Select 24 maneuvers for your style (or alternatively 54 Power Points worth of maneuvers). [This has been changed. It used to be 18 maneuvers.]
Items denoted by an asterix count as an extra maneuver - as many extra as there are asterixes. An asterix may be offset by raising the cost of a maneuver by 1 PP. Likewise, you can decrease a maneuver's PP cost by a maximum of One by making it count as an additional maneuver. The maximum price of a maneuver in a style is still 5 PP and the minimum 1 PP.
I would like to thank Moogle for weapon maneuver name ideas, from his translation page Moogle's Ruroni Kenshin WebSite. Actually, I kind of went out of my way to use the RK anime (Kenshin, Saitoh, and Aoshi) as reference material.
I am also going to be referencing Soul Calibur heavily. While it is unlikely that the "mortal" SC characters could appear in modern day, it is possible that their descendants or inheritors might.
Example Custom Weapon Styles: Examples.
General Maneuver Adaptation and Pricing Info:
-Single hit Punch (and some Kick) maneuvers can be used for WP maneuvers "as is" by replacing the main technique with the WP technique.
-Multiple hit maneuvers as above except maneuver's damage is usually modified by -1.
-If more than two damage tests is possible, damage is usually modified by -1 and movement/hits are usually resricted by another -1 (when based hits are variable based on a technique).
-To price maneuvers not listed below, use a medium PP price when there are three or more PP prices or a number availabe in-between, either 1 PP more than the cheapest or 1 PP less than the Any cost (if the former would be more than or equal to the Any cost). When in doubt between new numbers, choose the higher cost. Use the maneuver list on this page to help determine which maneuvers should be assigned an asterix.
-For non-weapon maneuvers for a weapon style, you can use two methods:
a) Select a non-weapon style to which your WP style is linked and draw your non-WP maneuvers (and PP costs) that go into your new style from that other style.
b) Use the same pricing rules above for weapon maneuvers.
-Special Stances can be bought for WP Styles.
WP Speed
Weapon Modifiers include Speed, Damage, Reach, and any special rules concerning use. The speed modifier can be broken down into anything up to +0 is based on the weight of the weapon (usually -2 thru +0). Any positive modifier is accounting for the weapon's reach and only applied when the round begins with the two combatants a hex or more apart (this will be here-to-fore be called the Speed Bonus).
Note: A "positive" weapon speed modifier (i.e. that Speed Bonus we just defined) is negated when the opponent Blocks, retreats, and is basically not attacking you with a maneuver which requires him to be adjacent or in the same hex (or closer than he is).
Note: It is important to clarify that just because a weapon has a Speed Bonus does not necessarily mean it has hexes of Reach, just that it adds length to your strikes, meaning that of two people standing an equal distance apart - the one with the longer weapon is likelier to hit first. Reach WPs are only those that provide the ability to strike from one or more hexes away from being adjacent.
@ Pole WPs with a Reach of 1. Speed +2 at Reach. Speed +0 if adjacent. Speed -1 if start in same hex and must move out of the hex to attack.
@ Pole WPs with a Reach of 2. Speed +2 at Reach. Speed -1 if adjacent or if start in same hex and must move to Reach distance to attack. This would be weapons 9' and longer. For purposes of Street Fighter, most pole weapons are available in both sizes (normal and stretch-size).
@ Pole Weapons include: Staffs (Bo, Jo, Quarterstaffs - which have a +4 Blocking soak), Polearms (Halberds, Naginatas, Glaives)
@ Three-Section Staff: Considered both a Reach 1 weapon (without the same hex penalty) and a non-reach weapon. Speed +1, Damage +2.
@ Hoop Blade: Speed +1, Damage +3 (+4 for Blocking soak). a.k.a. Tira's hula-hoop from SC III.
@ Short WPs: Will be defined as anything that cannot be used at reach, including nunchaku, short swords, knives, tonfas, etc.
