Maneuvers List

Basic Maneuvers

 

Jab/Strong/Fierce are based on the Punch technique.

Short/Forward/Roundhouse are based on the Kick technique.

Bite/Tail Slash/Claw are based on the Animal Hybrid background.  Hybrids gain one of these maneuvers at AH*, two at AH***, and all three at AH*****.
 

Maneuver
Speed
Damage
Move
Cost Notes Prerequisites Power Points
Jab
+2
-1
+0
None Punch None Free
Strong
+0
+1
+0
None Punch None Free
Fierce
-1
+3
-1
None Punch None Free
Short
+1
+0
+0
None Kick None Free
Forward
+0
+2
-1
None Kick None Free
Roundhouse
-2
+4
-1
None Kick None Free
Block
+4
None
Zero
None Adds to soak; Abortable; +2 Speed next maneuver None Free
Grab
+0
+0
One
None Ignores Blocks; Must Enter Enemy Hex None Free
Move
+3
None
+3
None   None Free
Bite
+1
+1
-1
None Based on Animal Hybrid background AH* AH 0
Tail Slash
-1
+1
+1
None Based on Animal Hybrid background AH* AH 0
Claw
-1
+2
+0
None Based on Animal Hybrid background AH* AH 0

 

 


 

Punch Maneuvers

Maneuver
Speed
Damage
Move
Cost Notes Prerequisites Power Points
Boshi-Ken
-1
+2
+0
None If successful, target is -1 to Move next turn P***, Shikan-Ken NI 2
Buffalo Punch
-2
+5
One
None   P** NA, PA 1; Any 2
Dashing Punch
+0
+4
+2
1 Will   P****, A* BX, SV 4; WK 5
Dashing Uppercut
+0
+4
+2
1 Will Knockdown vs. Aerial Dashing Punch BX 1; SV, WK 2
Dim Mak
+0
+0
+0
1 Chi Delay damage if desired; -1 to any physical characteristic P****, F***, Chi Kung Healing AI, KF, LU, SI, TC 4; MC 5
Dragon Punch
+0
+6
-2
1 Will Knockdown vs. Aerial; pushed opponent back 1 hex; Avoids Projectiles; Cannot be used to simultaneously avoid projectiles and attack projectile-thrower P****, Jump, Power Uppercut SK 4; JK, KF, MC, SI, TK 5
Ducking Fierce
-1
+4
Zero
None Crouching P** LD, PA 1; Any 2
Ear Pop
-1
-4
-1
None Ignores Stamina; -1 Honor per use P** BA, JK, JJ, NA, PA, SA, SW, WR 2; Any 3
Elbow Smash
+2
+2
One
None   P* TK 1; Any 2
Fist Sweep
-1
+3
-2
None Crouching, Knockdown P*** BX, PA, WK 2
Flaming Dragon Punch
-1
+6
-2
1 Chi, 1 Will Knockdown and push back 1 hex on all targets; 2 tests vs. target adjacent at beginning of maneuver; Cannot be used to simultaneously avoid projectiles and attack projectile-thrower P****, F**, Dragon Punch SK 4
Haymaker
-2
+4
-2
None   P* Any 2
Head Butt
+0
+3
-2
None   P* BX, CA, KA, PA, SW 1; Any 2
Heart Punch
-1
+5 (Spc)
-2
None Damage test for dizzying only, no actual damage done; cannot be used as part of a dizzy combo P***, F* NA, SA 2; SF, SW 3; BX, KF, WK 4
Hundred Hand Slap
-2
+0
One
1 Will 3 Damage Tests P***** MC, SW 4; BA, JK, JJ, KF, SA 5
Hyper Fist
+1
+0
One
1 Will 3 Damage Tests P****, Power Uppercut BX, WK 4; JK, SF, LD 5
Knife Hand Strike
+1
-1
-1
None Damage appliead against ½ target’s Stamina unless target is blocking P*** KF, SK 3; SF 4; Any 5
Lunging Punch
+0
+1
+1
None Crouching; blocks are ineffective unless defender is using a crouching block or Kick Defense P***, A* BX, SK, WK 2; Any 3
Monkey Grab Punch
-2
+1
+0
None Ignores Blocks P*, G* BA, JK, KF, MC, SI, SN, TC 1; Any 2
Power Uppercut
-1
+3
One
None Knockdown vs. Aerial P* Any 1
Rekka Ken
Spc
Spc
Spc
1 Will Played with basic punch, adds +3 to speed; can be played for 3 consecutive turns, adding to dizzy; mandatory posing after 3 turn use, else -3 Glory P****, A** KF 4; BX, MC, WK, WS 5
Shikan-Ken
+1
+1
+0
None If successful, attacker must win contested Strength roll to knock target back 1 hex; knockdown vs. Jumping opponents P** NI 3
Shockwave
+0
+0
Zero
1 Chi Affects straight hex-line up to Strength hexes away; all targets in line take damage and are automatically knocked down regardless of blocking; does not affect targets in middle of Aerial maneuvers  P****, F** NA 3; Any 4
Shuto
-1
+3 (+4)
-2
None Ignores Toughskin, armor, etc.; against unarmored opponents, it does +4 damage P***, Shikan-Ken NI 2
Spinning Back Fist
-1
+2
+1
None   P** BA, PA, SF, SV, WK 1; Any 2
Spinning Clothesline
+0
+0
-2
1 Will Attacks all adjacent hexes, causing knockback of 1 hex; character may move and repeat attacks each hex, does not affect crouching opponents P****, A*** SA 3; CA, NA 4; SF 5
Spinning Knuckle
-1
+1
+3
1 Will 2 Damage Tests; Avoids projectiles like Jump P***, A*, Spinning Back Fist SF 2; BA, SV, WK, WS 3; Any 4
Triple Strike
-2
Spc
Zero
None 2 Punch damage tests at +0 and 1 Kick damage test at +1, use highest two results only P**, K* MC 1; Any 2
Turbo Spinning Clothesline
+1
+0
-1
1 Will See Spinning Clothesline A****, Spinning Clothesline SA 2; CA, SF 4
Turn Punch
-1/-1/
+0/+1
+4/+5/
+6/+7
Two
1 Will Spend 1 Willpower on first turn card is played; card may be left on table and played in conjunction with other maneuvers; other maneuvers played while Turn Punch is held are at -1 to Speed, Damage and Move; Turn Punch modifiers depend on when the card is actually played, maximum benefit at 4+ turns P**** BX, SV, TK 4; WK 5
Widowmaker
-3
+5
Two
None If successful, target is knocked down; does not affect Jumping targets; Aerial; Avoids projectiles like Jump P***, Jump, Haymaker Any 1


