Street Fighter Ultra

The Ultimate Maneuvers Compendium

by ArkonDLoC@aol.com

Power Point Costs have been left out because A: It would Take Another Month, B: This file is Long enough, and C: They've been posted on the Web Sites.

Special thanks go out to seagull@netcom.ca (One of Our Esteemed Members) for sending Me the Moves from the Storyteller's Screen.

If an entry in a Maneuver has a question Mark then the section of the Maneuver was never written (This only aplies to Warrior's World and New Legends).

Maneuvers for this list come from:

From various Messages I have realized what My next Project Should- Nay, MUST be: A new Posting Of Warrior's World in a format All of Us can use (Which Makes feedback on this posting even more important), followed by the Warrior's Moon Challange.

- Arkon

Special Maneuvers

Main Book

PUNCH

Buffalo Punch
Prerequisites: Punch **

Description: The fighter clenches both hands together into one big fist above his head and swings both arms down on top on his opponent's head. It is said that some Native Americans could stun a full-grown buffalo with this slow but powerful punch.

System: Use the modifiers below.

Cost: None
Speed: -2
Damage: +5
Move: One

Dim Mak
Prerequisites: Punch ****, Focus ***, Chi Kung Healing

Description: Dim Mak is the art of the death touch. Masters of Dim Mak possess secret knowledge of how Chi flows within the human body. The human body's Chi patterns are said to vary according to the time of day, season, and many other esoteric factors. A master of Dim Mak possesses knowledge of all of these factors and utilizes it to pinpoint vulnerable locations on his opponent's body. Thus, a mere finger thrust can disrupt a Chi flow and bring all sorts of misery to the victim of the Dim Mak strike.

Legends of Dim Mak say that it is possible for the master to touch a victim and delay the damage to the victim's body by seconds, minutes, days, or even months. Certain pressure point strikes can paralyze the limbs, afflict the victim with specific diseases, and even kill with one blow.

The arts of Snake Kung Fu come closest to maintaining the knowledge of Dim Mak, but a qualified teacher is extremely rare.

System: While there are many effects of Dim Mak that a Storyteller should feel free to include for dramatic purposes, use of Dim Mak in tournament combat has certain specific effects.

Whenever a fighter strikes an opponent with a Dim Mak touch, damage is rolled normally, but the attacker inflicts two extra effects. The first is that she can decide to delay the damage from the strike for any specified number of turns. The damage will be applied against the opponent's Health at the beginning of the specified turn. The character does not have to tell her opponent when the damage will be dealt, but the player should tell the Storyteller or write it on a piece of paper.

The second effect is that the attacker can temporarily lower one of the victim's Physical Attributes by one point per successful Dim Mak strike. Physical Attributes can not be lowered below 1 in this manner. The victim's Speed, Damage, and natural resistance temporarily drop as his Dexterity, Strength or Stamina is reduced. Any tests involving the affected Attribute must be made using the lower score. The victim can regain these lost points after combat by making a successful Honor roll, as if the points were Chi (see Chapter Five on regaining Chi).

Example: A Dim Mak practitioner strikes an opponent. She scores three damage successes. The fighter can choose to apply this to the victim's Health now or wait to apply it any number of turns in the future. In addition, the fighter chooses to lower the opponent's Strength by one (she has struck a point along the victim's rib cage that leaves his arms feeling numb and weak).

Cost: 1 Chi
Speed: +0
Damage: +0
Move: +0

Dragon Punch
Prerequisites: Punch ****, Jump, Power Uppercut

Description: Gouken is the only living master who is known to teach this incredible maneuver. He has passed it on to his students Ryu and Ken, and they have used it to forge their names among the ranks of the World Warriors.

System: The Dragon Punch is a leaping uppercut that counts as an Aerial Maneuver. The fighter chooses any one ground or aerial opponent within his Move range to suffer the Dragon Punch's wrath. Opponents in the middle of Aerial Maneuvers suffer a Knockdown if the Dragon Punch scores damage against them (as if it wouldn't!). Grounded opponents are simply knocked back one hex from the force of the blow.

The force of the punch carries the fighter high into the air. The Dragon Punch can be used like the Athletics special move Jump to avoid incoming projectile attacks; however, if it is used to interrupt and leap over a projectile attack, the Dragon Punch cannot be used against the opponent firing the projectile attack.

Cost: 1 Willpower
Speed: +0
Damage: +6
Move: -2

Ear Pop
Prerequisites: Punch **

Description: The big wrestlers of Russia, Japan and North America could not find many punching techniques that would seriously slow other fighters of their style, until they developed the Ear Pop. This nasty move is held to be dishonorable under some tournament rules. The fighter slaps both sides of his opponent's head with his hands slightly cupped. This causes incredible air pressure to rush into the opponent's ear's, stunning her and possibly causing loss of hearing (which is why the move is held to be dishonorable by some).

System: This strike completely ignores the opponent's Stamina for purposes of Soaking damage from the Ear Pop strike.

Any fighter who uses the Ear Pop automatically loses one Honor point.

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

Flaming Dragon Punch
Prerequisites: Punch *****, Focus **, Dragon Punch

Description: Ken was not satisfied with his ability to execute the Dragon Punch, so he trained long and hard to improve the already devastating move. He learned to focus his Chi into his fist during the punch, causing his fist and anything hit by it to burst into flame.

System: The Flaming Dragon Punch is identical to the regular Dragon Punch, with the following exceptions: Any opponent hit with the Flaming Dragon Punch suffers a Knockdown, regardless of whether the opponent is on the ground or in the air. If the Flaming Dragon Punch is used on an opponent standing in a hex adjacent to the fighter (the fighter using the Dragon Punch does not have to move in order to be next to the opponent), the Flaming Dragon Punch will hit twice! The player gets to roll two damage tests for her character's punch.

For example, during a combat turn, Zangief's player plays a Roundhouse and decides to move next to Ken to deliver the punch. Ken's player decides to interrupt Zangief's action when the big Russian moves next to Ken. Ken's player reveals the Flaming Dragon Punch card. Because Zangief is right next to Ken when Ken begins his Flaming Dragon Punch action, Ken gets to hit Zangief twice with the punch.

Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +6
Move: -2

Head Butt
Prerequisites: Punch *

Description: When the knuckles won't do, some fighters use their heads. Many styles practice head butt strikes as part of their close-range fighting arsenal of maneuvers. Fighters have to undergo grueling training to perfect this move. Training involves conditioning a fighter's forehead to take the punishment of the hit. The fighter bangs his head on padded wood, then bare wood, then bricks, then stone. This gradually toughens the fighter's head until he can crack just about anything with one solid blow from his head.

System: Use the modifiers below.

Cost: None
Speed: +0
Damage: +3
Move: -2

Hundred Hand Slap
Prerequisites: Punch *****

Description: In formal sumo wrestling matches, sumotori are not allowed to strike with a closed fist, only with slaps and palm heel strikes using an open hand. This restriction has led sumotori to develop an awesome technique that utilizes open hand slapping. With the Hundred Hand Slap, the sumotori creates a blurringly fast flurry of strikes to overwhelm an opponent.

The strike's name derives from the fact that sumotori who train to perfect this special move practice by striking a large wooden post 100 times as fast as they can. A fighter is timed on how fast he can deliver the blows with his open hand to the wooden post; over years of training, he is expected to reduce this time to under two seconds! Even the thickest posts often crack under the torrent of hammering blows.

System: A fighter who uses Hundred Hand Slap in combat gets to roll three times for damage, using the modifier given below for each strike.

Cost: 1 Willpower
Speed: -2
Damage: +0
Move: One

Hyper Fist
Prerequisites: Punch ****, Power Uppercut

Description: Dee Jay has generated a lot of business for dentists with his chin-pounding Hyper Fist. Other fighters have tried to learn the move with varying degrees of success. Fighters who master the Hyper Fist are able to throw a flurry of uppercut punches that pound their opponents with multiple hits.

System: The fighter gets to roll three damage tests against the victim of the Hyper Fist.

Cost: 1 Willpower
Speed: +1
Damage: +0
Move: +One

Monkey Grab Punch
Prerequisites: Punch *, Grab *

Description: This relatively simple Special Maneuver originates from Monkey Kung Fu. The fighter lunges forward, grabbing and pulling away an opponent's blocking arm with one hand, then delivering a quick punch with her remaining hand.

System: The Monkey Grab Punch works just like the Basic Maneuver Strong Punch, but it is slower and ignores Blocks. If the fighter's target Blocks, he does not get to add his Block Technique to his Soak total against the damage from the Monkey Grab Punch.

Cost: None
Speed: -2
Damage: +1
Move: +0

Power Uppercut
Prerequisites: Punch *

Description: This move is relatively basic as Special Maneuvers go, but more than one Street Fighter has won a tournament with bread-and-butter moves like the Power Uppercut. This powerful punch starts low and ends high above the fighter's head. By using her leg and back strength, the fighter can deliver some fierce power with this punch. The total commitment to the punch usually lifts the fighter slightly off her feet as she punches upward.

System: If the Power Uppercut is used to interrupt an opponent's Aerial Maneuver, the Power Uppercut will also cause a Knockdown (if it scores damage), knocking the opponent out of the sky before he can land his own move.

Cost: None
Speed: -1
Damage: +3
Move: One

Rekka Ken
Prerequisites: Punch ****, Athletics **

Description: The Rekka Ken maneuver was developed by Fei Long. He combined the speed of his Wing Chun Kung Fu punching with new concepts of footwork. The Rekka Ken is essentially a special kind of punching combination. First, the fighter dashes forward and delivers a blindingly fast punch. This first punch is followed by advancing steps and up to two more consecutive punches. The rapid three-punch combination can devastate an opponent in mere seconds.

System: The Rekka Ken is similar to other Combo Maneuvers (see later in this chapter). During the first turn of the Rekka Ken, the player uses her Rekka Ken Special Maneuver card along with any of the three Basic Maneuver punch cards (Jab, Strong or Fierce). The punch is resolved normally, but the Rekka Ken gives it +3 extra Speed beyond its normal Speed rating.

For up to two subsequent turns, the player can continue playing the Rekka Ken card along with a regular punch and get the +3 Speed bonus to the punch. Each punch must be used on the same opponent, and the damage from each punch combines for purposes of dizzying the opponent.

A special showmanship always accompanies the Rekka Ken. If a fighter uses the Rekka Ken for three consecutive turns against an opponent, the fighter is obligated to take a moment to strut his stuff, posing and howling in overconfident zeal. If the fighter does not take a turn to do this, he loses three temporary Glory points. If he does pose, he gets the standard +1 Glory (temporary) for showmanship.

Cost: 1 Willpower per turn used.
Speed: See description above.
Damage: See description above.
Move: See description above.

Shockwave
Prerequisites: Punch ****, Focus **

Description: Native American warriors can strike the earth with a mighty fist, causing it to tremble and quake. The force of the strike sends a shockwave straight across the ground; this tremor can topple objects and people. The Shockwave Maneuver can even cause some walls to buckle and crack as their supports vibrate.

System: The character chooses a straight hex-line down which to send the shockwave. The shockwave extends for a number of hexes equal to the character's Strength, beginning with the hex adjacent to the character.

Anyone standing in one of the affected hexes (characters in the middle of Aerial Maneuvers are not affected) suffers damage and is Knocked Down. Note that Shockwave knocks everyone down, even if an opponent was blocking or didn't suffer any damage from the maneuver.

Cost: 1 Chi
Speed: +0
Damage: +0
Move: None

Spinning Back Fist
Prerequisites: Punch **

Description: This punch gets its power from the rotation of the fighter's body. To deliver the Spinning Back Fist, the fighter steps forward with her rear foot, pivoting 180 degrees backward to strike with an outstretched back fist. The move is powerful and allows the fighter to advance on an opponent as she delivers the strike.

System: Use the modifiers below.

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

Spinning Clothesline
Prerequisites: Punch ****, Athletics ***

Description: Whirling destruction! The wrestler spins her body like a top. Her outstretched arms club any opponent near her. She can wade through a gang of street punks, sending them flying in all directions.