Attacking An Enemy In Your Hex
With a two-handed weapon, incurs +1 Difficulty with no speed penalty to leave the hex instead.
With a weapon using reach, incurs +1 Difficulty or a -1 Speed penalty to leave the hex instead.
With a Reach weapon, incurs +2 Difficulty or a -1 Speed penalty to leave the hex
instead.
Weapon Maneuvers
Note: Where it says "Sword," [Weapon], or WP Technique, replace the text with the your specific weapon technique.
Note: Sometimes, maneuvers are only available to certains types of weapons and this restriction is listed in ( ) after WP Technique in the prerequisites.
Arm's Length (1)
Prereq: WP Tech 3
Placing the weapon between you and the opponent, you make them unable to
approach. This is played as a Jab (uses Dexterity as Soak), but no actual damage is inflicted. If successes are scored,
this attack knocks back the target one hex and makes them "unable" to
approach you this round. If they choose to approach you anyway, you may
immediately make a damage test based on a Fierce strike on that opponent. The Fierce strike isn't counted in Dizzy combos.
Cost: None
Speed: +2
Damage: -1 (Special)
Move: -1
Extra Reach (2)
System: Can use your reach weapon Basic attacks with an additional hex of Reach though you have -1 Movement when doing so.
Reaching Strikes (2)
System: Can use a non-reach weapon with a reach of 1 (Basic attacks only) if the weapon is a minimum of arm's length (mostly weapons longer than 3'). Many swords and the Hoop Blade would qualify. Knives and tonfas need not apply. Reaching Strikes are available in Jab, Strong, and Fierce. They are considered three new maneuvers and must be specified in combos.
Flurry Strike (3)
Prerequisites: WP Technique 4
System: Three damage tests.
Example Name: Seung Mina's "Fang Barrage," Billy's "Wooden Rain"
Cost: 1 Will
Speed: -1
Damage: -1
Move: One
** Lightning Strike (5)
Prerequisites: Flurry Strike, WP Technique 5 (any)
System: Three damage tests.
Example Name: "Ryu-Sou-Sen : Attack of the Nesting Dragon," Cervantes' "Flying Dutchman"
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +0
Move: One
Weapon Twirl (2)
Prerequisites: WP Technique 4 (any)
System: Two damage tests. Cannot use at Reach. Maximum usable Speed Bonus +1.
Example Name: Seung Mina's "Light Crane"
Cost: 1 Will
Speed: +0
Damage: -1
Move: Two
* Shadow Shrine (3)
Prerequisites: PK Channeling, Smashing Blow, WP Technique 4 (short weapons only)
The fighter charges her weapon with crackling energy and smashes it two-handed into the opponent with an added spin.
System: Single hit. Causes Knockdown and two hexes of Knockback.
Common to: Taki's Musoh-Battoh-Ryu (also her "Fan Dance")
Cost: 1 Chi
Speed: +0
Damage: +2 (+3 if used with two weapons)
Move: +0
* Illusion Scroll (3)
Prerequisites: PK Channeling, WP Technique 4 (short weapons only)
The fighter charges her weapon with crackling energy and slices it upward with an explosion.
System: Single hit. Juggles opponent.
Common to: Taki's Musoh-Battoh-Ryu
Cost: 1 Chi
Speed: +0
Damage: +4 (+5 if used with two weapons)
Move: None
* Soul Charge Crush (3)
Prerequisites: WP Technique 4, PK Channeling
The fighter charges his weapon with crackling energy and then swings it down upon an opponent with his full strength.
System: Single hit. Causes Knockdown.
Example Name: "Mountain Avalanche," Cervantes' "Eternal Curse"
Cost: 1 Chi
Speed: -2
Damage: +7
Move: -2
* Soul Charge Strike (3)
Prerequisites: WP Technique 4, PK Channeling, Back Hand (with weapon)
The fighter charges her weapon with crackling energy and then swings it in a wide or full circle arc.
