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 |
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Cost | Notes | Prerequisites | Power Points |
| Deflecting Punch |
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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 |
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|
|
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 |
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|
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None | +4 Soak vs. Kicks; -2 Soak vs. other | B** | Any 1 |
| Maka Wara |
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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 |
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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 |
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None | +4 Soak vs. Punches; -2 Soak vs. other | B** | Any 1 |
| San He |
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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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