 

Kick Maneuvers

Maneuver
Speed
Damage
Move
Cost Notes Prerequisites Power Points
Air Hurricaine Kick
-1
-1
+1
1 Chi, 1 Will Exactly like Hurricaine Kick except it may be used to interrupt and avoid projectile attacks like Jump K****, A***, Jump, Hurricaine Kick SK, KF, MC, WS 1
Ax Kick
-1
+4
-2
None Must enter target’s hex’ Knockdown vs. Aerial; Hits crouching opponents; Aerial K**, Jump SV 2; SF, WK 3; KF, SK, WS 4
Backflip Kick
+0
+2
Two (back)
None Attacker moves 2 hexes directly back from target after rolling damage K**, A ** CA, JK, SN, WS 2; KF, LU, MC, SF 3; Any 4
Cartwheel Kick
+0
+1
+4
1 Will Straight-line movement; Target is damaged and pushed back once per hex of movement K**, A** CA, NI, WS 2; Any 3
Cartwheel Kick (Steve Wieck version)
-1
+1/hex moved
+2
1 Will Straight-line movement; Damage modifier is +1 per hex travelled before final impact K**, A** CA, NI, WS 2, Any 3
Double Dread Kick
-2
+1/+4
+1
1 Will First test at +1 knocks target back 1 hex, attacker then moves into this hex and delivers second attack at +4, also knocks back target 1 hex; attacker may use only 2nd test if target is too far away to make both  K***, Double-Hit Kick MC, TK, WK 3; KF, LD, SK, SF 4
Double-Hit Kick
-2
+1
-1
None Two damage tests unless target is aerial or crouching K** KF, MC, SI, SV, SW, TK, WK, WS 1; Any 2
Double-Hit Knee
+0
+0
-2
None Two damage tests K** CA, LU, PA 1; Any 2
Dragon Kick
-1
+6
-2
1 Chi, 1 Will Knockdown and push back 1 hex on all targets; 2 tests vs. target adjacent at beginning of maneuver; Cannot be used to simultaneously avoid projectiles and attack projectile-thrower K*****, F****, Jump KF, SI 5
Flash Kick
-1
+7
Zero
1 Chi, 1 Will Aerial; Knockdown vs. Aerial K***, A**, F** MC 4, SF 4, Any 5
Flying Knee Thrust
+1
+2
+1
1 Will Aerial; Knockdown vs. Aerial K**, A* JK, PA, SF, TK, WK 1; Any 2
Flying Thrust Kick
+0
+6
-2
1 Will Knockdown vs. Aerial; pushed opponent back 1 hex; Avoids Projectiles; Cannot be used to simultaneously avoid projectiles and attack projectile-thrower K****, A****, Jump SF 3; MC, SN, SV, WS 4; Any 5
Foot Sweep
-2
+3
-2
None Crouching; Knockdown K** AI, BA, JJ, JK, PA, TC, SK, SF, SW, TK 1; Any 2
Forward Backflip Kick
+2
+1
Two
1 Will Two damage tests if attacker interrupts aerial target K***, A***, Backflip Kick, Jump CA, SN, WS 1; KF, SF 2; Any 3
Forward Flip Knee
-2
+4
Two
None Attacks adjacent or same-hex target only; attacker moves to far side of target then does damage; if target was interrupted, his attack is lost K**, A** CA, WS 2; JK, KF, LD, SN, SF 3; Any 4
Forward Slide Kick
+0
+2
+0
None Knockdown unless target Blocks K**, A** LD 2, SN 3
Great Wall of China
-2
+1
Zero
2 Will 3 damage tests, affects 3 connecting adjacent hexes K*****, Lightning Leg MC, WS 5
Handstand Kick
-1
+4
-2
None Knockdown vs. Aerial K**, A* SF, WS 1; Any 2
Heel Stamp
+2
-4
+1
None Regardless of damage, attacker moves 1 hex back after damage test, opponent moves back [(attacker’s Strength + Athletics) - target’s Strength] hexes K*, A* NI1; Any 3
Hurricaine Kick
+0
-1
-1
1 Chi, 1 Will Straight line movement; Damage test vs. everyone in same or adjacent hex, each hex of movement; All targets are pushed back one hex; Aerial K****, A*** SK 4; JK, KF, MC, WS 5
Lightning Leg
-2
+1
Zero
1 Will 3 damage tests K****, Double-Hit Kick WS 3; JK, KF, MC, TK 4; CA, SF, SV 5
Reverse Frontal Kick
-1
+3
-1
None Ignores Blocks K***, Double-Hit Kick SA, SV, WK 1; WS 2; Any 3
Scissor Kick
+0
+3
+3
1 Will 2 damage tests; Aerial K***, A***, Jump JK, LD 3; SN, WS 4
Slide Kick
-1
+3
+1
None Knockdown unless target Blocks K**, A* AI, KA, LD, PA, SN, SV, TC, WK 2; Any 3
Spinning Foot Sweep
-2
+3
Zero
1 Will Crouching; Knockdown unless target Blocks K**, A*, Foot Sweep AI, JJ, SF, SW, TC 1; Any 2
Stepping Front Kick
+0
+1
+1
1 Will 2 damage tests; Attacker moves into target’s hex for first test, knocking target back 1 hex for 2nd test; Can use only 2nd test if target is too far for both K****, Double-Hit Kick JK, KF, MC, SI, TK 3; LD, WK, WS 4
Tiger Knee
+3
+2
+0
2 Will Knockdown; Aerial; Avoids projectiles like Jump K***, A**, Jump TK 4; JK, SF, WK 5
Whirlwind Kick
-2
+0
-1
2 Will Straight line movement; Damage test vs. everyone in same or adjacent hex, each hex of movement; All targets are pushed back one hex; Aerial K****, A**** WS 4; MC, SK 5
Wounded Knee
-2
+3
-1
None Target -2 Speed on kicks and -2 Move on all maneuvers for next 2 turns if successful K*** BA, LU, NA, PA, TK, WK 2; Any 3

 

Block Maneuvers

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

 

Grab Maneuvers

Unless otherwise specified all grabs ignore Blocks and require the attacker to move into the target’s hex.

