Prerequisites: Athletics 4, Focus 5, Jump
Power Points: Psychic Kung Fu, Shiranui 4
Igniting oneself in fire (or psychic energy for Psychic KF) the attacker rolls into the enemy three times from mid-air.
System: This attack makes three damage tests. It is Aerial and Overhead. It may avoid Fireballs and still attack per Jump.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +1 (x3)
Move: +0

Drunken Roll "Kaiten Tekikuu Totsu Ken"
Prerequisites: Athletics 3, Drunken Monkey Roll
Power Points: Drunken Monkey 3
 The fighter goes into a forward roll, coming to his knees at the end and striking out.
System: This is crouching maneuver. This causes a knockdown. May be used to dodge projectiles.
Cost: 1 Will
Speed: +1
Damage: +2
Move: +1

Flaming Spin (Blazing Dragon Dance)
Prerequisite: Athletics 3, Focus 4
Power Points: Ankoku, Shiranui 3
The fighter spins 360 degrees, creating a wave of fire about her body with which to wash over her opponent. A combination of Chi and Athletics is used to generate the fire, but it is the Athletics that spins the flame (thus Athletics is used for damage).
System: The wave of fire pushes the opponent back one hex. This attack has a range of 1 hex.
Cost: 1 Chi
Speed: +0
Damage: +4
Move: -3

Flying Fire Slam (Ultra Deadly Ninja Bees)
Prerequisite: Rolling Attack, Athletics 5, Focus 4
Power Points: Shiranui 5
Leaping through the air with elbow thrust forward, the ninja bursts into fire.
System: This is a jumping attack. It may hit twice, and will knockdown leaping opponents. It can hit both airborne and grounded opponents. Damage is rolled as Athletics + Strength. For each time you move into your opponent's hex, this pushes him back one hex and does damage the first two times you push back the opponent. This is a straight-line move.
Cost: 1 Chi, 1 Will
Speed: -1
Damage: +5
Move: +2

Flying Shoulder Charge
Prerequisites: Athletics 3, Jumping Shoulder Butt
Power Points: Any 1
The fighter leaps into the air, shoulder first.
System: This will score a Knockdown against opponents performing an Aerial maneuver. Unfortunately, this version can't dodge projectiles. This is an Aerial maneuver.
Cost: None
Speed: +0
Damage: +3
Move: -1

Gen'ei Shiranui (Phantom Shiranui)
Prerequisite: Elbow Smash, Jump, Athletics 3
Power Points: Shiranui 3
From the air, the fighter seems to perform a downward course correction and dives into the enemy with his elbow.
System: This is an Aerial maneuver and a straight-line maneuver.
Cost: 1 Will
Speed: +1
Damage: +2
Move: +1

The Highlander
Prerequisites: Athletics 4, Jump
Power Points: Ankoku Karate, Special Forces 5
The fighter rockets into the air and falls straight down onto the opponent with a knee, crushing them into the ground. This will feel like a 100-ton mech falling on you.
System: Overhead, Knockdown, Jumping. Basically this is a slightly modified Tiger Knee. You can only interrupt someone in the middle of an Aerial maneuver with this if you have a higher Athletics.
Cost: 2 Will
Speed: +2
Damage: +4
Move: +0

Jumping Okizeme
Prerequisites: Okizeme, Jump
Power Points: Any 1
Leap onto and crush a downed enemy.
System: As Okizeme, but Aerial. This is a rare case where an Aerial attack will hit a target that has been Knocked Down.
Cost: 1 Will
Speed: +2
Damage: +2
Move: +2

Kuuha Dan "Sonic Split"
Prerequisites: Kick 3, Athletics 3, Jump
Power Points: Capoeira, Special Forces, Wu Shu, Kopo-ken, Shiranui 2; Any 3
The fighter flips forward and pushes himself into the air with both hands, body held straight with both feet forward. With this somersault-type move, the fighter flies through the air and crashes into the enemy with both feet.
System: This move can be used like a jump to avoid a fireball. It arcs like a jump so vertical clearance is an issue.
Cost: 1 Will
Speed: -1
Damage: +3
Move: +3

Neck Rolling
Prerequisites: Athletics 4, Grab 3, Jump
Power Points: Heidern 4
The attacker leaps at the enemy, wrapping both hands around the foe's throat and using it as an axis on which to spin. The attacker then swings back into his starting hex.
System: This is an Aerial maneuver and can be used to dodge missiles like Jump. This move applies 3 damage tests to the defender. The Neck Rolling only makes 1 damage test on a Blocking defender. After the damage test(s), you return to your starting hex.
Cost: 1 Will for Jump; +1 if connect
Speed: +0
Damage: +2 (Once or Thrice)
Move: +0

Punch/Kick Strike
Prerequisites: Triple Strike, Athletics 2, Kick 2
Power Points: Shaolin Kung Fu 2; Any 3
 A Shaolin practitioner is trained at fighting multiple assailants as this maneuver proves. One assailant is punched while leaning forward; the other assailant is kicked.
System: The fighter may Punch one opponent and Kick another with any Basic Punch and Basic Kick modified by this maneuver's modifiers. The two strikes MUST be used against different opponents and are performed simultaneously (well, aside from any Speed difference).
Cost: None
Speed: -1
Damage: +0
Move: -1