System: When using the Spinning Clothesline, the fighter moves and attacks simultaneously. When she initiates the move, the wrestler makes a damage test against all opponents sharing her hex or in an adjacent hex. All opponents who are hit are knocked back one hex from the wrestler. The wrestler then moves one hex and repeats the round of damage rolls. She keeps moving and making damage rolls until she uses up her Move or decides to stop.

Anyone nearby who is executing a Crouching Maneuver will not be hit.

Cost: 1 Willpower
Speed: +0
Damage: +0
Move: -2

Spinning Knuckle
Prerequisites: Punch ***, Athletics *, Spinning Back Fist

Description: This move is an advanced version of a Spinning Back Fist. Instead of taking one step forward and spinning into a back fist, the fighter actually dances forward, taking several body-turning cross-steps before delivering the attack. The Spinning Knuckle uses the fighter's advancing motion to add power to the blow. Furthermore, the fighter actually delivers two back fists at the end.

System: The fighter gets to roll two damage tests, as the fist connects twice.

Additionally, the fighter's dancing, turning steps allows him to evade projectile attacks. If the fighter interrupts a projectile attack with a Spinning Knuckle, the fighter gets a chance to dodge the projectile just as if he had used the Jump special move (see the Athletics special moves section).

Cost: 1 Willpower
Speed: -1
Damage: +1
Move: +3

Triple Strike
Prerequisites: Punch **, Kick *

Description: The fighter pulls back into a tight position, almost as if she were blocking, and then lashes out with two fists and a kicking foot at any one target next to her.

System: The fighter rolls damage for all three strikes, but the target only suffers damage from the two strikes that inflict the most damage (the third one is assumed to have missed its mark). For example, the fighter rolls damage for the two punches and the kick, scoring two, one, and three successes on the damage rolls. The two- and three-point damage strikes are applied to the target; the punch that scored only one damage success is ignored.

The two punches have a +0 damage modifier; the kick has a +1 damage modifier. Naturally, the damage for the kick is calculated using the fighter's Kick Technique, even though the Triple Strike is a Punch Special Maneuver.

Cost: None
Speed: -2
Damage: See description above.
Move: None

Turbo Spinning Clothesline
Prerequisites: Athletics ****, Spinning Clothesline

Description: Frustrated by the speed of some opponents, Zangief worked hard to make his Spinning Clothesline faster.

System: This move is identical to the Spinning Clothesline, except that it is quicker and travels farther.

Cost: 1 Willpower
Speed: +1
Damage: +0
Move: -1

Fist Sweep
Prerequisites: Punch ***

Description: Nobody told the boxers on the Street Fighter circuit that they couldn't hit below the belt. Not to be outdone by other styles, some boxers developed a low, powerful punch that takes the legs right out from under their opponents.

System: Victims of a successful Fist Sweep suffer a Knockdown in addition to normal damage. The Fist Sweep is a Crouching Maneuver.

Cost: None
Speed: -1
Damage: +3
Move: -2

Dashing Punch
Prerequisites: Punch ****, Athletics *

Description: This explosive move was practically invented by Balrog (although some people say one of his trainers actually developed it). When the starting bell rang for Balrog's boxing matches, he would dash across the ring and blast his opponent with a knockout punch before the opponent realized the fight had begun. The move was considered by many to be a typical Balrog cheap shot, but it won him lots of matches.

Now Balrog uses his Dashing Punch to crush his Street Fighter competitors. Many Street Fighter boxers have added the move to their own repertoires.

System: Use the modifiers below.

Cost: 1 Willpower
Speed: +0
Damage: +4
Move: +2

Dashing Uppercut
Prerequisites: Dashing Punch

Description: This move is a slight adaptation of the Dashing Punch. The difference is that the fighter delivers an uppercut punch instead of a straight punch at the end of the dash.

System: The Dashing Uppercut can hit opponents executing Aerial Maneuvers. Against such opponents, it scores a Knockdown in addition to damage.

Cost: 1 Willpower
Speed: +0
Damage: +4
Move: +2

Turn Punch
Prerequisites: Punch ****

Description: This heavy punch is one of the most potent Special Maneuvers available to the style. The boxer craftily works his way around the ring, setting up his opponent for a powerful overhand blow. The boxer actually turns his torso away from his opponent and then twists all the way forward as he throws the punch. This turning body motion gives the punch its name and its power.

System: At the beginning of any combat turn, a player can play her fighter's Turn Punch Combat Card. This shows that her character is beginning to size up her opponent in preparation for a Turn Punch. During that same turn, the player can use any other maneuver she wants, but the move has a -1 penalty to Speed, Damage, and Move because the boxer is concentrating on setting up the Turn Punch.

This can continue for up to four turns total. The player continues to use any maneuver she chooses, but all maneuvers have penalties of-1 to Speed, Damage, and Move. At any time, including during the very first turn she played the Turn Punch card, she can choose to execute the Turn Punch instead of playing some other Combat Card. The modifiers for the Turn Punch depend on how many combat turns the boxer was allowed to prepare the Turn Punch:
Combat TurnsSpeedDamage
1-1+4
2-1+5
3+0+6
4+1+7

For example, the boxer executes the Turn Punch the first turn it is played. The modifiers are -1 Speed, +4 Damage, Move Two. Another example would be if the player lays down the Turn Punch in a combat turn, and plays a Block that turn (at the modifier penalties), a Jab on the next turn (again, each move is at the modifier penalties), a Move on the third turn, another Jab on the fourth turn, a Block on the fifth turn, and finally, on the sixth turn, instead of playing a Combat Card, the player announces the Turn Punch's Speed during the Speed Declaration stage of the combat turn. The Turn Punch Combat Card is still sitting on the gaming table. The Turn Punch's modifiers would be +1 Speed, +7 Damage, and Move Two.

After the end of any turn, before new Combat Cards are selected, the player can choose to return the Turn Punch card to her hand, having never used it.

Cost: 1 Willpower when the card is first laid down.
Speed: See description above.
Damage: See description above.
Move: Two

KICK

Air Hurricane Kick
Prerequisites: Kick ****, Athletics ***, Jump, Hurricane Kick

Description: Only after they had begun testing themselves in Street Fighter combat did Ryu and Ken fully embrace the spirit of the Hurricane, allowing them to fly on the winds of fury as they deliver their Hurricane Kick.

System: This move works just like the standard Hurricane Kick (see the Hurricane kick description), except that the fighter has trained herself to execute the move while airborne. This allows the fighter to jump over incoming projectile attacks (see the Athletics special move Jump) and then execute the Hurricane kick from the high point of her jump to descend on her opponents in a blaze of spinning feet.

Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: -1
Move: +1

Backflip Kick
Prerequisites: Kick **, Athletics **

Description: This move combines acrobatics and a powerful kick into a special move that can rattle an opponent and simultaneously tumble the attacker to safety.

System: The fighter waits for an opponent to close, and then interrupts with a sudden backflip (Capoeira teaches a back hand spring), kicking the would-be attacker as the fighter's feet sweep up and through in the back flip. The fighter flips away, landing two hexes straight back from the opponent and thus preventing the opponent from striking back. This move is one of the few times a fighter may move after rolling damage in the same turn.

The Backflip kick does not count as an Aerial Maneuver.

Cost: None
Speed: + 0
Damage: +2
Move: +Two (backwards)

Double Dread Kick
Prerequisites: Kick ***, Double-Hit Kick

Description: This special move is a fast combination of a roundhouse kick and spinning back thrust kick. The fighter stuns her opponent with a quick kick and then spins into the more powerful thrust kick before the opponent can recover.

System: The move scores two damage tests on its victim. The first test has a +1 Damage Modifier; the second has a +4. The first hit knocks the opponent back one hex; the second hit knocks him back another hex. After the first hit, the fighter must have enough Move left to advance into the hex out of which he just knocked his opponent in order to deliver the second kick. If the fighter's intended victim is at the maximum Move range of the attack, the fighter can still spin the first kick into the empty hex in front of the victim and fire off the second thrust kick at the opponent.

For example, Dee Jay's Move for his Double Dread kick is his Athletics rating of 4 plus the maneuver's modifier of +1, for a total Move of 5. If Balrog is standing six hexes away, Dee Jay can move four hexes, throw the first kick into thin air, and then advance into his fifth hex of movement with the second spinning thrust kick. This last hex of movement puts him adjacent to Balrog, so he can hit Balrog with the second damage test (with the +4 modifier) and knock Balrog back one hex. If Balrog had been any closer, Dee Jay could have moved to him, hit him with the first kick (at +1 damage modifier), knocked Balrog back one hex, and moved into the now-empty hex to deliver the second kick.

The damage rolls inflicted by these two kicks do not combine to dizzy the opponent unless they are part of a greater combination maneuver.

Cost: 1 Willpower
Speed: -2
Damage: +1, +4 (see description above)
Move: +1

Double-Hit Kick
Prerequisites: Kick **

Description: Many styles feature combination kicks that use one leg to deliver two kicks in rapid succession without the kicking foot touching the ground in between. Usually, the first kick lands low and the second kick lands high.

System: The Kick hits twice using the modifier below. Opponents executing Crouching or Aerial Maneuvers will only be hit once.

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

Double-Hit Knee
Prerequisites: Kick **

Description: This is a close-in move popular with Capoeira dancers. The fighter leaps into the opponent, allowing his knee to smack the victim's stomach and continue into the opponent's chin.

System: Roll twice for damage using the modifiers below when using this move.

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

Dragon Kick
Prerequisites: Kick *****, Focus ****, Jump

Description: The ancient art of Dragon Kung Fu is the only system that has preserved knowledge of this mystical technique. The fighter taps the spirit of the celestial dragons, rising into the air in a twirling kick while his focused Chi spurts fire from his leg. The kick is beautiful and deadly.

System: The Dragon Kick works identically to the Flaming Dragon Punch. Like the Flaming Dragon Punch, it is an Aerial Maneuver.

Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +6
Move: -2

Flash Kick
Prerequisites: Kick ***, Athletics **, Focus **

Description: Guile's trademark kick is one of the deadliest moves on the Street Fighter circuit. A fighter who has mastered this move crouches down before springing into an aerial back flip. As her body flips over, her foot sweeps a deadly arc in front of her. Energy trails after the kicking foot, adding sizzle to the kick. When Guile executes the kick, a blaze of sonic energy follows his foot. Other fighters throw arcs of flame or electricity behind their kicking feet.

The Flash Kick is a tough move to learn. It requires a combination of athletics to execute the back flip, Chi focusing to release the energy, and kicking talent to plant the foot under an opponent's jaw.

System: Use the modifiers below. The Flash Kick will also inflict a knockdown against opponents who were executing Aerial Maneuvers. The Flash Kick itself is an Aerial Maneuver.

Cost: 1 Chi, 1 Willpower
Speed: -1
Damage: +7
Move: None

Flying Knee Thrust
Prerequisites: Kick **, Athletics *

Description: This move has quickly become a favorite among beginning Street Fighters. It's fast, covers a lot of ground, and still hits hard. The fighter launches into a quick broad jump and flies into the opponent, driving a knee right into him.

System: Use the modifiers below. The Flying knee Thrust is an Aerial Maneuver.

Cost: 1 Willpower
Speed: +1
Damage: +2
Move: +1

Flying Thrust Kick
Prerequisites: Kick ****, Athletics ****, Jump

Description: This move requires strong legs! The fighter thrust-kicks into the air so hard he actually lifts off the ground and rockets into the air heel-first with his body inverted.

In order to perfect the move, the fighter has to develop the leg flexibility to do a full split and must have superhuman leg muscle conditioning. One-legged squats are popular training exercises among fighters who wish to develop the strength to do a proper Thrust Kick.

System: The Thrust Kick works just like a Dragon Punch. It can knock down aerial opponents and be used to jump over fireballs. The Thrust Kick is an Aerial Maneuver.

Cost: 1 Willpower
Speed: +0
Damage: +6
Move: -2

Foot Sweep
Prerequisites: Kick **

Description: This low, powerful kick is intended to knock an opponent off her feet and send her crashing to the ground.

System: Victims of a successful Foot Sweep suffer a Knockdown in addition to normal damage. The Foot Sweep is a Crouching Maneuver.