System: Single hit. Causes 2 hexes of knockback.
Example Name: Seung Mina's "Dancing Crane"
Cost: 1 Chi
Speed: +0
Damage: +5
Move: -1
Fist Sweep (2)
Notes: For weapons where you wouldn't need to crouch (i.e. with Reach).
Foot Sweep (1)
Notes: For weapons where you would need to crouch.
Example Names: Cervantes' "Dread Wave"
Likewise, Spinning Foot Sweep (1) and Back Spin Sweep (2).
* Blade Tornado (4)
Prerequisites: WP Technique 5
System: Spinning Clothesline. Straight-line. Cannot use with Reach. [Do not add WP Speed Bonus.]
Cost: 1 Will
Speed: +0
Damage: -1
Move: -2
Buzzsaw (3)
Prerequisites: Jump, Athletics 4, WP Technique 3 (any)
System: Jumping. Two damage tests. May make damage tests and then finish movement.
Example Name: Mina's "Heaven's Wheel"
Cost: 1 Will
Speed: -1
Damage: +0 (two tests)
Move: +2
* Super Launcher (3)
Prerequisites: Launcher Strike, PK Channeling, WP Tech 5 (usually Pole or Blunt with a minimum +3 damage)
Stepping to the side and with a massive swing, the opponent is batted high into the air.
System: Juggle's opponent one story straight up into the air per two successes rolled. Consult book or storyteller screen for falling damage (opponent lands on the next round). If struck before landing, falling damage is negated unless a good reason is made for why the falling velocity would add with the attack damage (in which case half of the falling damage is added to the hit).
Example Name: Mina's "Glory Wing," Cervantes' "Cannonball Lifter"
Cost: 1 Chi
Speed: -2
Damage: +5
Move: -2
Launcher Strike (2)
System: Launcher Kick
Example Name: Cervantes' "Dread Lifter"
Catapult Strike (2)
System: Catapult Kick
Air Slice (3)
System: Juzuma Kyaku
Smashing Blow (1)
System: Palm Smash
Example Name: Cervantes' "Night Raid"
Breaking Point (3)
Based on: Breaking Point
Breaking Point: Leaping (2)
Based on: Breaking Point: Leaping
Crouching Stab (2)
Based on: Ducking Fierce
Double Poke (2)
Based on: Double-Hit Punch.
Example Name: Cervantes' "Scissor Wave"
System: Two damage tests.
Cost: None
Speed: -1
Damage: -1
Move: -1
Double Slash (2)
Based on: Double-Hit Kick.
Example Name: Cervantes "Merciless Needle or Gale Slash"
System: Two damage tests.
Cost: None
Speed: -2
Damage: +0
Move: -1
Draw (1)
Prerequisites: WP Technique 2 (Sword/Knife)
System: Use your weapon without the -1 Speed for drawing it when not ready.
Hilt Butt (1)
Based on: Elbow Smash. [Add no weapon modifiers.]
Hilt Fighting (1):
System: A sword hilt is a +0 Speed, +1 Damage weapon. This maneuver teaches the three basic
hilt strikes (Jab, Strong, Fierce). The sword hilt has no additional modifiers for fighting in the same hex which makes it ideal for close range fighting where swinging a blade would be difficult. Without this maneuver, a sword hilt may be used with the Blunt Weapon technique.
Mid Grip Bash (1)
Prerequisites: WP Tech 2 (pole)
Thrusts the section of shaft between your grips into the head of your opponent with the strength of both arms.
System: Head Butt [Add no weapon modifiers or same hex penalties for pole weapons.] and also 1 hex of
knockback.
Empty–Handed WP Form (3)
Prerequisites: WP 3, Punch 3
PP: WP Style 3
You have practiced both armed and unarmed versions of your weapon katas.
System: If you play a Basic weapon maneuver and find yourself unarmed or
unwilling to use the weapon, you may play the equivalent unarmed Basic attack
(substitute a Jab for a Sword Jab, etc.).