Okizeme (Striking a downed enemy)
Prerequisites: Athletics 3
Power Points: Any 2
On an enemy who has been knocked down, the fighter inflicts a punch, kick, or body drop. Although the description changes from fighter to fighter, the basic premise remains the same (i.e., this is an athletics move using this move's numbers no matter the description).
There is disagreement among fighters as to whether or not Okizeme is honorable. It is dishonorable for any fighter with more than 6 Honor to use this attack. The penalty is -1 temporary Honor which might only apply in tournaments.
System: Enter the hex of a downed enemy and attack. After, finish your remaining Movement.
Cost: 1 Will
Speed: +2
Damage: +2
Move: +0

Ressen-ha
Prerequisites: Athletics 3, Jump, Punch 3
Power Points: Kanzuki 2; Qwan Ki Do, Wu Shu 3
The fighter leaps through the air, arms outstretched and spinning. She brings one palm down onto an opponent in a powerful momentum blow, having completed a 360 degree rotation. Various objects are practiced on when training for this move, sometimes even concrete blocks are shattered.
System: This is a Jumping Attack and an Overhead attack. It knocks down the opponent if it does damage, even crouching opponents. It can't be used to attack an opponent in the same or an adjacent hex to the one the fighter jumps out of.
Cost: 1 Will
Speed: -1
Dam: +4
Move: +2

Shoulder Buck "Power Charge"
Prerequisites: Athletics 2
Power Points: Hak, Orochi, Boxing, Drunken Monkey 2; Any 3
The fighter hurls himself shoulder first into the enemy.
System: This move will score a knockdown.
Cost: None
Speed: -1
Damage: +3
Move: -2

Shoulder Charge "Mayhem"
Prerequisites: Shoulder Buck, Athletics 3
Power Points: Any 2
A maneuver of Vice, the fighter rams her shoulder into the opponent to score a knockdown. This move covers more ground than the Shoulder Charge and is possibly faster.
System: Knock down. The fighter may spend a Will to use the set of modifiers in parenthesis instead of the first set.
Cost: 1 Will (Optional)
Speed: -1 (+0)
Damage: +2 (+2)
Move: +0 (+1)

Vertical Screw / Axle Break Kick
Prerequisites: Kick 3, Athl 4, Jump, Handstand Kick
Power Points: MD, Special Forces 4; Capoeira, Psychic Kung Fu 5
The dancer leaps onto her hands and thrusts herself upwards, spinning.
System: This will knock down interrupted aerial opponents. Adjacent opponents on the ground merely suffer damage.
Cost: 1 Will
Speed: +1
Damage: +6
Move: None

Vortex and Cyclone
Prerequisites: Whirlwind Kick, Athletics 5, Kick 5
Power Points: Vortex: MD 5 PP, Cyclone: MD 5 PP
Leaping onto her hands, the dancer spins herself around, using her legs to form a tornado which sucks in an adjacent opponent to deliver repeated bashes.
System:
Vortex: This move hits one victim twice. The victim is Thrown (Throw knocks down) a number of hexes equal to the attacker's Athletics (from the attacker's hex). If Blocking, the victim is only knocked back hexes equal to the attacker's Athletics.
Cyclone: Hits every adjacent opponent once. The victims are Thrown (Throw knocks down) a number of hexes equal to the attacker's Athletics (from the attacker's hex). If Blocking, the victims are Knocked Back hexes equal to the attacker's Athletics but are not Knocked Down.
Cost: 2 Will
Speed: +0
Damage: +6
Move: None

War Cyclone
Prerequisites: Battle Storm, Jump, Athletics 5, Punch 4, Kick 4
Power Points: Shaolin Kung Fu 3
 The Shaolin master seems to become war incarnate as he strikes faster than the eye can follow. With perhaps even a few monks having mastered this technique, there is no wonder that the Shaolin monks of ancient time were so feared.
System: The fighter may perform a combination of five Basic Punches and Kicks modified by this maneuver's modifiers. The five strikes are used against different opponents and are performed simultaneously (well, aside from any Speed difference). The combination cannot be all Punches or all Kicks (at least Two must be the other technique). Three of the attacks may be done at one opponent, but not all five.
Cost: 2 Will
Speed: +0
Damage: +0
Move: +0 (may choose to move by Jump)

X-Caliber
Prerequisites: Punch 3, Athletics 3, Jump
Power Points: Heidern 4
The attacker leaps like a cat onto the enemy and performs an outward slice with the arms. Hurling them back.
System: Attacker must enter defender's hex. Those who take damage from this are Knocked down and Knocked back one hex while the attacker moves one hex Back. This is an Aerial maneuver and may be used to dodge Fireballs while still landing a blow.
Cost: 1 Will
Speed: -1
Damage: +4
Move: +2

Zan Ei Ken "Shadow Charge"
Prerequisites: Elbow Smash, Athletics 3, Focus 3
Power Points: Hakyokuseiken, Kopo-ken 2; Any 4
Using Chi to gain incredible control over momentum and speed, the fighter slides forward with lightning speed, bringing his elbow and shoulder into the soft spot (or any spot) on the enemy. This may be the last thing an enemy sees, that and the blurred trailing afterimage of where the attacker used to be.
System: The fighter must travel along a straight path (i.e., no major turns). Damage is dealt with Athletics because this IS an Athletics move, despite the Chi cost.
Cost: 1 Chi
Speed +0
Damage: +4
Move: +3
 
 
Focus

Aura Excitation
Prerequisites: Focus 5
Power Points: AC, Ler Drit, Tien-Hsueh, 3; Any 5
With mind over matter, one can make the human body move faster than is normally possible. The Aura-User glows faintly and suddenly moves with lightning speed. For a brief moment, the world around the Aura-User seems to be moving very slowly.
System: This card is played with a move not requiring Focus, Chi, or Willpower. That move gains a +2 bonus to speed on the turn it is played.
If not used on a Basic Maneuver, Aura Excitation requires you spend Chi equal to the character's Power Point cost of the maneuver to work.