Cost: None
Speed: -2
Damage: +3
Move: -2

Forward Flip Knee
Prerequisites: Kick **, Athletics **

Description: This move is very similar to the Backflip Kick, except the fighter actually launches into a forward flip over the head of an opponent. As she drops out of the forward flip, the fighter uses her body weight to drive her knee into the opponent's back.

System: The fighter must attack someone standing in her own hex or an adjacent hex. The fighter moves one or two hexes forward to land in a hex on the far side of her opponent. As the fighter lands, she rolls for damage. If the fighter interrupted an opponent's attack with the Forward Flip knee, the opponent cannot execute his declared attack on the fighter, who has now flipped behind him.

The Forward Flip knee is an Aerial Maneuver.

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

Great Wall of China
Prerequisites: Kick *****, Lightning Leg

Description: No one in the world is known to possess this awesome power. It is widely held that its existence is only superstitious nonsense. After all, no one alive could possess the kind of kicking ability necessary to execute this maneuver. No one alive.

System: When executing this maneuver, the fighter chooses three connecting hexes adjacent to him. He then fills these hexes with a superhuman flurry of kicks that to the naked eye appears like a solid wall of leg and foot. Anyone in the hexes is hit three times at the damage listed below.

Cost: 2 Willpower
Speed: -2
Damage: +1
Move: None

Handstand Kick
Prerequisites: Kick **, Athletics *

Description: The fighter bends over, puts his hands on the ground, and presses his legs up into a handstand. The legs snap up with the force of a kicking mule, bringing an airborne opponent down for a crude landing or just clipping a ground opponent under the chin.

System: Use the modifiers below. Aerial opponents will suffer a Knockdown in addition to damage.

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

Hurricane Kick
Prerequisites: Kick ****, Athletics ***

Description: By embracing the raw power of the hurricane, the fighter lifts himself into the air and spins like a cyclone. As the fighter spins, his outstretched foot carves a deadly path through his opponents, mowing them down like wheat before a scythe.

System: A character executing this move can move up to his full Move in hexes, but must travel in a straight hex-line. Each time he enters a new hex, anyone occupying that new hex or any of the six hexes adjacent to it must Soak the Hurricane Kick's damage roll. The fighter must roll a separate damage test for each person affected.

Regardless of damage, anyone in range of the kick is automatically knocked backward one hex away from the kicking fighter (or back the way the attacker came if the victim is in the same hex as the kicker).

After all damage rolls and knockdowns are resolved, the attacker can move again. For each hex moved, damage rolls and knockdowns are calculated again. This process continues until the character chooses to stop moving or uses up his Move. So, a character with Hurricane kick could move right into a single opponent and continue knocking her back hex by hex and inflicting damage each time, up to the kicker's full Move in hexes.

Opponents who block can continue to use their Block against each damage roll. Multiple hits do not combine to dizzy an opponent.

The Hurricane kick is an Aerial Maneuver.

Cost: 1 Chi, 1 Willpower
Speed: +0
Damage: -1
Move: -1

Lightning Leg
Prerequisites: Kick ****, Double-Hit Kick

Description: Victims who have experienced this maneuver firsthand report hearing a loud rustling sound as their attacker's foot rushed through the air, hitting them from all sides. This sound, the victims continue, was quickly replaced by loss of consciousness.

Street Fighters who have the ability to use Lightning Leg have honed their kicking ability to near-perfection. They can split the air with dozens of kicks in the blink of an eye.

System: When using this move, the Street Fighter must remain standing in one place as she selects one opponent on whom to unleash her flurry of kicks. The attacker makes three consecutive damage rolls using the modifiers below.

Cost: 1 Willpower
Speed: -2
Damage: +1
Move: None

Slide Kick
Prerequisites: Kick **, Athletics *

Description: Some fighters have developed sliding kicks designed to take an opponent's feet right out from under him. From a ready stance, the fighter drops to the ground, slides an amazing distance and kicks the victim's feet.

System: In addition to regular damage, the victim of a successful Slide Kick will suffer a knockdown, unless he was blocking.

Cost: None
Speed: -1
Damage: +3
Move: +1

Spinning Foot Sweep
Prerequisites: Kick **, Athletics *, Foot Sweep

Description: This move is identical to a regular Foot Sweep, except that the fighter actually spins his body and his outstretched kicking leg a full 360 degrees around him, mowing down anyone standing near him. This move is sometimes called an iron broom, tiger's tail, or dragon's tail sweep by Kung Fu and Wu Shu stylists.

System: The fighter rolls for damage against everyone in her own hex and the six hexes directly adjacent to her. Any victim who suffers damage also suffers a Knockdown (unless the victim was blocking).

The Spinning Foot Sweep is a Crouching Maneuver.

Cost: 1 Willpower
Speed: -2
Damage: +3
Move: None

Stepping Front Kick
Prerequisites: Kick ****, Double-Hit Kick

Description: This kick requires some fancy footwork and powerful legs. The fighter takes a skipping step toward her opponent and unloads with a rising knee. This drives the opponent back, allowing the fighter's kneeing leg to extend into a forward snap kick. The opponent is thus struck twice.

System: The fighter must move into the same hex as her opponent, then roll one damage test for the knee. The force of the knee will knock the opponent back one hex. The fighter can then roll for the second damage test as the snap kick connects.

If the fighter does not have enough movement to reach her opponent's hex, she can still hit with the front snap kick if she can reach a hex adjacent to her opponent.

Cost: 1 Willpower
Speed: +0
Damage: +1
Move: +1

Whirlwind Kick
Prerequisites: Kick ****, Athletics ****

Description: Few fighters have mastered the Whirlwind Kick, which Chun Li has made famous. The move requires superhuman athleticism and kicking skill. The fighter begins by kicking into a handstand and then launching herself into a spinning tornado of striking feet. The fighter appears almost to fly (upside down, no less!) across the ground and into the midst of her opponents.

System: The Whirlwind Kick works just like the Hurricane Kick, but its modifiers are different, making it a slower-starting but harder-hitting maneuver. Like the Hurricane kick, the Whirlwind Kick is an Aerial Maneuver.

Cost: 2 Willpower
Speed: -2
Damage: +0
Move: -1

Wounded Knee
Prerequisites: Kick ***

Description: Native American Wrestling shares this Special Maneuver with Western kickboxing. The Wounded Knee kick involves the fighter executing a low, powerful kick that drives his shin into the outside of his opponent's thigh. This kick hits the femoral nerve, which runs down the outside of the leg, and weakens the opponent's leg, making it hard for him to move or kick.

System: In addition to normal damage, the Wounded Knee attack causes its victim to suffer penalties of -2 to Move on all maneuvers for the next two turns, and -2 to Speed on all kick Maneuvers for the next two turns.

Cost: None
Speed: -2
Damage: +3
Move: -1

BLOCK

Deflecting Punch
Prerequisites: Block ***, Punch *, Punch Defense

Description: Wing Chun Kung Fu is famous for quick counterpunches that deflect an opponent's punch at the same time the fighter is himself attacking. When the martial artist sees his opponent punching, he counters with his own punch, deflecting his opponent's punch with his arm as his fist continues on to strike his opponent.

System: The fighter must interrupt an opponent's Punch maneuver. The opponent rolls damage for his punch even though he was interrupted. The fighter gets his full Block Soak against the opponent's damage. The blocking portion of this move is only useful against a punch. If the fighter's opponent uses any other Technique, the fighter gets no blocking bonus to his Soak total (although he can still land his counterpunch).

Once the opponent has dealt damage, the fighter immediately gets to land his counterpunch unless he was dizzied, knocked back, or knocked down by his opponent's maneuver. The fighter calculates damage using his Punch Technique.

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

Kick Defense
Prerequisites: Block **

Description: A fighter who can guess his opponent's next move always has a distinct advantage, unless he guesses wrong! Kick Defense incorporates many movements that help defend the fighter against an opponent's foot and knee attacks. However, because the fighter's concentration is on his opponentŐs feet, he is more susceptible to be punched or blasted with a Focus attack.

System: This operates as a standard Block Maneuver, except that the fighter is +4 to Soak kicks (including Special Maneuver kicks) and -2 to Soak any other type of Technique. This Soak modifier is added or subtracted to the fighter's normal Blocking Soak total.

Cost: None
Speed: +4
Damage: None
Move: None

Maka Wara
Prerequisites: Block ****

Description: Both Japanese and Chinese martial arts incorporate training methods for turning a fighter's body surfaces and bones as hard as iron. This training, called Maka Wara in Japanese, involves the fighter striking his hands, forearms, shins, etc. into progressively harder surfaces: padded wood, bare wood, bricks, stone, and finally metal. The repeated blows causes the fighter's bones to harden over time until they become like rods of iron. The training is facilitated by a secret herbal formula called dit da jow in Chinese. The herbal remedy helps heal the bruises that form on the fighter's arms and legs, allowing him to train again the next day.

No one likes to punch or kick a rod of iron, but that is essentially what an opponent must do to overcome a Maka Wara master.

System: Character who possess Maka Wara do not have to fill out a Combat Card for the power. Instead, they invoke the power whenever they use a Blocking Technique and an opponent strikes them with a punch or kick. The Maka Wara fighter takes damage as normal, but immediately rolls a damage test against his opponent, who has just injured herself by striking the iron-hard arms or legs of the Maka Wara fighter. The fighter rolls damage using a Dice Pool of (Stamina + Block) -3. The attacker's Soak total is then subtracted. If the defender is attacked with a weapon or Grab Technique maneuver, the attacker does not take damage.

Cost: None
Speed: See description above.
Damage: See description above.
Move: See description above.

Punch Defense
Prerequisites: Block **

Description: Similar to Kick Defense, Punch Defense incorporates a variety of ducking, bobbing, and deflecting movements that defend a fighter against punches but leave her open to other attacks.

System: This operates as a standard Block Maneuver, except that the fighter is +4 to Soak punches (including special move punches) and -2 to Soak any other type of maneuver. This Soak modifier is added or subtracted to the fighter's normal Blocking Soak total.

Cost: None
Speed: +4
Damage: None
Move: None

San He
Prerequisites: Block ***, Focus **

Description: Some styles teach practitioners the ability to root their bodies to the ground using their internal Chi energy. This same energy can be spread out across the surface of the body, causing all the muscles to tighten. This rigid, immovable stance is part of the San He form of Kung Fu. Other styles refer to it by different names. When a fighter assumes this stance, her body becomes like a single, solid piece of iron - immovable and resistant to all attacks.

System: When executing San He, the character adds double her Block Technique to her Soak total. For example, a character with a Stamina of 3 and a Block Technique of 4 would have a Soak total of 11 the turn she uses San He.

In addition, the fighter cannot be knocked down except by a Grab Maneuver, nor can she be knocked back out of her hex. The San He stance roots the fighter to the ground, and even special powers like Hurricane kick or Dragon Punch will not knock the character back. Against truly massive moving objects, like cars, the Storyteller can have the fighter roll Strength + Block to stand her ground. The bigger the object, the more successes the fighter needs on her roll (a car might be four successes, a bus might be seven successes).

The fighter does not gain a +2 Speed bonus for blocking the turn after using San He.

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

Missile Reflection
Prerequisites: Block ****

Description: Martial artists who have studied the intimate details of evasion and deflection motions are able to snatch arrows out of the air and catch thrown knives between clapped hands. Often the fighter will return the missile weapon to its sender in one fluid catch-and-throw motion.

System: When this Special Maneuver is used, the fighter poises herself to intercept any objects thrown or fired at her. If any missile attacks are directed at her, she has a chance to catch them and even return them toward their sender or in any other direction. The fighter must roll Dexterity (difficulty 6) to catch a missile successfully. Thrown weapons like knives, shurikens, and rocks require one success to catch, missiles from weapons like bows or slingshots require two successes, and gunfire requires three successes to deflect. In order to deflect gunfire, the fighter must be holding some piece of metal or other material capable of withstanding the bullets and bouncing them away.

If the missile is reflected at another party, the new victim suffers the same damage that the missile would have inflicted upon the fighter who caught and returned it. Gunfire cannot be reflected at the attacker (unless the Storyteller allows it in a heroic moment of high drama).

The fighter can reflect any number of missiles targeted at her during the same turn. Yes, any number.

