Special thanks to ringthief@comcast.net at http://www.tlcnet.com/~slappy/sf/ for his Combat Chart Generator (the results of which I paste into Word).
|
Maneuver |
Spd |
Dam |
Mov |
Special |
|
Punch: Jab |
5 |
12 |
3 |
- |
|
Strong |
3 |
14 |
3 |
- |
|
Fierce |
2 |
16 |
2 |
- |
|
Kick: Short |
- |
- |
- |
- |
|
Forward |
- |
- |
- |
- |
|
Roundhouse |
- |
- |
- |
- |
|
Grab |
3 |
10 |
One |
Ignores blocks. |
|
Block |
7 |
(11 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
6 |
None |
6 |
- |
|
Buffalo Punch |
1 |
18 |
One |
- |
|
Dashing Punch |
3 |
17 |
5 |
Cost 1 Willpower |
|
Dashing Uppercut |
3 |
17 |
5 |
Cost 1 Willpower. Can hit opponents executing aerial maneuvers, scoring knockdown. |
|
Double-Hit Punch |
2 |
13x2 |
2 |
Two damage tests. |
|
Fist Sweep |
2 |
16 |
1 |
Causes knockdown. Crouching Maneuver. |
|
Head Butt |
3 |
16 |
1 |
- |
|
Hyper Fist |
4 |
13 |
One |
Costs 1 Willpower. Hits three times. |
|
Lunging Punch |
3 |
14 |
4 |
Knockdown. Use Kick Defense. This is considered a crouching maneuver. |
|
Power Uppercut |
2 |
16 |
One |
If you interrupt an aerial opponent with this move it causes knockdown. |
|
Turn Punch |
2 2 3 4 |
17 18 19 20 |
Two |
Costs 1 Willpower when the card is first laid down. You are at -1 speed damage and move to any other maneuvers (besides the turn punch) you do while the Turn Punch card is out and waiting. |
|
Deflecting Punch |
5 |
13 |
Non |
Interupt an opponents punch, let them roll damage but you get to apply your full blocking soak (see block), then roll your own damage test as you counterpunch unless you were dizzied, knocked back, knocked down or knocked out. If your opponent does something besides punch you don't get the extra soak but you can still do your counter punch. |
|
Punch Defense |
7 |
(15/9 |
Non |
Like a normal block but +4 soak against punches -2 against anything else. |
|
Brain Cracker |
3 |
15 |
One |
Sustained hold. Punch is used for damage instead of grab. |
|
Head Bite |
4 |
11 |
One |
Sustained Ear Biting. |
|
Head Butt Hold |
2 |
13 |
One |
Sustained Hold |
|
Jump |
6 |
None |
3 |
|
|
Kippup |
Automatic, Fighter has only -1 speed when getting up instead of -2 |
|||
|
Custom Combo |
Cost: 1 Chi for 3-part, 2 Chi for 3-part Dizzy. Pay on 1st Round. |
|||
|
Toughskin |
Cost 1 Chi +2 Soak that turn |
|||
| Attributes: Str:6 /Dex:3
/Stm:6 /Per:2 /Int:2 /Wit:2 Techniques: Pun:7 /Kik:0 /Blk:5 /Grb:4 / Ath:3 /Foc:2 Health 20, Will 9, Chi 5, Honor 0 Combos: Buffalo Punch (1) Jab (7) Fist Sweep (6) Dizzy Fierce (2) Strong (5) Jab (9) Dizzy Fierce (2) Strong (5) Headbite (8) Dizzy Lunging Punch (3) Block (9) Hyperfist (10) Dizzy Lunging Punch (3-2) Block (9-8) Turn Punch (+6) Dizzy Lunging Punch (3) Jab (7) Fierce (6) Dizzy Dashing Uppercut (3) Jab (7) Buffalo Punch (5) Dizzy Dashing Uppercut (3) Fist Sweep (4) Fierce (6) Dizzy Deflecting Punch (5) Jab (9) Fist Sweep (6) Dizzy Jab (5) Jab (7) Brain Cracker (7) Dizzy Punch Defense (7) Jab (9) Hyperfist (8) Dizzy Block (7) Dashing Uppercut (7) Jab (9) Dizzy Block (7) Dashing Uppercut (7 or 6) Turn Punch (+4) Dizzy Block (7) Hyperfist (8) Jab (9) Dizzy |
||||
|
Maneuver |
Spd |
Dam |
Mov |
Special |
|
Punch: Jab |
7 |
10 |
6 |
- |
|
Strong |
5 |
12 |
6 |
- |
|
Fierce |
4 |
14 |
5 |
- |
|
Kick: Short |
6 |
11 |
6 |
- |
|
Forward |
5 |
13 |
5 |
- |
|
Roundhouse |
3 |
15 |
5 |
- |
|
Grab |
5 |
11 |
One |
Ignores blocks. |
|
Block |
9 |
(11 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
8 |
None |
9 |
- |
|
Head Butt |
5 |
14 |
4 |
(a spinning attack) |
|
Power Uppercut |
4 |
14 |
One |
If you interrupt an aerial opponent with this move it causes knockdown. |
|
Backflip Kick |
5 |
13 |
Two (bk) |
Do damage first, then move straight away from the target. |
|
Foot Sweep |
3 |
14 |
4 |
Crouching Maneuver. Causes Knockdown. |
|
Head Bite |
6 |
14 |
One |
Sustained Hold |
|
Airsmash |
4 |
16 |
5 |
Aerial, Jumping. Straight hex line. Same hex as the victim. |
|
Beast Roll |
5 |
15 |
4/8 |
Costs 1 Willpower. Aerial and can be used as a Jump to avoid projectiles. First you move back at the first move rating, then forward at the second move rating, finally after the second move you bounce two hexes back the way you came. You must enter the opponents hex to strike them, either when moving forward, backward, or both (if 2 opponents). Must move in Straight hex line. |
|
Jump |
8 |
None |
6 |
|
|
Kippup |
Automatic, Fighter has only -1 speed when getting up instead of -2 |
|||
|
Rolling Attack |
5 |
15 |
10 |
Cost 1 Willpower. Aerial, Must move straight, when hitting object or foe. The fighter will bounce back and land two hexes from target |
|
Vertical Rolling Attack |
5 |
15 |
6 |
Costs 1 Willpower Aerial, Athletics times four = height. Knock down against Aerial opponents. Counts as jump when interrupting or leaping over projectiles. |
|
Wallspring |
7 |
none |
6/8 |
|
|
Breakfall |
||||
|
Shock Treatment |
4 |
14 |
non |
Costs 1 Chi. Knockdown unless Blocking. Crouching. (Special Blanka Cost.) |
| Attributes; Str:6/ Dex:5/ Stm:6/ Per:6/ Int:3/ Wit:4 Techniques; Pun:5/ Kik:5 /Blk:5 /Grb:5 /Ath:6 /Foc:4 Health 20 Will 9 Chi 10 Combos: Headbutt (5) Headbite (8) Head Bite (10) Dizzy Headbutt (5) Block (11) Vertical Rolling Attack (11) Dizzy Headbutt (5) Back Flip Kick (7) Rolling Attack (9) Dizzy Headbutt (5) Shock Treatment (6) Shock Treatment (8) Air Smash (4) Foot Sweep (5) Vertical Rolling Attack (9) Dizzy Air Smash (4) Headbutt (7) Headbite (10) Dizzy Air Smash (4) Block (11) Rolling Attack (11) Dizzy Air Smash (4) Shock Treatment (6) Headbite (10) Dizzy Shock Treatment (4) Block (11) Shock Treatment (10) Shock Treatment (4) Rolling Attack (9) Vertical Rolling Attack (9) Dizzy Jump (8) Rolling Attack (7) Headbite (10) Dizzy Jump (8) Block (11) Shock Treatment (10) Block (9) Rolling Attack (9) Vertical Rolling Attack (9) Dizzy Block (9) Shock Treatment (8) Headbite (10) Block (9) Headbite (10) Back Flip Kick (9) Block (9) Back Flip Kick (9) Headbutt (9) Dizzy Block (9) Beast Roll (9) Beast Roll (9) Dizzy |
||||
|
Maneuver |
Spd |
Dmg |
Move |
Special |
|
Punch: Jab |
8 |
8 |
6 |
- |
|
Strong |
6 |
10 |
6 |
- |
|
Fierce |
5 |
12 |
5 |
- |
|
Kick: Short |
7 |
10 |
6 |
- |
|
Forward |
6 |
12 |
5 |
- |
|
Roundhouse |
4 |
14 |
5 |
- |
|
Grab |
6 |
9 |
One |
Ignores blocks. |
|
Block |
10 |
(9 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
9 |
None |
9 |
- |
|
Power Uppercut |
5 |
12 |
One |