Cost: 1 Chi (or More)
Speed: +2
Damage: Based on Maneuver
Move: Based on Maneuver

Aura Illusion
Prerequisites: Focus 5, Telepathy
Power Points: AC 4
The psychic creates multiple images of herself to confuse the enemy. All illusions will look like and mimic the psychic.
System: The opponent you are fighting is surrounded by Illusions of you, each the same distance (either in a circle pattern or a "V" pattern. When he tries to hit you, the Storyteller rolls a die. There is a 1 in "X" chance you will be hit. If the appropriate die rolls a 1, you are hit. In some cases, the highest number on a die will need to be ignored, or a die of twice the value will need to be rolled in which case 1 or 2 will succeed. (For example: Vs 7 illusions, roll 1d8 and roll again if 8 comes up, and Vs 5 Illusions, roll 1d10 and a 1 or 2 will hit the Illusionist.)

When multiple people are fighting, reroll results that are the same as another person's roll if they are each hitting a different image.


The power ends immediately if the psychic is Dizzied or put in a Sustained Hold.

Focus equals the number of Illusions you create.
Extra Chi may be spent to add extra illusions (requires an action if not done when originally creating the illusion. 1 Chi equals more Illusions equal to half your Focus (round down).

Duration is equal to your Wits divided by two (round down), not counting the round on which the power is activated.
Extra Chi may be spent to sustain the Aura Illusion. Doing so does not require the character's action for that round to be forfeited. (It must be done immediately following the expiration round or the illusions vanish at the end of their last turn).

Cost: 1 Chi, +1 per 2 additional (Focus/2), +1 Chi to sustain for (Wits/2) rounds
Speed: +1
Damage: None
Move: -2 Above

Awakening Sixth
Prerequisites: Focus 1
Power Points: Any NJ, Kabaddi, Hwarang-Do, Psychic 1; Any 3
The fighter can sense people around and will detect those about to attack who are nearby (Focus + Perception in hexes) with this sixth-sense. The presence of those around will constantly be felt. You have a minor empathy with living things. This power is based more in sensing living energy and emotions, but occasionally the emotion of a non-living object may be felt. Note that this power doesn't evaluate the nature of where the signal originates.
Having this power lowers the difficulty of all Blind Fighting rolls involving sentient beings by one. Spending a point of Chi lowers the difficulty of Insight(Empathy)/Subterfuge rolls by one for one scene (or about 10 rounds) in regards to prediction (easier know someone's intentions if you can sense their feelings).
System: The fighter can roll Perception + Focus to sense people sneaking up on him (in addition to a non-paranormal Perception + Alertness roll if allowed). This is contested against the opponent's Stealth + Manipulation (how well they control their appearance to others - calmness). The Storyteller can roll this secretly so as not to alert the player.
Note: Purchasing Sixth Sense (replaces Sakki) is 1 PP cheaper if the character has Awakening Sixth.

Blinding Flash
Prerequisites: Focus 4
Power Points: The cost of Fireball for the fighter's style. Buying Flash Strike after buying this maneuver (or the reverse) discounts the price by 1 PP.
 The fighter creates a bright flash of light that can temporarily blind an opponent.
System: You must beat the defender by rolling your Int+Focus+2 against his Wits+Blindfighting. If successful, the defender is blinded for the remainder of the current round (and doesn't get a second Blindfighting roll). However, attacking someone who hasn't Moved since the defender last had sight only has a Difficulty of 8 rather than 10.
The defender can see next round but starts with -2 Speed unless he can beat the attack's Successes with a Perception+Blindfighting roll (made between rounds).

Cost: 1 Chi
Speed: +2
Damage: None
Move: None

Chi Mirror (Dark Barrier)
Prerequisites: Focus 4
Power Points: AC, Other psychic styles 4
A shield of Chi is formed in front of the fighter which will damage those running into it and reflect Chi projectiles.
System: The Chi Barrier remains for the entire turn. Any Chi projectiles bounce off of the fighter, and anyone striking the fighter takes one hit from the damage of this attack (simultaneous damage) and are knocked back one hex. Chi projectiles that bounce off the barrier may be redirected if the fighter possesses Energy Reflection. The barrier doesn't protect the fighter's one rear hex.
This may be used to target one adjacent hex as an attack (but the power fails to activate if it is botched). The Chi Mirror is canceled if it botches a damage roll when someone hits it as well.
Cost: 1 Chi
Speed: +0
Damage: +0
Move: None