Maneuver
Speed
Damage
Move
Cost Notes Prerequisites Power Points
Air Suplex
-1
+4
+0
None Must interrupt Aerial opponent; Knockdown; Attacker and target end in interruption hex; Aerial G***, A***, Jump, Suplex SN1; KA 2; Any 3
Air Throw
+2
+5
+0
1 Will Must interrupt Aerial opponent; Knockdown; Target can be thrown within 3 hexes of attack hex; Attacker finishes remaining movement after attack; Aerial G**, A*, Jump, Throw JJ 1; AI, JK, MC, NA, NI, PA, SA, SF, SN, TC, WR, WS 2; Any 3
Back Breaker
-1
+3
One
None Knockdown G*** JJ, NA, PA, SA, WR 2
Back Roll Throw
-1
+4
One
None Opponent thrown up to (Strength + Kick) hexes; Knockdown G**, K*, A*, Throw AI, BA, CA, JJ, NI, SK, SN, TC, WK, WS 1; Any 2
Bear Hug
-1
+3
One
None Sustained Hold G** NA, PA, SA, SW, WR 1; AH 2; Any 3
Brain Cracker
+0
+2 (Punch)
One
None Sustained Hold G**, P* BX, KA, NA, PA, SA, TK, WK, WR 1; Any 2
Choke Throw
-1
+2
+0
None Can interrupt aerial opponent or attack standing opponent; Attacker and target end in same hex; Knockdown G***, A**, Jump SN 1; LU, PA 2; Any 3
Disengage
+1
Zero
-2
None Played while in Sustained Hold; character gets second test to escape using Dexterity vs. attacker’s Strength G**, A** NI 1; LU, NA, PA, SA, SN, WR 2; TC 3; Any 4
Dislocate Limb
-1
+1
+1
None Target may only use kicks after being dislocated unless he takes a turn to relocate limb (-3 Speed, -2 Damage from Punches that turn) G***, K**, A* BA, CA, LU, PA, NI 2; JJ, KA, NA, SA, SF, SI, TC, WR 3
Eye Rake
+2
-3
+0
None Target must fight blind next turn (unless attacker botches); -1 Honor per use; in tournaments –1 Glory per use as well G*, P* AH, LU, NI 1; Any 2
Face Slam
-1
+3
One
None Knockdown G**, S**** NA, SW 2; SA 3; Any 5
Flying Tackle
-1
+0
+2
None Both attacker and target are knocked down if any damage is done; both fly back two hexes from attack hex; +2 Speed next maneuver if it is a Grab G**, A** Any 2
Grappling Defense
+4
Zero
-1
None Adds Grab technique to Stamina for purposes of Soak vs. Grabs G**** JJ 2; AI, BA, LU, NA, PA, SA, TC, WR 3; JK, KF, LD, MC, SI 4; Any 5
Hair Throw
-2
+5
Two
None Attacker moves into and through target’s hex; target thrown up to (Strength) hexes along movement line; Knockdown G***, A**, Throw JJ, KF, MC, NI, SF, SI 2; Any 3
Head Bite
+1
+3
One
None Sustained Hold G** AH, BX 1; CA, LU, PA, SA 2; Any 3
Head Butt Hold
-1
+3
One
None Sustained Hold G**, Head Butt BX, KA, SW, TK 2; Any 3
Improved Pin
+0
+2/+1
+1/Two
1 Will Sustained Hold; can be executed on targets in same hex or in adjacent hex; +2 Damage and +1 Move first turn, +1/Two on all subsequent turns; Attacker gets +3 to Strength for purposes of maintaining the hold; must score 2 points damage to engage the hold G***, A**, Pin AI, BA, JJ, LU, WR 2; KF, PA, SI, SF, TC, WS 3; Any 4
Iron Claw
+1
+4
One
1 Will Sustained Hold G***** LU, MC, NA, SA, SI, WR 4; LD 5
Jaw Spin
+1
+5 (AH dots)
Zero