If you interrupt an aerial opponent with this move it causes knockdown. |
|
Spinning Backf. |
5 |
11 |
7 |
- |
|
Spinning Knuckle |
5 |
10 |
9 |
Costs 1 Willpower. Hits twice. Dodges projectiles as if using a jump. |
|
Flying Thrust Kick |
6 |
16 |
4 |
Cost 1 Willpower. Aerial Maneuver that can avoid projectiles just like jump (if this is done, you cannot hit the person throwing the projectile). Aerial opponents it damages are knocked down, ground are KB one hex. |
|
Foot Sweep |
4 |
13 |
4 |
Crouching Maneuver. Causes Knockdown. |
|
Handstand Kick |
5 |
14 |
4 |
Knocks down aerial opponents |
|
Spinning Foot Sweep |
4 |
13 |
None |
Costs 1 Willpower. Crouching maneuver. Knocks down anyone in your hex or the 6 adjacent hexes. |
|
Air Throw |
8 |
14 |
6 |
Costs 1 Willpower. Must interrupt an opponents jump, or right after any special move which also acts like a jump, and enter their hex to throw them. Pick a spot within 3 hexes for them to land in. |
|
Suplex |
6 |
11 |
One |
Causes knockdown. They land 1 hex behind their original position (attackers choice which hex) |
|
Thigh Press |
5 |
13 |
One |
Causes knockdown. You switch hexes with your victim unless you both started in the same hex, then you just choose an adjacent hex for them. |
|
Hooligan Roll |
5 |
13 |
Two |
Jumping Thigh Press, See Above |
|
Axle Break Kick |
7 |
16 |
None |
1 Will; KD Aerial |
|
Head Twist |
6 |
14 |
One |
1 Will; KD, if no damage Cammy is KD to adjacent hex. |
|
Back Hand |
6 |
11 |
5 |
|
|
Throw |
4 |
11 |
One |
|
|
Cannon Drill |
8 |
12 |
8 |
Costs 1 Willpower Does not count as a Air Move |
|
Jump |
9 |
None |
6 |
|
|
Kippup |
Automatic, Fighter has only -1 speed when getting up instead of -2 |
|||
|
Health 20
Attributes: Str:4/ Dex:6/ Stm:4/ Per:5/
Int:3/ Wit:4 |
||||
|
Maneuver |
Spd |
Damage |
Move |
Special |
|
Punch: Jab |
9 |
9 |
6 |
- |
|
Strong |
7 |
11 |
6 |
- |
|
Fierce |
6 |
13 |
5 |
- |
|
Kick: Short |
8 |
12 |
6 |
- |
|
Forward |
7 |
14 |
5 |
- |
|
Roundhouse |
5 |
16 |
5 |
- |
|
Grab |
7 |
9 |
One |
Ignores blocks. |
|
Block |
11 |
(10 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
10 |
None |
9 |
- |
|
Air Block |
11 |
(10 soak) |
Ends |
Only as an Abort (1 Will) when attacked while Aerial. Ends movement. |
|
Backflip Kick |
7 |
14 |
Two (back) |
do damage first, then move straight away from the target. |
|
Double-Hit Kick |
5 |
13 |
5 |
Hits twice. crouchers or aerial opponents will be hit only once. |
|
Foot Sweep |
5 |
15 |
4 |
Crouching Maneuver. Causes Knockdown. |
|
Forward Flip Knee |
5 |
16 |
Two |
Must be used on someone in your hex or an adjacent hex. You move 1 or 2 hexes flipping over them to land in the hex behind them. If you Interupt someone with this you cause their move to miss you. |
| Fury Kick | 8 | 12 | One | Cost: 2 Willpower. Three damage tests. |
|
Great Wall of China |
5 |
13 |
None |
Costs 2 Willpower. Choose three connecting adjacent hexes to fill with kicking. Anyone in these hexes suffers 3 damage rolls. |
|
Handstand Kick |
6 |
16 |
4 |
Knocks down aerial opponents |
|
Lightning Leg |
5 |
13 |
None |
Costs 1 Willpower. Hits 3 times. |
| Mirage Kick | 5 | 11 | 6 | Costs 1 Willpower. 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). |
| Phantasm Flash | 6 | 12 | 6 | Costs: 1 Will, 1 Chi. A powered up version of Mirage Kick launched with a Chi spark. See Mirage Kick. |
| Splits Kick | 8 | 11, 15 | 5 | Costs: 1 Willpower. Jumping, KD Aerial. The fighter is considered knocked down afterwards. The second damage test is considered Overhead. |
|
Tenshou Kyaku (Sandstorm Grit) |
7 |
12 |
One |
Cost: 1 Willpower. 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. |
|
Whirlwind Kick |
5 |
12 |
5 |
Costs 2 (or 1) Willpower. Must travel in a straight hex-line. Move your full move but each time you enter a new hex roll damage for anyone in it or in an adjacent hex and knock them back 1 hex (damaged or not) away from the fighter. |
|
Air Throw |
9 |
14 |
6 |
Costs 1 Willpower. Must interrupt an opponents jump, or right after any special move which also acts like a jump, and enter their hex to throw them. Pick a spot within 3 hexes for them to land in. |
|
Throw |
5 |
11 |
One |
|
|
Flying Heel Stomp |
7 |
13 |
8 |
Costs 1 Willpower, Can interrupt own move to do damage then finish moving. Must be straight line. Can be used to interrupt or evade projectiles. |
|
Jump |
10 |
None |
6 |
|
|
Wallspring |
9 |
none |
6/8 |
Aerial can be used like a jump but can spring of a wall. Must move at opposite angel of jump |
| Custom Combo | Spc | Spc | Spc | Spend 1 Chi when playing any card to make it the first part of a 3-part combo. Spend a total of 2 Chi to make it a Dizzy combo. |
|
Fireball |
2 |
10 |
None |
Costs 1 Chi, Range is Wits+Focus |
|
Combos: Health 20, Will 10, Chi 8 |
||||
|
Maneuver |
Spd |
Dam |
Mov |
Special |
|
Punch: Jab |
5 |
9 |
5 |
- |
|
Strong |
3 |
11 |
5 |
- |
|
Fierce |
2 |
13 |
4 |
- |
|
Kick: Short |
4 |
10 |
5 |
- |
|
Forward |
3 |
12 |
4 |
- |
|
Roundhouse |
1 |
14 |
4 |
- |
|
Grab |
3 |
9 |
One |
Ignores blocks. |
|
Block |
7 |
(11 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
6 |
None |
8 |
- |
|
Head Butt (1) |
3 |
13 |
3 |
- |
|
Slide Kick (2) |
2 |
13 |
6 |
Causes Knockdown |
|
Brain Cracker (1) |
3 |
12 |
One |
Sustained hold. Punch is used for damage instead of grab. |
|
Head Butt Hold (2) |
2 |
12 |
One |
Sustained Hold |
|
Technical Grapple |
Substitue Grab (5) For Strength. |
|||
|
Throw |
1 |
11 |
One |
Causes knockdown. |
|
Cannon Drill |
5 |
11 |
7 |
Costs 1 Willpower Does not count as a Air Move |
|
Flying Body Spear |
3 |
12 |
7 |
Costs 1 Willpower, Aerial, Acts like a jump when dealing with missile attacks, Must move in straight line and land in front of victim. |
|
Jump |
6 |
None |
6 |
Athletics times three equals how high one can jump. Can be used with any basic attack or by itself. If played alone can be used as an abort action. To dodge projectiles: If speed is higher than projectiles the character may interrupt by a resisted roll. Opponents Focus against the Characters Dex+Athletics. If used with a punch or kick the fighter may be able to dodge and still strike. |
|
Aura Excitation |
- |
+2 |
- |
Cost 1 Chi for Basics or the PP cost of the maneuver. |
|
Chi Kung Healing |
5 |
none |
4 |
Must use in same hex as patient,Cost 1/1 Chi to Health exchange up to the healers focus per round |
|
Cosmic Waking |
- |
- |
- |
Cost: None. Focus + Intelligence. Or use for Blind Fighting. |
|