Cosmic Waking
Prerequisites: Focus 3
Power Points: AC, J'hana, Kabaddi, Kagura, Psychic Kung Fu, Tai Chi 1; Ankoku, Hwarang-Do, LD 2; Any 3
You understand the nature of the Yin/Yang and have a basic understanding of the nature of Chi and the Universe. By concentrating, you can evaluate the state of Chi in living and non-living things.
An Aura-User will also be able to sense the use of Psycho-Power, the dark corruption of Aura and Chi energy.
System: Roll Focus + Intelligence to evaluate the Chi of something. Possible things you may learn are the physical condition or the presence of damaged or corrupted Chi.
By spending one point of Chi, you gain a heightened awareness to the Chi around you, lowering the difficulty of Blind Fighting rolls by two for one scene (or ten rounds - storyteller's preference) due to being able to sense where all things are. The range of this is Focus + Perception while it is centered on oneself.

Cosmic Waking as Defense
Cosmic Waking opens your perceptions to Chi and enables you to protect your Chi. If you are not Stunned or Dizzied, you may make a resisted Focus roll to prevent the use of Leech, Final Bringer, Siphon, Essence Drain, Empty Soul Palm, Taint, or Corruption on you. If you succeed, you prevent the opponent's maneuver from being fully performed, and the opponent may take back all but one of the temporaries they would have spent on the effect (not any temporaries necessary to start the maneuver if it has such a start-up cost). Against such attacks that roll damage, you may choose to use Perception+Focus as your Soak instead of making the contested Focus roll.

Dragon's Breath (Ryugeki Ken, Iron Trigger)
Prerequisites: Focus 4
Power Points: Shotokan, Drunken Monkey, Hak, Kyokugen-Ryuu Karate, Psychic Kung Fu 3; Kung Fu, Wu Shu, Thai KB 4
A very short geyser of fire is generated from the fighter's outstretched palms. Fulfills any Fireball pre-requisite.
System: The range of this attack is one hex and an opponent struck by it is knocked back one hex. It remains until the end of the round. Anyone attacking through the fighter's forward arc during the remainder of the round is simultaneously struck by the Dragon's Breath.
Dragon's Breath can cancel Chi projectiles from the forward arc. The fighter with the lower Int+Focus score has his maneuver cancelled. Both are cancelled if a tie. The maneuver is at -1 to cancel projectiles for each projectile (damage test) previously cancelled during the same round. It is thus possible to only partially cancel a multi-projectile maneuver.
K' knows a version of this maneuver that is Speed: +0 but Damage: +2.

Cost: 1 Chi
Speed: -1
Damage: +4
Move: None

Double Reppu Ken
Prerequisites: Focus 4, Reppu Ken (Fireball-version)
Power Points: Hak 3; Any style (same cost as Reppu Ken)
 The fighter hurls two swirls of energy along the ground at the enemy, developed by Geese Howard.
System: As per Repeating Fireball except that two and only two projectiles are thrown. A lesser version (at -1 Speed) for -1 PP exists.
Cost: 1 Chi
Speed: +0
Damage: +0 (x2)
Move: None

Double Strike
Prerequisites: Focus 4, Ki Bolt
Power Points: The cost of Fireball for the fighter's style.
 The fighter kicks out two bolts of energy at the enemy. An attack perfected by King.
System: As per Repeating Fireball except that two and only two projectiles are thrown. A lesser version (at -2 range) for -1 PP exists.
Cost: 1 Chi
Speed: -1
Damage: +1 (x2)
Move: None

Drunk No Mind
Prerequisites: Focus 3
Power Points: Drunken Monkey 5
 This is THE signature maneuver of Drunken Style Kung Fu. By drinking more and more, the fighter becomes a more powerful fighting machine.
System: Every drink adds a point that may be added to one area from the following list:
1. Strength, 2. Dexterity, 3. Stamina, 4. Move, 5. Damage, 6. Speed, 7. Wits, 8. Perception, 9. Chi, 10. Will. You may not add to any of the previous more than once, but you may add each once.
It takes one round to consume an entire beverage, but you may play cards while you do so. Consuming a drink penalizes -1 Speed to whatever other card(s) is played during that round. You can down multiple drinks per round, but each additional drink raises the drinking Difficulty by +1 and gives another -1 Speed to the card for the round.
When drinking, make a Stamina or Focus roll. You need a success for it to have effect. If you fail, roll 1d10 to determine which area is temporarily at -1 for the scene. If you botch, roll 1d10 to see which area is at -2 for the scene. If you fail a roll when you have imbibed a number of drinks more than your Focus, you lose friend or foe recognition. If you botch when you've drunk more drinks than you have dots of Stamina, you're "over the limit" and you pass out. Note that "failed" drinks count towards the total.
Cost: None
Speed: See above
Damage: See above
Move: See above

Drunken Breath (Kisuishu "Drunken Demon's Sake")
Prerequisites: Focus 2
Power Points: Drunken Monkey 2
 Gathering inner energies, the fighter sprays his breath (wet with his alcoholic drink) at the enemy, using Chi to make it a solid force to knock the victim from the air.
System: This causes a knockdown on aerial opponents. It will knock back Standing opponents one hex. Range is Focus in hexes.
Cost: 1 Chi
Speed: +0
Damage: +2
Move: None

