Block

Basic Maneuvers | Punch | Kick | Block | Grab | Athletics | Focus


Unless otherwise specified all blocks are abortable and give +2 Speed to the next maneuver played.
 

Maneuver
Speed
Damage
Move
Cost Notes Prerequisites Power Points
Deflecting Punch
+2
+0 (Punch)
Zero
None Block bonus vs. punches only; After soak, immediately counterpunch (vs. any attack)  P*, B***, Punch Defense AI, BA, BX, JJ, KF, SI, SV, TC, WK 1; Any 2
Energy Reflection
+1
Zero
Zero
1 Chi per 
projectile
Each projectile requires 2 successes on Wits test B****, F****, Missile Reflection TC 2; AI, BA, JJ, KA, LU, SI, SK 3; Any 4
Kick Defense
+4
Zero
Zero
None +4 Soak vs. Kicks; -2 Soak vs. other B** Any 1
Maka Wara
Spc
Spc
Spc
None Punchers/kickers take damage (defender’s Stamina + Block - 3) every time they strike blocking character with this ability; functions automatically whenever any block is played B**** BA, JK, KF, PA, SI, SK, SW, TK 3; JJ, WS 4; Any 5
Missile Reflection
+3
Zero
-1
None Roll Dexterity to reflect missiles at new target; thrown weapons require 1 success; arrows, sling bullets, etc. require 2 successes; gunfire requires 3 successes and a piece of hard material to deflect bullets; bullets cannot normally be reflected at attacker (Storyteller’s call) B**** JJ, TC 1; Any 2
Punch Defense
+4
Zero
Zero
None +4 Soak vs. Punches; -2 Soak vs. other B** Any 1
San He
+2
Zero
Zero
1 Chi Add double Block technique to Soak; User cannot be knocked down or out of hex except by Grabs; Roll Strength + Block to remain still when hit by massive objects, Storyteller’s discretion as to # of successes required; User does not get normal +2 Speed for next maneuver B***, F** TC 2; AI, KA, KF, SI, SW, WS 3; MC, SK 4


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