Extendible Limbs |
Reach extends one hex per focus usable with any basic attack. Limbs can be damaged. |
|||
|
Fireball "Yoga Fire" |
4 |
16 |
Non |
Costs 1 Chi, Range is Wits+Focus |
|
Improved "Yoga Fire" |
5 |
18 |
Non |
Cost 1 Chi. Will score knockdown unless blocked |
|
Inferno Strike |
4 |
18 |
Non |
Costs 2 chi, Range wits+focus is the range it explodes on contact and damages the surrounding hexes. |
|
Mind Reading |
non |
none |
Non |
Costs 1 Chi Used in between turns, Resisted willpower roll against permanent rating. Victim shows the player two cards and must play one of them next round. The victim must be within Wits+Focus range. The victim does not realize he is being scanned unless the user botches their willpower roll. |
|
Regeneration |
6 |
none |
Non |
The character may spend Chi to increase her Health levels on a 1 per 1 basis. Can only spend a number of Chi equal to her Focu |
|
Repeating Fireball |
4 |
14 |
Non |
Costs 2 chi, 1 fireball per Focus rating (minus 1 = 7). Range Wits+Focus |
|
Telepathy |
non |
none |
Non |
1 chi,+1 Chi per round. Focus rating equals the number of people who can be linked. Range Wits+Focus and must stay within that range. |
|
Yoga Flame |
4 |
21 |
One |
Cost 2 chi. Range one hex and the three beyond it in a cone shape. It lasts the full round and can hit anyone moving into the four hexes. |
|
Yoga Teleport |
9 |
Cost 2 chi vanishes until any point during the turn. Move Intelligence+Focus |
||
|
Quick Teleport |
9 |
Cost 1 Chi. Abort. Instant. Move Intelligence+Focus. |
||
|
Zen No Mind |
6 |
none |
Non |
Costs 1 Willpower Can select any three cards then wait till everyone goes then use one of the actions. |
|
Balance |
Adds +1 Move to all Aerial Maneuvers. |
|
Leech |
6 |
Spc |
Non |
The target cannot make an action after using leech. You can however attack and then use it. You must first have an opponent in a sustained hold and then you can spend a number of Chi up to your Focus rating to drain the same number of health levels from your victim, and gain them yourself. The sustained hold is treated as still in affect for purposes of breaking free, but damage is allocated as per Leech. |
| Attributes; Str:4 / Dex:3 /Stm:5 /Per:6 /Int:6 /Wit: 6 Techniques; Pun:6 /Kik:6 /Blk:6 /Grb:5 /Ath:5 /Foc: 8 Health 20, Will 10, Chi 11, Honor 10 Combos: Fierce (2) Jab (7) Fierce (6) Dizzy Fierce (2) Forward (5) Jab (9) Dizzy Fierce (2) Block (9) Yoga Fire (11) or Yoga Repeating Fire "Yoga Inferno" (10) Dizzy Forward (3) Short (6) Forward (7) Dizzy Short (4) Forward (5) Short (8) Dizzy Jab (5) Short (6) Forward (7) Dizzy Jab (5) Jab (7) Slide Kick (7) Dizzy Flying Body Spear (3) Slide Kick (4) Brain Cracker (7) Teleport (9) Yoga Fire (7) Yoga Flame (8) Dizzy Teleport (9) Yoga Repeating Fire (6) Fierce (6) Dizzy Teleport (9) Jab (7) Fierce (6) Dizzy Block (7) Yoga Flame (8) Brain Cracker (7) Block (7) Yoga Fire (9) Yoga Fire (9) Dizzy Block (7) Brain Cracker (7) Yoga Flame (8) |
||||
|
Maneuver |
Spd |
Dam |
Mov |
Special |
|
Punch: Jab |
7 |
11 |
4 |
- |
|
Strong |
5 |
13 |
4 |
- |
|
Fierce |
4 |
15 |
3 |
- |
|
Kick: Short |
6 |
10 |
4 |
- |
|
Forward |
5 |
12 |
3 |
- |
|
Roundhouse |
3 |
14 |
3 |
- |
|
Grab |
5 |
11 |
One |
Ignores blocks. |
|
Block |
9 |
(11 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
8 |
None |
7 |
- |
|
Head Butt |
5 |
15 |
2 |
- |
|
Hundred Hand Slap |
3 |
12 |
One |
Costs 1 Willpower. Hits three times. |
|
Power Chop |
5 |
16 |
One |
This will knock down an Aerial opponent, a Crouching opponent, and any opponents who are trying to land in the fighter's hex. |
|
Double-Hit Kick |
3 |
11 |
3 |
Hits twice. crouchers or aerial opponents will be hit only once. |
|
Foot Sweep |
3 |
13 |
2 |
Crouching Maneuver. Causes Knockdown. |
|
Spinning Foot Sweep |
3 |
13 |
None |
Costs 1 Willpower. Crouching maneuver. Knocks down anyone in your hex or the 6 adjacent hexes. |
|
Maka Wara |
8 |
None |
||
|
San He |
7 |
(15 soak) |
None |
Costs 1 Chi. The fighter cannot be thrown or knocked down. No move can knock you back (against Massive force like cars, trains, Dragon Back Hand (chi KB maneuvers), you need to make a strength + block roll to stand your ground vs. str + Tech.). You don't get the normal +2 speed bonus after San He. |
|
Bear Hug |
4 |
14 |
One |
Sustained hold. |
|
Throw |
3 |
13 |
One |
|
|
Airsmash |
4 |
14 |
3 |
Aerial, jump straight hex line, and end the move in the same hex as the victim. |
|
Flying Head-butt |
5 |
14 |
7 |
Costs 1 Willpower, Aerial, Straight line travel |
|
Jump |
8 |
None |
4 |
|
|
Toughskin |
non |
none |
None |
Cost 1 Chi +2 Soak that turn |
| Attributes; Str:6/Dex:5/Stm:7/Per:4/Int:4/Wit:3 Techniques; Pun:6/Kik:4/Blk:4/Grb:5/Ath:4/Foc:2 Health 20, Will 9, Chi 5, Honor 10 Combos: Flying Headbutt (5) Power Chop (7) 100 Hand Slap (7) Dizzy Flying Headbutt (5) Block (11) Air Smash (10) Dizzy **Head Butt (5) Power Chop (7) 100 Hand Slap (7) Dizzy Head Butt (5) Block (11) 100 Hand Slap (9) Dizzy Power Chop (5) 100 Hand Slap (5) 100 Hand Slap (7) Dizzy ***Power Chop (5) Block (11) Bear Hug (10) Dizzy ***Short (6) Jab (9) Power Chop (9) Dizzy ***Jab (7) Power Chop (7) Bear Hug (8) Dizzy Block (9) Flying Headbutt (9) Air Smash (8) Dizzy ***Block (9) Air Smash (8) Bear Hug (8) ***Block (9) Jab (11) Jab (11) Dizzy San He (7) Jab (9) 100 Hand Slap (7) Dizzy |
||||
|
Maneuver |
Spd |
Dam |
Mov |
Special |
|
Punch: Jab |
8 |
10 |
5 |
- |
|
Strong |
6 |
12 |
5 |
- |
|
Fierce |
5 |
14 |
4 |
- |
|
Kick: Short |
7 |
11 |
5 |
- |
|
Forward |
6 |
13 |
4 |
- |
|
Roundhouse |
4 |
15 |
4 |
- |
|
Grab |
6 |
9 |
One |
Ignores blocks. |
|
Block |
10 |
(11 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
9 |
None |
8 |
- |
|
Monkey Grab Punch |
4 |
12 |
5 |
Ignores blocks. |
|
Rekka Ken |
Costs 1 Willpower per turn used. If done three tuns in a row you must pose for a turn (+1 temp. glory) or lose three temp. glory. |
|||
|
Back Sweep |
6 |
12 |
2 |
Knockdown |
|
Double-Hit Kick |
4 |
12 |
4 |
Hits twice. crouchers or aerial opponents will be hit only once. |
|
Dragon Kick |
5 |
17 |
3 |
Cost 1 Willpower and 1 Chi. Can be used like a jump to avoid a projectile but cannot hit the thrower. Anyone hit suffers a Knockdown unless Blocking. Opponents on ground are knocked back 1 hex. Two damage tests on an adjacent opponent. |
|
Foot Sweep |
4 |
14 |
3 |
Crouching Maneuver. Causes Knockdown. |
|
Front Snap Kick |
8 |
12 |
One |
|
|
Stepping Front Kick |
6 |
12 |
6 |
Costs 1 Willpower. Must move into the same hex as target and roll a damage test for a rising knee, knocking them back 1 hex. Then roll another test for a front snap kick (same leg). If you don't have enough move to reach with the knee you can still hit with the snap kick. |
|
Deflecting Punch |
8 |
11 |
None |
Interupt an opponents punch, let them roll damage but you get to apply your full blocking soak (see block), then roll your own damage test as you counterpunch unless you were dizzied, knocked back, knocked down or knocked out. If your opponent does something besides punch you don't get the extra soak but you can still do your counter punch. |
|
Punch Defense |
10 |
(15/9 soak) |
None |
Like a normal block but +4 soak against punches -2 against anything else. |
|
Hair Throw |
4 |
14 |
Two |
Must move into, and straight through an opponents hex. then they can be thrown along the same straight line as per the Throw maneuver. |
|
Throat Stomp |
5 |
14 |
One |
KD, Foe -2 Str until after next Turn. |
|
Throw |
4 |
11 |
One |
|
|
Drunken Monkey Roll |
9 |
None |
8 |
Crouching, Can be used as interrupt and evade projectiles |
|
Jump |
9 |
None |
5 |
|
|
Kippup |
Automatic, Fighter has only -1 speed when getting up instead of -2 |
|||
|
Combos (All Dizzy): |
||||
|
Non-Combos: Health 20, Will 9, Chi 9 Attributes: |
||||
| Maneuver |
Spd |
Damage |
Move |
Special |
|
|
Punch: Jab |
7 |
9 |
5 |
- |
|
|
Strong |
5 |
11 |
5 |
- |
|
|
Fierce |
4 |
13 |
4 |
- |
|
|
Kick: Short |
6 |
11 |
5 |
- |
|
|
Forward |
5 |
13 |
4 |
- |
|
|
Roundhouse |
3 |
15 |
4 |
- |
|
|
Grab |
5 |
9 |
One |
Ignores blocks. |
|
|
Block |
9 |
(11 soak) |
None |
Abort Maneuver. |
|
|
Movement |
8 |
None |
8 |
- |
|
|
Spinning Backfist |
4 |
12 |
6 |
- |
|
|
Double Dread Kick |
3 |
12/15 |
6 |
Costs 1 Willpower. Hits twice. Each hit knocks the victim back 1 hex. To hit a second time you must have enough move left over to move into the hex you just knocked your opponent out of (to reach him). Doesn't combine for dizzy unless part of a dizzy combo. |
|
|
Double-Hit Kick |
3 |
12 |
4 |
Hits twice. crouchers or aerial opponents will be hit only once. |
|
|
Flash Kick |
4 |
18 |
One |
Costs 1 Chi and 1 Willpower. |
|
| Flash Justice | 4 | 16 | One | Costs 1 Chi and 1 Willpower. Aerial. Knockdown Aerial. Two hits versus adjacent or Aerial opponent. Knock back is one unless Blocking. | |
|
Flying Knee Thrust |
6 |
13 |
6 |
Costs 1 Willpower. Aerial Maneuver |
|
|
Foot Sweep |
3 |
14 |
3 |
Crouching Maneuver. Causes Knockdown. |
|
|
Spinning Foot Sweep |
3 |
14 |
None |
Costs 1 Willpower. Crouching maneuver. Knocks down anyone in your hex or the 6 adjacent hexes. |
|
|
Air Throw |
7 |
14 |
5 |
Costs 1 Willpower. Must interrupt an opponents jump, or right after any special move which also acts like a jump, and enter their hex to throw them. Pick a spot within 3 hexes for them to land in. |
|
|
Back Breaker |
4 |
12 |
One |
Victim suffers knockdown |
|
|
Knee Basher |
4 |
15 |
One |
Sustained hold. when the victim escapes they suffer a -2 speed penalty (as if knocked down). Kick is used for damage instead of grab |
|
|
Throw |
3 |
11 |
One |
Causes knockdown. Choose a hex to throw them into a distance of hexes equal to your strength score. If someone is hit by a thrown fighter they might take damage, roll the thrown fighters stamina minus the hit fighters soak total. |
|
|
Jump |
8 |
None |
5 |
Athletics times three equals how high one can jump. Can be used with any basic attack or by itself. If played alone can be used as an abort action. To dodge projectiles: If speed is higher than projectiles the character may interrupt by a resisted roll. Opponents Focus against the Characters Dex+Athletics. If used with a punch or kick the fighter may be able to dodge and still strike. |
|
|
Kippup |
Automatic, Fighter has only -1 speed when getting up instead of -2 |
||||
|
Sonic Boom |
2 |
13 |
none |
Cost 1 Chi, Range Wits+Focus |
|
| Sonic Scissor | 2 | 13 | none | Cost 1 Chi, Makes two damage tests. Range Wits+Focus | |
|
Combos: Block (9) Flash Justice (8) Back Breaker (8) Dizzy |
|||||
|
Attributes: Str:5/ Dex:5/ Stm:5/
Per:4/ Int:4/ Wit:5 Techniques: Pun:5/ Kik:6/ Blk:6/ Grb:4/ Ath:5/ Foc:5 Honor 8 |
Health 20 |
||||
|
Maneuver |
Spd |
Dam |
Mov |
Special |
|
Punch: Jab |
7 |
10 |
5 |
- |
|
Strong |
5 |
12 |
5 |
- |
|
Fierce |
4 |
14 |
4 |
- |
|
Kick: Short |
6 |
11 |
5 |
- |
|
Forward |
5 |
13 |
4 |
- |
|
Roundhouse |
3 |
15 |
4 |
- |
|
Grab |
5 |
9 |
One |
Ignores blocks. |
|
Block |
9 |
(11 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
8 |
None |
8 |
- |
|
Dragon Punch |
5 |
17 |
3 |
Cost 1 Willpower. Aerial Maneuver that can avoid projectiles just like jump (if this is done, you cannot hit the person throwing the projectile). Aerial opponents it damages are knocked down, ground opponents are knocked back one hex. |
|
Flaming Dragon Punch |
4 |
17 |
3 |
Cost 1 Willpower and 1 Chi. Same as normal Dragon Punch except it causes knockdown to ground opponents too and if you don't have to move to reach your target it hits twice. |
|
Power Uppercut |
4 |
14 |
One |
If you interrupt an aerial opponent with this move it causes knockdown. |
|
Air Hurricane Kick |
4 |
10 |
6 |
Costs 1 Chi and 1 Willpower. Like a Hurricane Kick but you can jump (over projectiles etc.) first. |
|
Double Dread Kick |
3 |
12/15 |
6 |
Costs 1 Willpower. Hits twice. Each hit knocks the victim back 1 hex. To hit a second time you must have enough move left over to move into the hex you just knocked your opponent out of (to reach him). |
|
Double-Hit Kick |
3 |
12 |
4 |
Hits twice. Crouchers or aerial opponents will be hit only once. |
| Falling Arc Kick | 4 | 15 | 5 | Knockdown. Aerial. Overhead. |
|
Foot Sweep |
3 |
14 |
3 |
Crouching Maneuver. Causes Knockdown. |
|
Hurricane Kick |
5 |
10 |
4 |
Costs 1 Chi and 1 Willpower. Must travel in a straight hex-line. |
|
RED Kick |
4 |
14 |
8 |
Costs 1 Willpower. 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. |
|
Kick Defense |
9 |
(15/9 |
None |
|
|
Punch Defense |
9 |
(15/9 |
None |
Like a normal block but +4 soak against punches -2 against anything else. |
|
Missile Reflection |
8 |
None |
4 |
With a Roll of Dexterity (difficulty 6) you can deflect a missile weapon targeted at you to hit someone else (or catch it with the exception of gunfire). Thrown weapons like knives or rocks need 1 success to catch/deflect. Fired missiles like slingshots or bows require 2 successes. Gunfire requires 3 successes to deflect. You can deflect ANY number of missiles in a turn. |
|
Energy Reflection |
6 |
None |
None |
Costs Chi equal to the attack. You must succeed on a wits roll with 2 or more successes to do it. |
|
Back Roll Throw |
4 |
13 |
One |
Causes knockdown. They are thrown a number of hexes equal to Strength + Kick. |
|
Grappling Defense |
9 |
10 |
4 |
Can be played each turn while in a sustained hold. No move with Abort. |
|
Knee Basher |
4 |
15 |
One |
Sustained. Knockdown. |
|
Throw |
3 |
11 |
One |
|
|
Jump |
8 |
None |
5 |
|
|
Kippup |
Automatic, Fighter has only -1 speed when getting up instead of -2 |
|||
|
Fireball |
3 |
11 |
None |
Costs 1 Chi, Range is Wits+Focus |
|
Combos: |
||||
|
Maneuver |
Spd |
Dmg |
Move |
Special |
|
Punch: Jab |
7 |
11 |
5 |
- |
|
Strong |
5 |
13 |
5 |
- |
|
Fierce |
4 |
15 |
4 |
- |
|
Kick: Short |
6 |
11 |
5 |
- |
|
Forward |
5 |
13 |
4 |
- |
|
Roundhouse |
3 |
15 |
4 |
- |
|
Grab |
5 |
9 |
One |
Ignores blocks. |
|
Block |
9 |
(10) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
8 |
None |
8 |
- |
|
Dragon Punch |
5 |
18 |
3 |
Cost 1 Willpower. Aerial Maneuver that can avoid projectiles just like jump (if this is done, you cannot hit the person throwing the projectile). Aerial opponents it damages are knocked down, ground opponents are knocked back one hex. |
|
Power Uppercut |
4 |
15 |
One |
If you interrupt an aerial opponent with this move it causes knockdown. |
|
Shinryuu Ken |
5 |
21 |
None |
Cost: 1 Willpower, 1 Chi. If you interrupt an aerial opponent with this move it causes knockdown. 1 Facing Change. |
|
Air Hurricane Kick |
4 |
10 |
6 |
Costs 1 Chi and 1 Willpower. Like a Hurricane Kick but you can jump (over projectiles etc.) first. |
|
Foot Sweep |
3 |
14 |
3 |
Crouching Maneuver. Causes Knockdown. |
|
Hurricane Kick |
5 |
10 |
4 |
Costs 1 Chi and 1 Willpower. Must travel in a straight hex-line. Move your full move but each time you enter a new hex roll damage for anyone in it or in an adjacent hex and knock them back 1 hex (damaged or not) away from the fighter (or back the way she came if they're in the same hex). |
|
Punch Defense |
9 |
(14/8) |
None |
|
|
Kick Defense |
9 |
(14/8) |
None |
|
|
Back Roll Throw |
4 |
13 |
One |
Causes knockdown. thrown a number of hexes equal to Strength + Kick. |
|
Throw |
3 |
11 |
One |
|
|
Disengage |
6 |
- |
3 |
Extra Breakout with Dex vs Str |
|
Jump |
8 |
None |
5 |
|
|
Kippup |
||||
|
Fireball |
3 |
13 |
None |
Costs 1 Chi, Range is Wits+Focus |
|
Double Fireball |
3 |
13x2 |
None |
Costs 1 Chi, Hits x2 |
|
Improved Fireball |
4 |
15 |
none |
Cost 1 Chi. Will score knockdown unless blocked |
|
Health 20 Attributes: Str:5/Dex:5/Stm:5, Cha: 5, Man: 3, App: 4, Per:5/Int:5/Wit:5Will 10 Techniques: Pun:7/Kik:6/Blk:5/Grb:4/Ath:5/Foc:6 Chi 10 Combos: Short (6) – Short (8) – Foot Sweep (7) Dizzy Short (6) – Strong (7) – Dragon Punch (9) Dizzy Jab (7) – I. FB (6) – Power Uppercut (8) Dizzy J. Short (6) – DP (7) – I.FB (8) I.FB (4) – Dragon Punch (7) – Dragon Punch (9) Dbl FB (3) – Dragon Punch (7) – Backroll Throw (8) Dizzy Hurricane Kick (5) – Foot Sweep (5) Block (9) – Hurricane Kick (9) – Air Hurricane Kick (8) Dizzy Block (9) – Dragon Punch (9) – I.FB (8) Block (9) – I.FB (8) – I.FB (8) Dizzy Block (9) - Shinryuu Ken (9) – I.FB (8) |
||||
|
Maneuver |
Spd |
Dmg |
Mv |
Special |
|
|
Punch: Jab |
7 |
11 |
4 |
- |
|
|
Strong |
5 |
13 |
4 |
- |
|
|
Fierce |
4 |
15 |
3 |
- |
|
|
Kick: Short |
6 |
12 |
4 |
- |
|
|
Forward |
5 |
14 |
3 |
- |
|
|
Roundhouse |
3 |
16 |
3 |
- |
|
|
Grab |
5 |
10 |
One |
Ignores blocks. |
|
|
Block |
9 |
(11 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
|
Movement |
8 |
None |
7 |
- |
|
|
Tiger Uppercut |
5 |
18 |
2 |
Cost 1 Willpower. Aerial Maneuver that can avoid projectiles just like jump (if this is done, you cannot hit the person throwing the projectile). Aerial opponents it damages are knocked down, ground opponents are knocked back one hex. |
|
|
Power Uppercut |
4 |
15 |
One |
If you interrupt an aerial opponent with this move it causes knockdown. |
|
|
Elbow Smash |
7 |
14 |
One |
||
|
Double-Hit Kick |
3 |
13 |
3 |
Hits twice. crouchers or aerial opponents will be hit only once. |
|
|
Double-Hit Knee |
5 |
12 |
2 |
Hits twice. |
|
|
Foot Sweep |
3 |
15 |
2 |
Crouching Maneuver. Causes Knockdown. |
|
|
Wounded Knee |
3 |
15 |
3 |
In addition to damage, victim suffers -2 to Move and -2 to the Speed of all kicks for the next two turns. |
|
|
Tiger Knee |
8 |
14 |
4 |
Costs 2 Willpower. Aerial and can go over projectiles like Jump. Knocks down aerial opponents. |
|
|
Maka Wara |
8 |
None |
Doesn't damage your attacker if they use a weapon or Grab move. |
||
|
Knee Basher |
4 |
16 |
One |
Sustained hold. when the victim escapes they suffer a -2 speed penalty (as if knocked down). Kick is used for damage instead of grab |
|
|
Throw |
3 |
12 |
One |
||
|
Jump |
8 |
None |
4 |
Athletics times three equals how high one can jump. |
|
|
Kippup |
Automatic, Fighter has only -1 speed when getting up instead of -2 |
||||
|
Tiger Ball |
4 |
13 |
None |
Costs 1 Chi, Range is Wits+Focus, 1 Lower Difficult for Attacker when aiming at Evading Opponent |
|
|
Fireball |
3 |
12 |
None |
Costs 1 Chi, Range is Wits+Focus |
|
|
Toughskin |
none |
none |
none |
Cost 1 Chi +2 Soak that turn |
|
|
Combos: Strong Punch (5) – Wounded Knee (5) - Double-Hit Knee (9) DizzyTiger Uppercut (5) – Forward Kick (7) – Fierce (8) Dizzy Short Kick (6) - Elbow Smash (9) - Dbl-Hit Kick (7) Dizzy Forward Kick (5) - Double-Hit Knee (7) - Dbl-Hit Kick (7) Dizzy Jumping Roundhouse (3) – Double-Hit Knee (7) - Dbl-Hit Kick (7) Dizzy "Tiger Genocide" Tiger Knee (8) – Tiger Uppercut (7) – Tiger Uppercut (9) Dizzy Tiger Knee (8) - Elbow Smash (9) - Knee Basher (8) Dizzy Tiger Ball (4) – Tiger Ball (6) – Tiger Uppercut (9) Tiger Ball (4) – Tiger Uppercut (7) – Knee Basher (8) Dizzy Block (9) – Tiger Knee (12) – Knee Basher (8) Block (9) – Tiger Uppercut (9) – Tiger Knee (12) Dizzy |
|||||
|
Attributes; Str:6/Dex:5/Stm:6/Per:3/Int:5/Wit:5 |
|||||
Sagat is fueled by his desire to defeat Ryu which Bison in turn fuels. Sagat shows no mercy to those unable or unwilling to fight. He will kill those who he feels are useless but will leave a weak enemy alive if he feels they will strive to make themselves worthy. However, he has still not discovered the greater truths himself (i.e. Focus, Zen no Mind, etc).
|
Maneuver |
Spd |
Dam |
Mov |
Special |
|
Punch: Jab |
6 |
10 |
6 |
- |
|
Strong |
4 |
12 |
6 |
- |
|
Fierce |
3 |
14 |
5 |
- |
|
Kick: Short |
5 |
11 |
6 |
- |
|
Forward |
4 |
13 |
5 |
- |
|
Roundhouse |
2 |
15 |
5 |
- |
|
Grab |
4 |
12 |
One |
Ignores blocks. |
|
Block |
8 |
(11) |
Non |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
7 |
None |
9 |
- |
|
Buffalo Punch |
2 |
16 |
One |
- |
|
Chop |
5 |
12 |
5 |
|
|
Ear Pop |
3 |
7 |
5 |
Completely Ignores opponents stamina for purposes of soaking. Lose 1 Honor point. |
|
Foot Sweep |
2 |
14 |
4 |
Crouching Maneuver. Causes Knockdown. |
|
Double-Hit Foot Sweep |
2 |
13 |
One |
Knockdown. Two damage tests. |
|
Group Fighting |
7 |
S10 |
-2 |
Can Block opponents not engaged with. -2 Movement and -1 to Combo speed bonus. |
|
Air Throw |
6 |
17 |
6 |
Costs 1 Willpower. Must interrupt an opponents jump, or right after any special move which also acts like a jump, and enter their hex to throw them. Pick a spot within 3 hexes for them to land in. |
|
Back Breaker |
3 |
15 |
One |
Victim suffers knockdown |
|
Neck Choke |
3 |
15 |
One |
Sustained hold. |
|
Stomach Pump |
4 |
16 |
One |
Sustained hold. |
|
Stormhammer |
2 |
19 |
One |
Costs 2 Willpower. After moving in and grabbing the victim, you both travel through the air three hexes and end the move in the same hex. Can go over projectiles like Jump. Aerial after you grab them. |
|
Technical Grapple |
- |
- |
- |
Sub Grab for Strength. Switch to other Grab from a Sustained Hold. |
|
Throw |
2 |
14 |
One |
|
|
Diving Hawk |
4 |
17 |
8 |
Aerial, Costs 1 Willpower Can be used to jump fireballs |
|
Jump |
7 |
None |
6 |
|
|
Kippup |
||||
|
Thunderstrike |
4 |
17 |
5 |
Aerial, Can dodge projectile attacks Must be in same or next hex when attacking upon entering same hex. Roll damage then finish movement |
|
Breakfall |
||||
|
Chi Kung Healing |
4 |
none |
5 |
Must use in same hex as patient,Cost 1/1 Chi to Health exchange up to the healers focus per round |
|
Ghost Form |
6 |
None |
6 |
Costs 2 Chi start plus 1 chi per turn. Energy will still Hit character. Physical attacks will pass through her. The character cannot attack or use special powers while in ghost form. Can phase through objects and people. Can be used during a sustained hold to break free |
|
Regeneration |
5 |
none |
Non |
The character may spend Chi to increase her Health levels on a 1 per 1 basis. Can only spend a number of Chi equal to her Focus |
|
Thunderclap |
5 |
6 |
Non |
Cost 1 chi, Range all within 3 hexes, Intelligence+Focus -3 |
|
Ghost Form |
6 |
None |
6 |
Costs 2 Chi start plus 1 chi per turn. Energy will still Hit character. Physical attacks will pass through her. The character cannot attack or use special powers while in ghost form. Can phase through objects and people. Can be used during a sustained hold to break free |
| Attributes; Str:6/Dex:4/Stm:6/Per:5/Int:4/Wit:5 Techniques; Pun:5/Kik:5/Blk:5/Grb:6/Ath:6/Foc:5 Heatlh 20 Will 9 Chi 10 Honor 10 Combos: Buffalo Punch (2) Jab (8) Chop (9) Dizzy Strong (4) Double-Hit Foot Sweep (4) Neck Choke (7) Dizzy Thunderstrike (4) Diving Hawk (6) Thunderstrike (8) Dizzy Diving Hawk (4) Thunderstrike (6) Stomach Pump (8) Dizzy Chop (5) Chop (7) Stomach Pump (8) Dizzy Jab (6) Chop (7) Thunderstrike (8) Dizzy Jump (7) Strong (6) Stomach Pump (8) Dizzy Block (8) Diving Hawk (8) Stomach Pump (8) Dizzy Block (8) Thunderstrike (8) Chop (9) Dizzy Block (8) Stomach Pump (8) Stomach Pump (8) Dizzy Block (8) Jab (10) Chop (9) Dizzy Block (8) Air Throw (10) Thunderstrike (8) Dizzy Thunderclap (5) Buffalo Punch (4) Buffalo Punch (6) Change Target Ghost Form (6) Regeneration (7) Thunderstrike (8) |
||||
|
Maneuver |
Spd |
Damage |
Mov |
Special |
|
Punch: Jab |
8 |
11 |
6 |
- |
|
Strong |
6 |
13 |
6 |
- |
|
Fierce |
5 |
15 |
5 |
- |
|
Kick: Short |
7 |
12 |
6 |
- |
|
Forward |
6 |
14 |
5 |
- |
|
Roundhouse |
4 |
16 |
5 |
- |
|
Grab |
6 |
11 |
One |
Ignores blocks. |
|
Block |
10 |
(12 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
9 |
None |
9 |
- |
|
Power Uppercut |
5 |
15 |
One |
If you interrupt an aerial opponent with this move it causes knockdown. |
|
Ducking Fierce |
5 |
16 |
Zero |
|
|
Flying Knee Thrust |
7 |
14 |
7 |
Costs 1 Willpower. Aerial Maneuver |
|
Forward Slide Kick |
6 |
14 |
6 |
Causes knockdown if damage is scored |
|
Scissor Kick |
6 |
15 |
9 |
Costs 1 Willpower. Make 2 Damage Tests. |
|
Air Throw |
8 |
16 |
6 |
Costs 1 Willpower. Must interrupt an opponents jump, or right after any special move which also acts like a jump, and enter their hex to throw them. Pick a spot within 3 hexes for them to land in. |
|
Throw |
4 |
13 |
One |
Causes knockdown. Choose a hex to throw them into a distance of hexes equal to your strength score. If someone is hit by a thrown fighter they might take damage, roll the thrown fighters stamina minus the hit fighters soak total. |
|
Spin Throw |
5 |
15 |
One |
An over the shoulder with spin. Throw = Str + Athletics |
|
Flying Heel Stomp |
6 |
13 |
8 |
Costs 1 Willpower . Can reverse direction after attack or can move straight up and remain airborne until next attack. Can be used to interrupt or evade projectiles. |
|
Jump |
9 |
None |
6 |
Athletics times three equals how high one can jump. Can be used with any basic attack or by itself. If played alone can be used as an abort action. To dodge projectiles: If speed is higher than projectiles the character may interrupt by a resisted roll. Opponents Focus against the Characters Dex+Athletics. If used with a punch or kick the fighter may be able to dodge and still strike. |
|
Kippup |
Only –1 Stand up penalty |
|||
|
Breakfall |
You don't need to play a card to use this move. Whenever your character takes damage from hitting the ground you may reduce the damage by one point for each success made on a dexterity + Athletics roll. (Doesn't work for moves that damage you THEN knock you down) |
|||
|
Flying Punch |
4 |
14 |
11 |
