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IN THIS BOOK, YOU WILL FIND FIGHTERS OF VARIOUS RANKS WITH CALCULATED MANEUVERS TO USE IN ANY STREET FIGHTER CAMPAIGN.
THIS BOOK IS ALL THAT
CONTENDERS SHOULD HAVE BEEN: A STORYTELLER'S COMPANION, LIKE THE MONSTER MANUALS OF OTHER RPGS.
WITH IT, THE STORYTELLER WILL HAVE
NO TROUBLE LETTING HIS PLAYERS MEET THE STRONGEST!
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CREDITS
Written by: Eric “Musashi” Souza and Gabriel
Tabatcheik.
Professions revised by: Odmir Fortes.
Cover art: Daigo Ikeno (Capcom)
Inside art: Capcom, Pixabay
Translated by: Eric “Musashi” Souza and Richard
“Bat” Brewster For more SFRPG translations and original works check out: https://batjutsu.wordpress.com/street-fighter-rpg/ The images used belong to Capcom, as well as everything that refers to Street Fighter and the characters presented, as well
as names of maneuvers, artifacts and background. The system used in the adaptation belongs to White Wolf, and for the game to be perfectly enjoyed, the basic book and supplements of Street Fighter: The RPG Game, or the 20-year Edition, which can be downloaded in: http://sfrpg.com/wp-content/uploads/Street-Fighter-TSG-20th-Anniversary.pdf
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TABLE OF CONTENTS
CHAPTER 1: PROLOGUE 3 - 4
CHAPTER 2: CIRCUIT FIGHTERS 5 - 112
CHAPTER 3: UNIQUE FIGHTERS 113 - 184
APPENDIX A: ANIMAL COMPANIONS! 185 - 188
APPENDIX B: BOARD GAME 189 - 190
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Chapter 1:
The Circuit Guide is a collection of characters from various ranks of all styles presented throughout the Street Fighter: The RPG Game supplements. Two versions of each style
are presented, with constructions at Rank 1, Rank 4 and Rank 7.
The sheets presented are simple, presenting Physical Attributes, Mental Attributes, Techniques, Chi, Strength of Will, Health, Combos and their calculated Basic and Special Maneuvers. Therefore, they are quick sheets for any Storyteller to use in their chronicles.
In addition to the records of the fight styles, Animal and Elemental Hybrids sheets are also presented, according to the styles that have affinity with these Unique Backgrounds, and again built in Rank 1, Rank 4 and Rank 7.
The sheets are purposely simple, so that each Storyteller can use them as and when they think best, saving them the trouble of having to build NPCs for tournaments, for random action scenes, or for improvisation - as, for example, when players decide to stroll around town and challenge fighters from some famous academy.
The sheets were produced according to official rules, including Andrew Lucas' errata for the Displacement prerequisites. The version used for Cartwheel Kick was Steve Wieck's errata, which is more popular in the community.
If you wish to adopt the errata that Andrew Lucas presented in 2020, just add +1 Speed, +2 Movement, and consider that the damage does not increase by the hexagons moved before the blow, but is rolled twice.
MODIFICATIONS TO THE SHEETS The sheets presented include Fighters of Rank 1, Rank 4 and Rank 7. However, it is possible that Storytellers will need to make changes to these characters, for intermediate ranks. In such cases, the possible solutions are simple:
Attributes: Reducing one Rank means reducing one point in Physical and Mental Attributes. In order not to need to recalculate the chart's Maneuvers, it is preferable that this reduction takes place in Stamina and Perception. Similarly, increasing one Rank means increasing one point in Physical and Mental Attributes, which is recommended to do in the same Attributes (Stamina and Perception).
Techniques: reducing one Rank means reducing 2 points in Techniques. The Storyteller can consider that the character has -1 Movement (-1 Athletics) and -1 Soak (-1 Block), to make the work easier. Similarly, increasing one Rank results in +1 in these two Combat Modifiers, representing +1 in Athletics and Blocking.
Maneuvers and Combos: reducing one Rank means losing a combo of three maneuvers, or two combos of two maneuvers. Similarly, increasing one Rank means gaining a three maneuver combo, or two combos of two maneuvers.
Chi and Willpower: reducing a Rank means losing 1 point in Chi or Willpower, at the discretion of the Storyteller. In the same way, raising a Rank means earning a Chi or Willpower point.
Chapter 1 – Prologue
3
5
Health: to reduce a Rank is to lose one point in Health, and to raise a Rank is to gain one point in Health.
So, therefore:
Down one Rank: -1 in Stamina and Perception, -1 in Blocking and Athletics, -1 or -2 combos, -1 in Chi/Willpower, -1 in Health.
Raising a Rank: +1 in Stamina and Perception, +1 in Blocking and Athletics, +1 or +2 combos, +1 in Chi/Willpower, +1 in Health.
The best choice is always the closest fit. If the intention is to create a Rank 2 character, just go up one Rank 1; if it's to create a Rank 3, better go down one Rank 4, and so on.
CARRYING OUT TESTS The characters in this book are generic quick sheets for the Storyteller to use. The Storyteller can give them names, concepts, and interpretation touches. Therefore, they have no Social Attributes, Abilities, Background or Renown. In combat situations (or also in scenes outside it), however, these characters may be required to perform tests. There are Special Maneuvers that ask for testing Social Attributes and Abilities. In such cases, the Storyteller can proceed in two ways:
a) a) Test with twice the value of the Attribute. This is interesting for testing Physical or Mental Attributes + some Ability. For example: if a fighter suffers a Snake Entrancing, he rolls Wits x 2 to resist.
b) b) Use the Character Rank as a Dice Pool. For tests involving Social Attributes, this is a good choice. For example: if a Fighter of Rank 4 wants to intimidate a player character, he rolls 4 dice, as if it was his Charisma + Intimidation pool.
EXPANSION OF SHEETS
Nothing prevents Storytellers from using these simple sheets to expand them to create deeper supporting actors and antagonists. In such cases, they may want to add Abilities to these characters. Professional kits and concepts
can be used for this purpose, according to the following guidelines:
Artist: Subterfuge or Repairs •••, Insight •••, Disguise or Publicist ••, Style Lore or Mysteries ••
Programmer/developer: Computer •••, Administration, Science or Repair •••, Finances ••, Publicist ••
Executive: Finances •••, Intimidation or Subterfuge •••, Insight ••, Manage or Law ••
Investigator: Investigation •••, Insight •••, Search ••, Mysteries ••
Junkie: Streetwise •••, Stealth •••, Insight or Security ••, Subterfuge ••
Mafioso: Subterfuge •••, Streetwise •••, Intimidation or Security ••, Interrogation or Leadership ••
Academic (of humanities): Manage, Law, Finances, Instruction or Publicist ••• (choose two), (choose from the preceding list) ••, Subterfuge ••
Academic (of Science): Science, Computer, Instruction or Medicine ••• (choose two), (choose from the preceding list) ••, Subterfuge ••
Socialite: Manage or Subterfuge •••, Finances •••, Insight ••, Computer or Publicist ••
Veteran: Alertness or Insight •••, Survival •••, Stealth ••, Leadership or Security ••
RANDOM FIGHTER'S
It is also possible for the Storyteller to mount challenges in a random way, drawing opponents for his players. Just roll 1d100 and compare with the table on the last page of this book.
The Storyteller rolls 2d10 (preferably of different colors), one for the ten and another for the unit. A result of 00 means 100. He then chooses the version of the fighter (Rank 1, 4 or 7) that suits his players and makes the adjustment, if necessary, to intermediate ranks.
If the Narrator wants to draw an Animal Companion for a chosen fighter, just roll 1d10, according to the 10 companions presented. The Storyteller can still roll 1d10 to draw one of the above professions, if he wants to expand the sheets.
Chapter 1 – Prologue
4
6
Chapter 2:
AIKIDO
Schools: Aikido schools are found worldwide, but Japan and the U.S. have the most. The Aikido community is uncommonly open and supportive, with many clubs and its own magazines. New students are always welcome. Members: Just abort anyone who wants to learn the art is accepted. Aikido is a popular sport and courses can be found through community self-defense classes or college, as well as formal Aikido schools. Study at a formal school is usually required to become a black belt. When yor attain the black belt, yor are considered a beginner: the study of Aikido is viewed as a lifelong cultivations of the spirit. Concepts: Philosophers, mystics, working mothers, athletes, students Quote: “Water flows and takes any shape or course, yet it is always consistent with its own nature. Be sensitive to the flow and movement of your body and you will achieve insight into your own fundamental nature.”
Chapter 2 – Circuit Fighters
5
AIKIDO A AIKIDO B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOOOO
OO
OOO
OOOOO
Chi
O O O O O
Willpower
O O O O O O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOO
OOOO
OOOO
OO
OOO
OOOOO
Chi
O O O O O
Willpower
O O O O O O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 2
Forward 4 8 1
Roundhouse 2 10 1
Block
Grab 4 6 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Slide Kick 3 9 3 Knockdown
Pin 3 8/6 3/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Combos: Slide Kick to Pin, Slide Kick to Slide Kick
Maneuver Spd Dam Mov Special
Jab 6 3 2
Strong 4 5 2
Fierce 3 7 1
Short 5 4 2
Forward 4 6 1
Roundhouse 2 8 1
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Arm/Wrist Lock 4 6 2 Sustained Hold, knockdown
Push (BR) 5 - 1 Grab, throw Strength + Grab hexes, Knockdown
Back Roll Throw 3 10 1 Grab, throw Strength + Kick hexes, Knockdown
Throw 2 8 1 Grab, throw Strength hexes, Knockdown
Combos: Block to Arm/Wrist Lock, Block to Back Roll Throw
Chapter 2 – Circuit Fighters
6
AIKIDO A AIKIDO B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOOO
OO
OO
O
Chi
O O O O O
Willpower
O O O O
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OOO
OO
O
OO
OOOOO
Chi
O O O O O
Willpower
O O O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 7 3
Forward 4 9 2
Roundhouse 2 11 2
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Slide Kick 3 10 4 Knockdown
Pin 3 9/7 4/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Improved Pin 4 9/8 4/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Telepathy - - - 1 Chi, talk between turns with Focus people
Mind Reading - - - 1 Chi, resisted WP test to see two possible card for next turn
Combos: Slide Kick to Pin, Slide Kick to Slide Kick, Block to Improved Pin, Jump to Slide Kick
Maneuver Spd Dam Mov Special
Jab 6 5 3
Strong 4 7 3
Fierce 3 9 2
Short 5 6 3
Forward 4 8 2
Roundhouse 2 10 2
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Arm/Wrist Lock 4 8 2 Sustained Hold, knockdown
Push (BR) 5 - 1 Grab, throw Strength + Grab hexes, Knockdown
Back Roll Throw 3 12 1 Grab, throw Strength + Kick hexes, Knockdown
Throw 2 10 1 Grab, throw Strength hexes, Knockdown
Grappling Defense
8 - 2 Soak Grabs using Grab
Slide Kick 3 9 4 Knockdown
Drunken Monkey Roll
7 - 5 Crouching, Dodge projectiles
Combos: Block to Arm/Wrist Lock, Block to Back Roll Throw,
Grappling Defense to Arm/Wrist Lock, Push to Slide Kick
Chapter 2 – Circuit Fighters
7
AIKIDO A AIKIDO B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OO
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OO
O
OO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOO
OO
O
OO
O
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Short 6 8 4
Forward 5 10 3
Roundhouse 3 12 3
Block 9 - - Abort, +2 Spd
Grab 5 9 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Slide Kick 4 11 5 Knockdown
Pin 4 11/9 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Improved Pin 5 11/10 5/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Telepathy - - - 1 Chi, talk between turns with Focus people
Mind Reading - - - 1 Chi, resisted WP test to see two possible card for next turn
Grappling Defense
9 - 3 Soak Grabs using Grab
Throw 3 11 1 Grab, throw Strength hexes, Knockdown
Air Throw 7 14 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Breakfall - - - Combos: Slide Kick to Pin, Slide Kick to Slide Kick, Block to Improved Pin, Jump to Slide Kick, Grappling Defense to Improved Pin, Jump to Improved Pin
Maneuver Spd Dam Mov Special
Jab 7 7 3
Strong 5 9 3
Fierce 4 11 2
Short 6 6 3
Forward 5 8 2
Roundhouse 3 10 2
Block 9 - - Abort, +2 Spd
Grab 5 8 1
Movement 8 - 6
Jump 8 - 3 Aerial, Abort
Arm/Wrist Lock 5 8 2 Sustained Hold, knockdown
Push (BR) 6 - 1 Grab, throw Strength + Grab hexes, Knockdown
Back Roll Throw 4 12 1 Grab, throw Strength + Kick hexes, Knockdown
Throw 3 10 1 Grab, throw Strength hexes, Knockdown
Grappling Defense
9 - 2 Soak Grabs using Grab
Slide Kick 4 9 4 Knockdown
Drunken Monkey Roll
8 - 5 Crouching, Dodge projectiles
Chi Kung Healing
4 - 2 1 Chi/Health
Dim Mak 5 8 3 1 Chi, can delay the damage, reduces one Physical Attribute
Combos: Block to Arm/Wrist Lock, Block to Back Roll Throw,
Grappling Defense to Arm/Wrist Lock, Push to Slide Kick, Dim Mak to
Dim Mak (dizzy)
Chapter 2 – Circuit Fighters
8
BARAQAH Schools: Most Baraqah Masters are Sufis – Muslim mystics who cultivate a deeper communion with the divine. Training in Baraqah traditionally includes the study of Islamic scriptures, calligraphy, and other sacred arts, as well as hours of prayer and meditation. Baraqah halls are segregated by gender, with men and women taught separately. Baraqah is rarely taught ortside the Islamic world. The best schools may be found in Persia and Asia Minor, although a few are rumored to remain in Spain. Members: Almost all Baraqah stylists are Muslims, whether from Africa, Malaysia, or the Middle East. Only the spiritually minded and most disciplined are allowed to advance to the style's highest levels. Concepts: Sufis, mystics, dervishes, pilgrims Quote: “You must learn humility. Baraqah does not come from us, but from Heaven. Only by mastering your own ego and sense of self can Baraqah flow through us.”
Chapter 2 – Circuit Fighters
9
BARAQAH A BARAQAH B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
OO
O
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
OO
O
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOOOO
OOO
OOOOO
OO
OOOOO
Chi
O O O O O O
Willpower
O O O O O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOOO
OO
OOOO
OOOOO
Chi
O O O O O O
Willpower
O O O O O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 5 3
Strong 3 7 3
Fierce 2 9 2
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Spinning Back Fist
2 8 4
Spinning Knuckle
2 7 6 Roll the damage twice, Dodge projectiles, 1 WP
Combos: Spinning Knuckle to Spinning Knuckle (dizzy)
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 6 1
Forward 3 8 0
Roundhouse 1 10 0
Block 7 - - Abort, +2 Spd
Grab 3 6 1
Movement 6 - 4
Jump 6 - 1 Aerial, Abort
Wounded Knee 1 9 0 -2 Mov for all moves and -2 Spd for kick for next 2 turns
Dislocate Limb 2 7 2 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Combos: Dislocate Limb to Wounded Knee (dizzy)
Chapter 2 – Circuit Fighters
10
BARAQAH A BARAQAH B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
OO
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
OO
Perception
Intelligence
Wits
OO
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOO
OOO
OO
O
OOOOO
Chi
O O O O O O
Willpower
O O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOO
O
O
OO
OOOOO
Chi
O O O O O O
Willpower
O O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 6 4
Strong 3 8 4
Fierce 2 10 3
Short 4 6 4
Forward 3 8 3
Roundhouse 1 10 3
Block 7 - - Abort, +2 Spd
Grab 3 7 1
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Spinning Back Fist
2 8 5
Spinning Knuckle
2 7 7 Roll the damage twice, Dodge projectiles, 1 WP
Dislocate Limb 2 8 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Foot Sweep 1 9 2 Crouching, Knockdown
Monkey Grab Punch
1 8 5 Ignores Blocks
Sleeper 2 10 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns
Combos: Spinning Knuckle to Spinning Knuckle (dizzy), Block to Spinning Knuckle, Dislocate Limb to Sleeper
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 7 3
Forward 3 9 2
Roundhouse 1 11 2
Block 7 - - Abort, +2 Spd
Grab 3 8 1
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Wounded Knee 1 10 2 -2 Mov for all moves and -2 Spd for kick for next 2 turns
Dislocate Limb 2 9 4 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Maka Wara - 6 - Dmg when blocking
Sleeper 2 11 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns
Combos: Dislocate Limb to Wounded Knee (dizzy), Block to
Wounded Knee (dizzy), Block to Sleeper
Chapter 2 – Circuit Fighters
11
BARAQAH A BARAQAH B
Rank 7 Rank 7
Strength
Dexterity
Stamina
OO
Perception
Intelligence
Wits
O
O
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOO
OO
OO
O
Chi
O O O
Willpower
OO O O
Punch
Kick
Block
Grab
Athletics
Focus
OO
O
O
O
OOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 7 4
Strong 3 9 4
Fierce 2 11 3
Short 4 7 4
Forward 3 9 3
Roundhouse 1 11 3
Block 7 - - Abort, +2 Spd
Grab 3 8 1
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Spinning Back Fist
2 9 5
Spinning Knuckle
2 8 7 Roll the damage twice, Dodge projectiles, 1 WP
Dislocate Limb 2 9 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Foot Sweep 1 10 2 Crouching, Knockdown
Monkey Grab Punch
1 9 5 Ignores Blocks
Sleeper 2 11 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns
Ghost Form 4 - 4 2 Chi in first turn, 1 Chi per turn
Kick Defense 7 - - +4 Soak agains Kicks, -2 against other Techniques
Punch Defense 7 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
5 8 - Soak against Punches
Combos: Spinning Knuckle to Spinning Knuckle (dizzy), Block to Spinning Knuckle, Dislocate Limb to Sleeper
Maneuver Spd Dam Mov Special
Jab 6 6 4
Strong 4 8 4
Fierce 3 10 3
Short 5 8 4
Forward 4 10 3
Roundhouse 2 12 3
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Wounded Knee 2 11 3 -2 Mov for all moves and -2 Spd for kick for next 2 turns
Dislocate Limb 3 10 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Maka Wara - 6 - Dmg when blocking
Sleeper 3 12 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns
Monkey Grab Punch
2 8 5 Ignores Blocks
Grappling Defense
8 - 3 Soak Grabs using Grab
Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
6 7 - Soak against Punches
Kippup - - - Combos: Dislocate Limb to Wounded Knee (dizzy), Block to
Wounded Knee (dizzy), Block to Sleeper, Deflecting Punch to Sleeper,
Deflecting Punch to Wounded Knee
Chapter 2 – Circuit Fighters
12
BOXING Schools: There are boxing gyms in every major city, but serious boxers need to find personal trainers and coaches. Members: Boxing is a predominantly male professional sport, but more women are joining the sport. Many women who cannot find opportunities in the professional ring turn to the Street Fighter circuit for competition. Many boxers come from poverty-stricken areas. Concepts: Street tough, Golden Gloves champ, body builder Quote: “You think yor're something special with all those chop suey moves? Let's see how yor do in the fullcontact ring.”