Energy Dive: See Miscellaneous Technique

Final Bringer
Prerequisites: Focus 4, Grab 3, Jump, Leech (Player's Guide)
Power Points: Heidern, Aztec Blood Priest Rites 2; Any 4
 The fighter leaps into the opponent's hex, grabs them, and drains the victim's life.
System: Sustained Hold. This is an Aerial maneuver and may be used to dodge Fireballs and attack. If the attack connects (no Chi need be spent until this point), the fighter transfers one Health Level per Chi spent from the victim to himself (up to the attacker's Focus rating). The Sustained Hold is dropped preceeding any round which you do not commit to spending a minimum of 1 Chi on the effect.
Cost: 1 Will plus Chi for Leech
Speed: DEX +0
Damage: Special (see Above)
Move: +0

Flash Strike
Prerequisites: Focus 4
Power Points: The cost of Fireball for the fighter's style.
 The fighter creates a bright burst of energy which streaks into the enemy. Although quick, this attack is mostly just flash.
System: As per Fireball.
Cost: 1 Chi
Speed: +2
Damage: -2
Move: None

Hisho Ken "Soaring Fist"
Prerequisites: Focus 4
Power Points: Kopo-ken 4, Hak 5
The fighter makes a sudden move forward, an arm pointed straight out with an open palm from which a concentrated blast of Chi is launched.
System: The range of this attack is Focus -2 in hexes, and it will knock an enemy back one hex.
Cost: 1 Chi
Speed: +0
Damage: +2
Move: One

Hisho Ryusei Ken "Flying Meteor Fist"
Prerequisites: Focus 5, Hisho Ken
Power Points: Hak 3; Kopo 5
The fighter gathers Chi and projects it forward with both palms in a long gout of energy that blows back the enemy. A maneuver developed (in development) by Andy Bogard, not wanting to be left behind by his brother.
System: The range of this attack is Focus -1 in hexes, and it will knock back the enemy one hex for every Health Level inflicted.
Cost: 2 Chi
Speed: -2
Damage: +7
Move: None

Hurricane Upper
Prerequisites: Focus 3, Punch 4
Power Points: Boxing, Kazeshiken, Thai KB 3; Any 5
By swinging a punch, a swirl of Chi is created to form a tall traveling funnel of air.
System: Range is Focus+Wits-2 in hexes. The attacker gains two dice to his hit roll when an opponent attempts to Jump/Evade it. A version that hits twice is available as an upgrade (like Fireball) under the same rules as Double Strike and Double Fireball.
Cost: 1 Chi
Speed: -1
Damage: +2
Move: None

Kagerou no Mai
Prerequisites: Focus 4
Power Points: Shiranui 3; Any 5
Raising her hands, the ninja creates a tempest of flame that shoots up from around her to consume her and anyone nearby. (The ninja is immune to her own attack.)
System: This attacks hits every adjacent hex and the hex the ninja occupies (7 hexes). Everyone hit is knocked back one hex and, unless Blocking, knocked down. Anyone in the same hex as the ninja suffers a second hit at +2 Damage.
Cost: 2 Chi
Speed: -1
Damage: +4 (Special: +4/+2)
Move: None

Kaiser Wave
Prerequisites: Focus 5, Improved Fireball
Power Points: Strolheim 5
The fighter stretches out both arms, making the form of the cross as an unseen wind ruffles his hair and clothes. The fighter then lurches forward thrust both arms forward, launching a destructive wave of raw energy at the enemy.
System: Range is Focus+Wits in hexes. This inflicts a knockdown on a non-blocking opponent. This attack may be withheld for up to two turns. The speed penalty only applies on the first round. For each round the attack is withheld, the attack gains +2 to damage. So, if the attack is held on the round performed and on the following round, a Kaiser Wave doing +10 damage may be thrown on the third round. Of course, holding an attack in the midst of combat can be dangerous thing to do.
Cost: 2 Chi
Speed: -2
Damage: +6
Move: None

Ki Bolt (a.k.a. Venom Strike, Zero Spike, etc)
Prerequisites: Focus 3
Power Points: Any Style with Fireball pays the same cost; Any 5
 With a kick, the fighter launches a bolt of energy at the enemy, a favored attack of King who calls it Venom Strike.
System: As per Fireball. This is a Fireball Variant.
Cost: 1 Chi
Speed: -1
Damage: +1
Move: None

Kinetic Charge
Prerequisites: Focus 2
Power Points: AC 2, Any 4
An object is infused with crackling kinetic energy. When struck against an object, it releases an explosive blast (damaging the object as well). These objects are generally thrown to release the energy because the explosive blast damages everything touching the object.
System: The kinetic energy remains in the object (sometimes a baseball or playing card) for the current turn and the next or until it is released. The modifiers listed below labeled Special refer to using this maneuver to charge an item and then move. Otherwise, the modifiers for this maneuver refer to charging and throwing an item in the same turn.
Damage is based on Strength + Focus. The object can be thrown a number of hexes equal to Strength + Focus (unless it weighs over one pound in which case it is the Storyteller's discretion). Whether it be card or ball, the object will seem to have equal weighting for throwing.
Cost: 1 Chi
Speed: -2 (Special +3)
Damage: +2
Move: None (Special +0)

Power Geyser
Prerequisites: Focus 5, Power Wave
Power Points: Ankoku, Hak 5
With a downward punch, Chi is blasted from the ground in forward blasting columns that rise upwards from the ground 3 feet for every dot of Focus.
System: Juggles. Knocks back one hex. Affects every hex in a straight line for hexes equal to your Focus -2. Opponents who are not Blocking and are still in the Geyser's path after the first damage test after being knocked back one hex, take another damage test and are knocked back another hex. This is repeated until the opponent is no longer in a Power Geyser hex.