1 Chi Must allow a slower attack to hit first, then can execute maneuver G****, A***, Tearing Bite AH 3
Knee Basher
-1
+4 (Kick)
One
None Sustained Hold; once target gets out, he is considered Knocked Down G**, K* CA, PA, SF, SW, TK, WK, WR 2; Any 3
Neck Choke
-1
+3
One
None Sustained Hold G*** JJ, NA, SF, WR 1; LU, PA, SA 2; Any 3
Pile Driver
-2
+4
One
None Knockdown G***, A* SA 2; NA, SF, WR 3; Any 4
Pin
-1
+2/+0
+1/Zero
1 Will Sustained Hold; target must be Knocked Down or Dizzy to execute; +2 Damage and +1 Move first turn, +0/Zero on all subsequent turns; Attacker gets +3 to Strength for purposes of maintaining the hold; must score 2 points damage to engage the hold G** AI, JJ, LU, PA, TC, WR 2; BA, JK, KF, SK, SI, WS 3; SF 4; Any 5
Rising Storm Crow
-3
-3/ +Str (spc)
+2 (min 2)
1 Will Must move at least 2 hexes into enemy hex; 2 damage tests, 1 at Str + Grab -3, second at 2x Str + Grab; damage combines to dizzy; target automatically knocked down and thrown along line of entry up to Str hexes regardless of damage (NOTE:  this maneuver appears only in The Perfect Warrior and is a secret maneuver; characters cannot start with it) G***, A***, Throw MC 4; KF 5
Ripping Bite
-1
+1 (AH dots)
One
1 Will Target suffers –1 penalty to Strength and Dexterity for rest of combat; may be used multiple times on same opponent G***, Bite AH 2
Siberian Bear Crusher
+0
+3
+1
1 Will Knockdown; Aerial while attack is executed (after movement) G***, A**, Back Breaker SA 5
Siberian Suplex
+0
+2
One/
One
1 Will Knockdown; Treat as a Suplex immediately followed by another one on same opponent in same direction (two damage tests, both move 1 hex further) G****, A**, Suplex SA 3
Sleeper
-1
+2
One
1 Will Sustained Hold; if hold is maintained for 3 turns, target is dizzied G*** LU, NA, SA 3; SF, SW 4; Any 5
Spinning Pile Driver
-2
+7
Two
2 Will Knockdown; Target bounces 3 hexes away after impact; Aerial while attack is executed (after movement); Avoids projectiles like Jump while attack is executed G****, A***, Jump, Pile Driver WR 3; SA 4; NA 5
Stomach Pump
+0
+4
One
None Sustained Hold G****, P** JJ, NA, PA, SA, WR 3
Storm Hammer
-2
+7
One/
Three
2 Will Knockdown; Attacker and target end in same hex up to 3 hexes from attack hex; Aerial while attack is executed (after initial movement); Avoids projectiles like jump while attack is executed G*****, A***, Jump NA, WR 5
Suplex
+0
+2
One
None Knockdown; target lands in adjacent hex G* JJ, NA, PA, SA, SF, SN, WR 1; Any 2
Tearing Bite
+1
+4 (AH dots)
One
1 Chi Damage is done, then victim is thrown up to (Strength –1) hexes in direction attacker came from G**, A**, Bite AH 2
Thigh Press
-1
+4
One
None Knockdown; target lands in attacker’s original hex; if both started in same hex, target lands in adjacent hex of attacker’s choice G**, A** JJ, NA, SA, SF, WR 2; Any 3
Throw
-2
+2
One
None Opponent thrown up to (Strength) hexes; Knockdown G* JJ 0; Any 1

