Basic Maneuvers | Punch | Kick | Block | Grab | Athletics | Focus
| Maneuver |
|
|
|
Cost | Notes | Prerequisites | Power Points |
| Air Smash |
|
|
|
None | Aerial; Avoids projectiles like Jump; Straight-line movement; Attacker ends in target’s hex | A*, Jump | MC, NA, PA, SA, SW, WR 1; Any 2 |
| Backflip |
|
|
|
1 Will | Straight-line movmement; Character cannot be harmed by any attack while executing maneuever, only before and after | A*** | CA, JK, SN, WS 2; Any 4 |
| Beast Roll |
|
|
|
1 Will | Aerial; Avoids projectiles like Jump; Straight-line movement; First attack moves backwards, then reverse direction for second attack; attacker ends 2 hexes back from second target; must move into both enemies’ hexes | A*****, Rolling Attack, Vertical Rolling Attack | CA 3 |
| Breakfall |
|
|
|
None | Reduces damage from Thows and other maneuver which rely on ground impact by # of successes on a (Dexterity + Athletics) roll | A* | JJ 0; AI, BA, CA, PA, TC, WR 1; Any 2 |
| Cannon Drill |
|
|
|
1 Will | A***** | SF 4; KA, MC, WS 5 | |
| Displacement |
|
|
|
1 Will | Avoids projectiles like Jump; Must interrupt an attack; Character moves to left or right of target, avoiding attack; Character may move back and land counterpunch is he has sufficient Move | A**, B**, P*, Esquives | SV 2; SN 3; WS 4 |
| Diving Hawk |
|
|
|
1 Will | Aerial; Avoids projectiles like Jump | A***, F*, Jump | NA, SN 4 |
| Dragon’s Tail |
|
|
|
None | Knockdown vs. Aerial; Standing opponents knocked back 1 hex | A****, Upper Tail Strike | AH 3 |
| Drunken Monkey Roll |
|
|
|
None | Crouching; Avoids projectiles like Jump | A** | JK, KF 1; AH, AI, CA, MC, NI, SI, WS 2 |
| Esquives |
|
|
|
None | Must interrupt enemy’s attack; Moves 2 hexes to the side, avoiding attack | A**, B* | SV 2 |
| Flying Body Spear |
|
|
|
1 Will | Aerial; Avoids projectiles like Jump; Straight-line movement | A***, Jump | KA 2; LD, MC 3; Any 4 |
| Flying Head Butt |
|
|
|
1 Will | Aerial; Straight-line movement | A***, Head Butt, Jump | SW, WR 2; Any 3 |
| Flying Heel Stomp |
|
|
|
1 Will | Aerial; Avoids projectiles like Jump; Straight-line movement; Attacker can execute attack at any point and finish movement after attack | A***, K**, Jump | LD, MC, NI, PA, SN, WS 3; Any 4 |
| Flying Punch |
|
|
|
1 Will | Aerial; Attacker must move 2 hexes past opponent and back at them, halving target’s effective Stamina (round down); lose 1 temporary Honor per use; can also be done at the target’s front, no Honor loss or halving of Stamina | A****, P**, F***, Jump | LD 3 |
| Ground Fighting |
|
|
|
1 Will | After being knocked down, character can continue to fight from the ground; Cannot use Aerial or hip-torque-dependent maneuvers (GM’s call); without this maneuver such attacks are -3 Speed and Damage; attacks against ground fighters much be low-target attacks or suffer -2 Speed and Damage | A**** | PA 2; SA, NA, WR 3; SF 4 |
| Jump |
|
|
|
None | Aerial; Has change of avoiding projectiles if projectile is interrupted and jumper wins contest of Dexterity + Athletics vs. attacker’s Focus; Can be combined with basic punches and kicks (use maneuver’s Speed, Damage and Move) | A* | Any 1 |
| Jumping Shoulder Butt |
|
|
|
None | Aerial; Avoids projectiles like Jump | A**, Jump | BX, TK 1; Any 2 |
| Kippup |
|
|
|
None | Automatic effect, does not have to be played; Character suffers only a -1 Speed penalty (instead of -2) after a knockdown | A** | Any 1 |
| Light Feet |
|
|
|
None/
1 Will |
Automatically adds +1 Move to all maneuvers; optionally, character can spend 1 Willpower to add +3 to a maneuver instead of +1 | A****, Jump | JK, LU, SN 3; Any 5 |
| Pounce |
|
|
|
1 Will | Aerial; Avoids projectiles like Jump; Knockdown; Both fighters end in same hex | A***, Jump | AH 2 |
| Rolling Attack |
|
|
|
1 Will | Aerial; Straight-line movement; Attacker bounces back 2 hexes after damage test | A*** | CA, NI, WS 3; MC 4; Any 5 |
| Tail Sweep |
|
|
|
None | Knockdown; Crouching; Affects all adjacent hexes | A*, Upper Tail Strike | AH 2 |
| Thunderstrike |
|
|
|
None | Must enter adjacent enemy’s hex to attack; Complete movement after damage test | A**, Jump | NA, PA 1 |
| Tumbling Attack |
|
|
|
1 Will | Crounching; Straight-line movement; fighter enters target’s hex, makes damage test and pushes target back every hex of movement | A***, Backflip | CA, SN 3; Any 5 |
| Typhoon Tail |
|
|
|
1 Chi, 1 Will | Aerial; Cannot be hit by projectiles while executing maneuver; Enemy in target hex takes +5 damage and is knocked back 1 hex along trajectory; all fighters in adjacent hexes take +2 damage and are knocked back 1 hex | A***, Tail Sweep, Jump | AH 3 |
| Upper Tail Strike |
|
|
|
None | Knockdown vs. Aerial | A*** | AH 3 |
| Vertical Rolling Attack |
|
|
|
1 Will | Aerial; Avoids projectiles like Jump; Knockdown vs. Aerial | A***, Jump | CA, NI, WS 2; Any 4 |
| Wall Spring |
|
|
|
None | Aerial; Avoids projectiles like Jump; Character can jump into an obstacle at +0 Move, then spring off in opposite direction at +2; Can be combined with basic punches and kicks like Jump (use Wall Spring’s movement modifiers) | A***, Jump | JK, MC, NI, SN, WS 1, Any 2 |
Back to the Maneuvers and Styles Page