Cost: None
Speed: +3
Damage: None
Move: -1

Energy Reflection
Prerequisites: Block ****, Focus ****, Missile Reflection

Description: Once a fighter has mastered the art of catching and returning physical objects, he can begin to use the same physical coordination to catch and reflect energy attacks. This phenomenal maneuver also requires the fighter to have a high degree of control over his own Chi. He must instantly summon the correct energy into his hands to "catch" energy projected at him and reflect it away.

System: This maneuver is similar to Missile Reflection, except that the fighter can reflect any kind of energy projectile, such as a fireball, bolt of electricity, or sonic boom. The fighter must spend one point of his own Chi for each energy projectile reflected and must score two or more successes on a Wits roll to gauge and reflect the energy pattern of the projectile. If the projectile is redirected at another victim, it will inflict the same amount of damage it would have inflicted upon the fighter who reflected it.

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

GRAB

Air Throw
Prerequisites: Grab **, Athletics *, Jump, Throw

Description: Some Native American Wrestlers have been known to jump into the air to catch an aerial opponent, grab the opponent like a hawk snatching a dove, and slam the opponent to the ground. This lethal move is also seen in Sanbo, has been picked up by many Special Forces soldiers, and is even seen in the aerial artistry of Wu Shu.

Some warriors prefer to grab their opponents and fall with them to crush them into the ground. Others grab their opponents and bring them down on top of themselves, while still others prefer the finesse of grabbing opponents out of the air and dashing them to the ground.

System: To execute the move during combat, the fighter must interrupt another character's Jump move, or must interrupt right after any other opponent has played a special move that also acts as a Jump (like a Vertical Rolling Attack, Dragon Punch, Flying Heel Stomp, etc.). The fighter then must jump to where the intended victim is, enter the same hex as the airborne victim, and execute the throw. If any damage is scored, the fighter can pick any spot within three hexes to deposit the victim. In addition to regular damage, the victim will suffer a Knockdown. After executing the throw, the attacker can finish any remaining hexes of movement.

Cost: 1 Willpower
Speed: +2
Damage: +5
Move: +0

Back Breaker
Prerequisites: Grab ***

Description: The wrestler grabs an opponent, turns his body over and slams his head and back into the ground. Simple and effective.

System: The opponent suffers a Knockdown in addition to damage.

Cost: None
Speed: -1
Damage: +3
Move: One

Back Roll Throw
Prerequisites: Grab **, Kick *, Athletics *, Throw

Description: This move is an advanced version of the Throw special move. Instead of using her shoulders or hips to throw an opponent, the fighter grabs the opponent and then rolls backward onto the ground, planting a foot on the opponent's chest to heft him up and over. The victim of the Back Roll Throw ends up tossed behind the attacker's head.

System: The move is quicker than a basic Throw, and the opponent can be thrown farther. The victim can be thrown a number of hexes equal to the attacker's Strength Attribute + Kick Technique.

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

Bear Hug
Prerequisites: Grab **

Description: Grab that irritatingly quick little fighter and crush her into your chest until her bones rattle. The Bear Hug is an old standby for many wrestlers, and a few other stylists have decided to adopt it as well.

System: The Bear Hug is a Sustained Hold.

Cost: None
Speed: -1
Damage: +3
Move: One

Brain Cracker
Prerequisites: Grab **, Punch *

Description: Defeating an opponent isn't enough for some fighters. They want to drive some sense into their opponents' brains. A fighter employing the Brain Cracker Special Maneuver grabs his opponent's hair, ear, or nose, pulls her head down, and rains smashing punches into her skull or drives elbows into her face.

System: This is a Sustained Hold that allows the fighter to punch a held opponent each turn the hold is maintained. The damage for the move is based on the fighter's Punch Technique instead of his Grab Technique.

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

Grappling Defense
Prerequisites: Grab ****

Description: Wrestlers don't survive long unless they learn ways to escape and counter the grabs and holds of their fellow wrestlers. Other styles, such as the Kung Fu art of Chin Na or the Japanese art of jiu-jitsu, formalize this grappling training.

System: The Grappling Defense Special Maneuver works similarly to a Block, but it only protects against Grab maneuvers. A fighter employing Grappling Defense adds his Grab Technique to his Stamina to determine his Soak total against any Grab Maneuver. For example, E. Honda grabs his opponent and applies a Bear Hug. The opponent is using Grappling Defense, so he adds his Stamina of 2 and his own Grab Technique of 4 to get a Soak total of 6 against the damage of Honda's Bear Hug maneuver.

Grappling Defense can even be played each turn by a fighter trapped in a Sustained Hold, thereby minimizing the damage the hold inflicts.

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

Hair Throw
Prerequisites: Grab ***, Athletics **, Throw

Description: This throwing maneuver was invented hundreds of years ago by a Mongolian tribe renowned for its acrobatic grappling maneuvers. The tribe was assaulted by bands of thieving marauders who would gallop in on horses and pillage the tribe's villages. Seeing that the marauders wore their hair in long locks, the tribe invented a technique for running at a horseman, flipping up and over the horseman's head, grabbing his hair from behind and throwing the marauder off his horse.

Various styles of Kung Fu have since picked up the technique, and the hair-pulling maneuver is also used by many Special Forces groups.

System: The fighter must move into and straight through an opponent's hex. The opponent can then be thrown (per the Throw maneuver) along the same straight line the fighter initially used to move over his opponent.

Cost: None
Speed: -2
Damage: +5
Move: Two

Head Bite
Prerequisites: Grab **

Description: Some Street Fighters either have a little vampirism in them or, like Blanka, are just downright savage. It's a nasty move, but some fighters have been known to leap onto their opponents and bite right into their necks.

System: This is a Sustained Hold and inflicts damage each turn the hold is maintained.

Cost: None
Speed: +1
Damage: +3
Move: One

Iron Claw
Prerequisites: Grab *****

Description: The wrestler quickly grabs her opponent with one hand, draws him in, and then places her other hand on the opponent's face. The wrestler's hand clenches like a vise over the opponent's face, each finger digging into some pressure point like the temples, under the jaw, or even into the eyes. The sheer force of the squeeze causes intense pain to the victim.

Wrestlers train for the Iron Claw by performing a variety of exercises to increase their grip strength. One of the most popular involves dropping and catching slabs of concrete. A wrestler takes a concrete block and raises it over her head with both outstretched arms. She releases the block and then darts her hands down to catch it before it hits the ground. Grasping the heavy concrete quickly builds tremendous hand strength. Wrestlers then practice clapping their hands together after they release the concrete, and then still grabbing it before it hits the ground. The clapping builds speed.

System: The Iron Claw is a Sustained Hold that uses the modifiers listed below.

Cost: 1 Willpower on the first turn only.
Speed: +1
Damage: +4
Move: One

Knee Basher
Prerequisites: Grab **, Kick *

Description: This move resembles the Brain Cracker, except that the wrestler grabs his opponent's head and doubles the opponent over in order to knee him in the head. Capoeira stylists practice this move by holding coconuts in one hand and crushing them with their knees.

System: This move is a Sustained Hold, and even if the opponent is lucky enough to escape, she is considered Knocked Down and suffers a -2 Speed penalty the turn after she frees herself. Damage for the Knee Bash is calculated using the fighter's Kick Technique instead of his Grab Technique.

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

Neck Choke
Prerequisites: Grab ***

Description: The fighter grabs her opponent and applies a strangling Neck Choke. Big fighters like T. Hawk prefer to lift their opponents off the ground as they apply the hold.

System: The Neck Choke is a Sustained Hold.

Cost: None
Speed: -1
Damage: +3
Move: One

Pile Driver
Prerequisites: Grab ***, Athletics *

Description: The Pile Driver is an advanced grappling move that takes a lot of training to execute against a live opponent. The wrestler must grab his opponent and invert her body so that the opponent's head is between the wrestler's legs and the opponent's legs extend above the wrestler's head. The wrestler then jumps up and raises his own legs into a seated position. When the wrestler and his victim land, the opponent's head hits first.

System: The victim of a successful Pile Driver also suffers a Knockdown.

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

Siberian Bear Crusher
Prerequisites: Grab ***, Athletics **, Back Breaker

Description: Irritated by little capitalist opponents who would hit and run from him, Zangief revived and perfected a maneuver he had previously practiced on the wild bears of Siberia. In so doing, Zangief would rush at the bear, closing inside the range of the bear's deadly claws before it could strike. Then he lifted the bear into an airborne back breaker to hammer the beast into submission. (Of course, Zangief acquired a lot of claw scars trying to learn the maneuver.)

System: The wrestler dashes forward into the opponent's hex, grabs the opponent, inverts him, and leaps into the air. In midair, the wrestler adjusts his hold to ensure the victim lands in the Back Breaker position. The wrestler can choose any hex up to three hexes away to land in. The victim will land in any hex adjacent to the wrestler. The victim suffers a Knockdown in addition to damage. The Siberian Bear Crusher is considered an Aerial Maneuver during the time the wrestler and his prey are both airborne.

Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +1

Siberian Suplex
Prerequisites: Grab ****, Athletics **, Suplex

Description: Russian Sanbo wrestlers invented the bouncing Siberian Suplex in order to have more fun with their puny opponents from the West. Sanbo wrestlers found that their opponents would usually be knocked senseless after only one Suplex, thus ending the match before the Sanbo fighter could work up a sweat. So Sanbo fighters invented the Siberian Suplex. This move begins exactly like a regular Suplex, but the fighter back-bridges the opponent's shoulders into the ground hard enough to bounce both fighters into the air. While in the air, the Sanbo wrestler maintains the Suplex hold. When the pair lands, the victim again suffers a Suplex collision on the ground.

System: This move is identical to a Suplex, except that the fighters end the move one hex farther back as they land from the second hit. The fighter rolls two damage tests using the modifiers below. The victim also suffers a Knockdown.

Cost: 1 Willpower
Speed: +0
Damage: +2
Move: One

Spinning Pile Driver
Prerequisites: Grab ****, Athletics ***, Jump, Pile Driver

Description: This advanced version of the regular Pile Driver has carried Zangief to the title of World Warrior (often over the mangled bodies of his opponents).

Zangief perfected this move when he wrestled wild bears. Finding that the regular Pile Driver was not forceful enough to stun the hard-headed Siberian bears, Zangief grabbed them, upended them into the Pile Driver position and then jumped high into the air. The added force from the fall proved sufficient to stun the most ferocious bears.

When Zangief entered Street Fighter tournaments, he continued to use the Spinning Pile Driver to finish his opponents. He added the spin into the move to please the Russian crowds and disorient his victim.

System: The victim suffers a Knockdown in addition to regular damage, and is bounced three hexes away (attacker's choice which direction) after impact.

The Spinning Pile Driver can be used like a Jump to interrupt and dodge a projectile attack. The move counts as an Aerial Maneuver after the fighter grabs his opponent and begins the airborne spin.

Cost: 2 Willpower
Speed: -2
Damage: +7
Move: Two

Stomach Pump
Prerequisites: Grab ****, Punch **

Description: The wrestler grabs the opponent, lifts her off her feet with one hand and repeatedly smashes the pit of her stomach with a palm heel. The move's name derives from the fact that many victims end up losing their lunch before they escape from this organ squeezing hold.

System: The Stomach Pump is a Sustained Hold.

Cost: None
Speed: +0
Damage: +4
Move: One

Storm Hammer
Prerequisites: Grab *****, Athletics ***, Jump

Description: Unfortunate souls who anger T. Hawk in the midst of combat are in for a disorienting, bone-crushing experience as T. Hawk unleashes his Storm Hammer throw. T. Hawk grabs his opponent's head in one huge hand, leaps into the air, spins his arm (opponent included!) in a big circle and then crushes the opponent's face into the arena floor. Very few opponents get back up.

System: As with all Grab Special Maneuvers, the fighter must move into the same hex as his opponent. The fighter can choose to land up to three hexes away. The opponent suffers a Knockdown in addition to damage. Fighter and opponent end the turn in the same hex.

Once the fighter has grabbed the opponent and jumped into the air, the Storm Hammer is considered an Aerial Maneuver until the fighter and his prey land. The move can be used it to interrupt an incoming projectile attack and possibly dodge it (see the Jump Athletics Maneuver).