Chapter 2 – Circuit Fighters
13
BOXING A BOXING B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
OO
O
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
OO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OOOOO
OOOO
OO
OOO
OOOOO
Chi
O O O O O O O O O
Willpower
O O O
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOOOO
OO
OOOOO
OOO
OOOOO
Chi
O O O O O O O O O
Willpower
O O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 4 2
Strong 3 6 2
Fierce 2 8 1
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 6 1
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Lunging Punch 3 6 3 Crouching, only Kick Defense can block it
Head Bite 6 9 1 Sustained Hold
Combos: Block to Head Bite, Head Bite to Head Bite, Lunging Punch to Head Bite
Maneuver Spd Dam Mov Special
Jab 6 5 2
Strong 4 7 2
Fierce 3 9 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Head Butt 4 9 0
Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
6 6 - Soak against Punches
Combos: Deflecting Punch to Head Butt (dizzy), Block to Head Butt
Chapter 2 – Circuit Fighters
14
BOXING A BOXING B
Rank 4 Rank 4
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OO
OOO
O
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOO
OO
OO
O
OOOOO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOO
O
OOOOO
O
OOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 6 4
Strong 5 8 4
Fierce 4 10 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 6 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Lunging Punch 5 8 5 Crouching, only Kick Defense can block it
Head Bite 6 9 1 Sustained Hold
Rekka Ken - - - 1 WP, +3 Spd for Basic Punch
Jumping Shoulder Butt
5 10 3 Aerial, Dodge projectiles
Kippup - - -
Combos: Block to Head Bite, Head Bite to Head Bite, Lunging Punch to Head Bite, Head Bite to Lunging Punch (dizzy)
Maneuver Spd Dam Mov Special
Jab 7 6 4
Strong 5 8 4
Fierce 4 10 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Head Butt 5 10 0
Punch Defense 9 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
7 7 - Soak against Punches
Power Uppercut 4 10 1 Knockdown in Aerials
Hyper Fist 6 7 1 1 WP, Roll 3 times
Combos: Deflecting Punch to Head Butt (dizzy), Block to Head Butt,
Deflecting Punch to Hyper Fist (dizzy), Block to Hyper Fist (dizzy)
Chapter 2 – Circuit Fighters
15
BOXING A BOXING B
Rank 7 Rank 7
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OO
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 8 7 5
Strong 6 9 5
Fierce 4 11 4
Short
Forward
Roundhouse
Block 10 - - Abort, +2 Spd
Grab 6 6 1
Movement 9 - 8
Jump 9 - 5 Aerial, Abort
Lunging Punch 6 9 6 Crouching, only Kick Defense can block it
Head Bite 7 9 1 Sustained Hold
Rekka Ken - - - 1 WP, +3 Spd for Basic Punch
Jumping Shoulder Butt
6 11 4 Aerial, Dodge projectiles
Toughskin - - - 1 Chi, +2 Soak
Turn Punch 5 12 2 1 WP, 2º turn +1 Dam, 3º turn +1 Spd & +2 Dam, 4º turn +2 Spd & +3 Dam
Punch Defense 10 - - +4 Soak against Punches, -2 against other Techniques
Kippup - - - Combos: Block to Head Bite, Head Bite to Head Bite, Lunging Punch to Head Bite, Head Bite to Lunging Punch (dizzy), Rekka Ken Fierce to Turn Punch
Maneuver Spd Dam Mov Special
Jab 7 8 5
Strong 5 10 5
Fierce 4 12 4
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Head Butt 5 12 0
Punch Defense 9 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
7 9 - Soak against Punches
Power Uppercut 4 12 1 Knockdown in Aerials
Hyper Fist 6 9 1 1 WP, Roll 3 times
Brain Cracker 5 11 1 Sustained Hold
Turn Punch 4 13 2 1 WP, 2º turn +1 Dam, 3º turn +1 Spd & +2 Dam, 4º turn +2 Spd & +3 Dam
Jumping Shoulder Butt
5 12 4 Aerial, Dodge projectiles
Kippup - - - Combos: Deflecting Punch to Head Butt (dizzy), Block to Head Butt,
Deflecting Punch to Hyper Fist (dizzy), Block to Hyper Fist (dizzy),
Deflecting Punch to Brain Cracker, Punch Defense to Turn Punch
Chapter 2 – Circuit Fighters
16
CAPOEIRA Schools: Capoeira has very few organized schools. Some villages in Sorth America teach the fundamental dance moves to children as part of formal schooling, but these lessons often lack the fighting skills inherent to the dance. The style's popularity has recently begun to grow, but it is still very difficult to find a teacher ortside Sorth America. A student who wishes to become a true Capoeira warrior must seek out a master of Capoeira. Good Capoeira stylists learn through informal study directly under a master. Even so, it is difficult to find a single Capoeira master who knows all of the style's acrobatic movements and special attacks. Members: Most Capoeira stylists are from Sorth America or the Caribbean Islands, although some schools are rumored to by opening in Florida. While some new students hail from other cultures, the vast majority of Capoeira practitioners hail from Sorth America. Concepts: Tribal warriors, explorers, dancers Quote: “Other people try to master their styles. Not we. We seek to master the dance. Can't yor feel its rhythm and power? Your heart keeps the rhythm and lets the power flow through the dance to strike at your opponent.”
Chapter 2 – Circuit Fighters
17
CAPOEIRA A CAPOEIRA B
Rank 1 Rank 1
Strength
Dexterity
Stamina
O
OO
OO
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
OO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOO
OO
OOOOO
OO
OOOOO
Chi
O O O O O O O O
Willpower
O O O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOO
OOOOO
OO
OOOOO
Chi
O O O O O O O O
Willpower
O O O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 6 3
Forward 3 8 2
Roundhouse 1 10 2
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 6
Backflip 6 - 5 1 WP, can’t be hit during the move
Tumbling Attack 2 6 2 1 WP, straight line, same hex, hit and knock back until Move ends
Combos: Backflip to Tumbling Attack, Block to Tumbling Attack
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 3
Forward 4 8 2
Roundhouse 2 10 2
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Backflip Kick 4 8 2 Hit & move back
Cartwheel Kick 3 6 5 1 WP, straight line, knock back, +1 Dam for hex moved
Combos: Cartwheel Kick to Backflip Kick (dizzy)
Chapter 2 – Circuit Fighters
18
CAPOEIRA A CAPOEIRA B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
OO
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
O
OOOOO
O
OOO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OO
O
OO
OOOOO
O
OOOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 8 4
Forward 5 10 4
Roundhouse 3 12 3
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Backflip 8 - 6 1 WP, can’t be hit during the move
Tumbling Attack 4 8 3 1 WP, straight line, same hex, hit and knock back until Move ends
Cartwheel Kick 4 8 6 1 WP, straight line, knock back, +1 Dam for hex moved
Drunken Monkey Roll
8 - 6 Crouching, Dodge projectiles
Musical Accompaniment
- - - +1 in combat mod. when hear prefered song style
Combos: Backflip to Tumbling Attack, Block to Tumbling Attack, Cartwheel Kick to Tumbling Attack, Drunken Monkey Roll to Cartwheel Kick, Drunken Monkey Roll to Tumbling Attack
Maneuver Spd Dam Mov Special
Jab 7 5 4
Strong 5 7 4
Fierce 4 9 3
Short 6 7 4
Forward 5 9 3
Roundhouse 3 11 3
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Backflip Kick 5 9 2 Hit and move back
Cartwheel Kick 4 7 6 1 WP, straight line, knock back, +1 Dam for hex moved
Double-Hit Kick 3 8 3 Roll twice in standing target
Lightning Leg 3 8 0 1 WP, Roll 3 times
Forward Backflip Kick
7 8 2 1 WP, Roll twice in Aerials
Combos: Cartwheel Kick to Backflip Kick (dizzy), Block to Lightning
Leg
Chapter 2 – Circuit Fighters
19
CAPOEIRA A CAPOEIRA B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
O
OOO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OOO
O
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 9 5
Forward 5 11 4
Roundhouse 3 13 4
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Backflip 8 - 7 1 WP, can’t be hit during the move
Tumbling Attack 4 9 4 1 WP, straight line, same hex, hit and knock back until Move ends
Cartwheel Kick 4 9 7 1 WP, straight line, knock back, +1 Dam for hex moved
Drunken Monkey Roll
8 - 7 Crouching, Dodge projectiles
Musical Accompaniment
- - - +1 in combat mod. when hear prefered song style
Knee Basher 4 13 1 Sustained Hold, knockdown at the end
Regeneration 5 - - 1 Chi per Health
Combos: Backflip to Tumbling Attack, Block to Tumbling Attack (dizzy), Cartwheel Kick to Tumbling Attack (dizzy), Drunken Monkey Roll to Cartwheel Kick, Drunken Monkey Roll to Tumbling Attack (dizzy), Drunken Monkey Roll to Knee Basher
Maneuver Spd Dam Mov Special
Jab 8 7 5
Strong 6 9 5
Fierce 5 11 4
Short 7 8 5
Forward 6 10 4
Roundhouse 4 12 4
Block 10 - - Abort, +2 Spd
Grab
Movement 9 - 8
Jump 9 - 5 Aerial, Abort
Backflip Kick 6 10 2 Hit and move back
Cartwheel Kick 5 8 7 1 WP, straight line, knock back, +1 Dam for hex moved
Double-Hit Kick 5 9 4 Roll twice in standing target
Lightning Leg 4 9 0 1 WP, Roll 3 times
Forward Backflip Kick
8 9 2 1 WP, Roll twice in Aerials
Spinning Clothesline
6 8 3 1 WP, hit and knock back adj hexes, don’t hits Crouching
Turbo Spinning Clothesline
7 8 4 1 WP, hit and knock back adj hexes, don’t hits Crouching
Combos: Cartwheel Kick to Backflip Kick (dizzy), Block to Lightning
Leg (dizzy)
Chapter 2 – Circuit Fighters
20
SPECIAL FORCES Schools: There are four types of schools: the Army, Navy, Air Force, and Marines. Each country has an elite military force. To enroll, just visit a recruiter. This style usually takes away all of the fighters' freedom. Special Forces agents are up by dawn and in by dusk. There is little time for any kind of fun; even when out of the military, fighters usually maintain this grueling schedule. They are a trainer's dream and a manager's greatest asset. Members: The average member is someone who joined the military to learn discipline or better himself. Special Forces commandos usually become Street Fighters because, after they leave the military, they find it hard to find jobs as trained killers. Concepts: Special Ops military personnel, SWAT agent, retired military personnel, survivalist Quote: “Yeah, I fight brutal. But, hey, it's him or me. You know what I mean?”
Chapter 2 – Circuit Fighters
21
SPECIAL FORCES A SPECIAL FORCES B
Rank 1 Rank 1
Strength
Dexterity
Stamina
O
OO
OO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
O
OO
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOO
OOO
OOO
OOO
OOOOO
Chi
O O O O O O O O O
Willpower
O O O
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOOOO
OOOO
OOO
OOO
OOOOO
Chi
O O O O O O O O O
Willpower
O O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 6 2
Forward 3 8 1
Roundhouse 1 10 1
Block 7 - - Abort, +2 Spd
Grab 3 6 1
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Flying Knee Thrust
4 8 3 1 WP
Foot Sweep 1 9 0 Crouching, Knockdown
Suplex 3 8 1 Grab, Knockdown
Combos: Block to Suplex, Foot Sweep to Flying Knee Thrust, Roundhouse to Short
Maneuver Spd Dam Mov Special
Jab 5 6 2
Strong 3 8 2
Fierce 2 10 1
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 6 1
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Spinning Back Fist
2 9 3
Spinning Knuckle
2 8 5 1 WP, Dodge projectiles, Roll twice
Suplex 3 8 1 Grab, Knockdown
Combos: Spinning Knuckle to Suplex (dizzy)
Chapter 2 – Circuit Fighters
22
SPECIAL FORCES A SPECIAL FORCES B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
OO
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OO
OO
O
OOOOO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOO
OO
O
OO
OOOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 8 4
Forward 4 10 3
Roundhouse 2 12 3
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Flying Knee Thrust
5 10 5 1 WP
Foot Sweep 2 11 2 Crouching, Knockdown
Suplex 4 9 1 Grab, Knockdown
Throw 2 9 1 Grab, Knockdown, Throw Strength hexes
Air Throw 6 12 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Knee Basher 3 12 1 Sustained Hold, Knockdown at the end
Flying Thrust Kick
4 14 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Combos: Block to Suplex, Foot Sweep to Flying Knee Thrust, Roundhouse to Short, Jump to Flying Thrust Kick
Maneuver Spd Dam Mov Special
Jab 5 7 3
Strong 3 9 3
Fierce 2 11 2
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 8 1
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Spinning Back Fist
2 10 4
Spinning Knuckle
2 9 6 1 WP, Dodge projectiles, Roll twice
Suplex 3 10 1 Grab, Knockdown
Ground Fighting - - - 1 WP, when fall, can fight at the ground
Hyper Fist 4 8 1 1 WP, Roll 3 times
Combos: Spinning Knuckle to Suplex (dizzy)
Chapter 2 – Circuit Fighters
23
SPECIAL FORCES A SPECIAL FORCES B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
O
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
O
O
O
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 9 5
Forward 4 11 4
Roundhouse 2 13 4
Block 8 - - Abort, +2 Spd
Grab 4 9 1
Movement 7 - 8
Jump 7 - 5 Aerial, Abort
Flying Knee Thrust
5 11 6 1 WP
Foot Sweep 2 12 3 Crouching, Knockdown
Suplex 4 11 1 Grab, Knockdown
Throw 2 11 1 Grab, Knockdown, Throw Strength hexes
Air Throw 6 14 5 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Knee Basher 3 13 1 Sustained Hold, Knockdown at the end
Flying Thrust Kick
4 15 3 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Cannon Drill 6 11 7 1 WP
Kippup - - - Combos: Block to Suplex, Foot Sweep to Flying Knee Thrust (dizzy), Roundhouse to Short (dizzy), Jump to Flying Thrust Kick, Flying Thrust Kick to Cannon Drill (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 8 4
Strong 4 10 4
Fierce 3 12 3
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Spinning Back Fist
3 11 5
Spinning Knuckle
3 10 7 1 WP, Dodge projectiles, Roll twice
Suplex 4 10 1 Grab, Knockdown
Ground Fighting - - - 1 WP, when fall, can fight at the ground
Hyper Fist 5 9 1 1 WP, Roll 3 times
Sonic Boom 1 12 - 1 Chi, Range 8
Combos: Spinning Knuckle to Suplex (dizzy), Block to Hyper Fist
(dizzy), Spinning Knuckle to Hyper Fist (dizzy), Block to Suplex
Chapter 2 – Circuit Fighters
24
JEET KUNE DO Schools: While there are innumerable books and teachers claiming to teach “the secrets of Jeet Kune Do”, there are only a few which are legitimate. This doesn't really matter, however: sparring practice and Bruce Lee's book, The Tao of Jeet Kune Do, are the primary schools for this style, and both are available all over the world. To learn maneuvers that aren't in the regular JKD repertoire, the character must have a willing teacher or at least have seen the maneuver performed and train herself incredibly hard. Members: Anyone who fights can study JKD. Generally, martial arts enthusiasts or kickboxers are the most likely to have actively studied the concepts of Jeet Kune Do and put it into practice. Concepts: Martial artists of all kinds, Bruce Lee fans, soldiers, street torghs, bodyguards. Quote: “To create a method of fighting is pretty much like putting a gallon of water into wrapping paper and shaping it.”
Chapter 2 – Circuit Fighters
25
JEET KUNE DO A JEET KUNE DO B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOO
OOOOO
OO
OOOOO
Chi
O O O O O O O O O
Willpower
O O O
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OOO
OOOO
OOOO
OOO
OOOOO
Chi
O O O O O O O O O
Willpower
O O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 3
Forward 4 8 2
Roundhouse 2 10 2
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Foot Sweep 2 9 1 Crouching, Knockdown
Scissor Kick 4 9 6 1 WP, Roll twice
Combos: Block to Scissor Kick, Foot Sweep to Scissor Kick
Maneuver Spd Dam Mov Special
Jab 6 4 2
Strong 4 6 2
Fierce 3 8 1
Short 5 5 2
Forward 4 7 1
Roundhouse 2 9 1
Block 8 - - Abort, +2 Spd
Grab 4 4 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Flying Knee Thrust
5 7 3 1 WP
Monkey Grab Punch
2 6 3 Ignores Blocks
Backflip Kick 4 7 2 Hit and move back
Combos: Flying Knee Thrust to Backflip Kick, Monkey Grab Punch to
Backflip Kick
Chapter 2 – Circuit Fighters
26
JEET KUNE DO A JEET KUNE DO B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
O
OOOOO
OO
OO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
O
OO
OOOO
OOO
OO
OOOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 8 3
Forward 5 10 2
Roundhouse 3 12 2
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 6
Jump 8 - 3 Aerial, Abort
Foot Sweep 3 11 1 Crouching, Knockdown
Scissor Kick 5 11 6 1 WP, Roll twice
Backflip Kick 5 10 2 Hit and move back
Shock Treatment
5 12 0 2 Chi, Knockdown, hit all adjacents
Combos: Block to Scissor Kick, Block to Shock Treatment, Foot Sweep to Scissor Kick, Jump to Scissor Kick, Jump to Shock Treatment
Maneuver Spd Dam Mov Special
Jab 6 7 3
Strong 4 9 3
Fierce 3 11 2
Short 5 7 3
Forward 4 9 2
Roundhouse 2 11 2
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Flying Knee Thrust
5 9 4 1 WP
Monkey Grab Punch
2 9 4 Ignores Blocks
Backflip Kick 4 9 2 Hit and move back
Power Uppercut 3 11 1 Knockdown in Aerials
Dragon Punch 4 14 1 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Combos: Flying Knee Thrust to Backflip Kick, Monkey Grab Punch to
Backflip Kick, Monkey Grab Punch to Dragon Punch (dizzy), Flying
Knee Thrust to Dragon Punch
Chapter 2 – Circuit Fighters
27
JEET KUNE DO A JEET KUNE DO B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOOO
O
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
O
O
OO
OO
OOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 9 5
Forward 5 11 4
Roundhouse 3 13 4
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 8
Jump 8 - 4 Aerial, Abort
Foot Sweep 3 12 3 Crouching, Knockdown
Scissor Kick 5 12 8 1 WP, Roll twice
Backflip Kick 5 11 2 Hit and move back
Shock Treatment
5 16 0 2 Chi, Knockdown, hit all adjacents
Maka Wara - 6 - Dmg when blocking
Combos: Block to Scissor Kick (dizzy), Block to Shock Treatment, Foot Sweep to Scissor Kick (dizzy), Jump to Scissor Kick to Shock Treatment (dizzy), Jump to Shock Treatment to Scissor Kick (dizzy)
Maneuver Spd Dam Mov Special
Jab 7 8 4
Strong 5 10 4
Fierce 4 12 3
Short 6 8 4
Forward 5 10 3
Roundhouse 3 12 3
Block 9 - - Abort, +2 Spd
Grab 5 7 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Flying Knee Thrust
6 10 5 1 WP
Monkey Grab Punch
3 10 5 Ignores Blocks
Backflip Kick 5 10 2 Hit and move back
Power Uppercut 4 12 1 Knockdown in Aerials
Dragon Punch 5 15 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Brain Cracker 5 11 1 Sustained Hold
Scissor Kick 5 11 7 1 WP, Roll twice
Combos: Flying Knee Thrust to Backflip Kick, Monkey Grab Punch to
Backflip Kick, Monkey Grab Punch to Dragon Punch (dizzy), Flying
Knee Thrust to Dragon Punch (dizzy), Block to Brain Cracker, Block to
Scissor Kick (dizzy)
Chapter 2 – Circuit Fighters
28
JIU JITSU Schools: Jiu Jitsu is taught all over the world, usually in the sporting form of Judo. Many American soldiers stationed in Japan after World War II learned the art and helped popularize it in the United States, and traveling Japanese senseis are still spreading knowledge of this art around the world. Members: Anyone can take classes. Judo is a popular sport in Japan and the U.S., and it is often taught as a selfdefense technique. Concepts: Femme fatales, sports enthusiasts, police Quote: “The bigger they are, the harder they fall.”