 

Athletics Maneuvers
 

Maneuver
Speed
Damage
Move
Cost Notes Prerequisites Power Points
Air Smash
-1
+4
-1
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
+3
Zero
+2
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
+0
+3
-2/+2/2
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
Spc
Spc
Spc
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
+2
+2
+2
1 Will   A***** SF 4; KA, MC, WS 5
Displacement
+2
-1 (Punch)
+1
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
+0
+5
+2
1 Will Aerial; Avoids projectiles like Jump A***, F*, Jump NA, SN 4
Dragon’s Tail
-1
+5 (AH dots)
-2
None Knockdown vs. Aerial; Standing opponents knocked back 1 hex A****, Upper Tail Strike AH 3
Drunken Monkey Roll
+3
Zero
+2
None Crouching; Avoids projectiles like Jump A** JK, KF 1; AH, AI, CA, MC, NI, SI, WS 2
Esquives
+2
Zero
Two
None Must interrupt enemy’s attack; Moves 2 hexes to the side, avoiding attack A**, B* SV 2
Flying Body Spear
+0
+3
+1
1 Will Aerial; Avoids projectiles like Jump; Straight-line movement A***, Jump KA 2; LD, MC 3; Any 4
Flying Head Butt
+0
+4
+3
1 Will Aerial; Straight-line movement A***, Head Butt, Jump SW, WR 2; Any 3
Flying Heel Stomp
+0
+1
+2
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
-2
+2
+5
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
Spc
Spc
Spc
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
+3
Zero
+0
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
+0
+3
-1
None Aerial; Avoids projectiles like Jump A**, Jump BX, TK 1; Any 2
Kippup
Spc
Spc
Spc
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
Spc
Spc
Spc
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
+2 (AH dots)
+4
1 Will Aerial; Avoids projectiles like Jump; Knockdown; Both fighters end in same hex A***, Jump AH 2
Rolling Attack
+0
+3
+4
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
-1
+1
Zero
None Knockdown; Crouching; Affects all adjacent hexes A*, Upper Tail Strike AH 2
Thunderstrike
+0
+5
-1
None Must enter adjacent enemy’s hex to attack; Complete movement after damage test A**, Jump NA, PA 1
Tumbling Attack
-1
-1
+0
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
-2
+5/+2
+1
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
+1
+2 (AH dots)
+1
None Knockdown vs. Aerial A*** AH 3
Vertical Rolling Attack
+0
+3
+0
1 Will Aerial; Avoids projectiles like Jump; Knockdown vs. Aerial A***, Jump CA, NI, WS 2; Any 4
Wall Spring
+2
Zero
+0/+2
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

 

Focus Maneuvers

Unless otherwise specified all Focus powers use Wits to determine Speed and Intelligence (optionally Strength for cyborg focus abilities) to determine Damage.