Cost: 2 Chi
Speed: -2
Damage: +4
Move: None

Power Stream (the old stats for Power Geyser)
Prerequisites: Focus 4, Power Wave
Power Points: Aikido, Kusanagi 5
A river of Chi is blasted along the ground in waves that rise upwards from the ground 3 feet for every dot of Focus.
System: The Range of this move is your Focus in hexes. It affects every hex along the straightline line. This move knocks all struck back one hex and knocks down.
Cost: 2 Chi
Speed: -2
Damage: +5
Move: None

Power Wave
Prerequisites: Focus 3
Power Points: Ankoku, Hak 3; Styles that can learn Fireball for 3 or 4 pay 4
With downward punch and a concentration of Chi, a wave of energy is created that washes forward across the ground at a height of 3 to 4 feet (it hits and stops at the first target).
System: Range is equal to Focus technique. This may be jumped like a Fireball. This move knocks back the enemy by one hex.
Cost: 1 Chi
Speed: -1
Damage: +3
Move: None

Quick Teleport
Prerequisites: Yoga Teleport
Power Points: Any Style that gets Yoga Teleport 2
System: Like Yoga Teleport; however, the fighter appears instantaneously at the new location instead of at the end of the turn. This is good for movement but is not quite as good for avoiding attacks. This is an Abort maneuver. You can use this to dodge Fireballs. The opposed roll is Wits+Focus.
Cost: 1 Chi
Speed: +3
Damage: None
Move: Focus + Intelligence

Raging Storm (the Death Flower)
Prerequisites: Focus 5, Power Wave, Shockwave
Power Points: Hak 5
Crouching down, the ground is struck with both fists and energy waves rise up around the fighter from all sides. The effect looks like blossoming flower petals of pure energy reaching up around the fighter to consume him. Geese Howard is the only one known to have perfected this.
System: This maneuver is Crouching. This affects every hex adjacent to the fighter and anyone standing in the fighter's hex. This knocks back 2 hexes and will knock down unless the defender is Blocking. The petals are 4 feet high per dot of Focus.
Cost: 2 Chi
Speed: -2
Damage: +7
Move: None

Raijen Ken
Prerequisites: Focus 4, Punch 4, Elemental Background 1 or Orochi Blood
Power Points: Orochi 4; Any 5
  The fighter raises a fist and engulfs his opponent in a shocking blast of electricity.
System: Use Int+Focus for damage. Use Wits for Speed. Makes three damage tests.
Cost: 1 Chi
Speed: +1
Damage: +0 (x3)
Move: One

(Reimi's) Coup de Grâce
Prerequisites: Focus 7, Grab 4, Levitation
Power Points: J'hana Aura Combat 5
Description: Reimi grabs an opponent and flies straight up, punching through the clouds overhead. Protected by her personal bubble of energy, she gives her opponent some time to think and view the Earth spinning below. After that, it's a simple matter of driving her enemy straight into the ground.
System: Grab. It is aerial during the period between the Grab and the damage test. Cannot perform when there is a ceiling present.
Cost: 2 Will, 2 Chi
Speed: -1
Damage: +14
Move: +2

Reppu Ken (Fireball-version)
Prerequisites: Focus 3
Power Points: Hak 3; Any Style with Fireball pays same cost; Any 5
 The fighter hurls a swirl of wind/energy along the ground at the enemy, a favored attack by Geese Howard and Rugal Bernstein.
System: As per Fireball. This is a Fireball Variant. The Reppu Ken is a ground fireball. It must travel along something solid to hit a target.
Cost: 1 Chi
Speed: +0
Damage: +0
Move: None

Rose Stinger
Prerequisites: Focus 5, Athletics 3
Power Points: J'hana Aura Combat 4
Description: Reimi created this maneuver with her favorite flower, which also has many thorns, in mind. Creating a field of red energy in front of her, Reimi propels herself into her opponent.
System:  You may make one damage test every time you come into contact with your target's hex. This maneuver causes a hex of knockback with every damage test and is also a straight-line maneuver. Movement is based on Focus.
Cost: 1 Chi
Speed: -1
Damage: -1
Move: +0

Screw Upper
Prerequisites: Hurricane Upper, Focus 5
Power Points: Kazeshiken, Thai KB 5
 The fighter throws two fierce punches, creating a pair of giant cyclones that head toward the enemy.
System: This is a ranged Focus attack. You get +2 dice on the to-hit roll when an enemy tries to avoid this attack. The range in hexes is Focus +1. Cyclone height is usually about 4 feet per dot of Focus. This attack inflicts two damage tests on the enemy and performs a Knockdown.
Cost: 2 Chi
Speed: -3
Damage: +4 (x2)
Move: None

