Cyber-Trebek: "An ancient tournament held in Outworld with the prize being a meeting with the Mayan gods and ownership of the Horned Helmet. Also, a tournament appearing in the comic book Battle Gods. Thanks for playing reverse jeopardy."
This page not only has styles and maneuvers from those other-worldy fellows who appeared in the Chaak, but also has a few character specific styles and experimental maneuvers used in other stories throughout The Final Countdown.
Contents:
Styles:
Aztec Blood Priest Rites
Chinese Amazon
Egyptian War God Style
Lilien Knight Raider Style
Mayan - Sunbird Art
Way of the Sword
Maneuvers
Italicized maneuvers are original maneuvers found in the Countdown
Compendium.
*Maneuvers are found in the Chaak maneuver list. (coming soon)
Some maneuvers have their normal name in ( ) after the style's unique name for
the maneuver.
(*WP) Are found in the Weapon Arts section.
Aztecs were known for their fondness of sacrifice and obsidian edged swords.
Quote: "You didn't need that heart anyway."
Schools: Mexican Cults
Members: Zealots
Initial Chi: 5
Initial Will: 2
Maneuvers
Punch
Blood Flow Atemi (1)
Finger Slash (4)
Heart Punch (2)
Knife Hand Strike (3)
Maul (1)
Kick
Foot Sweep (1)
Grab
Cross Spread (Like Iron Claw but can only be an Interrupt on an opponent's offensive maneuver) (3)
Joint Lock - Arm "Position of the Sacrifice" (2)
Block
None
Athletics
None
Focus
Bleed (4)
Final Bringer (2)
Leech (3)
*Remove Heart (5)
Chinese Amazon Weapon Arts "Wu Shu"
Led by the wrinkled elder, Cologne, the Chinese Amazons live in a remote village (requiring a week's journey by land), deep in China, near the cursed lakes of Jusenkyo. They were discovered by Kagerou and Dan, the latter of which was taken as a husband by Ling Ling under pain of death. Since then, the amazons have harbored aura users in their separate male village, kept dread artifacts safe from the world, allowed one of their males (Mousse) to teach the fabled hidden weapons technique to Kagerou, and one (Cologne) has even seemingly defeated the dread curse of True Dim Mak.
There are two substyles of Amazon fighting, hand-to-hand and weapon arts. If Weapon Arts are selected, only maneuvers marked with an "*" may be learned from other categories (or all if the entire category is marked with an "*"). The amazon leader is also a master of the deadly Tien-Hsueh style, and this style is available to her apprentices.
Important skills to amazons are Stealth and Survival.
Quote: "Obstacles are for killing."
Schools: Secret Village
Members: Amazons
Initial Chi: 3
Initial Will: 4
Punch
*Art of Breaking (2)
Breaking Point (3)
Breaking Point: Leaping (1)
Chop (1)
Fingertip Attack (2)
Hyperfist (5)
Power Chop (2)
Kick
*Back Flip Kick (2)
Diving Kick (3)
*Forward Back Flip Kick (2)
Handstand Kick (1)
Lightning Leg (3)
Power Roundhouse (1)
Slash Kick (3)
Slide Kick (2)
Somersault Kick (2)
*Wheel Kick (2)
Block
*Missile Reflection (1)
San He (3)
Grab
Air Throw (2)
Hair Throw (2)
*Athletics
Cannon Drill (5) [Taught to the Amazons by Roy O'Bannon.]
Flying Heel Stomp (3)
Light Feet (3)
Vertical Rolling Attack (2)
Wallspring (1)
*Focus
Aura Illusion (4)
Chi Kung Healing (3)
Cosmic Waking (2)
Seventh Sense (3)
Summon Rage (3)
Telepathy (2)
Weapon Arts (See the Rev.
Weapon List and Arts section for more help.)
(Pick-One: Sword (pick specific), Spear, Polearm (naginata), or Bonbori)
Whenever (Weapon) is listed, replace it with the specific weapon in which you
have selected for your style.
Art of Breaking (with Weapon) (2 - or half if possess non-weapon version)
Buffalo (Bonbori Crush) Punch (2)
Blade Tornado (Sword - Spinning Clothesline) (4)
Dashing (Weapon) Punch (4)
Double-Hit (Bonbori) Knee (1)
Foot (Weapon) Sweep (1)
Murder Thrust (Sword, Thrown Spear, Blade Polearm) (2)
Passing Strike (3)
Power Uppercut (Weapon) (1)
Power (Weapon) Chop (2)
Punch (Weapon) Defense (1)
Reaching Strikes/Extra Reach (Spear, Polearm) (2)
Samurai Pass (4)
Spinning (Weapon) Foot Sweep (1)
Turbo (Weapon) Punch (2)
Wooden Rain (Spear, Polearm) (4)
blah blah blah
Quote: Mummies, attack!