Maneuver
Speed
Damage
Move
Cost Notes Prerequisites Power Points
Acid Breath
-2
+3/+0/-3
-1
1 Chi Range = Stamina; Must have line-of-sight; Does +3 damage immediately; at end of following turn, unless acid is removed, test again at +0, and again at end of second following turn at -3 F*** Any 4
Air Blast
-1
+3
Zero
1 Chi Range = Intelligence + Elemental Background; Line-of-sight attack; Target must roll successful Perception + Blind Fighting roll to detect and interrupt this attack F**, P*, EA** EA 3
Balance
Spc
Spc
Spc
None Character gets +1 to Move on Aerial maneuvers; Automatic effect F**** NI, WS 2; KA, KF 3; SK, CA 4
Chi Kung Healing
-1
Zero
-1
1 Chi/ Health Restores 1 Health/point of Chi, up to character’s Focus rating in single turn; can be used on others in the same hex F**** TC 2; AI, KA, KF, LU, SI 3; JJ, JK, MC, NA, SK, TK, WS 4
Chi Push
-3
Spc
Zero
2 Chi + Spc Damage = Wits + Focus +3 +1 per extra Chi over 2 spent; optionally points of damage may be converted to hexes of knockback; may attack at range for -2 damage per hex; target may add +1 soak per 2 Chi expended; does not affect anyone using San He F****, Chi Kung Healing BA, KA, KF, LU, NA, SI, TC 5
Cobra Charm
-1
Spc
-1
1 Chi Range = 3; Must have eye contact; Attacker must win Wits + Mysteries contest to charm; Victim may break out every turn by winning Intelligence contest at end of each turn; Hypnotizer may only use Move maneuvers while maintaining hold and can give simple commands to victim F** KA 2; LD 3; Any 4
Death’s Visage
+1
Zero
Zero
1 Chi All within sight must win contest of Willpower vs. attacker’s Manipulation + Focus or move as far from attacker as possible; victims may try to win contest between turns to break effets; lasts 3 turns unless broken F***, CH**** NI 3
Drain
-1
Spc
-1
1 Chi Witnesses must roll Perception + Mysteries to notice (and try to evade) proectile; Victim loses 1 Health and suffers -1 Speed and -1 Move next turn F**, EW** EW 3
Drench
+1
+2 (Punch)
-2
1 Chi Range = Intelligence + Focus; Damage based on Punch technique F**, P*, EW** EW 2
Elemental Skin
-2
Spc
Spc
1 Chi, 1 Will Effects vary depending on type; Fire = attackers suffer (Focus) damage, similar to Maka Wara, elemental’s Punch, Kick and Grab techniques gain +1 damage; Water = any damage scored on elemental reduced by one; Air = Aerial amneuvers suffer -2 Damage, projectile damage reduced by one; Earth = Punches and Kicks against elemental suffer -2 Damage, cannot be thrown, unaffected by Knockdown; Effects last for (Focus) turns F**, E(All)**** E(All) 5
Elemental Stride
+1
Zero
Spc
1 Chi Character can disappear into his chosen element, then reappear in any other hex with that element at any point during the turn like Yoga Teleport; outside of combat, cost is 1 Chi per hour, elemental can move invisibly through element at (Stamina + Focus) mph F**, E(All)***** E(All) 4
Entrancing Cobra
+2
Zero
-1
1 Chi Attacker must win contest of Dexterity + Focus vs. target’s Wits + Mysteries; if successful, target is dizzy next turn F**, CH**** NI 4
Envelop
-2
+1/-1
-2
1 Chi Range = Focus; Line-of-sight attack; Sustained Hold, using Focus instead of Grab for maximum duration; Affected character must make a Stamina test every turn to avoid being dizzied; Victim may act normally, but at -2 Move, while in hold; Hold is broken if line-of sight is obstructed; If two characters are in the same hex, attack will affect both of them; damage is +1 on first turn, -1 on subsequent turns F**, G**, EW***, Drench EW 3
Extendible Limbs
Spc
Spc
Spc
None Combines with basic punches and kicks to add 1 hex of range/Focus point; Enemies can interrupt and attack any hes of extended limbs F**** KA 4; SI 5
Fire Strike
-1
+3
Zero
1 Chi Straight-line attack; affects adjacent hex and hexes beyond it in line (Focus) hexes long; lasts for duration of the turn F**, EF***, Flaming Fist EF 3
Fireball
-2
+2
Zero
1 Chi Range = Wits + Focus; Requires line-of-sight F*** AI, KA, SK 3; KF, LU, MC, SI, TK, WS 4; Any 5
Flaming Fist
Spc
+3 (Spc)
Spc
1 Chi Play in conjunction with any basic Punch card; adds +3 to Damage F*, P*, EF** EF 2
Flight
+1 (Spc)
Spc
Stamina
1 Chi/ turn Must be activated by one turn of concentration during which character may only Block; on subsequent turns character may be airborne, all maneuvers at additional +1 Speed and Move = Stamina, cannot be hit except by Aerial and projectile attacks; outside of combat, costs 1 chi/hour of flight at (Focus x Dexterity) x 10 mph F**, A*, EA*** EA 2
Flying Fireball
-2
+2
+0
1 Chi, 1 Will Exactly like Fireball but cannot be dodged by jumping maneuvers F****, Fireball, Jump SK, WS 2; KA, KF, MC 3
Ghost Form
+1
Zero
+0
2 Chi/1 Chi 2 Chi first turn, 1 Chi subsequent turns; no solid objects affect character in Ghost Form F***** KA, NA 5
Heal
-1
Zero
-1
1 chi/ Health User may heal himself or anyone in hex; also removes pollution for 1 chi/5 square feet F***, E(All)*** E(All) 4
Heatwave
+0
+2 (Spc)
+0
1 chi Ignores blocks; May be dodges like a projectile; Damage only counts for dizzying purposes F**, EF*** EF 3
Ice Blast
-2
+3
Zero
2 Chi Range = Wits + Focus; Requires line-of-sight; If damaged, victim trapped in ice until he is hit or he makes 4 successes on extended Strength test (roll at the end of each turn) F*** Any 4
Improved Fireball
-1
+4
Zero
1 Chi Exactly like Fireball with better modifiers F*****, Fireball SK 3; KA, KF, MC, WS 5
Inferno Strike
-2
+4
Zero
2 Chi Range = Wits + Focus; Requires line-of-sight to target hex; Affects target hes and all six hexes bordering it F*****, Improved Fireball KA, SK 5
Leech
+0
Spc
Zero
1 Chi/ Health Attacker must have victim in sustained hold first; attacker may transfer 1 Health from victim to himself per point of chi spent, maximum of (Focus) points per turn; attacker may not increase above his maximum Health F***, G** KA, NI 3; KF 4
Levitation
+0
Zero
Spc
1 Chi/turn Character may move up to Focus hexes per turn in any direction F***** BA, KA 3; KF, LU, SK, SI, TC, WS 4
Lightness
+1/+2
Spc
+1/+3
1 Chi May be used on elemental or another target; after activation target gains +2 Speed and +3 Move to all jump-enhanced maneuvers; lasts (Focus) turns F***, A**, EA***, Flight EA 3
Mind Control
-3
Zero
Zero
2 Chi Range = Wits + Focus; Victim must have no Willpower left; Attacker must win contest of Intelligence with victim; Duration of control depends on # of successes: 1 = 10 turns, 2 = 1 hour, 3 = 1 day, 4 = 1 week, 5 = 1 month; Controlled victims ordered to go against moral code or survival instict may resist command with successful Permanent Honor vs. controller’s Willpower roll; does not work on targets with permanent Honor of 10 F*****, Mind Reading, Psychic Vise LD 5
Mind Reading
Spc
Spc
Spc
1 Chi Range = Wits + Focus; user declares Mind Reading on target and must win contest of permanent Willpower; if it works, character can see two combat cards from enemy, one of which must be played the following turn; this is done between-turns F****, Telepathy KA, LD 3; Any 4
Musical Accompaniment
Spc
Spc
Spc
None Specify music type; if music is present while fighting, character adds +1 to either Speed, Damage or Move each turn (switchable) F** CA 1; Any 2
Pit
-1
+1
-1
1 chi Fighter targets a hex to create a (5 + Focus) foot deep pit; fighters in the pit at end of turn take damage from fall and spend next turn climbing out (Move with -4 Speed); Fighter must be in contact with the earth; Pits are permanent once created; Costs 1 temporary Glory per use in an arena F***, EE***, Wall EE 3
Pool
+1
Zero
-2
None Immuity to physical attacks and ability to flow through cracks, etc.; Most Focus attacks will still affect character (GM’s discretion) F**, EW**** EW 2
Psychic Rage
-2
Zero
Zero
1 Chi Range = Wits + Focus; attacker must win contest of permanent Willpower; if successful, victim may only play Fierce and Roundhouse and highest-damage Special Maneuvers in beserk fury; may attack teammates; between turns, victim may try to win contest of permanent Willpower vs. controller’s Manipulation to break free; victims still lose Honor from actions under Psychic Rage F*** LD 3
Psychic Vise
+0
+0 (Spc)
Zero
1 Chi, 1 Will Range = Wits + Focus; attacker rolls vs. target’s Intelligence instead of Stamina, ignoring Blocks; if successful, victim loses Willpower equal to # of successes and next action is at Speed penalty equal to # of successes; if successes exceeds victim’s Intelligence, he is dizzied; victims with no Willpower left can still be slowed and dizzied by this attack F**** LD 4; KA 5
Psycho Crusher
-1
+5/One
+6
2 Chi Attacker can change direction, even vertically, in mid-move; must enter victims’ hexes to do damage; non-blocking opponents suffer damage at +5 plus knockdown and end in an adjacent hex (victim’s choice), can only be hit once; blocking opponents are knocked directly back 1 hex and suffer 1 die of damage (a botch ends the maneuver immediately), can be attacked up to 5 timesbefore attacker moves on F*****, A***, Psychokinetic Channeling LD 5
Psychokinetic Channeling
Spc
+2 (Spc)
Spc
1 Chi Played in conjunction with any basic Punch or Kick; Adds +2 damage to attack F*** LD 3; Any 5
Push
-2
+1
Zero
1 Chi Affects a path 3 hexes long and (Focus) hexes wide; all targets in path may be damaged; damaged targets also fly backwards 1 hex per damage point; knockdown vs. aerial F***, EA***, Air Blast EA 4
