Name: Hitomi Howard Style: Hakyokuseiken

Attributes

Str: ***** Cha: **** Per: **

Dex: **** Man: *** IQ: ***

Sta: ***** App: **** Wits: ****

Abilities

Alert: *** Blind: * Arena: *****

Inter: * Drive: ** Comp: *

Intim: *** Leader: ** Invest: ***

Insight: *** Security:*** Med: **

Street: ** Stealth: *** Myst.: 0

Suber.: 0 Survival:* Style: ***

Cooking: **** Ling.: ** (English, German, Japanese, And being really cute)

Volleyball:** Finance: *

Backgrounds

Sensei: ***** Allies: ***

Arena: **** Staff: ** (Billy Kane- Bodyguard, Baxter: Chauffeur)

$$$$$: *****

Health: 20 

Will: 9

Chi: 9 

Techniques:

Punch:5

Kick:5

 Block:5

Grab: 4

Athletics: 4

Focus: 4

Glory: 1

Honor: 6

Combat Chart for Hakyokuseiken Hitomi

Maneuver

Speed

Damage

Move

Special

Punch: Jab

6

9

4

-

Strong

4

11

4

-

Fierce

3

13

3

-

Kick: Short

5

10

4

-

Forward

4

12

3

-

Roundhouse

2

14

3

-

Grab

4

9

One

Ignores blocks.

Block

8

(9 soak)

None

Abort Maneuver. Add your block rating to soak.

Movement

7

None

7

-

Shockwave

4

10

None

Costs 1 Chi. Shockwave extends in a straight hex-line, for a number of hexes equal to the character strength. All in the effected hexes suffers knockdown, even if they were blocking or didn't take damage.

Triple Strike

2

10/10/11

None

Roll for three strikes but opponent only suffers damage from the to hits that do the most damage.

Wave slice

4

11

5

1 will, 2 tests, must enter opp’s hex for 1st test which kb’s 1 hex

Elbow smash

6

12

One

 

Knife Hand Strike

5

9

3

Unless the opponent is blocking damage is applied to only half his stamina.

Knee Smash

5

13

1

Ka-Pow!

Foot Sweep

2

13

2

Crouching Maneuver. Causes Knockdown.

Thunder punch

4

4

0

1 chi, crouching, affects all non-aerial targets within 3 hexes, All in the effected hexes suffers knockdown, even if they were blocking or didn't take damage.

Ax Kick

3

14

2

Aerial and can jump projectiles as Jump. Knocks down aerial opponents, and will hit crouching opponents.

Kick Defense

8

(13/7 soak)

None

like standard block but +4 soak against kicks, -2 soak against anything else.

Punch Defense

8

(13/7 soak)

None

Like a normal block but +4 soak against punches -2 against anything else.

Back Roll Throw

3

13

One

Causes knockdown. They are thrown a number of hexes equal to Strength + Kick.

Reppu-ken

4

7

None

1 chi, range 8 hexes

Throw

2

11

One

Causes knockdown. Choose a hex to throw them into

Suplex

4

11

One

Knockdown, ignores blocks

Zan Ei Ken

4

13

7

1 chi, straightline move, (Athletics attack)

Jump

7

None

4

Athletics times three equals how high one can jump.

Combos: knee smash to roundhouse to foot sweep (dizzy),

Elbow smash to knife hand strike to wave slice (dizzy),

K defense to elbow smash to roundhouse, reppu-ken to reppu-ken to reppu ken (Dizzy)

P defense to knee smash to fierce, block to axe kick to triple strike (Dizzy)

Triple strike to triple strike to triple strike (dizzy), block to suplex to knife hand strike (Dizzy)

Jump to repu ken to wave slice Thunder punch to thunder punch to thunder punch

Thunder punch to axe kick to back roll throw jump to zan ei ken to suplex