Schools: Uh, Egypt?
Members: Egyptian-types
Initial Chi: 4
Initial Will: 3
Weapons: Khopesh/Hook Sword
Maneuvers
Punch
Dim Mak (Dehydration) (4)
Buffalo Punch (1)
Kick
Backflip Kick (2)
Foot Sweep (1)
Slash Kick
(3)
Block
None
Grab
None
Athletics
None
Focus
Extendible Limbs (Snake Arms) (4)
Fireball (Searing Wind) (3)
Improved Fireball (3)
Inferno Strike (Withering Heat) (5)
Venom (Scorpion Sting, disregard Bite and Animal Hybrid requirements) (2)
Toughskin (2)
Khopesh Maneuvers
Double Slash (1)
Wave Slice (3)
Sword Sweep (Foot Sweep, add weapon modifiers) (1)
Lilien Knight Raider Style (26 + Cross Technique)
The Holy Order of the Lilien Knights have existed to protect humanity from itself since the dark ages. Among the raiders is their elite pirate corps. This is their martial style.
Quote: Avast, heathens!
Famous Members: Bonne Jenet (Fatal Fury: MOTW)
Schools: Any of the Holy Libraries, or more often, at sea.
Members: Knights
Initial Chi: 2
Initial Will: 5
Weapons: Lilien Cross, Pirate Weapons
Maneuvers
"~" Raiders may substitute Weapon Technique (weighted dress/cloak/cape only). The weapon version counts as a separate maneuver.
Punch
~Turbo Punch (3)
Palm Heel (1)
Clothesline (2) (refer to Jun Kubota's move list)
Kick
~Crack Shoot (2)
Diving Kick (2)
~Double-Hit Kick (1)
~Double-Hit Knee (1)
Front Snap Kick (1)
~*Gulf Storm (5)
*Torpedo Kick (5) (aka Many-Many Torpedo)
Slide Kick (2)
~Soaring Dragon "The Hind" (4)
~Stepping Front Kick "Gulf Tomahawk" (3)
Vertical Arrow "Sinker Knee" (1)
Block
None
Grab
Air Throw (2)
Backroll Throw (1)
Knee Basher (2)
Grappling Defense (4)
Athletics
Breakfall (
~Flaming Spin "Crazy Ivan" (3)
Focus
Awakening the Sixth (1)
Balance (3)
Hurricane Upper (3)
Power Stream "Ancient Mariner" (5)
Power Wave "Buffrass" (3)
Screw Upper (5)
Weapon
Lilien Cross: Reduced Technique cost (2 XP per dot).
The Neo Mayan civilization is secluded from the world and is full of magic, wonder, and ancient gods. However, they no longer sacrifice people and eat their skin.
Quote: Que music - "Children of the sun . . ." Or was that Incas?
Schools: Well you know, the Mayans. They're still around. If you can find them.
Members: Mayan Warriors, Warrior Priests
Initial Chi: 3
Initial Will: 4
Maneuvers
Punch
Knife Hand Strike (3)
Rotation of the Sun (Rising Uppercut) (2)
Double-Hit Punch (1)
Kick
Double-Hit Kick (1)
Eclipse Kick (4)
Genocide Cutter (5)
Block
None
Grab
Neck Choke (1)
Storm Hammer (5)
Athletics
Diving Hawk (4)
Thunderstrike (2)
Focus
Balance (3)
Fireball (3)
*Flaming Fireball (3)
Flying Fireball (3)
Improved Fireball (3)
Inferno Strike (4)
In a desert landscape across the dimensions, the tribes of Hektarg live a nomadic lifestyle and are at war with the reptilian Barak culture for reasons long forgotten, probably because the Barak eat people. (Yes, like that Baraka from Mortal Kombat.)
They have developed a fighting style taught from the sacred discs of Hektarg, involving creating circular energy discs which dismember their enemy.
Note: The Way of the Sword doesn't actually involve swords.
Quote: . . .
Schools: In a far away landscape . . . blah blah
Members: Children of Hektarg
Initial Chi: 4
Initial Will: 3
Weapons: Sword Discs (Wp Technique) +0 Speed, +2 Damage, Circular blade held in the center. May be thrown.