Seventh Sense
Prerequisites: Focus 5, Cosmic Waking
Power Points: AC, J'hana Aura Combat 2 (add +1 for Reach for Cosmo); Any 3 (add +2 for Reach for Cosmo)
Not only can you now sense the state of Chi in things, you can now see the Auras of all living things. Your perception of everything is now much clearer.
System: Your ability to perceive and understand Chi is now much clearer than the vague perception you had when first Awakening. By looking at someone, you can see the amount of Chi or whether someone is possessed or under other outside control. With Aura sight, you can also sense the mental condition of someone, dark fates, destiny (good or bad), supernatural power, and whether someone is filled with great compassion or cruelty.
Possession of this power lowers the difficulty of all Blind Fighting rolls by one. By spending one Chi, you can view the world in Chi sight rather than by normal vision for one scene (or 10 rounds). This doesn't require eyes. With Chi sight, you will only see things that actually exist for you only see Chi and all energy, objects (including dead things), and living things possess Chi. And against Aura Illusion, it is easy for one with this power to distinguish between an illusion and a real person.
Special Use: Reach for Cosmo "Cosmic Reach"
With intricate knowledge of Chi, you can also see the weakest and strongest spots in something. By spending a round to look over something or someone, you can prepare yourself to strike and deal massive damage to it, possibly breaking it (with this, you could punch steel and not take damage). Essentially, you strike the essence of the target with the veil of the physical world removed. For the next (turns = Wits), this power halves the Stamina (round down) and the value of any armor worn by the target for any attacks employed by the user of this power.
Cost: 2 Will (for Reach for Cosmo)

Shining Pass
Prerequisites: Focus 4, Athletics 3
Power Points: J'hana Aura Combat 4
Description: Strike your opponent and keep on going. This maneuver is easily picked up by those who fail to master the Rose Stinger.
System:  The target must initially be in range of your Focus. After the attack, you may continue up to the full movement of the maneuver (based on Focus). Coincidentally, Reimi's mother has a similar maneuver, but it also Juggles an opponent.
Cost: 1 Chi
Speed: +0
Damage: +4
Move: +2

Siphon (The Hand of Death)
Prerequisites: Regeneration, Chi Kung Healing, Focus 5
Power Points: Snake Style 5
Description: The Snake Master reaches out with his hand and draws life energy from the victim, turning it into energy for himself.
System: This attack has a range of Focus + Wits. During the attack, every Will spent automatically transfers 1 Chi from the Victim to the Snake Master. If the victim runs out of Chi, every Will spent automatically inflicts Two Health Levels of damage (and transfers it as 1 Chi to the Snake Master). The Snake Master may only spend Will equal to his Focus per round.
Can play from a Sustained Hold.

Cost: 1 Will Per Chi
Speed: -1
Damage: Special
Move: None

Sixth Sense / Danger Sense (Formerly Sixth Sense and Sakki)
Prerequisites: Focus 5
Power Points: In a Style 3; Any 5. However, -1 PP if you possess Awakening Sixth
The psychic's power has advanced to the point where imminent danger can be sensed. This power is always on. While sleeping, the warning will take the form of dreams.
System: The roll for Danger Sense to work is Perception+Focus. You need 1 Success for an attack aimed at you. 2 Successes for something unintentionally hitting you. 3 Successes for something that will not harm you but will harm people nearby. You need one more success than normal if you are asleep.
If the power works, you may immediately play a Move, Jump, or Block (or a variant of any of those three such as Teleport, Backflip, Accelerated Jump, or even Evasion).

Sonic Scissor
Prerequisites: Sonic Boom
Power Points: Special Forces 3; Any 5
Two arcs of sonic energy circle around the enemy and then strike from the left and right sides.
System: This attack makes two damage tests. The range is Wits+Focus -1. The second projectile gets +2 dice for the hit roll if the target tries to dodge.
Cost: 1 Chi
Speed: -3
Damage: +4 (x2)
Move: None

Soul Spiral: See Miscellaneous Technique

Summon Rage
Prerequisites: Focus 3
Power Points: Orochi 2; Chinese Amazon 3; Any 4
For non-Orochi, using this power simply summons inner strength for a short time.
By releasing a bit of control over the Orochi power, one can summon massive strength and power - enough to destroy any mortal; however, the user runs the risk (no, the inevitability) of undergoing the Riot of Blood. That is, anyway, what happens when this power is unsuccessfully used.
When this power is used, the user's appearance obviously changes to more animalistic and savage.
System: Roll three dice. Following this round, the successes are added to your strength for rounds equal to Focus. One extra Will may be spent for an automatic success. Only on the turn that this is used, your stamina is increased by the same number of successes.
If no successes are gained and you are an Orochi, you undergo the Riot of Blood.