Cost: 2 Willpower
Speed: -2
Damage: +7
Move: One

Suplex
Prerequisites: Grab *

Description: The Suplex is a relatively fast Grab move. The fighter lunges forward, grabs her opponent, and then twists around to fall backwards. By arching her back, the wrestler slams the opponent's head into the ground and simultaneously cushions the wrestler's own fall.

System: Victims of a successful Suplex also suffer a Knockdown. The victim lands one hex behind his original position (attacker's choice which hex).

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

Thigh Press
Prerequisites: Grab **, Athletics **

Description: This move is also called a Reverse Suplex, but many tournament fighters began calling it the Thigh Press after they saw Cammy's version of the move.

The fighter starts by jumping onto the opponent's shoulders, locking her feet behind the opponent's back and catching the opponent's head between her thighs. The fighter then drops her body weight backward, bending the opponent over. As she does so, the fighter flips backward, doing a half back flip and landing on her stomach. Meanwhile, the opponent is pulled over and off his feet, smashing headfirst into the ground.

System: The opponent suffers a Knockdown in addition to regular damage. The fighter switches hexes with her opponent unless both combatants started in the same hex, in which case the attacker can choose the adjacent hex in which the victim lands.

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

Throw
Prerequisites: Grab *

Description: Most martial arts teach special techniques for grabbing and throwing an opponent. These techniques involve using the hips, shoulders and/or arms to unbalance the opponent and leverage him into a throw. Masters can throw opponents over 20 feet through the air.

System: If the move succeeds, the fighter can choose the hex in which his opponent lands after the Throw. The fighter can throw an opponent a number of hexes equal to the fighter's Strength. For example, Ken has a Strength of 5, so he can shoulder-throw an opponent up to five hexes away. The opponent lands in the designated hex and suffers a Knockdown. Fast members of successful tournament teams often throw opponents to their stronger, slower comrades, who then finish off the unfortunate with a powerhouse Special Maneuver.

The damage from a Throw is actually inflicted when the opponent lands and hits the ground, wall, car windshield, other fighter, etc. If the victim is thrown into another fighter, the fighter struck by the flying body may suffer damage as well. Roll damage based on the thrown character's Stamina minus the struck character's Soak total (Stamina or Stamina + Block). For example, Fei Long throws Zangief into a hex where Cammy is standing. Zangief's Stamina is 7 (he's a big guy!), and Cammy's Soak total is equal to her Stamina of 4 (it would have been more had she been Blocking), so Fei Long's player rolls 7 - 4 = 3 dice of damage for Cammy.

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

Head Butt Hold
Prerequisites: Grab **, Head Butt

Description: Las Vegas-style boxing doesn't allow head butts; however, some fighters don't mind banging heads in the middle of a clinch. Street Fighter boxers take this one step further, grabbing their opponents and smashing them with repeated head butts.

System: The move is a Sustained Hold, so the boxer gets to attack his opponent each turn until the victim escapes.

Cost: None
Speed: -1
Damage: +3
Move: One

ATHLETICS

Air Smash
Prerequisites: Athletics *, Jump

Description: This move is popular with large fighters because it uses their weight to flatten an opponent into the sparring mats. The fighter leaps into the air, high above an opponent's head, and then falls straight down on top of her. Most fighters tend to land in an aerial seated position, which has caused the Air Smash to be nick-named the "Butt Crush."

System: The Air Smash is an Aerial Maneuver and acts as a Jump for purposes of interrupting and evading projectile attacks. The fighter must move in a straight hex-line while executing the power, and he will end the move in the same hex as the opponent on whom he landed.

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

Beast Roll
Prerequisites: Athletics *****, Rolling Attack, Vertical Rolling Attack

Description: Superhuman. Few individuals have deciphered exactly how Blanka accomplishes this gravity-defying move. He begins by springing backward into several aerial backflips, then rolls back forward in a series of somersaulting forward flips to ram his opponent.

System: The Beast Roll is an Aerial Maneuver that can be used like a Jump to dodge projectiles. The fighter begins by traveling in a straight hex-line backward using the -2 Move modifier. This backward roll can be used to attack an opponent. The fighter then reverses direction along the same straight hex- line to strike a second opponent. The fighter caroms oft the second opponent, ending up two hexes away in the direction from which he came. For both attacks, the fighter must move into the opponent's hex.

Cost: 1 Willpower
Speed: +0
Damage: +3
Move: -2/+2

Cannon Drill
Prerequisites: Athletics *****

Description: Fast and ferocious, the Cannon Drill Special Maneuver has given Cammy an edge on her competition in the Street Fighter tournaments. Since they saw Cammy pull off the move, many other fighters have tried to imitate it; only a few have actually succeeded.

To execute the Cannon Drill, the fighter throws her body into a low airborne trajectory. The fighter's body actually twists like a horizontal tornado as she flies across the field to strike her opponent feet first.

The move is very quick, has a vicious hit, and moves the fighter quite a distance.

System: Because it flies so low to the ground, the Cannon Drill does not count as an Aerial Maneuver.

Cost: 1 Willpower
Speed: +2
Damage: +2
Move: +2

Diving Hawk
Prerequisites: Athletics ***, Focus *, Jump

Description: The ultimate cure for Fireball blues. The Diving Hawk maneuver allows a fighter to soar over incoming projectiles and then dive down to crush the missile-throwing opponent. The fighter jumps straight up into the air, then positions her body into a gliding position, emulating a hawk diving at prey. She then soars down to strike her chosen victim with a full-body collision.

System: The Diving Hawk is an Aerial Maneuver. It starts as a vertical Jump (and can dodge Fireballs just like a Jump). The fighter subsequently uses her Move to enter her opponent's hex and deal damage.

Cost: 1 Willpower
Speed: +0
Damage: +5
Move: +2

Drunken Monkey Roll
Prerequisites: Athletics **

Description: It is said that the unjustly imprisoned founder of Monkey Kung Fu invented this evasive maneuver after watching a group of monkeys through the bars of his jail cell. The monkeys got inebriated on wine thrown out by prison guards and began staggering and rolling around on the ground. Copying the monkeys' drunken antics, the master developed a series of evasive tumbles, which became the Drunken Monkey Roll.

System: The Drunken Monkey Roll is a good all-purpose evasive technique. It counts as a Crouching Maneuver because it stays low to the ground. It can also be used to interrupt and evade projectile attacks (use the same rules given under the Jump Special Maneuver).

Cost: None
Speed: +3
Damage: None
Move: +2

Flying Body Spear
Prerequisites: Athletics ***, Jump

Description: Street Fighters seem to find an unending variety of ways to use their bodies as weapons. This Special Maneuver involves the fighter jumping into the air and twisting his body into a rotating human torpedo as he descends on his opponent. Some fighters like to cruise down feetfirst; others lead with their fists or even heads. Because the fighter has his full weight behind him, the Body Spear inflicts a fair amount of damage.

System: The Flying Body Spear is an Aerial Maneuver that acts like a Jump, enabling the user to dodge missile attacks. The fighter can then spiral down and smash into any opponent within his Move range. The fighter must travel in a straight hex-line and ends the move in the hex in front of the victim.

Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +1

Flying Head Butt
Prerequisites: Athletics ***, Head Butt, Jump

Description: This move is similar to the Flying Body Spear, except that the fighter leaps horizontally at an opponent, ramming her headfirst. Because the fighter does not jump up first, the move is a little quicker than the Flying Body Spear, but the low-flying head butt doesn't give the fighter a chance to dodge oncoming missiles.

System: The Flying Head Butt is an Aerial Maneuver. The fighter must travel in a straight line on the hex map.

Cost: 1 Willpower
Speed: +0
Damage: +4
Move: +3

Flying Heel Stomp
Prerequisites: Athletics ***, Kick **, Jump

Description: This high-flying aerial assault utilizes a fighter's body weight to hammer an opponent from above. The fighter leaps into the air above her opponent's head and lands heelfirst on her opponent's head or shoulders.

Additionally, the fighter can use her opponent as a spring board to launch away to safety after the attack.

System: The fighter can interrupt her own movement with a damage roll and then finish her allowed Move after rolling damage. For example, Chun Li, with an Athletics Technique of 6, can Move eight hexes using her Flying Heel Stomp, and can stop at any point in her movement to attack one opponent. She decides to jump three hexes, stomp Sagat, and then finish her move five hexes away. The only limit is that the jump has to be in a straight line from beginning to end.

The Flying Heel Stomp is an Aerial Maneuver and can be used. like a Jump move to interrupt and evade a projectile attack (as well as give the would-be attacker a heel-stomping headache).

Cost: 1 Willpower
Speed: +0
Damage: +1
Move: +2

Jump
Prerequisites: Athletics *

Description: Street Fighters who intend to survive their first tournament against serious competition had better come with springs for legs. Jump is a relatively simple Special Maneuver that allows a fighter to vault over incoming projectile attacks (like fireballs) and hopefully escape unscathed. A lucky fighter might even time his jump to hurdle a fireball and close with his flame-spewing enemy.

A fighter can jump three feet into the air for every dot in Athletics. For example, a fighter with Athletics 3 can jump nine feet into the air.

System: A fighter can play a Jump card along with any of the six Basic Maneuver Punches and Kicks, or he can play the card by itself. If the Jump card is played alone, it shows that the fighter is simply moving across the arena by jumping. The fighter uses the modifiers for Jump shown below. When used alone as a move, Jump can be played as an Abort Action (see the Combat Chapter).

A Jump card played with a Basic Maneuver represents the fighter jumping on an opponent to deliver the punch or kick. Playing the Jump card with a Basic Maneuver turns the standard punch or kick into an Aerial Maneuver. Note: For purposes of Combos (Combos are explained later this chapter), the fighter must distinguish between a Basic Maneuver and a Basic Maneuver played with a Jump card. This distinction must be made when he first creates the Combo. For example, the player might use Roundhouse in a Combo, or he might instead create the Combo using Jumping Roundhouse. Whenever a fighter plays a Jump card with a Basic Maneuver, the Basic Maneuver's modifiers are used instead of the modifiers for Jump shown below.

If the fighter plans to dodge a projectile attack using the Jump card, he must wait for an opponent to declare the fighter as the target of the opponent's projectile attack. If the fighter's Jump has a higher Speed than the missile attack, he can interrupt the opponent's attack and try to dodge the incoming attack by jumping over it or away from it. The two fighters make a resisted roll, comparing the attacker's Focus Technique to the jumping fighter's Dexterity + Athletics. If the attacker wins the roll, the jumping fighter is hit by the projectile (he mistimed his leap, or perhaps the attacker managed to blast him out of the air) and must immediately end his turn.

If the fighter used the Jump card with a Punch or Kick Maneuver, he may be able to dodge over a projectile and still deliver the punch or kick.

Cost: None
Speed: +3
Damage: None
Move: +0

Kippup
Prerequisites: Athletics **

Description: One of the more basic athletic maneuvers martial artists have found useful is the Kippup. The Kippup is a technique that allows a prone fighter to get to his feet almost instantly. The fighter curls his legs up off the ground and kicks them up into the air while at the same time arching his back powerfully. The resulting motion practically bounces the fighter off the ground and to his feet.

System: A fighter who knows the Kippup Special Maneuver only suffers a -1 Speed penalty the turn after she suffers a Knockdown, instead of the standard -2 Speed penalty. Kippup is not played as a Combat Card; its effect is automatic.

Cost: None
Speed: See description above.
Damage: See description above.
Move: See description above.

Rolling Attack
Prerequisites: Athletics ***

Description: Gravity-defying! A fighter executing this amazing move leaps forward through the air and tucks into a somersault. The fighter then rolls through the air as far as her momentum will take her, or until she slams into an opponent.

This is a tough move to learn, and, like any move where a fighter uses her own body as a projectile, the Rolling Attack takes a bit of a kamikaze attitude to use in combat.

Besides attacking, Rolling Attack is good for moving across a battlefield quickly, making long jumps, or smashing through the window of a getaway car.

System: The character must travel in a straight line on the hex map and will stop at the first hex occupied by a target, which can be a character or any sizable object. After damage is applied to the target, the rolling character will bounce off the target and land two hexes in front of the target.

The Rolling Attack is an Aerial Maneuver.

Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +4

Thunderstrike
Prerequisites: Athletics **, Jump

Description: No one said Native American Wrestling wasn't tough. Fighters like T. Hawk aren't opposed to a little full-body contact. A wrestler employing the Thunderstrike leaps right into his opponent, striking her with a shoulder, knee, or whatever. Usually the fighter sweeps his arms back as he jumps, to emulate a bird of prey.

System: The fighter's opponent must be standing in the same or an adjacent hex when the fighter executes the move. The fighter moves into the opponent's hex, rolls damage for the Thunderstrike, and then finishes his movement. Thunderstrike is an Aerial Maneuver and enables the user to avoid projectile attacks.

Cost: None
Speed: +0
Damage: +5
Move: -1

Vertical Rolling Attack
Prerequisites: Athletics ***, Jump

Description: This move is almost identical to Rolling Attack, except the fighter leaps up in the air instead of forward. The move is good for knocking down high-jumping opponents or for vaulting over fences or onto roofs. A character using Vertical Rolling Attack can somersault four feet into the air for every dot in Athletics (12 feet at Athletics ***, 16 feet at Athletics ****, etc.)

System: This Special Maneuver counts as a Jump move for purposes of interrupting and dodging a projectile attack. It will inflict a Knockdown on opponents who are in the middle of an Aerial Maneuver.

The Vertical Rolling Attack is an Aerial Maneuver.

Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +0

Wall Spring
Prerequisites: Athletics ***, Jump

Description: This move is similar to the regular Jump special move, but it incorporates some wall-bouncing action to give the fighter even greater range and height. Springing off a wall can be used to add six more feet to a vertical jump.

System: The character can jump normally, up to her full Move. Additionally, if she aims for a wall, she can actually bounce off the wall with a good push of the legs and travel another full Move plus two hexes away. The fighter must bounce off the wall at the opposite angle she jumped into it, unless she jumped straight at the wall, in which case she springs straight back..

Like a regular Jump, Wall Spring can be played with any Basic Maneuver Punch or Kick. Use the Basic Maneuver's Speed and Damage modifiers, but use the Wall Spring's Move modifiers. So, a fighter can jump into and spring off a wall, but end with a kick or punch.

The Wall Spring is an Aerial Maneuver of the highest order.

Cost: None
Speed: +2
Damage: None
Move: +0 first jump, +2 off spring

Jumping Shoulder Butt
Prerequisites: Athletics **, Jump

Description: The fighter jumps up and into an opponent, ramming his shoulder into the unfortunate victim.

System: The Jumping Shoulder Butt can be used against a standing opponent or against an opponent who is executing an Aerial Maneuver. The move can also be used to dodge a Fireball, just like the regular Jump Special Maneuver.

Cost: None
Speed: +0
Damage: +3
Move: -1

FOCUS

Acid Breath
Prerequisites: Focus ***

Description: A foul power that only a few loathsome Street Fighters have developed. Fighters using Acid Breath are able to churn their gastric acid into a highly toxic mixture, which they then vomit forth from their mouths in a projectile spray at any nearby opponent. The acid burns the opponent, causing ugly injuries that take a long time to heal. The worst part about being hit with Acid Breath is that the acid continues to burn the fighter after the initial impact, causing more bodily damage and eating away clothing, fabric and any other dissolvable materials the acid hits.

Some believe the Acid Breath is a mutant power that only a few unique individuals possess. Others believe that fighters who have mastered Acid Breath use their Chi to alter their stomachs' natural acid into a highly potent chemical weapon.

System: The spray has a range equal to the fighter's Stamina rating, and the fighter must have line-of-sight to hit his intended victim.

Once the acid spray hits, it immediately inflicts damage using the +3 modifier. The following combat turn, unless the victim of the Acid Breath has been immersed in water or some other purgative method has been employed, the acid continues to burn the victim's body. At the very end of the combat turn, after all actions have been completed, the acid damages again at the +0 modifier. Finally, on the third turn, the acid damages for the last time using the -3 damage modifier.

Characters hit with more than one dose of Acid Breath in quick succession could suffer several different damage rolls against them at the end of each turn.

Acid Breath can be dodged like any other projectile attack.

Cost: 1 Chi
Speed: -2
Damage: +3, +0, -3
Move: -1

Chi Kung Healing
Prerequisites: Focus ****

Description: Ancient Chinese doctors could reputably work healing miracles by focusing their own Chi into their patient. This healing combines acupressure and an actual "laying on of hands" wherein the healer touches the patient to infuse the patient with additional Chi. This healing power is relatively rare among Street Fighters, but some styles teach the philosophy that the ability to heal must be taught along with the ability to hurt.

System: A character who uses Chi Kung Healing in the midst of combat must enter the same hex as her patient and then execute the healing process. Like the Regeneration Special Maneuver, the healer can restore one lost Health Level per point of Chi the healer spends. The healer can spend Chi points up to her Focus rating per turn of healing.

Cost: See description above.
Speed: -1
Damage: None
Move: -1

Cobra Charm
Prerequisites: Focus **

Description: Kabaddi stylists are masters of mental powers. Having mastered the hypnotic trick of charming cobras with flute music, they are able to apply their hypnotic influence to other humans.

System: A martial artist using Cobra Charm must be close enough to his victim to gaze into her eyes, establishing the hypnotic contact. He must be within three hexes of the opponent. Once eye contact is established, the charmer makes a Wits + Mysteries resisted roll against the victim. If the charmer wins, the hypnotic spell is established; otherwise, there is no effect.

Once the Cobra Charm has begun, it works similarly to a Sustained Hold for Grappling, except that between each turn the victim and the charmer compare Intelligence rolls to see if the hypnotic hold is broken. If the victim is ever hurt, the charm is immediately broken.

While hypnotized,the victim will do nothing except follow very basic commands given by the hypnotist such as moving, lying down, etc. The hypnotist can employ only the Move maneuver while maintaining the hypnotic hold, because he must concentrate on his subject. If the charmer and his victim are ever separated by more than three hexes, the hold is broken.

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

Extendable Limbs
Prerequisites: Focus ****

Description: This remarkable power is acquired only after long and intense meditation by Kabaddi masters. They study unsolvable riddles of dimensional space, expanding their minds to understand the true nature of distance. In the end, the Kabaddi master acquires the superhuman ability to stretch her limbs far beyond their normal length. The limb actually appears to telescope out into space.

Kabaddi masters make great use of this ability in combat, extending their limbs to attack opponents from a safe distance or kicking aerial opponents out of the sky before they can close with the Kabaddi master. Outside of combat, the ability proves useful for all manner of things: reaching otherwise unattainable objects, grabbing ledges far overhead, snaking an arm through a tight squeeze to grab jail keys or even extending a finger down a drain pipe to collect a lost article.

System: Fighters who possess this ability can use it at any time without penalty. The power is simply combined with any of the six Basic Maneuvers (Jab, Strong, Fierce, Short, Forward, or Roundhouse) to give the attack extra range. The character can extend his limbs a number of hexes equal to his Focus rating. So for example, Dhalsim, with an amazing Focus rating of 6, can extend his limbs to hit an opponent six hexes away. He can stand in one hex and hit an opponent almost 20 feet away!

The only drawback to the maneuver is that the fighter's extended limbs are vulnerable to attack. If any.opponent interrupts the fighter's stretching attack with a higher-Speed attack, the opponent can damage the stretching character by hitting him in any hex through which his limbs extend (including hitting the fighter's extending fist or foot).

Cost: None
Speed: See description above.
Damage: See description above.
Move: See description above.

Fireball
Prerequisites: Focus ***

Description: Some Street Fighters have harnessed their internal Chi to such a degree that they can explode this energy out of their bodies as fiery projectiles. The fighter must undergo rigorous mental and spiritual training to harmonize his body's flow of Chi until this attack can be called upon instantly.

Most fighters project the fiery blasts from their palms, but Kabaddi stylists are known for launching the fire from their mouths. These yoga masters concentrate their Chi into their stomachs until their very vitals heat red-hot, and then they vomit the energy toward their opponent as a fireball projectile.

Fireballs can be used to ignite combustible objects like paper, dry wood, gasoline, etc. They also make decent light sources. If a character launches a fireball straight up, the immediate area will be dimly lit for a couple of turns.

System: Fireballs have a range equal to the projecting character's Wits + Focus. For example, Ken has a Focus of 5 and a Wits of 4, so his fireballs have a range of nine hexes! As with all projectile attacks, the attacker must have an unobstructed line-of-sight on his intended victim.

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

Flying Fireball
Prerequisites: Focus ****, Fireball, Jump

Description: Veteran Street Fighters have begun to develop methods of keeping their high-jumping opponents from leaping over fireballs. These veterans are taking the battle to the air, jumping up and launching their fireballs in midair.

System: The Flying Fireball is identical to the standard Fireball power, except that opponents cannot dodge the Flying Fireball with Jump or similar Aerial Maneuvers. Line-of-sight restrictions still apply.

Cost: 1 Chi, 1 Willpower
Speed: -2
Damage: +2
Move: +0

Ghost Form
Prerequisites: Focus *****

Description: Tales are told of crypts found in ancient temples amid the Himalayas. There, the bones of ancient monks can be found imbedded in walls of solid rock. How the monks' remains became thus interred remains a mystery to all but a few Kabaddi masters.

These masters know of the disciplines practiced at the temples disciplines that led to the deaths of many monks, but led to the mastery of mind over matter. The monks developed the power to turn their bodies into an insubstantial, ghostly form, allowing them to pass through any solid object unharmed and then solidify their bodies back to normal.

It is rumored that the very first monks who perfected this technique actually became trapped in their ghost forms, unable to transform their bodies back into solid matter. The same rumors purport that these ancient masters still roam the world.

System: Nothing solid will affect a character in Ghost Form. Energy like fire and electricity will still affect him, but bullets, ice blasts, fists and kicks will pass harmlessly through his body. The character cannot attack or use any other Special Maneuvers while in Ghost Form, but he can move and pass through walls, floors, and even people. Ghost Form can be played during a turn that the character is caught in a Sustained Hold, allowing the character to walk right out of the hold.

A character's clothing and personal possessions of small size can be turned insubstantial and follow the character in Ghost Form.

Cost: 2 Chi the first turn plus 1 Chi per turn the character stays in Ghost Form
Speed: +1
Damage: None
Move: +0

Ice Blast
Prerequisites: Focus ***

Description: No one knows from what martial style this attack comes. Its origins are so secret, and the maneuver is seen so rarely, that many believe it to be a superhuman mutant power rather than a trained ability.

Fighters who are able to project the Ice Blast can throw a wave of frost, snow, and sharp ice particles from their hands. Kung Fu masters say that the Ice Blast fighter uses negative Yang Chi to supercool the air into the icy projectile.

Characters who have mastered the Ice Blast are seldom uncomfortable even in very cold climates. They can sleep in meat freezers and wake up refreshed. To other people, the character's skin is always cold to the touch.

System: The Ice Blast is similar to other projectile attacks. It has a range equal to the character's Wits + Focus and can be dodged by Special Maneuvers such as Jump. The attacker must have line-of-sight on his victim.

A victim who suffers damage is encased in sheets of thick ice that freeze him in place. The victim can attempt to break free of the ice at the end of each combat turn. He must accumulate four successes in an extended-action Strength test to break free.

For example, a Strength 3 character is hit by the Ice Blast. After the turn is over, he rolls three dice (his Strength) versus difficulty 6 and scores two successes. He is still frozen stiff through the next turn. After that second turn, he rolls again, scoring two more successes. He now breaks free of the ice.

Alternatively, if a frozen character is hit, the ice shatters (but the character still takes damage).

Cost: 2 Chi
Speed: -2
Damage: +3
Move: None

Improved Fireball
Prerequisites: Focus *****, Fireball

Description: While Ken went on to master the Dragon Punch above and beyond what Gouken had taught him, Ryu took Shotokan Karate's Fireball and further perfected it into a faster, more destructive attack.

System: The Improved Fireball is the same as a regular Fireball except that its modifiers are better and it will score a Knockdown on any opponent it damages unless the opponent blocks.