Costs 1 Willpower. To execute this move you must first travel two hexes past the victim and then back to the opponents hex to hit them from behind. This is an Aerial maneuver. Because your hitting them in the back you halve their total stamina (round down) but then you lose a point of honor each time you do it. Alternatively you may just fly straight at them and not lose honor but then you don't get to halve their stamina either. |
|
Fireball |
4 |
15 |
None |
Costs 1 Chi, Range is Wits+Focus |
|
Mind Reading |
none |
none |
none |
Costs 1 Chi Used in between turns, Resisted willpower roll against permanent rating. Victim shows the player two cards and must play one of them next round. The victim must be within Wits+Focus range. The victim does not realize he is being scanned unless the user botches their willpower roll. |
|
Telepathy |
none |
none |
none |
1 chi,+1 Chi per round. Focus rating equals the number of people who can be linked. Range Wits+Focus and must stay within that range. |
|
Yoga Teleport |
9 |
- |
Spc |
Cost 2 chi vanishes until any point during the turn. R=Int+Focus |
|
Levitation |
6 |
None |
Special |
Costs 1 Chi/turn. The levitating character may move in any direction (including up or down) a number of hexes equal to her focus rating per turn by spending 1 Chi per turn. |
|
Mind Control |
3 |
None |
None |
Costs 2 Chi. Used to exert control over any subject who has no willpower left. Range is Focus + Wits. Contested roll of Intelligence Vs Intelligence is made. If the attacker gains more successes than the defender on the roll he takes control of his opponents actions. The duration of Control is as follows; 1 success-1 Round(10 turns), 2 successes-1 Hour, 3 Successes-1 Day, 4 successes-1 Week, 5 successes-1 Month. Any opponent with 10 Permanent Honor is not affected by Mind Control. The victim may make a resisted roll of his permanent honor Vs the controllers willpower in order to resist a command that goes against his code or instinct, but if he resists the command he is still under the powers influence. Repeated uses and a lot of time invested can make people permanently under your control. |
|
Psycho Crusher I |
6 |
17 |
9 |
Cost 1 Chi. 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. |
|
Psycho Crusher II |
5 |
18/One |
12 |
Costs 2 Chi. The fighter can turn or double back, moving however he wishes up to his Move to hit people but no one can get hit more than once like this. If the victim is not blocking he suffers a damage roll at the +5 rating below and is knocked down into any adjacent hex he wants. If he was blocking he is pushed back one hex and damage is done at the one die listed below instead, but the attacker can keep pushing her victim back and doing the one die up to 5 times if she chooses before moving past that opponent |
|
Psycho Crusher III |
5 |
17 |
12 |
Cost 2 Chi. 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). Can continue to hit others in the path. |
|
Psychic Rage |
4 |
None |
None |
Costs 1 Chi. Range equals Focus + wits. Make a resisted roll with your victim using your permanent willpowers. If you win you send your opponent into a berserk fury. They can only play Fierce or Roundhouse cards and their highest damage special moves. They must use there most powerful attacks, using Chi and Willpower till they are out. Cannot use Movement, Block, or any Combos. Each turn after the first your victim can try to stop raging by making a resisted roll of his permanent honor Vs your Manipulation (automatically ends if they get knocked out). They still lose honor for things they do while raging. |
|
Psychic Vise |
6 |
13 |
None |
Costs 1 chi and 1 willpower. Range equals Focus + Wits. Roll damage using your victims Intelligence for soak instead of Stamina (it ignores Blocks). Each success puts the victim at -1 speed on her next move and -1 temporary Willpower. If the victim Loses more Willpower by a single attack than she has in Intelligence she is dizzied. After your victim is out of Willpower you can still use this move to stun them and slow them. |
|
Psychokinetic Channeling |
1 Chi. Record this on a single Combat Card. Play with any of the six basic punch or kick attacks to add +2 damage to it. |
|||
|
Combos: Fireball (4) – Flying Heel Stomp (8) – Flying Punch (8) DizzyFireball (4) – Flying Heel Stomp (8) – Psycho Crusher 3 (9) Fireball (4) – Air Throw (10) - Psycho Crusher 1 (10) Fierce (5) – Fierce (7) – Psycho Crusher 1 (10) Dizzy Forward Kick (6) Ducking Fierce (7) – Spin Throw (9) Dizzy Forward Kick (6) Forward Slide Kick (8) Ducking Fierce (9) Dizzy Forward Slide Kick (6) to Ducking Fierce (7) to Scissor Kick (10) Flying Heel Stomp (6) – Jumping Fierce (7) – Spin Throw (9) Dizzy Psycho Crusher 1 (6) - Psycho Crusher 1 (8) – Psycho Crusher 1 (10) Dizzy Jump (9) - Scissor Kick (8) to Ducking Fierce (9) Block (10) – Scissor Kick (10) – Scissor Kick (10) Dizzy Block (10) - Flying Heel Stomp (10) – Flying Punch (8) Dizzy Block (10) – Spin Throw (9) – Fireball (8) Dizzy Block (10) - Psycho Crusher 3 (9) Attributes;
Str:6/Dex:6/Stm:6/Per:4/Int:6/Wit:6 Health 20 , Chi 10, Will 10 |
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|
Maneuver |
Spd |
Dam |
Mov |
Special |
|
Claw: Jab |
9 |
10 |
7 |
- |
|
Strong |
7 |
12 |
7 |
- |
|
Fierce |
6 |
14 |
6 |
- |
|
Kick: Short |
8 |
9 |
7 |
- |
|
Forward |
7 |
11 |
6 |
- |
|
Roundhouse |
5 |
13 |
6 |
- |
|
Grab |
7 |
9 |
One |
Ignores blocks. |
|
Block |
11 |
(10 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
10 |
None |
10 |
- |
|
Murder Stab |
5 |
16 |
One |
- |
|
Backflip Kick |
7 |
11 |
Two (back) |
do damage first, then move straight away from the target. |
|
Forward Slide Kick |
7 |
11 |
7 |
Causes knockdown if damage is scored |
|
Air Throw |
9 |
14 |
7 |
Costs 1 Willpower. Must interrupt an opponents jump, or right after any special move which also acts like a jump, and enter their hex to throw them. Pick a spot within 3 hexes for them to land in. |
|
Suplex |
7 |
11 |
One |
Causes knockdown. They land 1 hex behind their original position (attackers choice which hex) |
|
Throw |
5 |
11 |
One |