Cost: 2 Will, 1 Chi
Speed: +2
Dam: -
Move: None

Telekinetic Throw
Prerequisites: Throw, Focus 3
Power Points: Psychic Kung Fu 4
The victim is hurled into the air by telekinesis.
System: You must enter the opponent's hex (as with most Grabs). This Juggles the opponent and throws them hexes equal to your Focus.
Cost: 1 Chi
Speed: +1
Damage: +3
Move: One

Tiger Ball
Prerequisites: Focus 4
Power Points: Thai KB 4
This is like a fireball; however, it is a slightly guided projectile.
System: As Fireball, but the attacker has a one lower difficulty on his roll to strike (but not to damage) a target that is trying to evade.
Cost: 1 Chi
Speed: -1
Damage: +3
Move: None

Voltaic Launcher (Gravity Storm)
Prerequisites: Focus 4
Power Points: Ankoku, Orochi 4
 The orochi places both hands forward and then moves the arms apart, concentrating. The area between the hands becomes a temporary sink of power, resulting in a surge of energy into the area ahead of the fighter.
System: This Focus attack only has the range of hand to hand combat. The rippling sphere of energy strikes the target hex three (3) times.
Cost: 2 Chi
Speed: -2
Damage: +2 (x3)
Move: One
 
Miscellaneous Maneuvers

These are maneuvers that can fit in more than one Technique. They must be purchased for only one Technique.

Energy Dive "Power Dunk"
Prerequisites: Jump, Focus 3, Athletics 3, Technique (the tech that does the damage: Punch or Kick) 3
Power Points: Psychic KF 3; Hakyokuseiken 4; Any 5
The fighter leaps into the air and dives into the enemy, charging his punch or kick with crackling Chi energy.
System: The Energy Dive is an Aerial maneuver and can evade Fireballs. The damage-dealing technique is either Punch or Kick, chosen when this move is learned, and it can't be changed. This maneuver must be purchased separately for Punch and Kick.
Cost: 1 Chi
Speed: +0
Damage: +5
Move: +0

Soul Spiral
Prerequisites: Focus 3, Punch 3 or Kick 3
Power Points: Punch Version: AC 4; Kick Version: AC 4
The Aura-user makes a short rush forward and strikes his opponent with an arm surrounded by Aura. This maneuver can only be used with Punch or Kick and must be specified when learned. It may (must) be bought separately for both.
System: Damage Calculated by Punch (or Kick) + Focus + Strength. If damage is done, this causes a knockdown and knocks the target one hex backwards. Speed is calculated from Dexterity.
Cost: 1 Chi
Speed: -1
Dam: Special
Move: +0
 
 
Stunt Maneuvers

Boast
Prerequisites: None
Power Points: Free
System: The fighter spends one turn doing nothing but bragging and gains one temporary glory. The braggart can lose one temporary glory instead just as a Taunter can from taunting (see taunt).
Cost: None
Speed: +0
Damage: None
Move: None

Taunt
Prerequisites: None
Power Points: None
The competitor spends a turn doing nothing but making fun of the opposition.
System: The opposition loses one temporary glory unless the taunter is dizzied, knocked down, or takes more damage from the opposition than the taunter can roll successes on a Charisma roll. Also, the taunter loses one temporary glory if one those three conditions occurs (although the subject of the taunt won't gain back glory if someone else does this to the Taunter).
Also, a Taunt returns one temporary glory to the taunter if one had been lost earlier in the match due to a Taunt or failed Boast.
Cost: None
Speed: +0
Damage: None
Move: None

Abort Taunt or Boast to Block
Prerequisites: Block 1
Power Points: Any 1
The taunter quickly ends his taunt or boast to block an attack
System: This defense allows one Taunt with a sense of security. The Taunt is unaffected. If the subject of the taunt attacks and fails to do any damage to do the Taunter, they lose a second point of temporary glory (both taunted and shown up by the taunter in the same turn). Other than the speed modifier, this is a normal block.
Cost: None
Speed: +0
Damage: None
Move: None

Variable (Maneuver Name)
Prerequisites: A maneuver with more than one version
Power Points: Any 2
System: This can have one of three effects:

Buy this for one specific maneuver (you can buy this multiple times, each for a different maneuver) that has more than one version. Examples are Dragon's Breath, Hop Kick, and Shock Treatment (only?). You now know the different versions and may choose which version to play when you use it in Combo. This does not apply when different versions of a maneuver use different Techniques (or when different versions have different PP costs - unless you paid the highest one).

You can buy this for a maneuver that has Variants. You can link two Variants together when you do this (each additional Variant costs +1 PP). If you do, you may choose which maneuver to play from that family of manuevers when it is specified in a Combo. For example, you can buy this for the Fireball family (includes Fireball, Ki Bolt, Reppu Ken (Projectile), and Flash Strike). For 2 PP, you can consider Fireball and Ki Bolt to be one maneuver for combos. For +1 PP, you can add Reppu Ken. Of course, you have to have already learned those maneuvers and paid the PP cost to add them.

You can buy this for a maneuver that has Upgrades, such as Rising Uppercut, Dragon Punch, Flaming Dragon Punch, and Shinryuu Ken (the Dragon Punch family). When the maneuvers do not share a common name, the easiest way to tell if something is an upgrade is if there is a maneuver requirement in the same Technique and that is the only maneuver requirement. Rising Uppercut is actually a Variant. For 2 PP, you link two maneuvers from this family together. For +1 PP each, you can add other maneuvers in the family. When any of the linked maneuvers appear in a combo, you can choose to play one of its related links instead. This doesn't mean you can choose to play a different maneuver than the card you had played, just that you can choose which of the similar maneuvers to play before the round starts. This is most useful when you have two or more instances of an older version of a maneuver in your combos that you wish to upgrade.
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This Space for Rent
Prerequisites:
Power Points: Advertising Agencies 5
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