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

Inferno Strike
Prerequisites: Focus *****, Improved Fireball

Description: Instant bonfire! The Inferno Strike takes the basic Fireball and elevates it to a whole new level of destructiveness. Instead of sending a flaming projectile at an opponent, the master of Inferno Strike emits a meteor-size, flaming boulder that obliterates a large area and anyone in it.

System: The fighter must choose any line-of-sight hex within range. Range is calculated as Wits + Focus like other Fireball maneuvers.

The Inferno Strike hits in the targeted hex and explodes into the six hexes adjacent to the targeted hex. Anyone in any of the hexes affected suffers damage using the modifier below. Any one using a Jump or similar Special Maneuver that can dodge Fireballs can also attempt to dodge the Inferno Strike.

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

Mind Reading
Prerequisites: Focus ****, Telepathy

Description: How can you survive against an opponent who knows your next move before you make it? Such is the mental power of some mystic martial artists that they can scan the thoughts of their opponents and predict their next moves.

System: The Mind Reading Special Maneuver is not played as a Combat Card. Instead, the player announces in between combat turns that her character is using Mind Reading. The character spends one Chi and selects one opponent as the target of the mental scan. The two characters then perform a resisted roll using their permanent Willpower ratings.

If the Mind Reading character wins the resisted roll, the opponent must reveal two Combat Cards to the player of the Mind Reading character. The opponent must play one of the two cards on the next combat turn.

The victim must be within a number of hexes equal to the mind reader's Wits + Focus.

When Mind Reading is used in noncombat scenes, the Storyteller can decide what information a character gains from a successful Mind Reading. The more successes on the resisted roll, the better. The victim will not realize that his mind is being read unless the mind reader botches her Willpower roll.

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

Musical Accompaniment
Prerequisites: Focus **

Description: Many Capoeira stylists like fighting to the rhythm of music. Their dancelike fighting style is in its prime when music accompanies their fight. Music allows a fighter to put his soul and energy into the combat.

A few other styles also like to work out to heavy rock tunes or, in Dee Jay's case, some steel-drumming reggae.

System: If there is background music that fits the fighter's particular training preference, she gets a +1 bonus to either Speed, Damage, or Move each turn. At the beginning of the turn, the player must declare the modifier to which she is applying the +1 bonus that turn. She can change each turn.

Cost: None
Speed: See description above.
Damage: See description above.
Move: See description above.

Regeneration
Prerequisites: Focus ***

Description: Some warriors are able to command their Chi to flow through injured areas of their body, thereby healing themselves almost instantaneously. This discipline is difficult to learn, requiring in-depth study of how Chi flows through the body as well as the mental discipline to be able to route one's Chi properly in the midst of battle.

System: When using this power, a fighter stops moving for a turn to focus his Chi. The fighter may then spend points of Chi to restore lost Health Levels. Each Chi point spent enables the fighter to regain one Health Level. In one turn, a character can restore a number of Health Levels equal to his Focus rating. For example, a fighter with a Focus rating of 3 could spend up to three Chi to restore three Health Levels in one turn of Regeneration.

Cost: See description above.
Speed: +0
Damage: None
Move: None

Repeating Fireball
Prerequisites: Focus *****, Fireball

Description: Not happy with one large, flaming projectile, some fighters prefer to focus their Chi into several smaller flaming projectiles. Certainly, the Repeating Fireball is handy when a fighter must face several opponents at once.

System: The fighter can throw a number of small fireballs equal to her rating in Focus. Thus, a fighter with a Focus of 5 could throw a volley of five fireballs. She can target them at any opponent or opponents she likes (e.g., two at one opponent, and one at each of three different opponents). Each target must be in the fighter's line-of-sight.

A targeted opponent who uses a Jump or any other Special Maneuver capable of dodging fireballs must make a dodge test against each fireball targeted at him.

Range for Repeating Fireballs is the same as for a regular Fireball (Wits + Focus).

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

Shock Treatment
Prerequisites: Focus ***

Description: Some Street Fighters have developed the ability to amplify their body's natural electrical field to astounding levels. The human body's nervous system runs on minuscule electric charges, and martial artists who have mastered their Chi and this technique can create powerful electric fields around their bodies. The air around the fighter pulses and crackles with electricity as it burns into ozone.

The power can also be used to short out electrical equipment such as computers and televisions. Furthermore, while using this power, the Street Fighter is himself practically immune to electric shock. For example, a character could grab high-voltage wires without suffering damage, so long as he maintains this power.

System: This special power affects anyone standing in the fighter's hex or in an adjacent hex (friend and foe alike get shocked). Everyone takes damage and suffers a Knockdown as the electricity courses through their bodies. A blocking character is not knocked down, but still suffers damage.

A fighter can decide when he buys the Shock Treatment power whether or not it is a Crouching Maneuver.

Cost: 2 Chi
Speed: +0
Damage: +7
Move: None

Sonic Boom
Prerequisites: Focus ***

Description: This move has been made famous by Guile, who is one of the few people in the world known to possess the ability. The Sonic Boom is a projectile attack like a Fireball, except that the fighter focuses her Chi to blast a ripple of concussive sonic energy at an opponent. The sonic blast creates a very loud cracking sound just before the fighter releases it and an even louder boom when it's released into the air.

Dee Jay is the only other prominent Street Fighter who has mastered the sonic energy attack. His Max Out move appears very similar to Guile's Sonic Boom, but it sounds more like intense amplifier feedback when it's released.

System: Like a Fireball, a Sonic Boom's range is equal to the fighter's Wits + Focus. Its Damage is calculated as Intelligence + Focus + 4 (maneuver modifier). The attacker must have a clear line-of-sight to her opponent.

Cost: 1 Chi
Speed: -3
Damage: +4
Move: None

Stunning Shout
Prerequisites: Focus **

Description: Some martial arts styles emphasize using the voice as a weapon in its own right. Ancient masters could focus their Chi through their voices, creating shouts so loud and powerful that they could knock opponents over and unnerve them in battle.

System: A fighter must direct her Shout at one opponent (at the Storyteller's discretion, a whole group of minor thug opponents could be simultaneously affected). The victim of the Shout must make a resisted roll between the victim's permanent Willpower rating and the fighter's permanent Willpower rating. If the victim scores more successes, the Stunning Shout has no effect.

If the fighter scores more successes, one of two things happens to the victim, depending on whether or not he has acted in the current combat turn. If the victim has not yet acted, he loses all remaining Move and attacks for that turn. Completely unnerved and stunned by the force of the yell, he must spend the remainder of the turn recovering.

If the victim has already finished his action that turn, each extra success the fighter rolled on the Willpower test subtracts one Speed point from the victim's next maneuver. For example, a fighter using Stunning Shout bests her opponent's successes by four. Her opponent will have -4 Speed to his maneuver next turn.

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

Telepathy
Prerequisites: Focus ***

Description: Some yoga masters have perfected a form of communication beyond the spoken word. They are able to link their thoughts directly to another person's mind, enabling them to communicate directly with another person.

System: A character using Telepathy can link a number of additional people up to her rating in Focus. So, a character with a Focus Technique of 3 could telepathically link herself and three other people. Each individual must be within a range equal to the telepath's Wits + Focus in hexes, and must stay within that range to maintain the link.

In between each combat turn, the telepath can decide which characters will be part of the telepathic link for the upcoming turn. Those players can then discuss combat strategy among themselves without anyone else being able to hear them.

Maintaining a telepathic link costs one Chi point per turn.

Cost: 1 Chi per turn
Speed: None
Damage: None
Move: None

Thunder Clap
Prerequisites: Focus ***, Punch *

Description: Powerful magic. The warrior claps his hands together and unleashes the sound of thunder. The tremors caused by the Thunderclap are powerful enough to shatter windows and stun the warrior's opponents. The sound can be heard for miles.

System: The Thunderclap inflicts damage on everyone within three hexes of the warrior. The damage is Intelligence + Focus - 3.

Cost: 1 Chi
Speed: +0
Damage: -3
Move: None

Toughskin
Prerequisites: Focus **

Description: Sumotori are renowned for their armorlike skin. One of the style's lesser-known Special Maneuvers is its practitioners' ability to focus their Chi into their skin and surface muscles, making their already tough skin rock-hard.

System: The player can use her character's Toughskin Combat Card along with any other maneuver in a combat turn. The character's Soak total is increased by two for the duration of the turn.

Cost: 1 Chi
Speed: See description above.
Damage: See description above.
Move: See description above.

Yoga Flame
Prerequisites: Focus ****, Fireball

Description: Not content to throw small balls of fire, Kabaddi stylists have perfected the ability to create a deadly geyser of flame, which they can breathe from their mouths.

System: The Kabaddi master must choose in which direction to breath the flames. The inferno erupts in a conical flame that fills any one hex adjacent to the fighter and the three hexes beyond it. The fighter rolls separately for damage against anyone standing in the affected hexes. Once the Yoga Flame begins, the fire lasts until the end of the current turn, so anyone foolish enough to enter the four fiery hexes also suffers damage.

The Yoga Flame is even hotter than a Fireball, and thus more prone to ignite nearby flammable materials.

Cost: 2 Chi
Speed: -2
Damage: +7
Move: One

Yoga Teleport
Prerequisites: Focus *****

Description: It has been called magic, and indeed it must be. Witnesses claim to have seen yoga masters who could literally disappear from one location and reappear in another. How this power is learned, no one can or will say. One thing is certain; the knowledge is coveted by any Street Fighter who has had to face Dhalsim in combat.

System: When executing this move, a player simply announces that her character has disappeared. At any point during the rest of the turn, the player can choose to have her character reappear on the map anywhere within her character's Intelligence + Focus in hexes away from his original position. For example, Dhalsim uses Yoga Teleport at the appropriate Speed. The player removes Dhalsim from the hex map and can have him reappear anywhere within Dhalsim's Focus (6) + Intelligence (6) = 12 hexes away. Usually, a player will wait until the very end of the turn, after all other characters have finished moving, before deciding where the teleporting character reappears.

Cost: 2 Chi
Speed: +3
Damage: None
Move: See description above.

Zen No Mind
Prerequisites: Focus ***

Description: Masters of Zen philosophy are able to act faster than thought. The master becomes part of the natural flow of the world, so that his actions do not merely respond to some outside force, but spring into being as they are required.

System: The player can select three Combat Cards from the character's deck. The character must then wait until everyone else has performed movement and attacks that turn. At the very end of the turn, the player can select one of the three Combat Cards and immediately use it as the character's action.

Cost: 1 Willpower
Speed: See description above.
Damage: See description above.
Move: See description above.

Player's Guide

PUNCH

Boshi-Ken (Thumb Drive)
Prerequisites: Punch ***, Shikan-ken

Description: The thumb-drive fist, or Boshi-Ken, is like a regular punch, except that the thumb protrudes along the front of the fist and is used for striking the opponent. Typically the force of the punch is directed at the nerve clusters of an enemy's muscles for maximum effectiveness.

System: An opponent struck with this punch will suffer numbness during the following round. If any damage is inflicted, the opponent suffers a -1 to Move during the next round. If no damage was scored by the Ninja, it is assumed that the strike missed the targeted nerve cluster and doesn't slow the target appreciably.

Cost: None
Speed: -1
Damage: +2
Move: +0

Haymaker
Prerequisites: Punch *

Description: The fighter actually winds up like a baseball pitcher to deliver this crude yet powerful punch. She first reaches as far down the to ground as she can without overbalancing herself. Then she whips her fist in a wide arc over her own head and directly onto her opponent's. The momentum imparted by the wide overhead swing imparts tremendous force to this maneuver. Because of the windup required, it is hard to move while executing this maneuver.

System: The Haymaker is used like any other punching maneuver, with the modifiers below.

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

Shikan-Ken (Ninja Knuckle Fist)
Prerequisites: Punch **

Description: Shikan-ken is very similar to a Jab, but the striking surface is significantly different. Most punches are thrown with a clenched fist, which provides a wide area of impact. When throwing a Knuckle Fist, the Ninja does not flex the innermost joints of her fingers. This leaves the bony middle knuckles as the striking surface. The reduced area of impact increases the strength and damage of the punch.

System: An opponent struck by the Knuckle Fist must make a resisted Strength test to see if they are also knocked back one hex. This punch will cause a Knockdown against jumping opponents.