Buffalo Strike (2)
System: Buffalo Punch
Example Name: Murder Thrust, Rock Breaker, "Ryu-kan-sen : Dragon Wind-up Flash", Mina's "Hammer Fang or Skyscraper"
Passing Strike (3)
Prerequisites: Bladed weapon
[Otherwise, same as non-weapon version.]
Samurai Pass (4)
Prerequisites: Bladed weapon
[Otherwise, same as non-weapon version.]
* Heaven Blade (5)
System: Dragon Punch
Example Name: Cervantes' "Tornado Swell," Taki's "Seal of the Fire Dragon"
Notes: If used with a Reach weapon at reach, you must be Aerial before the damage test even against an opponent on the ground.
Hunter Killer (3)
Example Name: Cervantes' "Killer X Crawler"
Prerequisites: WP Tech 5, Athletics 3, Focus 3
The fighter leaps into the air and brings his weapon(s) down in a vicious impaling strike.
System: Jumping, Overhead, Knockdown. You must land in your opponent's hex.
Cost: None
Speed: -1
Damage: +3
Move: +0
Rising Strike (3)
System: Rising Punch
Example Name: Cervantes' "Windmill"
* Rekka-ken (4)
** Ryu-sho-sen "Stike of the Soaring Dragon" (4)
Prerequisites: WP Tech 5, Athletics 3, Focus 3
System: (similar) Dragon Back Hand
Additional: Knockdown on Aerial opponents.
Cost: 1 Chi, 1 Will
Speed: +0
Damage: +5
Move: -3
** Ryu-Tsui-Sen "Dragon Mallot Flash" (5)
Prerequisites: Sword 5, Accelerated Jump
System: Aerial, Overhead. [Do not add WP Speed Bonus.]
Example Name: Cervantes' "Shadow Flare"
Cost: 1 Will
Speed: +1
Damage: +4
Move: +0
** Soaring Heaven Strike (5)
Prerequisites: Heaven Blade, Athletics 4, Focus 4
Similar: Soaring Dragon
System: This is an Aerial maneuver and will Knockdown Aerial opponents. The spinning weapon strikes will make Two Damage Tests against Aerial and Adjacent opponents (when you don't have to move to reach your opponent).
Example Names: Cervantes' "Iceberg Circular"
Cost: 1 Chi, 1 Will
Speed: -1
Damage: +4 (Two hits possible)
Move: One
Spinning Back [Weapon] (1)
System: Spinning Back Fist
Example Name: Spinning Back Hammer
Dancing [Weapon] (3)
System: Spinning Knuckle
Example Name: Dancing Sword
[Weapon] Waltz (2)
Prerequisites: Dancing [Weapon]
System: As Dancing Blade, only the last hit is crouching and causes Knockdown.
[Weapon] Tango (1)
Prerequisites: Dancing [Weapon]
System: As Dancing Blade, only the last hit causes 2 hexes of knockback.
Surprise Fist (2)
Based on: Double-Hit Punch [1st strike with Sword, 2nd with Punch, all sword speed]
Flying Strike (3)
System: Flying Knee Thrust except Aerial and Overhead.
[Sp+1, D+2, Mv +1, Sword 3, Athletics 3, Jump, 1 will; Aerial, Overhead]
* Sword Art of Breaking (3) Based on: Art of Breaking (i.e. Cut Through Anything Not Living)
[Difficulty is One Less for All, A botch will destroy/damage your weapon, no successes may damage it]
Sword Uppercut (1) Based on: Power Uppercut
Triple Strike (1)
[Based on: Triple Strike; add Req of Sword 2; 1 punch - 1 kick - 1 sword, take two best, all sword speed]
* Wave Slice (3)
System: Wave Slice
* Wolf Charge (4)
Based on: Dashing Punch [Knock Back: One hex - or Two if dizzy with the attack]
** Vacuum Barage (4)
Based on: 1000 Talon Phoenix Slash (Replace Lightning Leg prereq. with Flurry Strike)
[Do not add WP Speed Bonus.]