Causes knockdown. Choose a hex to throw them into a distance of hexes equal to your strength score. If someone is hit by a thrown fighter they might take damage, roll the thrown fighters stamina minus the hit fighters soak total. |
|
Choke Throw |
6 |
11 |
7 |
Can be used to interrupt an Aerial opponent OR a standing opponent. Any damage done indicates a knockdown. Both fighters end in the hex where the attack occurred. |
|
Jump |
10 |
None |
7 |
Athletics times three equals how high one can jump. Can be used with any basic attack or by itself. If played alone can be used as an abort action. To dodge projectiles: If speed is higher than projectiles the character may interrupt by a resisted roll. Opponents Focus against the Characters Dex+Athletics. If used with a punch or kick the fighter may be able to dodge and still strike. |
|
Kippup |
Automatic. Fighter has only -1 speed when getting up instead of -2 |
|||
|
Wallspring |
9 |
none |
7/9 |
Aerial can be used like a jump but can spring of a wall. Must move at opposite angel of jump |
|
Backflip |
10 |
None |
9 |
Costs 1 Willpower. Move in a straight line away from opponent. Once you perform this maneuver, you can try to dodge all attacks attempted on you during the rest of the round. Roll Dex+Athletics versus Speed Attribute (Dex,Wits) of Attack + Technique. If you roll higher or tie, you dodge it with no damage. You get +2 Speed on the following round if you avoided all hits. |
| Diving Hawk | 7 | 17 | 9 | Jumping. Move into opponent's hex. Claw dmg added. |
|
Light Feet |
Add plus 1 move to ALL your moves. Or, during a fight you may spend 1 Willpower point to move 3 additional hexes as part of an attack (Instead of the +1). This +1 to all moves has NOT been added by the script. |
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|
Backflip Super |
7 |
9 |
6 |
2 Will. 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. |
|
Tumbling Attack |
6 |
10 |
7 |
Costs 1 Willpower. Like a hurricane kick, you move and damage simultaneously. Each time you enter an opponents hex you roll damage and push him back till your out of Move. |
|
Combos: (Claw can add +1 Speed) (All Dizzy)Crouching Jab - Cr. Fierce - F. Slide Kick 11 Jab 9 - Strong 9 - Tumbling Attack 10 Jab 9 -> Fierce 8 - Murder Stab 9 Jab 9 -> Jab 11 -> Strong 11 Strong 7 -> Jump 12 -> F. Slide Kick 11 Strong 7 - Strong 9 - F. Slide Kick 11 Strong 7 - Fierce 8 - Tumbling Attack 10 Fierce 6 - Fierce 8 - Tumbling Attack 10 Fierce 6 - Suplex 9 - Murder Stab 9 F. Slide Kick 7 - Jab 11 - Fierce 10 Backflip Kick 7 - Backflip Kick 9 - Backflip Kick 11 Jump 10 - Choke Throw 8 - Diving Hawk 11 Jump - Slide Kick 8 - Murder Stab 9 Jump - Diving Hawk 9 - Tumbling Attack 10 Block 11 - Tumbling Attack 10 - Murder Stab 9 Block 11 - Diving Hawk 11 - Suplex 11 Block 11 - Twister Drive 11 - Murder Stab 9 |
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|
Attributes; Str:4/Dex:7/Stm:5/Per:5/Int:4/Wit:5 |
Health 20 |
|
Maneuver |
Spd |
Dmg |
Mov |
Special |
|
Punch: Jab |
5 |
10 |
4 |
- |
|
Strong |
3 |
12 |
4 |
- |
|
Fierce |
2 |
14 |
3 |
- |
|
Kick: Short |
4 |
11 |
4 |
- |
|
Forward |
3 |
13 |
3 |
- |
|
Roundhouse |
1 |
15 |
3 |
- |
|
Grab |
3 |
14 |
One |
Ignores blocks. |
|
Block |
7 |
(12 soak) |
None |
Abort Maneuver. Add your block rating to soak. Prevents knockdown. |
|
Movement |
6 |
None |
7 |
- |
|
Ear Pop |
2 |
7 |
3 |
Completely Ignores opponents stamina for purposes of soaking. Lose 1 Honor point. |
|
Spinning Clothesline |
3 |
11 |
2 |
Costs 1 Willpower. |
|
Turbo Spinning Clothesline |
4 |
11 |
3 |
Costs 1 Willpower. |
|
Double-Hit Kick |
1 |
12 |
3 |
Hits twice. crouchers or aerial opponents will be hit only once. |
|
Drop Kick |
2 |
15 |
2 |
Knocks down both. No stand-up penalty for attacker with kipup. |
|
Foot Sweep |
1 |
14 |
2 |
Crouching Maneuver. Causes Knockdown. |
|
Air Throw |
5 |
19 |
4 |
Costs 1 Willpower. Pick a spot within 3 hexes for them to land in. |
|
Back Breaker |
2 |
17 |
One |
Victim suffers knockdown |
|
Bear Hug |
2 |
17 |
One |
Sustained hold. |
|
Grappling Defense |
7 |
14 |
3 |
|
|
Head Bite |
4 |
15 |
One |
Sustained Hold |
|
Iron Claw |
4 |
18 |
One |
costs 1 Willpower on the first turn only. Sustained hold. |
|
Pile Driver |
1 |
18 |
One |
Victim suffers knockdown |
|
Mega Driver |
1 |
19 |
One |
Victim suffers knockdown |
|
Siberian Bear Crusher |
3 |
17 |
5 |
Costs 1 Willpower. Causes knockdown. After you move and grab your victim you jump with her 3 hexes. then they land in any adjacent hex. Considered an aerial maneuver during the jump part. |
|
Siberian Suplex |
3 |
16 |
One |
Costs 1 Willpower. Victim suffers knockdown. Hits twice. Same as normal suplex but you end 1 hex further back. |
|
Spinning Pile Driver |
1 |
21 |
Two |
Costs 2 Willpower. Victim suffers knockdown and is bounced three hexes away. Aerial maneuver (after you grab them) and can go over projectiles like Jump. |
|
Stomach Pump |
3 |
18 |
One |
Sustained hold. |
|
Suplex |
3 |
16 |
One |
Causes knockdown |
|
Throw |
1 |
16 |
One |
Causes knockdown. |
|
Improved Pin |
3 |
16/15 |
5/Two |
Costs 1 Willpower on the first turn only. Exactly like pin but they don't have to be knocked down or dizzy if adjacent or in your hex. |
|
Pin |
2 |
16/14 |
5/None |
Costs 1 Willpower on the first turn only. Opp. Must be knocked down or dizzied. Adds two to maintain. |
|
Jump |
6 |
None |
4 |
|
|
Combos: Block (7) to Siberian Bear Crusher (7) to Siberian Suplex (7) Dizzy Block (7) to Jump/Forward (5) to Head Bite (8) Grappling Defense (7) to Turbo Spinning Clothesline (6) Strong (3) to Suplex (5) to Spinning Pile Driver (5) Dizzy Strong (3) to Suplex (5) to Siberian Bear Crusher (7) Dizzy Strong (3) to Siberian Bear Crusher (5) to Siberian Suplex (7) Dizzy Strong (3) to Siberian Bear Crusher (5) to Siberian Bear Crusher (7) Strong (3) to Grappling Defense (9) to Siberian Bear Crusher (7) Fierce (2) to Forward (5) to Siberian Suplex (7) Dizzy Jump/Short (4) Jab (7) to Mega Driver (5) Dizzy Drop Kick (2) to Head Bite (6) to Iron Claw (8) Dizzy Siberian Bear Crusher (3) Drop Kick (4) Stomach Pump (7) Dizzy |
||||
|
Attributes; Str:7 /Dex:3 /Stm:7 /Per:3 /Int:3 /Wit:3 |
Health 20 |