Cost: None
Speed: +1
Damage: +1 (may knock back an opponent one hex)
Move: +0

Shuto (Sword Hand)
Prerequisites: Punch ***, Shikan-ken

Description: The arm is swung in a wide arc toward the target. At the last moment, the Ninja's fist unclenches, and the fingers form a line 90 degrees from the palm. The lower edge of the fingers strikes the target with a force similar to that imparted by a sword or club.

System: This punch ignores any bonuses the target gains from armor, Toughskin or similar powers. A target without such protection suffers an additional +1 to damage.

Cost: None
Speed: -1
Damage: +3 (or +4, see above)
Move: -2

Widowmaker
Prerequisites: Punch ***, Jump, Haymaker

Description: This move is similar to the Haymaker, except that the fighter makes a short jump to increase the damage inflicted. Gravity and the punishing mass of the fighter propel the attacker's fist directly onto the target's head. This move is slow, but when it connects, it will often end a fight.

System: The fighter may jump up to two hexes toward an opponent before inflicting damage. Any target damaged by the Widowmaker suffers a Knockdown. Because of the over-hand strike involved with this move, a jumping target will not be hit, as the punch doesn't develop any real force until the swing is completed.

The Widowmaker is an Aerial Maneuver and can be used to avoid projectiles.

Cost: None
Speed: -3
Damage: +5
Move: 2 (max.)

KICK

Ax Kick
Prerequisites: Kick **, Jump

Description: One of the few airborne kicks favored by Savate fighters, this move is also popular with other styles. The attacker begins this attack by jumping into the air and stretching his leg high above his head. He then slams the leg down onto his target's head or shoulders, using his height and momentum to increase the force of the blow. Few Street Fighters can withstand the ferocity of an Ax Kick.

System: This attack is considered an Aerial Maneuver and may be used to avoid projectiles. The fighter travels his allowed movement in the air using the -2 modifier and ends his attack in the same hex as his target. Because this attack targets the head from above, crouched opponents are struck. Jumping opponents are likewise struck and will suffer a Knockdown.

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

Cartwheel Kick
Prerequisites: Kick **, Athletics **

Description: The fighter flips into an acrobatic cartwheel, smashing her feet and fists into her opponent over and over again. The amount of ground covered is truly amazing. This move is also used to put distance between a fighter and an opponent who is pressing her too hard.

System: A Cartwheel Kick must travel in a straight line in any of the six directions available to the Street Fighter. When an opponent is encountered, the fighter does not stop but pushes her opponent back one hex, For each hex an opponent is pushed back, the opponent suffers one attack using the modifiers below.

The fighter may end her turn in any hex she likes along her line of travel. Cartwheel Kicks must travel in a straight line.

Cost: 1 Willpower
Speed: +0
Damage: +1 (per hex)
Move: +4

Heel Stamp
Prerequisites: Kick *, Athletics *

Description: The Heel Stamp is designed to increase the distance between a Ninja and an enemy who is pressing the Ninja too hard. The Ninja raises her leg in front of her and lashes out, slamming her heel into the closing opponent's chest or blocking arms. The two warriors are propelled directly away from each other.

System: The Ninja causes very little actual damage with a Heel Stamp; the maneuver is primarily used to gain breathing room or to set up a more offensive move for the next round (or to knock the opponent off a cliff, into a vat of sulfuric acid, etc.). The Ninja moves back one hex, while the target moves in the opposite direction.

The target is moved a distance in hexes equal to the (Ninja's Strength + Athletics) minus the target's Strength.

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

Reverse Frontal Kick
Prerequisites: Kick ***, Double-Hit Kick

Description: The fighter launches a feint kick past the head of his opponent, then quickly reverses it with a sharp snapping motion, driving his heel into the back of the opponent's head.

System: The Reverse Frontal Kick hits only once, using the modifiers below. This kick ignores Block Maneuvers.

Cost: None
Speed: -1
Damage: +3
Move: -1

GRAB

Disengage
Prerequisites: Grab **, Athletics **

Description: This maneuver utilizes a fighter's flexibility and quickness, enabling her to extract herself from an opponent's grasp.

System: A fighter may play this move during any turn in which she is in a Sustained Hold. When played, the captive fighter rolls a second time to try to escape from her captor. However, for the second roll the fighter rolls her Dexterity versus her opponent's Strength. If she escapes and has any Move left, she may move away from her opponent.

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

Dislocate Limb
Prerequisites: Grab ***, Kick **, Athletics *

Description: Jumping forward, the fighter grasps his opponent's arm tightly with both of his. He then lifts one leg into the pit of the opponent's arm and pulls with all of his strength. This pulls the shoulder joint loose from its socket, causing incredible pain and immobilizing the arm.

Very little damage is inflicted by this maneuver, but it is an effective way to deal with an opponent who specializes in punches.

System: The turn after a fighter's shoulder has been dislocated, he suffers a -3 Speed penalty. This is because he is forced to pop his arm back into its regular position. Any punches used this turn will have a -2 Damage modifier, as the fighter attempts to return some feeling to his arm. Alternately, the opponent can choose not to relocate his arm. However, he may only throw kicks until he take the time (and the -3 Speed penalty) to relocate his arm.

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

Eye Rake
Prerequisites: Grab *, Punch *

Description: In a truly desperate move, the fighter clenches her fingers into a claw and rakes them across her opponent's eyes. The pain caused by this is incredible but usually does not result in any permanent damage.

Few Street Fighters use this attack, as it is considered extremely poor form. Nonetheless, this move has often meant the difference between winning and losing a match.

System: Very little damage results from this attack, but for the next turn the opponent must fight blind. If her Blind Fighting Skill is zero, she is effectively dizzied.

A fighter forced to resort to this desperate move loses one temporary Honor point. If an Eye Rake is used in a tournament, he will also lose one temporary Glory point.

Cost: None
Speed: +2
Damage: -3
Move: +0

Jaw Spin
Prerequisites: Grab ****, Athletics ***, Tearing Bite

Description: Truly a terrifying tactic. The fighter assumes a crouching stance (apparently a Block Maneuver) and waits for her opponent's attack. When the attack is launched, the hybrid jumps, grips her assailant's limb in her jaws, and worries the opponent.

System: To be successful, the hybrid must actually allow the slower attack to hit. If the opponent's attack is faster, this maneuver cannot be played. Once the blow has landed (assuming the hybrid is not dizzied and is still on her feet), she then executes the Jaw Spin.

When determining damage done by this attack, the Animal Hybrid Background is used in place of the hybrid's Grab Technique.

Cost: 1 Chi
Speed: +1
Damage: +5
Move: None

Ripping Bite
Prerequisites: Grab ***, Bite

Description: Animal hybrid Street Fighters often use their jaws as weapons. The fighter chomps down on the limb he wishes to weaken, and then tries to tear the muscles and ligaments from their connecting tissue. It is because of this maneuver (and others like it) that animal hybrids are looked down upon, in and out of tournaments.

System: The fighter leaps forward and indicates which limb he wishes to strike. A successful roll inflicts damage and causes the target to suffer a -1 penalty on both Strength and Dexterity for the remainder of the combat. This maneuver can be performed multiple times, thus further impairing an opponent.

When determining damage inflicted by this attack, the Animal Hybrid Background is used in place of the hybrid's Grab Technique.

Cost: 1 Willpower
Speed: -1
Damage: +1
Move: One

Sleeper
Prerequisites: Grab ***

Description: The wrestler grabs her opponent and quickly positions herself behind him, simultaneously wrapping her arms around his neck and head. In this position she massages pressure points on the scalp while compressing the carotid artery, which controls the flow of blood to the brain. Eventually the lack of circulation will cause the opponent to lose consciousness.

System: If the character can maintain her grip for three rounds, including the first, she will automatically dizzy her opponent. This is a Sustained Hold.

Cost: 1 Willpower for the first turn only.
Speed: -1
Damage: +2
Move: One

Tearing Bite
Prerequisites: Grab **, Athletics **, Bite

Description: This Special Maneuver is similar to the Head Bite (see the Street Fighter rulebook, pg. 119), except that as the fighter's teeth bear down on his opponent's neck, he also applies leverage to the victim and throws him over his back.

System: After applying the damage, the attacker then throws his opponent in the opposite direction from the one he is facing. The victim travels a number of hexes equal to the fighter's Strength -1.

Like the Jaw Spin, this Special Maneuver uses the Animal Hybrid Background in place of the fighter's Grab Technique when determining the damage for this attack.

Cost: 1 Chi
Speed: +1
Damage: +4
Move: One

ATHLETICS

Displacement
Prerequisites: Block **, Athletics **, Punch *, Esquives

Description: This move consists of a quick sidestep, which allows the fighter to dodge an oncoming attack. The fighter may then execute a short jab if the opponent is still within range. Many opponents are intensely frustrated by this evasion, which is commonly practiced by Savate fighters.

System: This maneuver is completely effective only if the fighter has enough Move to initiate a counterattack and is quicker than his adversary. When the opponent begins his attack, the fighter must have enough Speed to interrupt the attack; otherwise, the Displacement is ineffective. The fighter executing the Displacement may then travel up to her full Move to the left or right of her opponent. Once the opponent's move is completed, the "displaced" fighter may move back in and counterattack if the fighter has any Move left. This maneuver can be used to evade projectiles, although a contested roll must still be made (see "Evading Projectiles" under the Jump Special Maneuver in the Street Fighter rulebook, pg. 124).

The Street Fighter's Punch Technique is used for the purposes of determining damage.

Cost: 1 Willpower
Speed: +2
Damage: -1
Move: +1

Dragon's Tail
Prerequisites: Athletics ****, Upper Tail Strike

Description: This Special Maneuver is similar to the Upper Tail Strike, but is more difficult to control and requires greater strength and coordination to perform. The fighter leans forward as if winding up for a powerful uppercut. He then shifts his weight in the other direction while twisting his lower body to snap the tail forward. Using sheer brute strength and momentum, the fighter crashes his tail across the upper body of the target.

System: The target suffers a Knockdown if airborne; otherwise a grounded target damaged by the Dragon's Tail will be pushed one hex directly away from the fighter.

When determining damage inflicted by this attack, the Animal Hybrid Background is used in place of the hybrid's Athletics Technique.

Cost: None
Speed: -1
Damage: +5
Move: -2

Esquives
Prerequisites: Athletics **, Block *

Description: An evasion technique similar to certain Aikido moves. The fighter simply sidesteps away from the attack, placing himself out of harm's way. As with Boxing, Savate strategies depend a lot upon avoiding an adversary's blows.

System: The fighter must have enough Speed to interrupt his attacker. As the opponent attacks, the player using Esquives simply moves his counter in any one direction up to two hexes. This move is similar to Displacement, except that the fighter may not initiate a counterattack with this move.

Cost: None
Speed: +2
Damage: None
Move: Two

Pounce
Prerequisites: Athletics ***, Jump

Description: The fighter drops into a crouch and explodes into a mighty leap at her prey. The ferocity of this maneuver often takes opponents by surprise. Experienced fighters may be tipped off by the low growl emanating from the fighter as she concentrates on the upcoming leap.

System: The hybrid hurls herself at her opponent. This is considered an Aerial Maneuver and can be used to avoid projectiles. The fighter lands on top of her opponent; if any damage is scored, the opponent also suffers a Knockdown. As with most other Special Maneuvers available to animal hybrids, Pounce uses the Animal Hybrid Background in place of the Athletics Technique for the purpose of determining a Damage modifier.

Cost: 1 Willpower
Speed: -1
Damage: +2
Move: +4

Tail Sweep
Prerequisites: Athletics *, Upper Tail Strike

Description: By crouching low to the ground and spinning around, the fighter may strike with her tail. Of course, the fighter must possess a tail. The tail sweeps out in a circle, smashing into the feet of all opponents in the hexes surrounding the fighter. All targets will suffer damage and a Knockdown. Because this is a Crouching Maneuver, jumping or airborne targets will not be hit.

System: Anyone in the six hexes surrounding the attacker will be struck and (if damage is done) suffer a Knockdown. This includes allies of the fighter who stray too close when the Tail Sweep is used. The Tail Sweep is a Crouching Maneuver.

Cost: None
Speed: -1
Damage: