The Wind Up
Requirements: 5 dots Punch
Power Point Cost:Boxing 4, Any 5
Description: The character begins moving his arm in a circular motion as seen in many cartoons. The fighter may then deliver a devastating blow with any type of punch he chooses.
System: The fighter spends one round doing this. If he is knocked down or dizzied, he loses all bonuses. However, if he is successful, he doubles his punch technique for the next punch attack he makes. This doubling lasts for the next round after wind up.
Cost: 2 will
Speed: -4 for the purposes of determining interruption.
Damage: Special
Move: Zero
The "Stretch"
Requirements: 5 dots Kick
Power Point Cost:Wu Shu, Kung Fu, Muay Thai 4, Boxing 6, Any Other 5
Description: The character pulls one leg up while leaning back slightly. The knee is pulled high enough so that the heel is nearly touching the buttocks. Then the fighter kicks out causing severe damage to anything he hits.
System: The fighter spends one round doing this. If he is knocked down or dizzied, all bonuses are lost. If he is successful, he doubles his kick technique for the next kick attack he makes. This lasts for the round after the stretch is done.
Cost: 2 will
Speed: -4
Damage: Special
Move: Zero
Tornado Spinner
Requirements: 4 dots Kick, Spinning Foot Sweep
Power Point Cost: Sumo, Wushu, Special Forces 4, Any 5
Description: The fighter spins around in a circle repeatedly kicking an opponent in the lower legs. The fighter then falls to the ground dizzy.
System: the attacker maker 3 damage tests against an opponent. The opponent will be knocked down after this maneuver. The attacker will also suffer a knockdown at the end of this maneuver.
Cost: 2 will
Speed: -2
Damage: +2
Move: +0
The "Flex"
Requirements: 5 dots Grab
Power Point Cost: Sanbo, Sumo, Wrestling 4, Any 5
Description: The wrestler flexes his arms forward showing off the muscles in his arms. He seems to strain slightly with them as he flexs. Then when his muscles have acheived maximum flexure, he grabs his opponent and crushes the life out of them.
System: The fighter spends one round doing this. If he is knocked down or dizzied, all bonuses are lost. If he is successful, he doubles his grab technique for the next grab attack he makes. This lasts for the round after the flex is done.
Cost: 2 will
Speed: -4
Damage: Special
Move: Zero
Double Kick Grab
Requirements: 3 dots Grab, 2 dots Kick, Double Hit Kick
Power Point Cost: Kung Fu, Shatoken Karate, Special Forces 2, Any 3
Description: The fighter grabs the arm of his opponent then kicks them first down from one side then up on the other inflicting two damage tests. Generally, this occurs as a grab with the left arm then a kick with the right leg over, then under the opponent.
System: The fighter makes a grab roll to see if he is successful at grabbing the opponent, then makes 2 kick checks to harm them. Damage is based off of the users Kick Technique. This maneuver causes a knockdown.
Cost: 1 will
Speed: -1
Damage: +1
Move: One
The Iron Curtain
Requirements: 4 dots Block, Maka Wara, San He
Power Point Cost: Sanbo 4, Any 5
Description: The fighter using this is a truly acomplished blocker. This maneuver combines the effect of Maka Wara and San He. The result is a bone breaking block ability.
System: The fighter using this gets the benefits of San He(no movement for attacks that push people back, double soak dice), and the benefits of Maka Wara(damages opponent when struck while blocking for the blocker's block dice). However, The aformentioned doubling of soak dice comes from a doubling of the block technique which also increases the damage done by the Maka Wara.
Cost: 2 chi, 1 will
Speed: +2
Damage: Special
Move: Zero
Air Block
Requirements: 4 dots Block, Jump
Power Point Cost: Any 3
Description: This maneuver allows street fighters to perform blocks while in the air.
System: The fighter using this must abort to this from an aerial maneuver that he/she was doing. They then block as normal. This protects from knockdown effects that affect characters in aerial maneuvers. Air throw, and other similiar maneuvers will still work normally.
Cost: None(1 willto abort
Speed: +4
Damage: None
Move: Zero
The Sprinter's Stance
Requirements: 5 dots Athletics
Power Point Cost: Cappoeira, Sumo, Special Forces 4, Any 5
Description: The fighter drops to a sprinting stance. They build up to having maximum explosive results. They then spring out and move farther than they could have otherwise. Also all attacks based on movement are thus increased.
System: The fighter spends one round doing this. If he is knocked down or dizzied, all bonuses are lost. If he is successful, he doubles his athletics technique for the next athletics attack he makes. This lasts for the round after the sprinter's stance is done. (NOTE: This manuever affects their movement during the round of effect).
Cost: 2 will
Speed: -4
Damage: Special
Move: Zero
Super Jump
Requirements: 4 dots Athletics, Jump
Power Point Cost: Any 3
Description: The fighter makes and extremely high jump.
System: The fighter makes a jump at double his move instead of one time. in all other ways this maneuver is the same as jump.
Cost: None
Speed: +3
Damage: N/A
Move: 2X Athletics
The Meditation
Requirements: 5 dots Focus
Power Point Cost: Kabaddi, Shatoken Karate, Wu Shu 4, Any 5
Description: The fighter puts their hands into a position so that they seems to be drawing upon the inner reaches of their being. Generally, this is the position of the hands in the front of the body with two fingers raised on each hand. The fighter is then able to draw upon his inner Chi much more effectively.
System: The fighter spends one round doing this. If he is knocked down or dizzied, all bonuses are lost. If he is successful, he doubles his focus technique for the next focus attack he makes. This lasts for the round after the meditation is done.
Cost: 2 chi
Speed: -4
Damage: Special
Move: Zero
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