Vacuum Cut (2)
Based on: Hou'ou Ressou Kyaku
[Do not add WP Speed Bonus.]
* Zero Gatotsu (5)
Based on: Flash Kick
Prerequisites: Sword 5, Focus 4
System: KD Aerial, KB One; Ignores Armor fully, and half of anything that adds to Soak except Stamina.
Cost: 1 Will, 1 Chi
Speed: -1
Damage: +7
Move: None
Kick
Double-Hit Knee (1)
Falling Arc Kick (2)
Prerequisites: Jump, Athletics 3, Kick 3
The fighter leaps into the air, turning side ways, and drops her legs in a roundhouse smash upon the opponent. The figter is considered knocked down after performing this maneuver, but there is no stand-up penalty with Kipup.
Example Names: Diving Raven, Galleon Sinker, Fog Blanket
Common to: Cervantes, Ivy, Musoh-Battoh-Ryu (Taki), Ken Masters
System: Knockdown. Aerial. Overhead.
Cost: None
Speed: -1
Damage: +4
Move: +0
Mat (4)
Prerequisites: Jump, Athletics 4, Kick 4
Common to: Musoh-Battoh-Ryu
System: Knockdown. Jumping. Must enter opponent's hex. May finish movement after the damage test.
Cost: 1 Will
Speed: +0
Damage: +2
Move: +1
Stomping Charge (3)
Prerequisites: Athletics 3, Kick 4
Example Names: Taki's "Rapid Destruction," Mina's "Circular Heaven Spin Kick"
System: Three damage tests. Each hit does one hex of knockback except the third which does two hexes.
Cost: 1 Will
Speed: -1
Damage: +0
Move: One, One, One
Grab (Usable with weapons. WP Modifiers only applied as listed below.)
Throw (1)
Suplex (1)
Notes: Only usable while wielding short 1-handed weapon(s) or by dropping held weapon (-1 speed to retrive next round).
Crushing Soul (2)
Prerequisites: Throw, WP Tech 3 (pole)
The victim is grabbed by the shoulders and so that the mid shaft of the weapon is at the victim's throat. You then flip over the opponent and slam them on the ground so that the pole crushes their windpipe.
System: Knockdown. Opponent is -2 Strength during the next round.
Cost: None
Speed: -1
Damage: +4
Move: One
Finishing Move (3)
Prerequisites: Throw, WP Tech 3
The victim is grabbed and then struck in a vital area (sometimes thrown down on the ground first).
Example Names: Shadow Descent, Riding Mustang
System: Knockdown. Opponent is -2 Strength during the next round.
Cost: None
Speed: -1
Damage: +3 + WP Damage Modification
Move: One
Pole Shake (2)
Prerequisites: Throw, WP Tech 3 (pole weapons)
The victim is lifted up on the weapon shaft and slammed down on the ground.
System: Knockdown. Place opponent in any adjacent hex.
Cost: None
Speed: -1
Damage: +4
Move: One
Swordlift (2)
Prerequisites: Throw, WP Tech 3 (non-pole weapons)
The victim is stabbed and hefted over the attacker on the sword point to be slammed on the ground.
Example Names: Vermillion Moon, Holding Treasure
System: Place opponent behind you. Knockdown. [Modify for Weapon Speed if it is a Penalty.]
Cost: 1 Will
Speed: +0
Damage: + WP Damage Modification
Move: One
Thigh Press (2)
Notes: If using a pole weapon, you can use it to vault upon the opponent making this move have a Speed modifier of +0, but if you do so, you must take a -1 Speed penalty next round to retrieve your weapon.
Example Names: Mina Frankensteiner
Athletics
(Added Requirement: WP Tech. must equal Athletics requirement. Use WP Tech. for damage)
Evasion (1)
Flying Sword Pass (3)
Based on: Fly Heel Stomp [Do not add WP Speed Bonus.]
Wall Spring (1)
Blade Toss (2)
[Speed: +0, Damage: +2, Move: None, Range of thrown sword: Str + Technique]
Block
(Sword Technique must equal Block requirement)
Sword Defense "Steel Wall" (1) Based on: Punch Defense [Adds Block bonus when parrying (Blocking) swords]
Deflecting Blade (2) Based on: Deflecting Punch [Opponent must strike you with a melee weapon to add Block. Dmg bonus of this modified maneuver is +0 but add Weapon Dmg modifier]
Deflecting Blade to Punch (2) Based on: Deflecting Blade [Parry the melee weapon with your sword but strike with a Punch.]
Deflecting Blade to Kick (2) Based on: Deflecting Blade [Parry the melee weapon with your sword but strike with a Kick.]
Missile Reflection (1)
Energy Reflection (2)
Razor Wall (2) Based on: Maka Wara
Razor Death Block (1) Based on: Maka Wara [Req: Razor Wall; Speed: +4, Mv: None; Add weapon Damage bonus into the calculation for damage. Otherwise, same as Maka Wara although requires a separate card for it - cannot use with other Block maneuvers - base it on the basic Block.]
Focus
(Weapon modifiers not applied. The attacks require a WP Tech. equal to the Focus
requirement. You may substitute WP Technique for Wits for figuring Range and
to-hit rolls.)
Air Slice (Fireball) (3)
* Air Split (Imp. Fireball) (4)
Sonic Boom (4)
Toughskin (3)
PK Channeling (4)
Power Wave (3)
** Power Geyser (5)
Example Name: Taki's "Ninja Cannon"
* Power Stream (5)
** Raging Storm (5)
Battou-jutsu Maneuvers (Sword Drawing)
This is a separate style. These maneuvers can be used with another sword style at +1 PP.
Drawing Strike "Iai-jutsu"
Prerequisites: Draw, Focus 2, Sword 3
Power Points: 2 PP
The sword is drawn from the sheath to accelerate the attack to deadly quickness. After doing so leaves the attacker momentarily at a disadvantage.
System: From a sheathed position, any single-hit non-aerial Sword maneuver without a movement bonus gets +2 Speed (in addition to any other modifiers). The character is -2 Speed next round (-4 if Botched the attack). Once a battle is started, a full round must be taken to resheath the sword (no other action) or perform the Sheath Maneuver in order to mentally prepare oneself for another Drawing Strike.
Cost: None
Speed: +2 (in addition)
Damage: Per Maneuver
Move: Per Maneuver
Sheath
Prerequisites: Sword 2, Focus 2
Power Points: 1 PP
The character slides his sword into its scabbard while mentally re-focusing for another Drawing Strike.
System: This may be played with a Jump. After the movement, the swordsman sheathes his blade. Either this or a full round of no action must be used to perform any Drawing Strike-based maneuver in a battle (again) after the swordsman's sword has been drawn.
Cost: None
Speed: +2
Damage: None
Move: +0
Hi-Ryu-sen : Strike of the Flying Dragon
Prerequisites: Sword 5, Focus 3, Athletics 3
Power Points: 2 PP
The swordsman spins 360° and swings the scabbard to let the sword fly forth and strike with the hilt, at a vulnerable spot on the opponent. Of course, the swordsman no longer has his sword.
System: The Range of this attack is Dex + Athletics. Unless armored, the opponent's Stamina is halved for determining soak.
Cost: None
Speed: +0
Damage: +2
Move: None
* Sou-Ryu-Sen : Twin Dragon Flash
Prerequisites: Sword 4, Drawing Strike
Power Points: 4 PP
The swordsman strikes with his sword but immediately follows up with a strike using his scabbard. Unless anticipated, the second strike cannot be defended against.
System: This is a Drawing Strike maneuver. The second hit (the scabbard) can only be Blocked if the defender wins or ties a Wits + Insight (defender) vs Dex + Subterfuge (attacker). A scabbard is a +0 Speed, +1 Damage weapon (if of the toughest stock). If familiar with this move, the difficulty of the defender's roll is -2. Of course, if the target is not Blocking this attack, the Insight roll is not necessary.
Cost: 1 Will
Speed: As per any basic sword strike +2 (bonus from Drawing Strike)
Damage: As per any basic sword strike (two hits, see System)
Move: As per any basic sword strike
* Sou-ryu-sen - Igazuchi Twin Lightning Dragon Flash
Prerequisites: Sword 4, Drawing Strike
Power Points: 4 PP
A deadly and unique move of the Hiten Mitsurugiryuu school of Battou-jutsu, this is the reverse of the Twin Dragon Flash. The sword, still sheathed, strikes and then the sword is drawn to slash across the opponent before they can recover to defend the second strike.
System: This is a Drawing Strike maneuver; however, this maneuver doesn't get the speed bonus. The first hit is with the sheathed sword so it is used to determine the maneuver's speed. A sheathed sword is -1 Speed, -1 Damage to its regular modifiers. In this maneuver, the first strike and second strike can actually be different Basic Maneuvers if so desired.
The second hit (the drawn sword) can only be Blocked if the defender wins or ties a Wits + Insight (defender) vs Dex + Subterfuge (attacker, -2 Diff). Due to the speed, the attacker's roll is -2 difficulty (probably Diff 4). The defender gets a similar bonus if they are familiar with this maneuver.
Cost: 1 Will
Speed: As per any basic sheathed sword strike
Damage: As per any basic sword strike (two hits, see System)
Move: As per any basic sword strike
*** Ku-zu-ryu-sen : Strike of the Nine Headed Dragon
Name of the Precursor to Succession technique (heck, may have been lost forever in the Meiji era - if I ever make stats for it, I'll list it)
*** Amakeku-ryu-no-Hirameki : Strike Heaven-Soaring Dragon
Succession technique (Essentially, a legendary maneuver that no longer exists)
Staff Style
Same rules would apply when making the styles for other weapons, but I don't have a lot of unique maneuvers for the Staff yet.
Vaulting (2)
Prerequisites: Staff 4, Athletics 4
System: Using the Staff to polevault, you can add +1 Movement to all Aerial maneuvers.
Wheel Strike (3)
Prereq: WP Tech (staff only)
System: Wheel Punch. Cannot use with Reach.
Whip Style:
Entangle: As Bear Hug, but with Whip Range. Dots of Whip are used to sustain hold rather than Strength. There is no follow-up damage when Sustained.
Snare Strike: 1 Will, -1, +3, Mv: None. Whip Range. May be Blocked.
Does no damage by itself but is played with one of three options if at least two
successes are scored.
Heel Grind: Knockdown. Victim is dragged into your hex
at your feet where you immediately implement a sustained Hold. Forward Kick
Damage. Maintain with Kick. Speed: -1 for follow-up hold damage.
Death from Above: You land on the victim with both
feet. Roundhouse Kick damage. Knockdown. End in opponent's hex.
Scorpion: The victim is dragged adjacent to you.
Double the result of your snare roll. It Dizzies (skipping Hit Stun but not
Guard Crush) the victim if it is more than their Stamina.
Whip Swing Kick (Attaack!)
Using the Whip, make Aerial kicks that cause Knockdown (Aerial, not Jumping). +2
Move.
Whiplash
Like TNT Punches: Full reach. No movement.
Sonic Slaughter
Dynamite Bak. with Whip. No reach on attack. No movement, hits based on WP
Tech.
Whip Shoot: (Low)
Decide - Not Modified by Whip Speed or Damage. WP Tech not Focus. Cost: 1
Will.
Whip Shoot: (High) AA
Air Throw - Not Modified by Whip Speed or Damage. No Movement but has reach
of Whip.