Maneuvers
Punch
*Blazing Sword (5)
Double-Hit Punch (1)
*Double-Hit Sever Discs (3)
Knife Hand Strike (3)
*Rising Sever Disc (4)
Kick
Foot Sweep (1)
Block
None
Grab
None
Athletics
None
Focus
*Sever Discs (2)
Mind Reading (4)
Telepathy (4)
Toughskin (2)
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Blazing Sword
Prerequisites: Punch 4, Focus 5, Sever
Discs
Power Points: Way of the Sword 5
Description: The
fighter transforms his arm into a blazing saber of energy and slashes upward.
System: Knock down versus Aerial.
Knockback versus ground opponent. Aggravated damage.
Cost: 1 Will, 2 Chi
Speed: +0
Damage: +7
Move: -2
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Eclipse Kick
Prerequisites: Kick 5, Jump, Athletics 4
Power Points: Mayan Martial Arts 4
The fighter leaps straight up, raising one foot to cut through an opponent.
System: An enemy struck is both knocked down and knocked back one hex.
Cost: 1 Will
Speed: +0
Damage: +6
Move: None
Gulf Storm
Prereq: (Jump, Double-Hit Kick, Kick 4) or (Jump, Flaming Spin, Athletics 4)
PP: LK Arts 3
After a quick leap forward, the fighter lands and then enters a series of spinning strikes to buffet the opponent into the air.
System: Aerial. Traditionally done with a Kick, Bonne Jenet uses her dress (Athletics) instead. If the opponent is not Blocking or is Aerial, this attack makes three damage tests and Juggles the opponent. If Blocked, the Gulf Storm only makes a single damage test. An Air Blocking opponent still receives 3 damage tests.
Cost: 1 Will
Speed: -1
Damage: +2 (x3)
Move: +0
Torpedo Kick
Prereq: Jump, Kick 5, Athletics 5, Focus 3
PP: LK Arts 5
With a dash and a leaping shove-off with one hand from the ground, the fighter sets herself into a foot first spin, kicking like a gatling gun - or a stream of torpedos.
System: Limited Turn. Must move forward with each damage test (unless terrain pins opponent). May make a damage test for each hex of Movement.
Each damage test causes one hex of Knockback.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +0
Move: +1
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Psycho Crusher I
Prerequisites: Focus 5, Athletics 3
Power Points: Ler Dritt 5
Description: The Pscyho Power user
surrounds himself with crackling energy and flies like a spear past his
opponent, striking him as he passes.
System: This maneuver causes a
knockdown. You must move through the opponent's hex to strike him. The target
hex must be in range of your Athletics, but you may continuing moving up to the
maneuver's full movement after the attack.
Cost: 1 Chi
Speed: +0
Damage: +4
Move: +3
Psycho Crusher II (see Secrets of Shadoloo)
Psycho
Crusher III
Prerequisites: Focus 6, Athletics 4,
Psycho Crusher II
Power Points: Ler Dritt 5
Description: M. Bison's favored
maneuver for destroying an enemy's body. He cannot make turns while performing
it, but anyone in the path is stunned as if by an electric fence, unable to be
released until the Psycho Power has run its course. Bison will likely not teach
anyone this maneuver.
System: This maneuver causes a
knockdown and is a straight-line maneuver. Bison must move into an opponent's
hex to hit with this. An opponent who is not blocking is hit three times (the
two additional hits count as two hexes of movement though the movement is lost).
An opponent who is blocking is hit only once and is knocked one hex to one side
(random).
Cost: 2 Chi
Speed: -1
Damage: +4
Move: +6
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Super Strength
Prerequisites:
Focus 3, Super Strength must be purchased during character creation
Power Points:
Level 1: 3; Level 2: 4; Level 3: 5; Level 4: 6; Level 5: 7
Additional Cost: One Dot from a Mental Attribute
You have a superhuman inner strength
that can be called in greatest need or greatest anger. Unless the Storyteller
deems it is one of those times, the player must make a successful Willpower roll
to use it.
System: This is played as an automatic action at
any time. The level is added to the character's Strength for the scene or 20 rounds. When rolling damage, roll the
dice for extra strength separately. Every success on the extra dice inflicts one hex of knockback, except for some grabs, attacks that strike downward, etc.
Multiple-hitting attacks only use the last strike for calculating knockback.
Cost: Lvl One (1
Will,1 Chi), Lvl Two (2 Will, 1 Chi), Lvl Three (2 Will, 2 Chi), Lvl Four (3
Will, 2 Chi), Lvl Five (3 Will, 3 Chi),
Speed: NA
Damage: See Description
Move: NA