Regeneration
+0
Zero
Zero
1 Chi/ Health Restores 1 Health per Chi, up to Focus rating F*** KA 1; KF, LD, NA 2; Any 3
Repeating Fireball
-2
+0
Zero
2 Chi Range = Wits + Focus; Requires line-of-sight; Produces one fireball per point of Focus; may be targeted at different enemies; Characters dodging multiple attacks must test vs. each F*****, Fireball Any 4
Sakki
Spc
Spc
Spc
None Character is aware of surprise attacks and can act on the information; Can move Focus + Athletics to avoid surprise attacks F*****, CH**** NI 3
Shock Treatment
+0
+7
Zero
2 Chi Affects all targets in fighter’s hex and in adjacent hexes; Knockdown unless Blocking; Decide at purchase time if this maneuver is Crouching F*** Any 4
Sense Element
Spc
Spc
Spc
None Character can sense the presence, amount, and composition of his chosen element nearby on a successful Perception + Elemental Background roll F*, E(All)* E(All) 1
Shrouded Moon
+0
Zero
-1
1 Chi Ninja becomes invisible; Attacker must win contest of Perception + Alertness vs. ninja’s Focus + Stealth to spot; If undetected, the ninja’s next action is at +1 Speed F**, A*, CH**** NI 2
Sonic Boom
-3
+4
Zero
1 Chi Range = Wits + Focus; Requires line-of-sight F*** Any 4
Speed of the Mongoose
+2
Zero
-2
1 Chi +4 Speed or +6 Move to the maneuver chosen the following turn F***, CH **** NI 3
Stunning Shout
+2
Zero
-2
1 Chi Affects one target or, at Storyteller’s discretion, a group of minor opponents; roll contest of permanent Willpower vs. permanent Willpower, attacker must win to have effect; targets which have not acted lose their actions that turn; targets who have already acted suffer Speed penalty next turn equal to margin of success on Willpower contest F** SK, SW 2; LD, MC 3; Any 4
Spontaneous Combustion
+0 (not specified)
+5/+2
-2
2 Chi first turn, 1 Chi thereafter Attacker must win a contested Focus roll with victim; if successful, victim bursts into flames; continues as long as the elemental sustains the effect or until victim spends one turn rolling out the flames and suffers -2 Speed penalty on his next turn F***, EF****, Heatwave EF 4
Stone
-2
Spc
Zero
1 Chi Projectile attack; Damage is Strength + Focus F**, P**, EE**, Wall EE 2
Telepathy
Spc
Zero
Spc
1 Chi per turn Range = Wits + Focus; character can link up to (Focus) people in telepathic bond, allowing silent communication F*** KA, LD 2; Any 3
Thunderclap
+0
-3
Zero
1 Chi Attacks everyone within 3 hexes F***, P* NA 4
Toughskin
Spc
Zero
Spc
1 Chi Played with any other card; character gets +2 soak for turn’s duration F** SW 2, BX, TK 3; Any 4
Vaccuum
-2
+2
-2
1 Chi Affects all targets in one hex; victim(s) must make Stamina roll or be automatically dizzied on the following turn; victim may interrupt with a higher-speed maneuver and escape from the target hex; does not affect air elementals F***, EA***, Air Blast EA 3
Venom
+1
+2 (Spc)
-2
1 Chi Lingering effects:  for the next 2 turns victim loses 1 Health automatically and is at -1 Speed F**, A**, G**, Bite AH 2
Wall
-2
+2 (Spc)
Zero
None Character creates a solid wall to appear in one hex; range Perception +Focus; anyone in that hex at the time suffers damage; the wall must be circumvented or destroyed, is has Stamina equal to Elemental Background and Health equal to Focus of the character F*, EE** EE 2
Weight
-2
Zero -1 1 Chi Projectile attack; Victim who is hit is at -2 Speed and Move and may not jump the following round F***, EE****, Wall, Stone, Pit EE 3
Yoga Flame
-2
+7
One
2 Chi Affects any 1 adjacent hex and 3 hexes beyond it; flame fills area for rest of turn F****, Fireball KA 3
Yoga Teleport
+3
Zero
Spc
2 Chi Character simply disappears, reappearing at any time during the turn within (Intelligence + Focus) hexes of original position F***** KA 5
Zen No Mind
Spc
Spc
Spc
1 Will Character selects 3 other cards, must wait until end of turn, then may choose any one card to play at that time F*** TC 2; AI, BA, JK, JJ, KF, SI, TK 3; Any 4

 

3 Responses to “Maneuvers List”
  1. Hida Reju says:

    How balanced do you think Dislocate limb is? I have noticed that it favors a bit high due to long move and speed in compared to many grabs.

  2. Haven’t really looked at it a lot because it wasn’t used much in our games, and of course all Grabs seem underpowered next to the utterly broken Improved Pin.

  3. Elwoodblues says:

    I think the “Flying Knee Thrust” has no aerial Knockdown.
    BTW, thank you for your page, it really helped us establishing a good SF round a few years ago.

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