Chapter 2 – Circuit Fighters
29
JIU JITSU A JIU JITSU B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
OO
O
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOO
OO
OO
OOO
OOOOO
Chi
O O O O O O O O O
Willpower
O O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOO
OOOO
OO
OOO
OOOOO
Chi
O O O O O O O O O
Willpower
O O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Throw 2 8 1 Grab, Knockdown, Throw Strength hexes
Breakfall - - -
Pin 3 8/6 3/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Improved Pin 4 8/7 3/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Combos: Block to Improved Pin, Jump to Improved Pin
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 5 2
Forward 3 7 1
Roundhouse 1 9 1
Block 7 - - Abort, +2 Spd
Grab 3 6 1
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Throw 1 8 1 Grab, Knockdown, Throw Strength hexes
Breakfall - - -
Dislocate Limb 2 7 3 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Suplex 3 8 1 Grab, Knockdown
Combos: Dislocate Limb to Suplex (dizzy)
Chapter 2 – Circuit Fighters
30
JIU JITSU A JIU JITSU B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOO
O
O
O
OOOOO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOO
O
O
O
OOOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 5 4
Forward 4 7 3
Roundhouse 2 9 3
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Throw 2 10 1 Grab, Knockdown, Throw Strength hexes
Breakfall - - -
Pin 3 10/8 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Improved Pin 4 10/9 5/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Grappling Defense
8 - 3 Soak Grabs using Grab
Air Throw 6 13 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Maka Wara - 5 - Dmg when blocking
Flying Tackle 3 8 6 Grab, Knockdown in both, +2 Spd to next grab
Combos: Block to Improved Pin, Jump to Improved Pin, Flying Tackle to Improved Pin
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 4
Forward 4 8 3
Roundhouse 2 10 3
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Throw 2 10 1 Grab, Knockdown, Throw Strength hexes
Breakfall - - -
Dislocate Limb 3 9 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Suplex 4 10 1 Grab, Knockdown
Grappling Defense
8 - 3 Soak Grabs using Grab
Back Roll Throw 3 12 1 Grab, throw Strength + Kick hexes, Knockdown
Maka Wara - 5 - Dmg when blocking
Combos: Dislocate Limb to Suplex (dizzy), Block to Back Roll Throw
(dizzy)
Chapter 2 – Circuit Fighters
31
JIU JITSU A JIU JITSU B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOO
O
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOO
OOO
OOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
O
O
OO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Short 6 6 5
Forward 5 8 4
Roundhouse 3 10 4
Block 9 - - Abort, +2 Spd
Grab 5 10 1
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Throw 3 12 1 Grab, Knockdown, Throw Strength hexes
Breakfall - - -
Pin 4 12/10 6/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Improved Pin 5 12/11 6/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Grappling Defense
9 - 4 Soak Grabs using Grab
Air Throw 7 15 5 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Maka Wara - 6 - Dmg when blocking
Flying Tackle 4 10 7 Grab, Knockdown in both, +2 Spd to next grab
Foot Sweep 3 9 3 Crouching, knockdown
Kippup - - -
Toughskin - - - 1 Chi, +2 Soak Combos: Block to Improved Pin, Flying Tackle to Improved Pin, Foot Sweep to Improved Pin, Grappling Defense to Improved Pin, Jump to Improved Pin, Movement to Flying Tackle to Improved Pin
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 9 4
Forward 4 11 3
Roundhouse 2 13 3
Block 8 - - Abort, +2 Spd
Grab 4 10 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Throw 2 12 1 Grab, Knockdown, Throw Strength hexes
Breakfall - - -
Dislocate Limb 3 11 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Suplex 4 12 1 Grab, Knockdown
Grappling Defense
8 - 3 Soak Grabs using Grab
Back Roll Throw 3 14 1 Grab, throw Strength + Kick hexes, Knockdown
Maka Wara - 5 - Dmg when blocking
Toughskin - - - 1 Chi, +2 Soak
Zen no Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn
Foot Sweep 2 12 2 Crouching, knockdown Combos: Dislocate Limb to Suplex (dizzy), Block to Back Roll Throw
(dizzy), Block to Foot Sweep (dizzy)
Chapter 2 – Circuit Fighters
32
KABADDI Schools: Schools can be found scattered all over the world, but they usually admit only a select few. Kabaddi is one of the more strict and rigid styles. Classes begin with a full hour of meditation. Kabaddi exercises test the limits of even the most dexterors fighters. Members: Traditionally, only those who have already displayed a great deal of restraint and discipline can take classes. This restriction has begun to disappear from most modern schools, but the best students are still the ones who display the most restraint and concentration. Concepts: Zen monks, Yoga instructors, New Agers Quote: “You must learn to control your feelings and think of nothing but your opponent. Only after the fight can you think of winning.”
Chapter 2 – Circuit Fighters
33
KABADDI A KABADDI B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
OO
O
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OOO
OO
OO
Perception
Intelligence
Wits
OOO
O
O
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOOOO
OOOO
OO
OOOOO
OOOOO
Chi
OO O O O O
Willpower
O O O O O O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOOOO
OOO
OOOOOOOO
OO
OO
Chi
O O O O
Willpower
O O O O O O O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 5 1
Strong 3 7 1
Fierce 2 9 0
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 6 1
Movement 6 - 4
Jump 6 - 1 Aerial, Abort
Head Butt 3 9 0
Suplex 3 8 1 Grab, Knockdown
Brain Cracker 3 8 1 Sustained Hold
Combos: Block to Brain Cracker, Brain Cracker to Head Butt
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Fireball 2 9 - 1 Chi, Range 7
Regeneration 4 - - 1 Chi per Health
Combos: Movement to Fireball, Jump to Fireball
Chapter 2 – Circuit Fighters
34
KABADDI A KABADDI B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Strength
Dexterity
Stamina
OOO
OO
O
Perception
Intelligence
Wits
OOO
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOO
OOO
OO
OOOOO
O
Chi
OO O O O O
Willpower
O O O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOO
O
OOOOOOOO
O
O
Chi
O O
Willpower
O O O O O O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 7 1
Strong 4 9 1
Fierce 3 11 0
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 4
Jump 7 - 1 Aerial, Abort
Head Butt 4 10 0
Suplex 4 9 1 Grab, Knockdown
Brain Cracker 4 10 1 Sustained Hold
Extendible Limbs
- - - Range 4 for Basic Punches and Kicks
Head Butt Hold 3 10 1 Sustained Hold
Combos: Block to Brain Cracker, Brain Cracker to Head Butt (dizzy), Block to Head Butt Hold, Jab to Fierce
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 4 4
Forward 3 6 3
Roundhouse 1 8 3
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Fireball 3 11 - 1 Chi, Range 9
Regeneration 5 - - 1 Chi per Health
Slide Kick 2 7 5 Knockdown
Psychic Vise 5 9 - 1 Chi, 1 WP, soaked with Int, dmg reduces Spd and WP
Combos: Movement to Fireball, Jump to Fireball, Jump to Psychic
Vise to Fireball
Chapter 2 – Circuit Fighters
35
KABADDI A KABADDI B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Strength
Dexterity
Stamina
OO
O
O
Perception
Intelligence
Wits
OOO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OO
O
O
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOOOOO
Chi
O
Willpower
O O O O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 8 4
Strong 5 10 4
Fierce 4 12 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 7 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Head Butt 5 12 2
Suplex 5 9 1 Grab, Knockdown
Brain Cracker 5 11 1 Sustained Hold
Extendible Limbs
- - - Range 4 for Basic Punches and Kicks
Head Butt Hold 4 11 1 Sustained Hold
Missile Reflection
8 - 3 1 success for blades, 2 for arrows, 3 for bullets
Energy Reflection
6 - - 1 Chi, 2 successes in Wits
Regeneration 5 - - 1 Chi per Health Combos: Block to Brain Cracker, Brain Cracker to Head Butt (dizzy), Block to Head Butt Hold, Jab to Fierce (dizzy), Jab to Strong (dizzy)
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 8 5
Forward 4 10 4
Roundhouse 2 12 4
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 8
Jump 7 - 5 Aerial, Abort
Fireball 3 13 - 1 Chi, Range 9
Regeneration 5 - - 1 Chi per Health
Slide Kick 3 11 6 Knockdown
Psychic Vise 5 11 - 1 Chi, 1 WP, soaked with Int, dmg reduces Spd and WP
Yoga Flame 3 18 - 2 Chi, afects adj hex and a line of 3 hex beyond it, lasts all the turn
Yoga Teleport 8 - - 2 Chi, disappears and comes up to 10 hexes when wishes
Combos: Movement to Fireball, Jump to Fireball, Jump to Psychic
Vise to Fireball, Block to Yoga Flame
Chapter 2 – Circuit Fighters
36
SHOTOKAN KARATE Schools: There are many schools for this style, but few masters. Most Shotokan schools are located in Japan, but one is in the western United States. The structure of this style is somewhat simplistic in design. The students start by learning the basics and then advance by learning the complex powers and maneuvers of this style. Students are considered to have completed their training when they have truly mastered the Dragon Punch. Many students spend years just trying to learn this. Members: Before you can even hope of getting in a class, you must have some training in Karate. Then the Sensei gathers all the students and holds a small class to weed out the undesirables. The lucky few who remain are accepted for training. Concepts: Karate masters, fighters, health instructors, rich children Quote: “We fight not for wealth or power, but for the fight itself. What care I for trophies? The thrill of victory and the thorght of my next opponent are enorgh.”
Chapter 2 – Circuit Fighters
37
SHOTOKAN KARATE A SHOTOKAN KARATE B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
OO
O
Perception
Intelligence
Wits
OOO
OOO
O
Strength
Dexterity
Stamina
OO
OO
O
Perception
Intelligence
Wits
OOOO
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOOOOOOO
OOOOO
OOO
OOO
Chi
O O O O O O O
Willpower
O O O O O
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOOOO
OO
OOOOOOOO
OOO
OOOOO
Chi
O O O O O O O
Willpower
O O O O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 6 2
Forward 3 8 1
Roundhouse 1 10 1
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Foot Sweep 1 9 0 Crouching, Knockdown
Stunning Shout 6 - 0 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd
Combos: Stunning Shout to Jumping Roundhouse, Foot Sweep to Short, Short to Short
Maneuver Spd Dam Mov Special
Jab 5 5 2
Strong 3 7 2
Fierce 2 9 1
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Lunging Punch 3 7 3 Crouching, Only Kick Defense blocks
Knife Hand Strike
4 5 1 Half Soak for the target if he don’t blocks
Combos: Block to Knife Hand Strike
Chapter 2 – Circuit Fighters
38
SHOTOKAN KARATE A SHOTOKAN KARATE B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OOO
OOO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OOOO
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OO
OOOOO
O
OOO
Chi
O O O O O O
Willpower
O O O
Punch
Kick
Block
Grab
Athletics
Focus
O
OO
O
OOOOOOOO
OO
OOOOO
Chi
O O O O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 8 4
Forward 4 10 3
Roundhouse 2 12 3
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Foot Sweep 2 11 2 Crouching, Knockdown
Stunning Shout 7 - 0 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd
Hurricane Kick 4 7 3 1 Chi, 1 WP, Aerial, hit and knock back adj hexes
Air Hurricane Kick
3 7 5 1 Chi, 1 WP, Aerial, hit and knock back adj hexes, Dodge projectiles
Combos: Stunning Shout to Jumping Roundhouse, Foot Sweep to Short, Short to Short, Jump to Air Hurricane Kick (dizzy), Block to Air Hurricane Kick, Stunning Shout to Air Hurricane Kick
Maneuver Spd Dam Mov Special
Jab 6 7 3
Strong 4 9 3
Fierce 3 11 2
Short 5 7 3
Forward 4 9 2
Roundhouse 2 11 2
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Lunging Punch 4 9 4 Crouching, Only Kick Defense blocks
Knife Hand Strike
5 7 2 Half Soak for the target if he don’t blocks
Power Uppercut 3 11 1 Knockdown in Aerials
Dragon Punch 4 14 1 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Foot Sweep 2 10 1 Crouching, Knockdown
Combos: Block to Knife Hand Strike, Lunging Punch to Dragon
Punch (dizzy), Block to Foot Sweep
Chapter 2 – Circuit Fighters
39
SHOTOKAN KARATE A SHOTOKAN KARATE B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOO
OO
OOO
OOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOO
O
OOOOOOOO
O
O
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 4 6
Strong 5 6 6
Fierce 4 8 5
Short 5 9 6
Forward 4 11 5
Roundhouse 2 13 5
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 9
Jump 7 - 6 Aerial, Abort
Foot Sweep 2 12 4 Crouching, Knockdown
Stunning Shout 7 - 4 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd
Hurricane Kick 4 8 5 1 Chi, 1 WP, Aerial, hit and knock back adj hexes
Air Hurricane Kick
3 8 7 1 Chi, 1 WP, Aerial, hit and knock back adj hexes, Dodge projectiles
Throw 2 8 1
Back Roll Throw 3 10 1
Maka Wara - 6 - Dmg when blocking
Combos: Block to Air Hurricane Kick (dizzy), Foot Sweep to Short (dizzy), Jump to Air Hurricane Kick (dizzy), Stunning Shout to Air Hurricane Kick, Stunning Shout to Jumping Roundhouse, Short to Short to Short (dizzy)
Maneuver Spd Dam Mov Special
Jab 7 8 4
Strong 5 10 4
Fierce 4 12 3
Short 6 7 4
Forward 5 9 3
Roundhouse 3 11 3
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Lunging Punch 5 10 5 Crouching, Only Kick Defense blocks
Knife Hand Strike
6 8 3 Half Soak for the target if he don’t blocks
Power Uppercut 4 12 1 Knockdown in Aerials
Dragon Punch 5 15 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Foot Sweep 3 10 2 Crouching, Knockdown
Fireball 3 10 - 1 Chi, Range 9
Flying Fireball 3 10 4 1 Chi, 1 WP, Range 9, target don’t dodge with Aerial
Maka Wara - 5 - Dmg when blocking Combos: Block to Knife Hand Strike (dizzy), Lunging Punch to
Dragon Punch (dizzy), Block to Foot Sweep
Chapter 2 – Circuit Fighters
40
WESTERN KICKBOXING Schools: Schools for Kickboxing can be found in every major city. The schools found in Philadelphia, New York and Washington, D.C. are usually the best, because of the cities' deep boxing background. This doesn't mean that schools in other cities are bad, but the good schools are harder to find. Kickboxing is one of the most organized styles. It follows the normal training and publicity format that made boxing a success. The training itself is just as hard as boxing, sometimes more so. Managers and trainers normally keep fighters on a strict schedule that takes away much of the boxers' free time and liberties. This may seem bothersome, but most trainers will gladly show the door to rebellious or disobedient students. Members: Anyone can train to be a Kickboxer, but few actually become fighters. Most give up; others just don't have what it takes. Most of the best fighters are kids off the street who have something to prove. Concepts: Street tough, gang member, boxer, athlete Quote: “I've been fighting all my life to get off the streets, and Kickboxing showed me how. I owe it my life.”
Chapter 2 – Circuit Fighters
41
WESTERN KICKBOXING A WESTERN KICKBOXING B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
OO
O
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOOOOO
OOOOO
OO
OOOOOOO
Chi
OO O O O O O O O
Willpower
O O O O
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOOOO
OOOO
OOOOOOOO
OO
OOOOO
Chi
OO O O O O O O O
Willpower
O O O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 6 3
Forward 3 8 2
Roundhouse 1 10 2
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Double-Hit Kick 1 7 2 Roll twice in standing target
Double Dread Kick
1 7/10 4 1 WP, hit, knock back and hit again
Combos: Double-Hit Kick to Double Dread Kick (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 5 3
Strong 4 7 3
Fierce 3 9 2
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Lunging Punch 3 7 4 Crouching, Only Kick Defense blocks
Fist Sweep 2 9 1 Crouching, Knockdown
Combos: Lunging Punch to Fist Sweep (dizzy)
Chapter 2 – Circuit Fighters
42
WESTERN KICKBOXING A WESTERN KICKBOXING B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
OO
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OO
OOO
O
OOOOOOO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
O
OO
OO
OOOOOOOO
O
OOOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 8 4
Forward 3 10 3
Roundhouse 1 12 3
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Double-Hit Kick 1 9 3 Roll twice on standing target
Double Dread Kick
1 9/12 5 1 WP, hit, knock back and hit again
Kick Defense 7 - - +4 Soak against Kicks, -2 against other Techniques
Kippup - - -
Punch Defense 7 - - +4 Soak against Punches, -2 against other Techniques
Reverse Frontal Kick
2 11 3 Ignores Blocks
Knee Basher 2 12 1 Sustained Hold, Knockdown at the end
Combos: Double-Hit Kick to Double Dread Kick (dizzy), Block to Knee Basher, Double Dread Kick to Double Dread Kick (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 7 4
Strong 4 9 4
Fierce 3 11 3
Short 5 7 4
Forward 4 9 3
Roundhouse 2 11 3
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Lunging Punch 3 9 5 Crouching, Only Kick Defense blocks
Fist Sweep 2 11 2 Crouching, Knockdown
Dashing Punch 4 12 6 1 WP
Dashing Uppercut
4 12 6 1 WP, Knockdown in Aerials
Combos: Lunging Punch to Fist Sweep (dizzy), Dashing Uppercut to
Lunging Punch (dizzy)
Chapter 2 – Circuit Fighters
43
WESTERN KICKBOXING A WESTERN KICKBOXING B
Rank 7 Rank 7
Strength
Dexterity
Stamina
OO
Perception
Intelligence
Wits
OO
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OOOOOOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
O
O
OO
O
OOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 11 5
Forward 3 13 4
Roundhouse 1 15 4
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 8
Jump 6 - 5 Aerial, Abort
Double-Hit Kick 1 12 4 Roll twice on standing target
Double Dread Kick
1 12/15 6 1 WP, hit, knock back and hit again
Kick Defense 7 - - +4 Soak against Kicks, -2 against other Techniques
Kippup - - -
Punch Defense 7 - - +4 Soak against Punches, -2 against other Techniques
Reverse Frontal Kick
2 14 3 Ignores Blocks
Knee Basher 2 15 1 Sustained Hold, Knockdown at the end
Foot Sweep 1 14 3 Crouching, knockdown
Tiger Knee 6 13 5 2 WP, Aerial, knockdown Combos: Double-Hit Kick to Double Dread Kick (dizzy), Block to Knee Basher, Double Dread Kick to Double Dread Kick (dizzy), Block to Tiger Knee, Jump to Tiger Knee
Maneuver Spd Dam Mov Special
Jab 6 9 4
Strong 4 11 4
Fierce 3 13 3
Short 5 9 4
Forward 4 11 3
Roundhouse 2 13 3
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Lunging Punch 3 11 5 Crouching, Only Kick Defense blocks
Fist Sweep 2 13 2 Crouching, Knockdown
Dashing Punch 4 14 6 1 WP
Dashing Uppercut
4 14 6 1 WP, Knockdown in Aerials
Knee Basher 3 13 1 Sustained Hold, Knockdown at the end
Hyper Fist 5 10 1 1 WP, Roll 3 times
Combos: Lunging Punch to Fist Sweep (dizzy), Dashing Uppercut to
Lunging Punch (dizzy), Knee Basher to Hyper Fist (dizzy), Block to
Knee Basher
Chapter 2 – Circuit Fighters
44
KUNG FU Schools: There are Kung Fu schools around the world in almost any big city, but the student should beware. There are very few true masters of Kung Fu; many schools are run by imitators trying to make a quick dollar off of the popularity of the style. Certainly, anyone who hopes to survive in the ring of the Street Fighters must have taken lessons from a true Kung Fu master. Many of the best schools and masters still live in the Far East, and while discrimination has decreased in the last decade, many Chinese teachers will still only teach Chinese students. Most Kung Fu teachers are called Sifu, not Sensei, which is a Japanese word. Concepts: Aspiring action-movie star, health nut, philosopher Quote: “Just because one has found peace with oneself doesn't mean one is at peace with others.”
Chapter 2 – Circuit Fighters
45
KUNG FU A KUNG FU B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOOOO
OO
OOOOOOOO
OOOO
OOOOO
Chi
OO O O O O O
Willpower
OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOO
OOOOOOOO
OO
OOOO
OOOOOOO
Chi
OO O O O O O
Willpower
OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 5 2
Strong 4 7 2
Fierce 3 9 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
6 6 - Soak against Punches
Drunken Monkey Roll
7 - 4 Crouching, Dodge projectiles
Combos: Fierce to Fierce to Fierce (dizzy)
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 5 2
Forward 4 7 1
Roundhouse 2 9 1
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Throw 2 8 1 Grab, Knockdown, Throw Strength hexes
Hair Throw 2 11 2 Grab, Cross the target’s hex, Knockdown, Throw Strength hexes
Double-Hit Kick 2 6 1 Roll twice in standing target
Combos: Block to Hair Throw, Forward to Double-Hit Kick
Chapter 2 – Circuit Fighters
46
KUNG FU A KUNG FU B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOO
OO
OOOOOOOO
OO
O
Chi
OO O O O O O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OOOO
O
OO
OOOOOOO
Chi
OO O O O O O
Willpower
OO OO O
Health
OO OO OO OO OO OO
Health
O O O OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 7 3
Strong 4 9 3
Fierce 3 11 2
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
6 7 - Soak against Punches
Drunken Monkey Roll
7 - 5 Crouching, Dodge projectiles
Chi Kung Healing
3 - 2 1 Chi/Health
Dim Mak 4 8 3 1 Chi, can delay the damage, reduces one Physical Attribute
Combos: Fierce to Fierce to Fierce (dizzy), Block to Dim Mak, Drunken Monkey Roll to Dim Mak
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 8 3
Forward 4 10 2
Roundhouse 2 12 2
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Throw 2 10 1 Grab, Knockdown, Throw Strength hexes
Hair Throw 2 13 2 Grab, Cross the target’s hex, Knockdown, Throw Strength hexes
Double-Hit Kick 2 9 2 Roll twice in standing target
Stepping Front Kick
4 9 4 1 WP, enter in the target’s hex, hit, knock back and roll the 2nd dmg
Grappling Defense
8 - 2 Soak Grabs using Grab
Combos: Block to Hair Throw, Forward to Double-Hit Kick, Block to
Stepping Front Kick (dizzy)
Chapter 2 – Circuit Fighters
47
KUNG FU A KUNG FU B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
O
O
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Punch
Kick
Block
Grab
Athletics
Focus
O
OO
OOOOOOOO
O
O
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOO
OO
OOO
O
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 7 4
Strong 5 9 4
Fierce 4 11 3
Short 6 9 4
Forward 5 11 3
Roundhouse 3 13 3
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Punch Defense 9 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
7 8 - Soak against Punches
Drunken Monkey Roll
8 - 6 Crouching, Dodge projectiles
Chi Kung Healing
3 - 3 1 Chi/Health
Dim Mak 5 8 4 1 Chi, can delay the damage, reduces one Physical Attribute
Dragon Kick 4 15 2 1 Chi, 1 WP, Aerial, knock back 1 hex, knockdown, Roll twice se não se mover
Kick Defense 9 - - +4 Soak against Kicks, -2 against other Techniques
Combos: Fierce to Fierce to Fierce (dizzy), Block to Dim Mak, Drunken Monkey Roll to Dim Mak, Dim Mak to Dim Mak to Dim Mak, Drunken Monkey Roll to Dragon Kick
Maneuver Spd Dam Mov Special
Jab 7 4 3
Strong 5 6 3
Fierce 4 8 2
Short 6 9 3
Forward 5 11 2
Roundhouse 3 13 2
Block 9 - - Abort, +2 Spd
Grab 5 8 1
Movement 8 - 6
Jump 8 - 3 Aerial, Abort
Throw 3 10 1 Grab, Knockdown, Throw Strength hexes
Hair Throw 3 13 2 Grab, Cross the target’s hex, Knockdown, Throw Strength hexes
Double-Hit Kick 3 10 2 Roll twice in standing target
Stepping Front Kick
5 10 4 1 WP, enter in the target’s hex, hit, knock back and roll the 2nd dmg
Grappling Defense
9 - 2 Soak Grabs using Grab
Dragon Kick 4 15 1 1 Chi, 1 WP, Aerial, knock back 1 hex, knockdown, Roll twice se não se mover
Balance - - - +1 Mov to Aerials
Combos: Block to Hair Throw, Forward to Double-Hit Kick, Block to
Stepping Front Kick (dizzy), Block to Dragon Kick
Chapter 2 – Circuit Fighters
48
LER DRIT Schools: The only known place to study Ler Drit is Mriganka, M. Bison's island country. Members: Comprised entirely of Shadoloo operatives, Ler Drit is taxing and costly. Members of both genders have learned the style; however, no one but M. Bison has truly mastered it. Concepts: Shadoloo Street Fighters, criminal dictators, megalomaniacal Overlords Quote: “Show your opponent no weaknesses and he will always fail to find yours”
Chapter 2 – Circuit Fighters
49
LER DRIT A LER DRIT B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOOO
OOOOOOOO
OO
OOOOO
Chi
O O O O O
Willpower
OO OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OOOOOO
OOOOOOOO
OOOOOOOOOO
OOOO
OO
Chi
O O O O O
Willpower
OO OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 3
Forward 4 8 2
Roundhouse 2 10 2
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Flying Heel Stomp
4 7 5 1 WP, Aerial, straight line, hit and move
Forward Slide Kick
4 8 3 Knockdown
Combos: Forward Slide Kick to Forward Slide Kick
Maneuver Spd Dam Mov Special
Jab 6 4 2
Strong 4 6 2
Fierce 3 8 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Ducking Fierce 3 9 0 Crouching
Psychokinetic Channeling
- - - 1 Chi, +2 dmg in Basic Punches and Kicks
Combos: Ducking Fierce to Psychokinetic Channeling Jab (dizzy)
Chapter 2 – Circuit Fighters
50
LER DRIT A LER DRIT B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OO
OOOOOOOO
O
OO
Chi
O O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOOO
OOOO
OOOOOOOOOO
O
OO
Chi
O O O O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 8 4
Forward 4 10 3
Roundhouse 2 12 3
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Flying Heel Stomp
4 9 6 1 WP, Aerial, straight line, hit and move
Forward Slide Kick
4 10 4 Knockdown
Psychokinetic Channeling
- - - 1 Chi, +2 dmg in Basic Punches and Kicks
Blind 3 - - 1 Chi, Range 6, Int + Focus x Stamina + Mysteries of the target; Int x Int turn by turn to escape
Combos: Forward Slide Kick to Forward Slide Kick, Block to Blind, Jump to Blind, Psychokinetic Channeling Roundhouse to Psychokinetic Channeling Short
Maneuver Spd Dam Mov Special
Jab 6 7 4
Strong 4 9 4
Fierce 3 11 3
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Ducking Fierce 3 12 0 Crouching
Psychokinetic Channeling
- - - 1 Chi, +2 dmg in Basic Punches and Kicks
Spinning Back Fist
3 10 5
Spinning Knuckle
3 9 7 1 WP, Dodge projectiles, Roll twice
Flying Punch 2 10 9 1 WP, Aerial, half of Stamina if hits from behind
Combos: Ducking Fierce to Psychokinetic Channeling Jab (dizzy),
Flying Punch to Ducking Fierce
Chapter 2 – Circuit Fighters
51
LER DRIT A LER DRIT B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OO
O
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OOOOOOOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOO
OO
OOOOOOOOOO
Chi
O O O
Willpower
OO OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 9 5
Forward 4 11 4
Roundhouse 2 13 4
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 8
Jump 7 - 5 Aerial, Abort
Flying Heel Stomp
4 10 7 1 WP, Aerial, straight line, hit and move
Forward Slide Kick
4 11 5 Knockdown
Psychokinetic Channeling
- - - 1 Chi, +2 dmg in Basic Punches and Kicks
Blind 4 - - 1 Chi, Range 6, Int + Focus x Stamina + Mysteries of the target; Int x Int turn by turn to escape
Foot Sweep 2 12 3 Crouching, knockdown
Psycho Crusher 3 14 11 2 Chi, knockdown, can hit several targets, dmg 1 if blocked
Combos: Forward Slide Kick to Forward Slide Kick, Block to Blind, Jump to Blind, Psychokinetic Channeling Roundhouse to Psychokinetic Channeling Short (dizzy), Block to Psycho Crusher
Maneuver Spd Dam Mov Special
Jab 7 8 5
Strong 5 10 5
Fierce 4 12 4
Short 6 5 5
Forward 5 7 4
Roundhouse 3 9 4
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Ducking Fierce 4 13 0 Crouching
Psychokinetic Channeling
- - - 1 Chi, +2 dmg in Basic Punches and Kicks
Spinning Back Fist
4 11 6
Spinning Knuckle
4 10 8 1 WP, Dodge projectiles, Roll twice
Flying Punch 3 11 10 1 WP, Aerial, half of Stamina if hits from behind
Psychic Vise 5 8 - 1 Chi, 1 WP, soaked with Int, dmg reduces Spd and WP
Psychic Rage 3 - - 1 Chi, Range 10, resisted WP roll, target enters in frenzy
Combos: Ducking Fierce to Psychokinetic Channeling Jab (dizzy),
Flying Punch to Ducking Fierce (dizzy), Movement to Psychic Vise
Chapter 2 – Circuit Fighters
52
LUA Schools: Schools can be found only in Hawaii. A teacher of Lua is called a kahuna, which – much like a standard sensei – is a combination warrior, priest, and medicine man. Lua has a strong philosophical and spiritual aspect, which unfortunately is not often studied by its practitioners. Variants of Lua are believed to be found throughout Polynesia, but they have not been confirmed. Members: In spite of its dark past, Lua is studied by many honorable warriors. Almost every Lua practitioner is Polynesian. It is rare for a non-Polynesian to be taught the form, and such cases are truly exceptions. Students of Lua are physically conditioned at the same time they learn the intricacies of the human body – to hurt and to heal. Concepts: Priest, medicine-man, healer, assassin Quote: “Come closer, come... certainly I am not a threat to you...”
Chapter 2 – Circuit Fighters
53
LUA A LUA B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
OO
OOO
O
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOO
OOOOO
OOOO
OO
OOOO
OOOOO
Chi
OO OO O O O O O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
OO
OOOOOO
OOOOOOOOOO
OO
OOOOOOOO
Chi
OO OO O O O O O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 3 2
Strong 4 5 2
Fierce 3 7 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Flying Tackle 3 6 4 Grab, Knockdown in both, +2 Spd to next grab
Sleeper 3 9 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns
Combos: Block to Flying Tackle to Sleeper
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 6 3
Forward 3 8 2
Roundhouse 1 10 2
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Wounded Knee 1 9 1 -2 Mov for all moves and -2 Spd for kick for next 2 turns
Double-Hit Knee 3 6 1 Roll twice
Combos: Double-Hit Knee to Wounded Knee (dizzy), Block to
Wounded Knee
Chapter 2 – Circuit Fighters
54
LUA A LUA B
Rank 4 Rank 4
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOO
OOOOO
OO
OO
O
OO
Chi
OO OO O O O O O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
O
OOOO
OOOO
O
OOOOOOOO
Chi
OO OO O O O O O
Willpower
OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 3 4
Strong 5 5 4
Fierce 4 7 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 6 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Flying Tackle 4 6 6 Grab, Knockdown in both, +2 Spd to next grab
Sleeper 4 9 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns
Kippup - - -
Choke Throw 4 8 4 Grab, Aerial, knockdown
Disengage 6 - 2 Dexterity x Strength to break a Sustained Hold
Leech 5 - - 1 Chi per Health stolen from the target in a Sustained Hold
Combos: Block to Flying Tackle to Sleeper, Jump to Choke Throw
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 8 4
Forward 4 10 3
Roundhouse 2 12 3
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Wounded Knee 2 11 2 -2 Mov for all moves and -2 Spd for kick for next 2 turns
Double-Hit Knee 4 8 2 Roll twice
Dislocate Limb 3 8 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Kippup - - -
Light Feet - - - +1 Mov (or +3 per 1 WP)
Head Bite 5 10 1 Sustained Hold
Combos: Double-Hit Knee to Wounded Knee (dizzy), Block to
Wounded Knee, Dislocate Limb to Head Bite
Chapter 2 – Circuit Fighters
55
LUA A LUA B
Rank 7 Rank 7
Strength
Dexterity
Stamina
OO
Perception
Intelligence
Wits
OOOO
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Punch
Kick
Block
Grab
Athletics
Focus
OOOO
OO
OO
OO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
OO
OOOOOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 3 5
Strong 5 5 5
Fierce 4 7 4
Short 6 6 5
Forward 5 8 4
Roundhouse 3 10 4
Block 9 - - Abort, +2 Spd
Grab 5 8 1
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Flying Tackle 4 6 7 Grab, Knockdown in both, +2 Spd to next grab
Sleeper 4 11 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns
Kippup - - -
Choke Throw 4 10 5 Grab, Aerial, knockdown
Disengage 6 - 3 Dexterity x Strength to break a Sustained Hold
Leech 6 - - 1 Chi per Health stolen from the target in a Sustained Hold
Light Feet - - - +1 Mov (or +3 per 1 WP)
Wounded Knee 3 9 3 -2 Mov for all moves and -2 Spd for kick for next 2 turns
Dislocate Limb 4 9 6 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Eye Rake 7 5 5 Grab, Blind the target for next turn, -1 Honor
Combos: Block to Flying Tackle to Sleeper, Jump to Choke Throw, Dislocate Limb to Wounded Knee
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 9 5
Forward 5 11 4
Roundhouse 3 13 4
Block 9 - - Abort, +2 Spd
Grab 5 10 1
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Wounded Knee 3 12 3 -2 Mov for all moves and -2 Spd for kick for next 2 turns
Double-Hit Knee 5 9 3 Roll twice
Dislocate Limb 4 11 6 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Kippup - - -
Light Feet - - - +1 Mov (or +3 per 1 WP)
Head Bite 6 13 1 Sustained Hold
Choke Throw 4 12 5 Grab, Aerial, knockdown
Grappling Defense
9 - 4 Soak Grabs using Grab
Combos: Double-Hit Knee to Wounded Knee (dizzy), Block to
Wounded Knee, Dislocate Limb to Head Bite, Block to Head Bite,
Grappling Defense to Head Bite, Choke Throw to Double-Hit Knee
(dizzy)
Chapter 2 – Circuit Fighters
56
WRESTLING Schools: Basic Wrestling instruction is easily found, from schools to amateur clubs to the YMCA. Many Wrestlers begin their instruction in elementary and high schools. Various clubs or organizations will teach a particular Wrestling variant; it is unusual to find it taught in all its forms by any one school. Members: Anyone who wants to learn the sport and enjoys having his body contorted and tossed to the ground is welcome. Like all other styles, it requires much stamina and discipline, and many students discontinue early in the program. Concepts: Athletes, college students, professional wrestlers Quote: “I don't like your attitude. Perhaps it is time for your face to meet the floor.”
Chapter 2 – Circuit Fighters
57
WRESTLING A WRESTLING B
Rank 1 Rank 1
Strength
Dexterity
Stamina
O
OOO
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OOOOO
OOOO
OOOO
OOOO
OOOOO
Chi
OO OO OO OO O O O O O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
OOOOOOO
OOOOOO
OOOO
OO
OOOOOOOO
Chi
OO OO OO OO O O O O O
Willpower
OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 5 2
Strong 3 7 2
Fierce 2 9 1
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 6 1
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Flying Tackle 2 6 4 Grab, Knockdown in both, +2 Spd to next grab
Brain Cracker 3 8 1 Sustained Hold
Combos: Block to Brain Cracker, Brain Cracker to Flying Tackle to Brain Cracker
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Flying Tackle 3 6 5 Grab, Knockdown in both, +2 Spd to next grab
Suplex 4 8 1 Grab, Knockdown
Bear Hug 3 9 1 Sustained Hold
Kippup - - -
Combos: Flying Tackle to Bear Hug, Block to Suplex
Chapter 2 – Circuit Fighters
58
WRESTLING A WRESTLING B
Rank 4 Rank 4
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOO
OOOO
O
O
OOOOO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOOOO
OO
O
OOOOOOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 8 4
Strong 3 10 4
Fierce 2 12 3
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 9 1
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Flying Tackle 2 9 6 Grab, Knockdown in both, +2 Spd to next grab
Brain Cracker 3 11 1 Sustained Hold
Ground Fighting - - - 1 WP, when fall, can fight at the ground
Grappling Defense
7 - 3 Soak Grabs using Grab
Combos: Block to Brain Cracker, Brain Cracker to Flying Tackle to Brain Cracker, Grappling Defense to Brain Cracker, Grappling Defense to Flying Tackle to Brain Cracker
Maneuver Spd Dam Mov Special
Jab 6 4 4
Strong 4 6 4
Fierce 3 8 3
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Flying Tackle 3 8 6 Grab, Knockdown in both, +2 Spd to next grab
Suplex 4 10 1 Grab, Knockdown
Bear Hug 3 11 1 Sustained Hold
Kippup - - -
Grappling Defense
8 - 3 Soak Grabs using Grab
Air Smash 3 12 3 Aerial, straight line, Dodge projectiles, same hex
Pile Driver 2 12 1 Grab, Knockdown
Combos: Flying Tackle to Bear Hug, Block to Suplex, Air Smash to
Pile Driver (dizzy)
Chapter 2 – Circuit Fighters
59
WRESTLING A WRESTLING B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
O
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOOOO
OOOOOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 9 5
Strong 4 11 5
Fierce 3 13 4
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 10 1
Movement 7 - 8
Jump 7 - 5 Aerial, Abort
Flying Tackle 3 10 7 Grab, Knockdown in both, +2 Spd to next grab
Brain Cracker 4 12 1 Sustained Hold
Ground Fighting - - - 1 WP, when fall, can fight at the ground
Grappling Defense
8 - 4 Soak Grabs using Grab
Buffalo Punch 2 15 1
Ear Pop 3 6 4 Ignores Stamina, -1 Honor
Kippup - - -
Combos: Block to Brain Cracker, Brain Cracker to Flying Tackle to Brain Cracker, Grappling Defense to Brain Cracker, Grappling Defense to Flying Tackle to Brain Cracker, Fierce to Fierce to Fierce (dizzy), Flying Tackle to Brain Cracker
Maneuver Spd Dam Mov Special
Jab 6 8 5
Strong 4 10 5
Fierce 3 12 4
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 11 1
Movement 7 - 8
Jump 7 - 5 Aerial, Abort
Flying Tackle 3 11 7 Grab, Knockdown in both, +2 Spd to next grab
Suplex 4 13 1 Grab, Knockdown
Bear Hug 3 14 1 Sustained Hold
Kippup - - -
Grappling Defense
8 - 4 Soak Grabs using Grab
Air Smash 3 14 4 Aerial, straight line, Dodge projectiles, same hex
Pile Driver 2 15 1 Grab, Knockdown
Spinning Pile Driver
2 18 2 2 WP, Grab, knockdown, target bornces 3 hexes, Arial at the jump
Ear Pop 3 5 4 Ignores Stamina, -1 Honor
Disengage 5 - 3 Dexterity x Strength to break a Sustained Hold
Combos: Flying Tackle to Bear Hug, Block to Suplex, Air Smash to
Pile Driver (dizzy), Flying Tackle to Spinning Pile Driver (dizzy)
Chapter 2 – Circuit Fighters
60
NATIVE AMERICAN WRESTLING Schools: It is rather easy to find a school, but these schools only teach the basics. The best schools are on the Native American reservations, but it is very difficult to attend these classes. Teachers are very suspicious of anyone of non-native descent. This style first teaches the main techniques and then shows their counters. A student is expected to be able to learn to react to any given situation. Trainers keep their students constantly on their toes with new holds and escapes. Members: This style has a very diverse membership. Native American wrestlers come in all shapes, sizes and races. Native American Wrestling trainers can find ability in almost anyone. Concepts: Wrestling fan, Olympic athlete, student, shaman Quote: “I am not a fighter but a warrior. I harness my strength from myself and the spirits of the ancient totems This is why I shall never lose.”
Chapter 2 – Circuit Fighters
61
NATIVE AMERICAN WRESTLING A NATIVE AMERICAN WRESTLING B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
OOO
O
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
O
OO
Perception
Intelligence
Wits
OOOO
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OOOOO
OOOO
OOOOOO
OO
OOOO
Chi
OO OO OO O O O O
Willpower
OO OO OO O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
OOOOOOO
OOOOOO
OOOO
OO
OOOOOOOO
Chi
OO OO OO O O O O
Willpower
OO OO OO O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 4 3
Strong 3 6 3
Fierce 2 8 2
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Buffalo Punch 1 10 1
Diving Hawk 3 11 5 1 WP, Aerial, straight line, Dodge projectiles, same hex
Combos: Block to Diving Hawk
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Thunderstrike 4 11 2 Aerial, same hex, hit and move the rest
Air Smash 3 10 2 Aerial, straight line, Dodge projectiles, same hex
Neck Choke 3 9 1 Sustained Hold
Combos: Air Smash to Thunderstrike (dizzy), Block to Neck Choke
Chapter 2 – Circuit Fighters
62
NATIVE AMERICAN WRESTLING A NATIVE AMERICAN WRESTLING B
Rank 4 Rank 4
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OOOO
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOO
OO
OOOOOO
O
OO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
OO
OOOO
OO
O
OOOOOOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 8 4
Strong 3 10 4
Fierce 2 12 3
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Buffalo Punch 1 14 1
Diving Hawk 3 14 6 1 WP, Aerial, straight line, Dodge projectiles, same hex
Regeneration 3 - - 1 Chi per Health
Shockwave 3 9 - 1 Chi, Knockdown in straight line, Range 5
Thunderstrike 3 14 3 Aerial, same hex, hit and move the rest
Combos: Block to Diving Hawk, Block to Shockwave, Diving Hawk to Thunderstrike, Jump to Diving Hawk
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 7 4
Forward 4 9 3
Roundhouse 2 11 3
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Thunderstrike 4 13 3 Aerial, same hex, hit and move the rest
Air Smash 3 12 3 Aerial, straight line, Dodge projectiles, same hex
Neck Choke 3 11 1 Sustained Hold
Wounded Knee 2 10 2 -2 Mov for all moves and -2 Spd for kick for next 2 turns
Ground Fighting - - - 1 WP, when fall, can fight at the ground
Grappling Defense
8 - 3 Soak Grabs using Grab
Combos: Air Smash to Thunderstrike (dizzy), Block to Neck Choke,
Air Smash to Neck Choke
Chapter 2 – Circuit Fighters
63
NATIVE AMERICAN WRESTLING A NATIVE AMERICAN WRESTLING B
Rank 7 Rank 7
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
OO
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOOO
O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOO
OO
O
OO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
OO
OOOO
OO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 8 6
Strong 3 10 6
Fierce 2 12 5
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 9 1
Movement 6 - 9
Jump 6 - 6 Aerial, Abort
Buffalo Punch 1 14 1
Diving Hawk 3 16 8 1 WP, Aerial, straight line, Dodge projectiles, same hex
Regeneration 3 - - 1 Chi per Health
Shockwave 3 9 - 1 Chi, Knockdown in straight line, Range 5
Thunderstrike 3 16 5 Aerial, same hex, hit and move the rest
Pile Driver 1 13 1 Grab, Knockdown
Spinning Pile Driver
1 16 2 2 WP, Grab, knockdown, target bornces 3 hexes, Arial at the jump
Combos: Block to Diving Hawk, Block to Shockwave, Diving Hawk to Thunderstrike, Jump to Diving Hawk, Diving Hawk to Spinning Pile Driver
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 8 5
Forward 4 10 4
Roundhouse 2 12 4
Block 8 - - Abort, +2 Spd
Grab 4 9 1
Movement 7 - 8
Jump 7 - 5 Aerial, Abort
Thunderstrike 4 15 4 Aerial, same hex, hit and move the rest
Air Smash 3 14 4 Aerial, straight line, Dodge projectiles, same hex
Neck Choke 3 12 1 Sustained Hold
Wounded Knee 2 11 3 -2 Mov for all moves and -2 Spd for kick for next 2 turns
Ground Fighting - - - 1 WP, when fall, can fight at the ground
Grappling Defense
8 - 4 Soak Grabs using Grab
Ghost Form 6 - 5 2 Chi in first turn, 1 Chi per turn
Regeneration 5 - - 1 Chi per Health Combos: Air Smash to Thunderstrike (dizzy), Block to Neck Choke,
Air Smash to Neck Choke, Ghost Form to Neck Choke, Grappling
Defense to Neck Choke
Chapter 2 – Circuit Fighters
64
MAJESTIC CROW KUNG FU Schools: In older times there were a fair number of Majestic Crow schools in mainland China, but over the generations they gradually disappeared. Now only one Sifu is known to remain: Master Xaudo, who is too old to teach full-time. He also has many enemies (most notably Shadoloo, which he's crossed many times), so he tries to keep his location a secret. He takes but a handful of students at a time, and then only instructs the best of those with the style's advanced techniques. Members: Anyone can join who is dedicated enough to find Master Xaudo and impress him. However, he is very particular about whom he will teach, and will dismiss anyone he feels is not up to the challenge. Concepts: Die-hard Kung Fu student, student of the esoteric, wandering do-gooder Quote: “The crow is impassive and aloof, but can attack with incredible ferocity if provoked.”
Chapter 2 – Circuit Fighters
65
MAJESTIC CROW KUNG FU A MAJESTIC CROW KUNG FU B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
OOO
O
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
O
OOO
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOO
OOOOOO
OO
OO
OOOOOO
Chi
OO OO O O O O O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
OO
OOOOOOOO
OOOOOOOOOO
OOOO
OOOO
Chi
OO OO O O O O O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 3 3
Strong 3 5 3
Fierce 2 7 2
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 6 1
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Monkey Grab Punch
1 5 4 Ignores Blocks
Rising Storm Crow
0 3/9 2 1 WP, Grab, need to move 2 hex, dmg adds to dizzy, Knockdown, Throw Strength hexes
Throw 1 8 1 Grab, Knockdown, Throw Strength hexes
Combos: None
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 7 2
Forward 3 9 1
Roundhouse 1 11 1
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Flash Kick 2 14 0 1 Chi, 1 WP, knockdown in Aerials
Wall Spring 5 - 2/4 Need to bounce
Combos: Block to Flash Kick
Chapter 2 – Circuit Fighters
66
MAJESTIC CROW KUNG FU A MAJESTIC CROW KUNG FU B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OOO
OO
OO
O
OOOOOO
Chi
OO OO O O O O O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
O
OO
OOOOOOOOOO
O
OOOO
Chi
O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 5 4
Strong 4 7 4
Fierce 3 9 3
Short 5 6 4
Forward 4 8 3
Roundhouse 2 10 3
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Monkey Grab Punch
2 7 5 Ignores Blocks
Rising Storm Crow
0 4/12 3 1 WP, Grab, need to move 2 hex, dmg adds to dizzy, Knockdown, Throw Strength hexes
Throw 2 9 1 Grab, Knockdown, Throw Strength hexes
Air Throw 6 12 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Drunken Monkey Roll
7 - 6 Crouching, Dodge projectiles
Flying Heel Stomp
4 9 6 1 WP, Aerial, straight line, hit and move
Triple Strike 2 6/6/7 - Ignore the worst dmg
Combos: Rising Storm Crow to Flying Heel Stomp
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 8 4
Forward 4 10 3
Roundhouse 2 12 3
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Flash Kick 3 15 0 1 Chi, 1 WP, knockdown in Aerials
Wall Spring 6 - 4/6 Need to bounce
Double-Hit Kick 2 9 3 Roll twice in standing target
Double Dread Kick
2 9/12 5 1 WP, hit, knock back and hit again
Stepping Front Kick
4 9 5 1 WP, enter in the target’s hex, hit, knock back and roll the 2nd dmg
Combos: Block to Flash Kick, Block to Stepping Front Kick (dizzy)
Chapter 2 – Circuit Fighters
67
MAJESTIC CROW KUNG FU A MAJESTIC CROW KUNG FU B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOOO
O
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
O
O
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OO
O
OOOOOO
Chi
O O O O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOOOOOOO
O
Chi
O O O
Willpower
OO OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 9 4
Strong 4 11 4
Fierce 3 13 3
Short 5 6 4
Forward 4 8 3
Roundhouse 2 10 3
Block 8 - - Abort, +2 Spd
Grab 4 9 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Monkey Grab Punch
2 11 5 Ignores Blocks
Rising Storm Crow
0 6/14 3 1 WP, Grab, need to move 2 hex, dmg adds to dizzy, Knockdown, Throw Strength hexes
Throw 2 11 1 Grab, Knockdown, Throw Strength hexes
Air Throw 6 14 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Drunken Monkey Roll
7 - 6 Crouching, Dodge projectiles
Flying Heel Stomp
4 9 6 1 WP, Aerial, straight line, hit and move
Triple Strike 2 10/10/7 - Ignore the worst dmg
Hundred Hand Slap
2 10 1 1 WP, Roll 3 times
Iron Claw 5 13 1 1 WP, Sustained Hold Combos: Rising Storm Crow to Flying Heel Stomp, Drunken Monkey Roll to Iron Claw
Maneuver Spd Dam Mov Special
Jab 6 5 5
Strong 4 7 5
Fierce 3 9 4
Short 5 10 5
Forward 4 12 4
Roundhouse 2 14 4
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 8
Jump 7 - 5 Aerial, Abort
Flash Kick 3 17 0 1 Chi, 1 WP, knockdown in Aerials
Wall Spring 6 - 5/7 Need to bounce
Double-Hit Kick 2 11 4 Roll twice in standing target
Double Dread Kick
2 11/14 6 1 WP, hit, knock back and hit again
Stepping Front Kick
4 11 6 1 WP, enter in the target’s hex, hit, knock back and roll the 2nd dmg
Fireball 2 10 - 1 Chi, Range 8
Flying Fireball 2 10 5 1 Chi, 1 WP, Range 8, target don’t dodge with Aerial
Combos: Block to Flash Kick, Block to Stepping Front Kick (dizzy),
Fireball to Flying Fireball (dizzy)
Chapter 2 – Circuit Fighters
68
THAI KICKBOXING Schools: Schools can be found all over the world, but few offer the quality of training of those in Thailand. The schools in Thailand are where some of the best kickboxers and teachers can be found. Thai Kickboxers build lifelong associations with their chosen school, representing the school in the ring. Members: Thai Kickboxers are chosen from the most promising young students and train night and day from childhood to be fighters. Many professional Thai Kickboxers know of no other occupation. Concepts: Kickboxers, gym trainers, ex-champions Quote: “Train hard, fight hard and honor your school with victory.”
Chapter 2 – Circuit Fighters
69
THAI KICKBOXING A THAI KICKBOXING B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
OO
Strength
Dexterity
Stamina
OOO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
OO
OOOO
OOOOOOOO
OO
OOOOOO
Chi
O OO OO O O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOOOOOOO
OOOOOOOO
OOOOOO
OOOO
OOOOOOOO
Chi
O OO OO O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 3
Forward 4 8 2
Roundhouse 2 10 2
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Tiger Knee 7 8 3 2 WP, Aerial, Knockdown
Combos: Block to Tiger Knee, Jump to Tiger Knee
Maneuver Spd Dam Mov Special
Jab 6 5 2
Strong 4 7 2
Fierce 3 9 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 5 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Elbow Smash 6 8 1
Spinning Back Fist
3 8 3
Brain Cracker 4 8 1 Sustained Hold
Combos: Spinning Back Fist to Elbow Smash (dizzy), Block to Brain
Cracker
Chapter 2 – Circuit Fighters
70
THAI KICKBOXING A THAI KICKBOXING B
Rank 4 Rank 4
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
O
O
OOOO
O
OOOOOO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OOO
OOOOOO
OOOO
OO
OOOOOOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 7 4
Forward 5 9 3
Roundhouse 3 11 3
Block 9 - - Abort, +2 Spd
Grab 5 5 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Tiger Knee 8 9 4 2 WP, Aerial, Knockdown
Foot Sweep 3 10 2 Crouching, Knockdown
Knee Basher 4 11 1 Sustained Hold, knockdown at the end
Maka Wara - 5 - Dmg when blocking
Combos: Block to Tiger Knee, Jump to Tiger Knee, Block to Knee Basher, Jump to Knee Basher, Knee Basher to Knee Basher
Maneuver Spd Dam Mov Special
Jab 6 6 3
Strong 4 8 3
Fierce 3 10 2
Short 5 7 3
Forward 4 9 2
Roundhouse 2 11 2
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Elbow Smash 6 9 1
Spinning Back Fist
3 9 4
Brain Cracker 4 9 1 Sustained Hold
Knee Basher 3 11 1 Sustained Hold, knockdown at the end
Flying Knee Thrust
5 9 4 1 WP
Double-Hit Knee 4 7 1 Roll twice
Wounded Knee 2 10 1 -2 Mov for all moves and -2 Spd for kick for next 2 turns
Combos: Spinning Back Fist to Elbow Smash (dizzy), Block to Brain
Cracker, Flying Knee Thrust to Wounded Knee (dizzy), Block to Knee
Basher
Chapter 2 – Circuit Fighters
71
THAI KICKBOXING A THAI KICKBOXING B
Rank 7 Rank 7
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
OO
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OOOO
OOOOOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOO
OO
O
OOOOOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 4 5
Strong 5 6 5
Fierce 4 8 4
Short 6 9 5
Forward 5 11 4
Roundhouse 3 13 4
Block 9 - - Abort, +2 Spd
Grab 5 5 1
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Tiger Knee 8 11 5 2 WP, Aerial, Knockdown
Foot Sweep 3 12 3 Crouching, Knockdown
Knee Basher 4 13 1 Sustained Hold, knockdown at the end
Maka Wara - 7 - Dmg when blocking
Disengage 6 - 3 Dexterity x Strength to break a Sustained Hold
Elbow Smash 7 7 1
Wounded Knee 3 12 3 -2 Mov for all moves and -2 Spd for kick for next 2 turns
Combos: Block to Tiger Knee, Jump to Tiger Knee, Block to Knee Basher, Jump to Knee Basher, Knee Basher to Knee Basher, Knee Basher to Tiger Knee (dizzy)
Maneuver Spd Dam Mov Special
Jab 7 8 4
Strong 5 10 4
Fierce 4 12 3
Short 6 9 4
Forward 5 11 3
Roundhouse 3 13 3
Block 9 - - Abort, +2 Spd
Grab 5 8 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Elbow Smash 7 11 1
Spinning Back Fist
4 11 5
Brain Cracker 5 11 1 Sustained Hold
Knee Basher 4 13 1 Sustained Hold, knockdown at the end
Flying Knee Thrust
6 11 5 1 WP
Double-Hit Knee 5 9 2 Roll twice
Wounded Knee 3 12 2 -2 Mov for all moves and -2 Spd for kick for next 2 turns
Turn Punch 4 13 2 1 WP, 2º turn +1 Dam, 3º turn +1 Spd & +2 Dam, 4º turn +2 Spd & +3 Dam
Kippup - - - Combos: Spinning Back Fist to Elbow Smash (dizzy), Block to Brain
Cracker, Flying Knee Thrust to Wounded Knee (dizzy), Block to Knee
Basher, Brain Cracker to Turn Punch (dizzy), Knee Basher to Turn
Punch (dizzy)
Chapter 2 – Circuit Fighters
72
NINJITSU Schools: Schools of Ninjitsu are rare, but fairly easy to find, and the basics of Ninjitsu are taught to anyone. To learn the mystical powers of Saiminjutsu, one must be accepted by a Ninja clan's dojo and adopted by that family. Few gaijin (foreigners) can actually locate the reclusive clans and fewer still are accepted. Members: Anyone may take lessons at a commercial Ninja dojo, but the truly great Ninja are all descended from the clans in Japan. Concepts: Ninja are masters of illusion and espionage. Ninja can masquerade as any other profession. Quote: “Karate and Kendo fighters compete to score points. A true Ninja fights for life – his own or his opponent's.”
Chapter 2 – Circuit Fighters
73
NINJITSU A NINJITSU B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
OOO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
OO
OOOO
OOOOOOOO
OO
OOOOOO
Chi
O O O O O
Willpower
OO OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOO
OOOOOOOO
OOOOOO
OOOOOO
OOOO
OOOOOOOO
Chi
O O O O O
Willpower
OO OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 3
Forward 4 8 2
Roundhouse 2 10 2
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Cartwheel Kick 3 6 5 1 WP, straight line, knock back, +1 Dam for hex moved
Double-Hit Knee 4 6 1 Roll twice
Heel Stamp 6 2 4 Knock back Strength + Kick minus Strength of the target, move back 1
Combos: Heel Stamp to Cartwheel Kick to Double-Hit Knee
Maneuver Spd Dam Mov Special
Jab 6 4 2
Strong 4 6 2
Fierce 3 8 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 5 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Shikan-Ken 5 6 2 Resisted Strength roll to knock back, Knockdown in Aerials
Throw 2 7 1 Grab, throw Strength hexes, Knockdown
Back Roll Throw 3 9 1 Grab, throw Strength + Kick hexes, Knockdown
Wall Spring 6 - 2/4 Need to bounce
Combos: Block to Back Roll Throw
Chapter 2 – Circuit Fighters
74
NINJITSU A NINJITSU B
Rank 4 Rank 4
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
O
OOOO
OOOO
O
OOO
Chi
O O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Thrown
O
OOOOOOOO
OOOOOO
OOOOOO
O
OOOOOOOO
OOOOOO
Chi
O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 7 4
Forward 5 9 3
Roundhouse 3 11 3
Block 9 - - Abort, +2 Spd
Grab 5 5 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Cartwheel Kick 4 7 6 1 WP, straight line, knock back, +1 Dam for hex moved
Double-Hit Knee
5 7 2 Roll twice
Heel Stamp 7 3 5 Knock back Strength + Kick minus Strength of the target, move back 1
Throw 3 7 1 Grab, throw Strength hexes, Knockdown
Back Roll Throw 4 9 1 Grab, throw Strength + Kick hexes, Knockdown
Air Throw 7 10 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Shrorded Moon 5 - 3 1 Chi, Focus+Stealth x Perception+Alertness, if don’t lose, avoid and gain +1 Spd in next turn
Disengage 6 - 2 Dexterity x Strength to break a Sustained Hold
Combos: Heel Stamp to Cartwheel Kick to Double-Hit Knee (dizzy), Jump to Cartwheel Kick, Shrorded Moon to Back Roll Throw
Maneuver Spd Dam Mov Special
Jab 7 6 4
Strong 5 8 4
Fierce 4 10 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 5 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Shikan-Ken 6 8 4 Resisted Strength roll to knock back, Knockdown in Aerials
Throw 3 7 1 Grab, throw Strength hexes, Knockdown
Back Roll Throw 4 9 1 Grab, throw Strength + Kick hexes, Knockdown
Wall Spring 7 - 4/6 Need to bounce
Boshi-ken 4 9 4 -1 Move to the target in next turn
Shuto 4 10 2 +1 dmg against the target with no protection
Shuriken 7 3 4 Range 5, Roll twice
Drunken Monkey Roll
8 - 6 Crouching, Dodge projectiles
Combos: Block to Back Roll Throw, Drunken Monkey Roll to Shuriken
(dizzy), Wall Spring Strong to Shuto
Chapter 2 – Circuit Fighters
75
NINJITSU A NINJITSU B
Rank 7 Rank 7
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
O
OOO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OO
OOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
Thrown
O
OOOOOOOO
OOOO
OOOO
O
OO
OOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 8 3 5
Strong 6 5 5
Fierce 5 7 4
Short 7 8 5
Forward 6 10 4
Roundhouse 4 12 4
Block 10 - - Abort, +2 Spd
Grab 6 6 1
Movement 9 - 8
Jump 9 - 5 Aerial, Abort
Cartwheel Kick 5 8 7 1 WP, straight line, knock back, +1 Dam for hex moved
Double-Hit Knee
6 8 3 Roll twice
Heel Stamp 8 4 6 Knock back Strength + Kick minus Strength of the target, move back 1
Throw 4 8 1 Grab, throw Strength hexes, Knockdown
Back Roll Throw 5 10 1 Grab, throw Strength + Kick hexes, Knockdown
Air Throw 8 11 5 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Shrorded Moon 5 - 4 1 Chi, Focus+Stealth x Perception+Alertness, if don’t lose, avoid and gain +1 Spd in next turn
Disengage 7 - 3 Dexterity x Strength to break a Sustained Hold
Eye Rake 8 3 5 Grab, Blind the target for next turn, -1 Honor
Flying Thrust Kick
6 14 3 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Combos: Heel Stamp to Cartwheel Kick to Double-Hit Knee (dizzy), Jump to Cartwheel Kick, Shrorded Moon to Back Roll Throw to Cartwheel Kick, Shrorded Moon to Flying Thrust Kick to Flying Thrust Kick, Jump to Flying Thrust Kick
Maneuver Spd Dam Mov Special
Jab 7 7 4
Strong 5 9 4
Fierce 4 11 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 7 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Shikan-Ken 6 9 4 Resisted Strength roll to knock back, Knockdown in Aerials
Throw 3 9 1 Grab, throw Strength hexes, Knockdown
Back Roll Throw 4 11 1 Grab, throw Strength + Kick hexes, Knockdown
Wall Spring 7 - 4/6 Need to bounce
Boshi-ken 4 10 4 -1 Move to the target in next turn
Shuto 4 11 2 +1 dmg against the target with no protection
Shuriken 7 5 4 Range 7, Roll 3 times
Drunken Monkey Roll
8 - 6 Crouching, Dodge projectiles
Death’s Visage 6 - - 1 Chi, Manipulation +Focus x WP, if don’t lose, target get away until escape of 3 turns
Shrorded Moon 5 - 3 1 Chi, Focus+Stealth x Perception+Alertness, if don’t lose, avoid and gain +1 Spd in next turn
Zen No Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn
Combos: Block to Back Roll Throw, Drunken Monkey Roll to Shuriken
(dizzy), Wall Spring Strong to Shuto, Death’s Visage to Shuriken
(dizzy)
Chapter 2 – Circuit Fighters
76
SPANISH NINJITSU Schools: Students must be recruited to one of Vega's training camps in Spain. Members: Most members come from prior criminal backgrounds or the bullfighting circuit. Concepts: Matador, assassin, thief Quote: “Fighting isn't always fair – why should the fighter be?”
Chapter 2 – Circuit Fighters
77
SPANISH NINJITSU A SPANISH NINJITSU B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
OOO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
OOOO
OOOOOO
OOOO
OO
OOOOOO
Chi
OO OO OO O O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOOOOOOO
OOOOOO
OOOOOOOO
OOOO
OOOOOOOO
Chi
OO OO OO O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 5 3
Forward 4 7 2
Roundhouse 2 9 2
Block 8 - - Abort, +2 Spd
Grab 4 5 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Throw 2 7 1 Grab, Knockdown, Throw Strength hexes
Air Throw 6 10 3 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Slide Kick 3 8 4 Knockdown
Combos: Slide Kick to Slide Kick
Maneuver Spd Dam Mov Special
Jab 6 5 2
Strong 4 7 2
Fierce 3 9 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 4 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Monkey Grab Punch
2 7 3 Ignores Blocks
Displacement 6 5 3 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Combos: Displacement to Monkey Grab Punch (dizzy)
Chapter 2 – Circuit Fighters
78
SPANISH NINJITSU A SPANISH NINJITSU B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
O
O
OOOO
O
OOOOOO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOOOOO
OOOOOO
OO
O
OOOOOOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 8 4
Forward 5 10 3
Roundhouse 3 12 3
Block 9 - - Abort, +2 Spd
Grab 5 6 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Throw 3 8 1 Grab, Knockdown, Throw Strength hexes
Air Throw 7 11 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Slide Kick 4 11 5 Knockdown
Tumbling Attack 4 7 3 1 WP, straight line, same hex, hit and knock back until Move ends
Backflip 8 - 6 1 WP, can’t be hit during the move
Combos: Slide Kick to Slide Kick, Jump to Slide Kick, Slide Kick to Tumbling Attack (dizzy), Tumbling Attack to Tumbling Attack (dizzy)
Maneuver Spd Dam Mov Special
Jab 7 6 4
Strong 5 8 4
Fierce 4 10 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 7 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Monkey Grab Punch
3 8 5 Ignores Blocks
Displacement 7 6 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Light Feet - - - +1 Mov (or +3 per 1 WP)
Tumbling Attack 4 6 3 1 WP, straight line, same hex, hit and knock back until Move ends
Throw 3 9 1 Grab, throw Strength hexes, Knockdown
Backflip 8 - 6 1 WP, can’t be hit during the move
Combos: Displacement to Monkey Grab Punch (dizzy), Block to
Tumbling Attack
Chapter 2 – Circuit Fighters
79
SPANISH NINJITSU A SPANISH NINJITSU B
Rank 7 Rank 7
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
O
OOO
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
O
OOOOOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
OO
OOOOOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 10 6
Forward 5 12 5
Roundhouse 3 14 5
Block 9 - - Abort, +2 Spd
Grab 5 9 1
Movement 8 - 9
Jump 8 - 6 Aerial, Abort
Throw 3 11 1 Grab, Knockdown, Throw Strength hexes
Air Throw 7 14 6 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Slide Kick 4 13 7 Knockdown
Tumbling Attack 4 10 5 1 WP, straight line, same hex, hit and knock back until Move ends
Backflip 8 - 8 1 WP, can’t be hit during the move
Light Feet - - - +1 Mov (or +3 per 1 WP)
Suplex 5 11 1 Grab, Knockdown
Kippup - - - Combos: Slide Kick to Slide Kick, Jump to Slide Kick, Slide Kick to Tumbling Attack (dizzy), Tumbling Attack to Tumbling Attack (dizzy), Block to Tumbling Attack (dizzy), Block to Suplex
Maneuver Spd Dam Mov Special
Jab 8 7 6
Strong 6 9 5
Fierce 5 11 5
Short
Forward
Roundhouse
Block 10 - - Abort, +2 Spd
Grab 6 8 1
Movement 9 - 9
Jump 9 - 6 Aerial, Abort
Monkey Grab Punch
4 9 7 Ignores Blocks
Displacement 8 7 7 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Light Feet - - - +1 Mov (or +3 per 1 WP)
Tumbling Attack 5 8 5 1 WP, straight line, same hex, hit and knock back until Move ends
Throw 4 10 1 Grab, throw Strength hexes, Knockdown
Back Roll Throw 5 12 1 Grab, throw Strength + Kick hexes, Knockdown
Choke Throw 5 10 6 Grab, Aerial, knockdown
Backflip 9 - 8 1 WP, can’t be hit during the move
Disengage 7 - 4 Dexterity x Strength to break a Sustained Hold
Diving Hawk 6 14 8 1 WP, Aerial, straight line, Dodge projectiles, same hex
Combos: Displacement to Monkey Grab Punch (dizzy), Block to
Tumbling Attack (dizzy)
Chapter 2 – Circuit Fighters
80
PANKRATION Schools: Traditionally, a Pankration school was called a korykeion, strongly resembling modern Boxing schools. Present day Pankratiasts, however, study in the homes of their masters. With the rise in the style's popularity, there has been some talk of reestablishing the korykeion as a preferred method of formal instruction. Teachers of the Pankration may be found almost anywhere, but the majority of them are in small villages in Greece. Training in this style is brutal and efficient, and instructors are not known for their mercy. Members: Only seriors-minded individuals capable of enduring much punishment learn the Pankration. While many youngsters may begin studying under a master, the rigors of the style tend to discourage all but the most dedicated. Concepts: Wrestling fan, Amazon, village champion Quote: “I am the embodiment of over 3,000 years of tradition. My style may seem simple, but it is pure in its simplicity.”
Chapter 2 – Circuit Fighters
81
PANKRATION A PANKRATION B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
OOO
O
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OOO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OOOOOOOO
OOOO
OOOO
OOO
OOOOOO
Chi
OO OO OO O O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
OOOOOOOO
OOOOOO
OOOO
OO
OOOOOOOO
Chi
OO OO OO O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 4 2
Strong 3 6 2
Fierce 2 8 1
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 5 1
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Thunderstrike 3 10 1 Aerial, enter in the hex, hit and move the rest
Brain Cracker 3 7 1 Sustained Hold
Buffalo Punch 1 10 1
Combos: Block to Brain Cracker, Buffalo Punch to Thunderstrike to Brain Cracker
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Flying Tackle 3 6 5 Grab, Knockdown in both, +2 Spd to next grab
Pin 3 8/6 4/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Air Smash 3 10 2 Aerial, straight line, same hex
Combos: Flying Tackle to Pin
Chapter 2 – Circuit Fighters
82
PANKRATION A PANKRATION B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOOOOO
O
OOOO
O
OOOOOO
Chi
OO OO O O O O
Willpower
OO O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
OOOOOOOO
OO
OO
O
OOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 7 4
Strong 4 9 4
Fierce 3 11 3
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Thunderstrike 4 13 3 Aerial, enter in the hex, hit and move the rest
Brain Cracker 4 10 1 Sustained Hold
Buffalo Punch 2 13 1
Breakfall - - -
Fist Sweep 3 11 2 Crouching, Knockdown
Maka Wara - 5 - Dmg when blocking
Spinning Back Fist
3 10 5
Combos: Block to Brain Cracker, Buffalo Punch to Thunderstrike to Brain Cracker, Spinning Back Fist to Fist Sweep
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Flying Tackle 3 8 6 Grab, Knockdown in both, +2 Spd to next grab
Pin 3 10/8 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Air Smash 3 12 3 Aerial, straight line, same hex
Toughskin - - - 1 Chi, +2 Soak
Maka Wara - 5 - Dmg when blocking
Improved Pin 4 10/9 5/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Combos: Flying Tackle to Pin, Block to Improved Pin
Chapter 2 – Circuit Fighters
83
PANKRATION A PANKRATION B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOO
O
O
O
OOO
Chi
O O O
Willpower
OO O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOO
OOOOOOOO
OOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 8 4
Strong 4 10 4
Fierce 3 12 3
Short 5 7 4
Forward 4 9 3
Roundhouse 2 11 3
Block 8 - - Abort, +2 Spd
Grab 4 9 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Thunderstrike 4 14 3 Aerial, enter in the hex, hit and move the rest
Brain Cracker 4 11 1 Sustained Hold
Buffalo Punch 2 14 1
Breakfall - - -
Fist Sweep 3 12 2 Crouching, Knockdown
Maka Wara - 5 - Dmg when blocking
Spinning Back Fist
3 11 5
Dislocate Limb 3 10 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Grappling Defense
8 - 3 Defend Grabs using Grab
Toughskin - - - 1 Chi, +2 Soak Combos: Block to Brain Cracker, Buffalo Punch to Thunderstrike to Brain Cracker, Spinning Back Fist to Fist Sweep, Block to Dislocate Limb, Dislocate Limb to Thunderstrike
Maneuver Spd Dam Mov Special
Jab 7 5 5
Strong 5 7 5
Fierce 4 9 4
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 10 1
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Flying Tackle 4 10 7 Grab, Knockdown in both, +2 Spd to next grab
Pin 4 12/10 6/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Air Smash 4 13 4 Aerial, straight line, same hex
Toughskin - - - 1 Chi, +2 Soak
Maka Wara - 6 - Dmg when blocking
Improved Pin 5 12/11 6/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Buffalo Punch 3 11 1
Thunderstrike 5 14 4 Aerial, enter in the hex, hit and move the rest
Breakfall - - -
Stomach Pump 5 14 1 Sustained Hold Combos: Flying Tackle to Pin, Block to Improved Pin, Flying Tackle to
Stomach Pump, Stomach Pump to Thunderstrike (dizzy)
Chapter 2 – Circuit Fighters
84
SANBO Schools: Unfortunately, few schools teach Sanbo, and those schools are almost always in Russia. Because of the recent reform, schools are beginning to appear around the world, and the Russian schools are now open to all. It is still difficult to track down these schools, but students say the gain is worth the effort. Sanbo has little organization. Students are taught the basics and then are expected to learn through experience. This is supposed to strengthen the student; it seems to have worked so far. Members: Anyone can take classes, but Sanbo students are primarily big, strong men. Don't be fooled, though; there are women Sanbo wrestlers, but they are as big and intimidating as the men. Most students train for abort six months and then begin to learn the rest by experience. Sanbo students are trained in the harshest environments in Russia, in order to strengthen the fighters. Concepts: Circus strongmen, blue-collar workers, giants Quote: “Only the strong win battles.”
Chapter 2 – Circuit Fighters
85
SANBO A SANBO B
Rank 1 Rank 1
Strength
Dexterity
Stamina
O
OOOOO
O
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OOO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
OOO
OOOO
OOOO
OOO
OOOOOO
Chi
OO OO OO O O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OOOOOOOO
OOOO
OOOO
OOO
OOOOOO
Chi
OO OO OO O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 3 6 2
Forward 2 8 1
Roundhouse 0 10 1
Block 6 - - Abort, +2 Spd
Grab 2 6 1
Movement 3 - 5
Jump 3 - 2 Aerial, Abort
Bear Hug 1 9 1 Sustained Hold
Double-Hit Kick 0 7 1 Roll twice in standing target
Suplex 2 8 1 Grab, Knockdown
Combos: Double-Hit Kick to Suplex to Bear Hug (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 4 2
Strong 4 6 2
Fierce 3 8 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 5 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Brain Cracker 4 7 1 Sustained Hold
Head Bite 5 8 1 Sustained Hold
Air Smash 3 10 1 Aerial, straight line, same hex
Combos: Block to Brain Cracker, Air Smash to Head Bite
Chapter 2 – Circuit Fighters
86
SANBO A SANBO B
Rank 4 Rank 4
Strength
Dexterity
Stamina
OOOOO
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
OOO
OOOO
O
O
OOO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOOOOO
OOOOO
O
O
OOOOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 3 7 4
Forward 2 9 3
Roundhouse 0 11 3
Block 6 - - Abort, +2 Spd
Grab 2 9 1
Movement 3 - 7
Jump 3 - 4 Aerial, Abort
Bear Hug 1 12 1 Sustained Hold
Double-Hit Kick 0 8 3 Roll twice in standing target
Suplex 2 11 1 Grab, Knockdown
Siberian Bear Crusher
2 12 5 1 WP, Grab, saltam até 3 hexes, knockdown
Back Breaker 1 14 1 Grab, knockdown
Foot Sweep 0 10 2 Crouching, knockdown
Combos: Double-Hit Kick to Suplex to Bear Hug (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 7 4
Strong 4 9 4
Fierce 3 11 3
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Brain Cracker 4 10 1 Sustained Hold
Head Bite 5 11 1 Sustained Hold
Air Smash 3 12 3 Aerial, straight line, same hex
Spinning Clothesline
4 8 2 1 WP, hit and knock back adj hexes, don’t hits Crouching
Back Breaker 3 11 1 Grab, knockdown
Siberian Bear Crusher
4 11 5 1 WP, Grab, move up to 3 hexes, knockdown
Combos: Block to Brain Cracker, Air Smash to Head Bite
Chapter 2 – Circuit Fighters
87
SANBO A SANBO B
Rank 7 Rank 7
Strength
Dexterity
Stamina
OOOOO
Perception
Intelligence
Wits
O
O
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
O
O
O
OOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
O
OOOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 3 9 4
Forward 2 11 3
Roundhouse 0 13 3
Block 6 - - Abort, +2 Spd
Grab 2 11 1
Movement 3 - 7
Jump 3 - 4 Aerial, Abort
Bear Hug 1 14 1 Sustained Hold
Double-Hit Kick 0 10 3 Roll twice in standing target
Suplex 2 13 1 Grab, Knockdown
Toughskin - - - 1 Chi, +2 Soak
Siberian Bear Crusher
2 14 5 1 WP, Grab, move up to 3 hexes, knockdown
Reverse Frontal Kick
1 12 3 Ignores Blocks
Toughskin - - - 1 Chi, +2 Soak
Back Breaker 1 14 1 Grab, knockdown
Foot Sweep 0 12 2 Crouching, knockdown Combos: Double-Hit Kick to Suplex to Bear Hug (dizzy), Block to Siberian Bear Crusher, Foot Sweep to Suplex, Reverse Frontal Kick to Siberian Bear Crusher, Siberian Bear Crusher to Suplex
Maneuver Spd Dam Mov Special
Jab 7 9 5
Strong 5 11 5
Fierce 4 13 4
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 9 1
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Brain Cracker 5 12 1 Sustained Hold
Head Bite 6 12 1 Sustained Hold
Air Smash 4 13 4 Aerial, straight line, same hex
Spinning Clothesline
5 10 3 1 WP, hit and knock back adj hexes, don’t hits Crouching
Turbo Spinning Clothesline
6 10 4 1 WP, hit and knock back adj hexes, don’t hits Crouching
Siberian Bear Crusher
5 12 6 1 WP, Grab, move up to 3 hexes, knockdown
Back Breaker 4 12 1 Grab, knockdown
Grappling Defense
9 - 4 Defend Grabs using Grab
Disengage 6 - 3 Dexterity x Strength to break a Sustained Hold
Combos: Block to Brain Cracker, Air Smash to Head Bite
Chapter 2 – Circuit Fighters
88
SAVATE Schools: Most fighters who study this style are of French descent, though anyone may learn. A Savate school is called a salle, and the best are located in Marseilles or Paris. This style is not so well known as others, and a salle may be difficult to find. Any fighter of even limited renown may open his own salle with little chance of competing with an established school. Of course, the rarity of salle also makes locating a Savate master extremely difficult. Members: Savate salle are open to anyone who wishes to learn the style. The training is less grueling than more complex styles, but the physical punishment involved in simple sparring deters those unsuited to the style. Many Street Fighters begin in this styles and then add other maneuvers to diversify their repertoire. Concepts: French aristocrat, street tough, boxer, seaman Quote: “Boxing? Non, mon ami. Savate is nothing like Boxing. Come, let me show yor how.”
Chapter 2 – Circuit Fighters
89
SAVATE A SAVATE B
Rank 1 Rank 1
Strength
Dexterity
Stamina
O
OOO
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OOO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOOOO
OOOOOO
OOOOOOOO
OO
OOOOOO
Chi
OO OO OO O O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOO
OOOO
OOOO
OOOOOOOO
OOO
OOOOOO
Chi
OO OO OO O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 6 3
Strong 3 8 3
Fierce 2 10 2
Short 4 5 3
Forward 3 7 2
Roundhouse 1 9 2
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 6
Jump 3 - 3 Aerial, Abort
Displacement 5 6 4 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Spinning Back Fist
2 9 4
Combos: Spinning Back Fist to Displacement to Jab (dizzy) Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1 Soak if interrupted kicking by crorching maneuver
Maneuver Spd Dam Mov Special
Jab 6 4 2
Strong 4 6 2
Fierce 3 8 1
Short 5 5 2
Forward 4 7 1
Roundhouse 2 9 1
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Displacement 6 4 3 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Ax Kick 3 9 0 Aerial, same hex, knockdown in Aerial
Combos: Displacement to Ax Kick (dizzy)
Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1
Soak if interrupted kicking by crorching maneuver
Chapter 2 – Circuit Fighters
90
SAVATE A SAVATE B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOO
OOOO
OOOOOOOO
O
OO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
O
O
OOOO
OOOOOOOO
O
OOOOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 7 4
Strong 4 9 4
Fierce 3 11 3
Short 5 5 4
Forward 4 7 3
Roundhouse 2 9 3
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 4 - 4 Aerial, Abort
Displacement 6 7 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Spinning Back Fist
3 10 5
Light Feet - - - +1 Mov (or +3 per 1 WP)
Sonic Boom 0 10 - 1 Chi, Range 6
Combos: Spinning Back Fist to Displacement to Jab (dizzy) Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1 Soak if interrupted kicking by crorching maneuver
Maneuver Spd Dam Mov Special
Jab 6 7 4
Strong 4 9 4
Fierce 3 11 3
Short 5 8 4
Forward 4 10 3
Roundhouse 2 12 3
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Displacement 6 7 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Ax Kick 3 12 2 Aerial, same hex, knockdown in Aerial
Kippup - - -
Flying Thrust Kick
4 14 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Reverse Frontal Kick
3 11 3 Ignores Blocks
Double-Hit Kick 2 9 3 Roll twice against standing target
Combos: Displacement to Ax Kick (dizzy), Reverse Frontal Kick to
Flying Thrust Kick (dizzy)
Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1
Soak if interrupted kicking by crorching maneuver
Chapter 2 – Circuit Fighters
91
SAVATE A SAVATE B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Punch
Kick
Block
Grab
Athletics
Focus
O
O
O
OOOOOOOO
O
O
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOO
OO
OOOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 8 4
Strong 4 10 4
Fierce 3 12 3
Short 5 9 4
Forward 4 11 3
Roundhouse 2 13 3
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 4 - 4 Aerial, Abort
Displacement 6 8 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Spinning Back Fist
3 11 5
Light Feet - - - +1 Mov (or +3 per 1 WP)
Sonic Boom 0 13 - 1 Chi, Range 7
Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques
Kick Defense 8 - - +4 Soak against Kicks, -2 against other Techniques
Deflecting Punch
6 9 - Soak against Punches
Reverse Frontal Kick
3 12 3 Ignores Blocks
Double-Hit Kick 2 10 3 Roll twice against standing target
Combos: Spinning Back Fist to Displacement to Jab (dizzy), Double-Hit Kick to Displacement to Short (dizzy), Jump to Displacement Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1 Soak if interrupted kicking by crorching maneuver
Maneuver Spd Dam Mov Special
Jab 7 8 5
Strong 5 10 5
Fierce 4 12 4
Short 6 9 5
Forward 5 11 4
Roundhouse 3 13 4
Block 9 - - Abort, +2 Spd
Grab 5 7 1
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Displacement 7 8 6 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Ax Kick 4 13 3 Aerial, same hex, knockdown in Aerial
Kippup - - -
Flying Thrust Kick
5 15 3 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Reverse Frontal Kick
4 12 4 Ignores Blocks
Double-Hit Kick 3 10 4 Roll twice against standing target
Knee Basher 4 13 1 Sustained Hold, knockdown at the end
Dashing Punch 5 13 7 1 WP Combos: Displacement to Ax Kick (dizzy), Reverse Frontal Kick to
Flying Thrust Kick (dizzy), Knee Basher to Flying Thrust Kick (dizzy)
Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1
Soak if interrupted kicking by crorching maneuver
Chapter 2 – Circuit Fighters
92
SILAT Schools: Schools are now found all over the world, but the best and most traditional ones are still believed to be found in Malaysia and Indonesia. Silat masters, called pandekars, are demanding: they require their students to study six days a week, three hours a day. Training can go on for years. Members: Anyone who is dedicated enorgh to persist in the study of Silat is accepted. Although Silat stylists tend to be Indonesian, pandekars are not as restrictive in choosing students, and many Westerners have been accepted as well. Concepts: Philosophers, itinerant mystics, sorcerer's apprentices Quote: “Come my friend, let us dance a little...”
Chapter 2 – Circuit Fighters
93
SILAT A SILAT B
Rank 1 Rank 1
Strength
Dexterity
Stamina
O
OOO
OOO
Perception
Intelligence
Wits
OOOO
O
OOOO
Strength
Dexterity
Stamina
OOO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOO
OOOOO
OOOOOO
OOOOOOOO
OOOO
OO
Chi
OO O O O O O
Willpower
OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOOOOOOO
OO
OOO
OOOOOO
Chi
OO O O O O O
Willpower
OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 4 2
Strong 3 6 2
Fierce 2 8 1
Short 4 5 2
Forward 3 7 1
Roundhouse 1 9 1
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 5
Jump 3 - 2 Aerial, Abort
Sonic Boom 0 11 - 1 Chi, Range 5
Zen No Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn
Combos: None
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 2
Forward 4 8 1
Roundhouse 2 10 1
Block
Grab 4 6 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Double-Hit Kick 2 7 1 Roll twice against standing target
Dislocate Limb 3 7 3 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Combos: Dislocate Limb to Double-Hit Kick (dizzy)
Chapter 2 – Circuit Fighters
94
SILAT A SILAT B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OOOO
OOOO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOO
OOOOO
O
OO
OOOO
OO
Chi
OO OO OO O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OOOO
O
O
OOOOOO
Chi
O O O O O O
Willpower
O O O
Health
O O O OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 4 2
Strong 4 6 2
Fierce 3 8 1
Short 5 5 2
Forward 4 7 1
Roundhouse 2 9 1
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Sonic Boom 0 12 - 1 Chi, Range 5
Zen No Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn
Dislocate Limb 3 8 3 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Maka Wara - 5 - Dmg when blocking
Combos: Block to Dislocate Limb, Dislocate Limb to Dislocate Limb, Jump to Dislocate Limb
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 8 4
Forward 4 10 3
Roundhouse 2 12 3
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Double-Hit Kick 2 9 3 Roll twice against standing target
Dislocate Limb 3 9 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Grappling Defense
8 - 3 Soak Grabs using Grab
Stepping Front Kick
4 9 5 1 WP, enter in the target’s hex, hit, knock back and roll the 2nd dmg
Combos: Dislocate Limb to Double-Hit Kick (dizzy), Dislocate Limb to
Stepping Front Kick (dizzy)
Chapter 2 – Circuit Fighters
95
SILAT A SILAT B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOOO
O
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOO
O
OO
OO
O
Chi
OO OO O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OO
OO
O
OOOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 4 3
Strong 5 6 3
Fierce 4 8 2
Short 6 9 3
Forward 5 11 2
Roundhouse 3 13 2
Block 9 - - Abort, +2 Spd
Grab 5 7 1
Movement 8 - 6
Jump 8 - 3 Aerial, Abort
Sonic Boom 1 13 - 1 Chi, Range 8
Zen No Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn
Dislocate Limb 4 8 4 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Maka Wara - 5 - Dmg when blocking
Dragon Kick 4 15 1 1 Chi, 1 WP, Aerial, knock back 1 hex, knockdown, Roll twice if don’t move
Kippup - - -
Combos: Block to Dislocate Limb, Dislocate Limb to Dislocate Limb, Jump to Dislocate Limb, Block to Dragon Kick, Dislocate Limb to Dragon Kick, Sonic Boom to Dragon Kick
Maneuver Spd Dam Mov Special
Jab 7 6 4
Strong 5 8 4
Fierce 4 10 3
Short 6 9 4
Forward 5 11 3
Roundhouse 3 13 3
Block 9 - - Abort, +2 Spd
Grab 5 9 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Double-Hit Kick 3 10 3 Roll twice against standing target
Dislocate Limb 4 10 5 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Grappling Defense
9 - 3 Soak Grabs using Grab
Stepping Front Kick
5 10 5 1 WP, enter in the target’s hex, hit, knock back and roll the 2nd dmg
Iron Claw 6 13 1 1 WP, Sustained Hold
Lightning Leg 3 10 - 1 WP, Roll 3 times
Combos: Dislocate Limb to Double-Hit Kick (dizzy), Dislocate Limb to
Stepping Front Kick (dizzy), Block to Iron Claw
Chapter 2 – Circuit Fighters
96
SOUL POWER Schools: for being a style created only recently, there are no schools or academies. All of its practitioners are a few disciples hand-picked by Rose, the world's greatest master in Soul Power - or a few Kabaddi masters, who also know maneuvers of this Style. Members: lately Rose has been struggling to travel the world and find other psychics like her to train them in person. Attention: to be a student of Soul Power, it is necessary to have Sensei 5 (Rose or a great master of Kabaddi) as Background Concepts: monk, mystic, scholar of the occult, paranormal, witch. Quote: “If yor seek maximum power at any cost, seek out Shadaloo and learn Ler Drit, but if yor want to preserve your soul, then come with me ...”
Chapter 2 – Circuit Fighters
97
SOUL POWER A SOUL POWER B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOOOO
OOOOO
O
Perception
Intelligence
Wits
OOOO
O
O
Strength
Dexterity
Stamina
OOO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
OOOOO
OOOOOO
OOOOOOOO
OO
OO
Chi
OO OO OO OO O
Willpower
OO OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOOO
OOOOOOOO
OO
OOOOOO
Chi
OO OO OO OO O
Willpower
OO OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 3 3 3
Forward 2 5 2
Roundhouse 0 7 2
Block 6 - - Abort, +2 Spd
Grab
Movement 5 - 6
Jump 5 - 3 Aerial, Abort
Fireball 2 9 - 1 Chi, Range 7
Regeneration 4 - - 1 Chi per Health
Combos: Jump to Fireball, Movement to Fireball
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 3
Forward 4 8 2
Roundhouse 2 10 2
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Slide Kick 3 9 4 Knockdown
Flying Body Spear
4 9 4 1 WP, Aerial, Dodge projectiles
Combos: Flying Body Spear to Forward (dizzy)
Chapter 2 – Circuit Fighters
98
SOUL POWER A SOUL POWER B
Rank 4 Rank 4
Strength
Dexterity
Stamina
OOOOO
OOOOO
Perception
Intelligence
Wits
OOOO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOO
OOOOO
O
OOOOOOOO
O
O
Chi
OO OO OO O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOO
OOOO
OOOOOOOO
OOO
O
Chi
O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 4 2 4
Strong 2 4 4
Fierce 1 6 3
Short 3 3 4
Forward 2 5 3
Roundhouse 0 7 3
Block 6 - - Abort, +2 Spd
Grab
Movement 5 - 7
Jump 5 - 4 Aerial, Abort
Fireball 3 11 - 1 Chi, Range 9
Regeneration 5 - - 1 Chi per Health
Backflip 5 - 6 1 WP, can’t be hit during the move
Flying Fireball 3 11 4 1 Chi, 1 WP, Range 9, target don’t dodge with Aerial
Combos: Jump to Fireball, Movement to Fireball, Backflip to Fireball, Block to Fireball
Maneuver Spd Dam Mov Special
Jab 6 5 3
Strong 4 7 3
Fierce 3 9 2
Short 5 7 3
Forward 4 9 2
Roundhouse 2 11 2
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Slide Kick 3 10 4 Knockdown
Flying Body Spear
4 10 4 1 WP, Aerial, Dodge projectiles
Backflip 7 - 5 1 WP, can’t be hit during the move
Handstand Kick 3 11 1 Knockdown in Aerials
Chi Kung Healing
3 - 3 1 Chi/Health
Combos: Flying Body Spear to Forward (dizzy), Slide Kick to
Handstand Kick
Chapter 2 – Circuit Fighters
99
SOUL POWER A SOUL POWER B
Rank 7 Rank 7
Strength
Dexterity
Stamina
OOOOO
O
Perception
Intelligence
Wits
OOOO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
O
O
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOO
OOOOOOOO
Chi
OO OO O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
O
O
O
OOOOOOOO
O
O
Chi
O O O
Willpower
OO O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 5 5
Strong 4 7 5
Fierce 3 9 4
Short 5 3 5
Forward 4 5 4
Roundhouse 2 7 4
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 8
Jump 7 - 5 Aerial, Abort
Fireball 4 12 - 1 Chi, Range 11
Regeneration 6 - - 1 Chi per Health
Backflip 7 - 7 1 WP, can’t be hit during the move
Flying Fireball 4 12 5 1 Chi, 1 WP, Range 11, target don’t dodge with Aerial
Ducking Fierce 3 10 - Crouching
Repeating Fireball
4 10 - 2 Chi, Roll 5 times, Range 11
Combos: Jump to Fireball to Flying Fireball, Movement to Fireball to Flying Fireball, Repeating Fireball to Repeating Fireball (dizzy, Backflip to Fireball, Block to Fireball
Maneuver Spd Dam Mov Special
Jab 6 8 4
Strong 4 10 4
Fierce 3 12 3
Short 5 9 4
Forward 4 11 3
Roundhouse 2 13 3
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Slide Kick 3 12 5 Knockdown
Flying Body Spear
4 12 5 1 WP, Aerial, Dodge projectiles
Backflip 7 - 6 1 WP, can’t be hit during the move
Handstand Kick 3 13 2 Knockdown in Aerials
Chi Kung Healing
3 - 4 1 Chi/Health
Dim Mak 4 9 4
Psychic Vise 4 8 - 1 Chi, 1 WP, soaked with Int, dmg reduces Spd and WP
Combos: Flying Body Spear to Forward (dizzy), Slide Kick to
Handstand Kick, Backflip to Psychic Vise
Chapter 2 – Circuit Fighters
100
SUMO Schools: Most schools are located in Japan. These are the best, but not the only, schools. There are three schools located in Hawaii. One of these schools did produce a champion. Sumo is organized by a complex ranking system. Fighters are ranked in two ways: by weight and by number of tests completed. The weight portion is to ensure that smaller fighters aren't outclassed. The tests combine strict mental discipline and rigorous physical challenges. These challenges range from carrying large amounts of weight over long distances to fighting several Sumo at once. This tests the fighter's strength as well as his will. Members: Sumo Wrestling is purely dominated by large men. The larger the wrestler, the greater respect he will generally get, but this is not always the case. Concepts: Japanese traditionalists, large men Quote: “My size is my greatest weapon. You may be small and agile, but that won't stop me from crushing you.”
Chapter 2 – Circuit Fighters
101
SUMO A SUMO B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
OOO
O
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
O
OOO
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOO
OOOOOOO
OOOOOO
OOOO
OO
OOOOOOOO
Chi
OO OO OO OO OO OO OO O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OO
OOOO
OOOOOOOO
OO
OOOOOO
Chi
OO OO OO OO OO OO OO O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 4 3
Strong 3 6 3
Fierce 2 8 2
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 5 1
Movement 6 - 6
Jump 3 - 3 Aerial, Abort
Bear Hug 2 8 1 Sustained Hold
Head Butt 3 8 1
Flying Head Butt
3 9 6 1 WP, Aerial, straight line
Combos: Block to Bear Hug, Flying Head Butt to Head Butt
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 7 3
Forward 4 9 2
Roundhouse 2 11 2
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Foot Sweep 1 10 1 Crouching, Knockdown
Double-Hit Kick 1 8 2 Roll twice against standing target
Air Smash 2 11 2 Aerial, straight line, same hex
Combos: Air Smash to Double-Hit Kick (dizzy), Block to Foot Sweep
Chapter 2 – Circuit Fighters
102
SUMO A SUMO B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
OOO
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOO
OOOOOOO
O
OOOO
O
OOOO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
OOOOO
O
O
OOOOOO
Chi
OO OO OO O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 5 4
Strong 3 7 4
Fierce 2 9 3
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 6 1
Movement 6 - 7
Jump 3 - 4 Aerial, Abort
Bear Hug 2 9 1 Sustained Hold
Head Butt 3 9 1
Flying Head Butt
3 12 7 1 WP, Aerial, straight line
Maka Wara - 6 - Dmg when blocking
San He 5 - - Double soak, 1 Chi
Toughskin - - - 1 Chi, +2 Soak
Combos: Block to Bear Hug, Flying Head Butt to Head Butt, Block to Flying Head Butt
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 8 4
Forward 4 10 3
Roundhouse 2 12 3
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Foot Sweep 2 11 2 Crouching, Knockdown
Double-Hit Kick 2 9 3 Roll twice against standing target
Air Smash 3 12 3 Aerial, straight line, same hex
Spinning Foot Sweep
2 11 - 1 WP, Crouching, knockdown, hit adj hexes
Jumping Shoulder Butt
4 11 3 Dodge projectiles, don’t hits Crouching
Knee Basher 3 12 1 Sustained Hold, knockdown at the end
Sleeper 3 11 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns
Combos: Air Smash to Double-Hit Kick (dizzy), Block to Foot Sweep,
Block to Knee Basher
Chapter 2 – Circuit Fighters
103
SUMO A SUMO B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
OOO
Perception
Intelligence
Wits
O
OO
O
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOO
OO
OOOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
O
O
OOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 8 5
Strong 3 10 5
Fierce 2 12 4
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 7 1
Movement 6 - 8
Jump 3 - 5 Aerial, Abort
Bear Hug 2 10 1 Sustained Hold
Head Butt 3 12 1
Flying Head Butt
3 13 8 1 WP, Aerial, straight line
Maka Wara - 8 - Dmg when blocking
San He 5 - - Double soak, 1 Chi
Toughskin - - - 1 Chi, +2 Soak
Hundred Hand Slap
1 9 1 1 WP, Roll 3 times
Stunning Shout 6 - 3 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd
Combos: Block to Bear Hug, Flying Head Butt to Head Butt, Block to Flying Head Butt, Hundread Hand Slap to Head Butt (dizzy), Stunning Shout to Flying Head Butt
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 9 4
Forward 5 11 3
Roundhouse 3 13 3
Block 9 - - Abort, +2 Spd
Grab 5 9 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Foot Sweep 3 12 2 Crouching, Knockdown
Double-Hit Kick 3 10 3 Roll twice against standing target
Air Smash 4 12 3 Aerial, straight line, same hex
Spinning Foot Sweep
3 12 - 1 WP, Crouching, knockdown, hit adj hexes
Jumping Shoulder Butt
5 11 3 Dodge projectiles, don’t hits Crouching
Knee Basher 4 13 1 Sustained Hold, knockdown at the end
Sleeper 4 12 1 1 WP, Sustained Hold, Dizzy if hold for 3 turns
Toughskin - - - 1 Chi, +2 Soak
San He 7 - - Double soak, 1 Chi
Face Slam 4 12 1 Grab, Knockdown Combos: Air Smash to Double-Hit Kick (dizzy), Block to Foot Sweep,
Block to Knee Basher, San He to Sleeper, Block to Sleeper
Chapter 2 – Circuit Fighters
104
TAI CHI CHUAN Schools: There are schools worldwide, but they are most common in China and the United States. The basic forms are widely available on videotape, but these generally teach it as a form of exercise rather than any martial application. Members: Tai Chi Chuan may be studied by anyone of any age – training in its earliest stages is more relaxing than rigorous, and many students can benefit at this level. It is more commonly studied as just a “moving meditation”, for stress relief and limbering exercises. Concepts: Chinese immigrants, world travelers, philosophy students Quote: “If one wishes to be contracted, one must first be stretched. In order to become weak, one must first be strong. Before one can dispense, one must prosper. The sage conquers what is hard, and the weak overcomes the strong.”
Chapter 2 – Circuit Fighters
105
TAI CHI CHUAN A TAI CHI CHUAN B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
OOO
O
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OOO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
OOOOOOO
OOOO
OO
OO
OOOOOOOO
Chi
OO OO OO O
Willpower
OO OO OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOOOOO
OO
OOOO
OOOOOO
OOO
Chi
OO OO OO O
Willpower
OO OO OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 6 1
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Pin 2 8/6 4/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Improved Pin 3 8/7 4/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Combos: Jump to Improved Pin
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 5 1
Movement 7 - 4
Jump 7 - 1 Aerial, Abort
San He 6 - - Double soak, 1 Chi
Throw 2 7 1 Grab, throw Strength hexes, Knockdown
Back Roll Throw 3 9 1 Grab, throw Strength + Kick hexes, Knockdown
Combos: Block to Back Roll Throw, San He to Back Roll Throw
Chapter 2 – Circuit Fighters
106
TAI CHI CHUAN A TAI CHI CHUAN B
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
OOOOOOO
OO
O
O
OO
Chi
OO OO OO O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOOOOO
O
O
OOOO
O
Chi
OO OO OO O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Pin 3 10/8 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Improved Pin 4 10/9 5/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Breakfall - - -
Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques
Kick Defense 8 - - +4 Soak against Kicks, -2 against other Techniques
Zen No Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn
Grappling Defense
8 - 3 Soak Grabs using Grab
Combos: Jump to Improved Pin, Improved Pin to Improved Pin
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 7 1
Movement 8 - 5
Jump 8 - 2 Aerial, Abort
San He 7 - - Double soak, 1 Chi
Throw 3 9 1 Grab, throw Strength hexes, Knockdown
Back Roll Throw 4 11 1 Grab, throw Strength + Kick hexes, Knockdown
Air Throw 7 12 2 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Breakfall - - -
Disengage 6 - 0 Dexterity x Strength to break a Sustained Hold
Kippup - - -
Zen no Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn
Combos: Block to Back Roll Throw, San He to Back Roll Throw
Chapter 2 – Circuit Fighters
107
TAI CHI CHUAN A TAI CHI CHUAN B
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OO
O
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
OO
OOOO
Punch
Kick
Block
Grab
Athletics
Focus
O
OOOOOOO
O
O
O
O
Chi
OO OO O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOO
OOOOOOOO
O
Chi
OO O
Willpower
OO OO OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 7 4
Strong 5 9 4
Fierce 4 11 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Pin 3 10/8 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Improved Pin 4 10/9 5/2 Sustained Hold, Catch in adj hexes, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Breakfall - - -
Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques
Kick Defense 8 - - +4 Soak against Kicks, -2 against other Techniques
Zen No Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn
Grappling Defense
8 - 3 Soak Grabs using Grab
Chi Kung Healing
3 - 3 1 Chi/Health
Dim Mak 5 8 4 1 Chi, can delay the damage, reduces one Physical Attribute
Combos: Jump to Improved Pin, Improved Pin to Improved Pin, Grappling Defense to Improved Pin, Kick Defense to Dim Mak, Punch Defense to Dim Mak
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 7 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
San He 7 - - Double soak, 1 Chi
Throw 3 9 1 Grab, throw Strength hexes, Knockdown
Back Roll Throw 4 11 1 Grab, throw Strength + Kick hexes, Knockdown
Air Throw 7 12 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Breakfall - - -
Disengage 6 - 2 Dexterity x Strength to break a Sustained Hold
Kippup - - -
Zen no Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn
Chi Kung Healing
5 - 3 1 Chi/Health
Chi Push 3 15 - 2 Chi, +1 Chi for +1dmg, -2 dmg for +1 Range, -1 dmg to knock back, +1 Soak for 2 Chi spend (target)
Combos: Block to Back Roll Throw, San He to Back Roll Throw,
Block to Chi Push, Disengage to Chi Push
Chapter 2 – Circuit Fighters
108
WU SHU Schools: There are Wu Shu schools in nearly every country, although the best are in China. They are usually found in areas with many gymnastics or acrobatics schools. Teachers of Wu Shu are nearly as strict as drill instructors. They expect students to perform well beyond their potential. Students who fail to pull their own weight are usually asked to stop attending classes. Members: Wu Shu has more female practitioners than males, but this is usually because of the larger number of women in acrobatics. Men can also learn Wu Shu. Concepts: Circus acrobat, gymnast, dancer, performer in the Peking Circus Quote: “I am not just a fighter; I am also an artist. It is important that my attacks be perfect; one error, and my opponent has won.”
Chapter 2 – Circuit Fighters
109
WU SHU A WU SHU B
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
O
OO
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
OOO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
OO
OOOO
OOOOOOOO
OO
OOOOOOOO
Chi
O O O OO OO OO O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
OOOO
OOOOOO
OO
OOOOOOOO
OO
OOOOOOOO
Chi
O O O OO OO OO O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 3
Forward 4 8 2
Roundhouse 2 10 2
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Backflip Kick 4 8 2 Hit and move back
Forward Flip Knee
2 10 2 Aerial, target at the same or adj hex, jump over him, he can lost his move if interrupted
Combos: Jump to Forward Flip Knee to Forward Flip Knee
Maneuver Spd Dam Mov Special
Jab 6 3 3
Strong 4 5 3
Fierce 3 7 2
Short 5 4 3
Forward 4 6 2
Roundhouse 2 8 2
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Rolling Attack 4 9 7 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes
Vertical Rolling Attack
4 9 3 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials
Combos: Jump to Vertical Rolling Attack
Chapter 2 – Circuit Fighters
110
WU SHU A WU SHU B
Rank 4 Rank 4
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
O
O
OOOO
O
OOOOOOOO
Chi
O O O OO OO OO O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
OO
OO
O
OOOOOOOO
O
OOOOOOOO
Chi
O O O OO OO OO O
Willpower
OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 7 4
Forward 5 9 3
Roundhouse 3 11 3
Block 9 - - Abort, +2 Spd
Grab 5 5 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Backflip Kick 5 9 2 Hit and move back
Forward Flip Knee
3 11 2 Aerial, target at the same or adj hex, jump over him, he can lost his move if interrupted
Flying Thrust Kick
5 13 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Forward Backflip Kick
7 8 2 1 WP, Roll twice in Aerials
Combos: Jump to Forward Flip Knee to Forward Flip Knee, Forward Backflip Kick to Forward Backflip Kick (dizzy), Forward Backflip Kick to Flying Thrust Kick (dizzy)
Maneuver Spd Dam Mov Special
Jab 7 5 4
Strong 5 7 4
Fierce 4 9 3
Short 6 6 4
Forward 5 8 3
Roundhouse 3 10 3
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Rolling Attack 5 11 8 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes
Vertical Rolling Attack
5 11 4 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials
Spinning Back Fist
4 8 5
Spinning Knuckle
4 7 7 1 WP, Dodge projectiles, Roll twice
Kippup - - -
Combos: Jump to Vertical Rolling Attack, Block to Rolling Attack to
Spinning Knuckle (dizzy)
Chapter 2 – Circuit Fighters
111
WU SHU A WU SHU B
Rank 7 Rank 7
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
O
OOO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
OOOOOOOO
OOOOOOOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
OO
OOOOOOOO
OOOOOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 7 8 5
Forward 6 10 4
Roundhouse 4 12 4
Block 10 - - Abort, +2 Spd
Grab 6 8 1
Movement 9 - 8
Jump 9 - 5 Aerial, Abort
Backflip Kick 6 10 2 Hit and move back
Forward Flip Knee
4 12 2 Aerial, target at the same or adj hex, jump over him, he can lost his move if interrupted
Flying Thrust Kick
6 14 3 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Forward Backflip Kick
8 9 2 1 WP, Roll twice in Aerials
Flying Tackle 5 8 7 Grab, Knockdown in both, +2 Spd to next grab
Kippup - - -
Pin 5 10/8 6/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Combos: Jump to Forward Flip Knee to Forward Flip Knee, Forward Backflip Kick to Forward Backflip Kick (dizzy), Forward Backflip Kick to Flying Thrust Kick (dizzy), Jump to Flying Tackle to Pin, Jump to Flying Thrust Kick
Maneuver Spd Dam Mov Special
Jab 7 8 6
Strong 5 10 6
Fierce 4 12 5
Short 6 9 6
Forward 5 11 5
Roundhouse 3 13 5
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 9
Jump 8 - 6 Aerial, Abort
Rolling Attack 5 13 10 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes
Vertical Rolling Attack
5 13 6 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials
Spinning Back Fist
4 11 7
Spinning Knuckle
4 10 9 1 WP, Dodge projectiles, Roll twice
Kippup - - -
Whirlwind Kick 3 9 5 2 WP, Aerial, hit and knock back adj hexes
Flying Heel Stomp
5 11 8 1 WP, Aerial, straight line, hit and move
Combos: Jump to Vertical Rolling Attack, Block to Rolling Attack to
Spinning Knuckle (dizzy), Block to Whirlwind Kick (dizzy)
Chapter 2 – Circuit Fighters
112
Chapter 3:
ANIMAL HYBRIDS No one really knows what lives in the wild areas of orr planet. Strange stories occasionally filter back to civilization – tales of weird creatures stalking through the untamed wilderness. For millennia, these stories have been myths and little more. Recently, however, a few of these half-man/half-animals have emerged from their lairs to enter the civilized world. Rarely is such an immigration successful, for most of these hybrids have difficulty controlling their animal sides and just can't adapt to human society. Accordingly, they shun large cities, living on the outskirts of the wilds that spawned them. Many hybrids are attracted to the inherent violence of the Street Fighter circuit. Here they find a place where they can vent their anger and frustration. Here they find something they understand: the strong triumphing while the weak are cast down in defeat. Only in the arena can a hybrid let loose without breaking the weak humans around him.
Chapter 3 – Unique Fighters
113
HYBRID A – SANBO (BEAR) HYBRID B – WU SHU (QUICK MAMMAL)
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOOOO
O
Perception
Intelligence
Wits
OOOO
OOO
OO
Strength
Dexterity
Stamina
OOO
OO
Perception
Intelligence
Wits
OOOO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
A. Hybrid
OOOOOOOO
OOOOOOOO
OO
OO
OO
OOOOOOOO
OO
Chi
OO O O O OO OO OO O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
A. Hybrid
OOOOOO
OO
OO
OOOOOOOO
OO
OOOOOOOO
OOOO
Chi
O O O OO OO OO O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 6 - - Abort, +2 Spd
Grab 2 9 1
Movement 5 - 6
Jump 5 - 3 Aerial, Abort
Bite 3 11 2
Claw 1 12 3
Bear Hug 1 12 1 Sustained Hold
Suplex 2 11 1 Grab, Knockdown
Head Bite 3 12 1 Sustained Hold
Combos: Bite to Suplex to Head Bite
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 7 6 3
Forward 6 8 2
Roundhouse 4 10 2
Block 10 - - Abort, +2 Spd
Grab
Movement 9 - 6
Jump 9 - 3 Aerial, Abort
Claw 5 8 3
Tail Slash 5 7 4
Upper Tail Strike
7 9 4 Knockdown in Aerials
Pounce 5 8 7 1 WP, Aerial, Dodge projectiles
Combos: Pounce to Upper Tail Strike
Chapter 3 – Unique Fighters
114
HYBRID A – SANBO (BEAR) HYBRID B – WU SHU (QUICK MAMMAL)
Rank 4 Rank 4
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOOO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
A. Hybrid
OOOOOOOO
OOOOOOOO
O
O
O
OO
OO
Chi
OO OO OO O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
A. Hybrid
OO
O
O
OOOOOOOO
O
OOOOOOOO
OOOO
Chi
O O O OO OO OO O
Willpower
OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 10 1
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Bite 4 11 3
Claw 2 12 4
Bear Hug 2 13 1 Sustained Hold
Suplex 3 12 1 Grab, Knockdown
Back Breaker 2 13 1 Grab, knockdown
Siberian Bear Crusher
3 13 5 1 WP, Grab, move up to 3 hexes, knockdown
Toughskin - - - 1 Chi, +2 Soak
Head Bite 4 13 1 Sustained Hold
Combos: Bite to Suplex to Head Bite
Maneuver Spd Dam Mov Special
Jab 8 6 4
Strong 6 8 4
Fierce 3 10 3
Short 7 8 4
Forward 6 10 3
Roundhouse 4 12 3
Block 10 - - Abort, +2 Spd
Grab
Movement 9 - 7
Jump 9 - 4 Aerial, Abort
Claw 5 9 4
Tail Slash 5 8 5
Tail Sweep 5 9 - Crouching, Knockdown, hit all adj hexes, 1 WP
Typhoon Tail 4 13/10 5 1 Chi, 1 WP, 1st dmg in target hex, knocking him back; 2nd dmg in adj hexes, Aerial
Pounce 5 9 8 1 WP, Aerial, Dodge projectiles
Upper Tail Strike
7 10 5 Knockdown in Aerials
Dragon’s Tail 5 12 2 Knockdown in Aerials, knock back standing target
Combos: Pounce to Upper Tail Strike, Block to Dragon’s Tail
Chapter 3 – Unique Fighters
115
HYBRID A – SANBO (BEAR) HYBRID B – WU SHU (QUICK MAMMAL)
Rank 7 Rank 7
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
OOO
OO
Strength
Dexterity
Stamina
O
Perception
Intelligence
Wits
OOOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OOOOOO
OOOO
OO
OO
Chi
OO OO OO O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OO
O
OOOOOOOO
O
O
OOOO
Chi
OO OO OO O
Willpower
OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 6 5
Strong 3 8 5
Fierce 2 10 4
Short 4 8 5
Forward 3 10 4
Roundhouse 1 12 4
Block 7 - - Abort, +2 Spd
Grab 3 11 1
Movement 6 - 8
Jump 6 - 5 Aerial, Abort
Bite 4 11 4
Claw 2 12 5
Bear Hug 2 13 1 Sustained Hold
Suplex 3 13 1 Grab, Knockdown
Back Breaker 2 14 1 Grab, knockdown
Siberian Bear Crusher
3 14 6 1 WP, Grab, move up to 3 hexes, knockdown
Toughskin - - - 1 Chi, +2 Soak
Head Bite 4 14 1 Sustained Hold
Drunken Monkey Roll
6 - 7 Crouching, Dodge projectiles
Siberian Suplex 3 13 1 1 WP, Roll twice, both move 1 hex
Combos: Bite to Suplex to Head Bite, Drunken Monkey Roll to Head Bite, Siberian Bear Crusher to Siberian Suplex to Head Bite, Siberian Bear Crusher to Head Bite
Maneuver Spd Dam Mov Special
Jab 8 8 4
Strong 6 10 4
Fierce 3 12 3
Short 7 10 4
Forward 6 12 3
Roundhouse 4 14 3
Block 10 - - Abort, +2 Spd
Grab
Movement 9 - 7
Jump 9 - 4 Aerial, Abort
Claw 5 10 4
Tail Slash 5 9 5
Tail Sweep 5 10 - Crouching, Knockdown, hit all adj hexes, 1 WP
Typhoon Tail 4 14/11 5 1 Chi, 1 WP, 1st dmg in target hex, knocking him back; 2nd dmg in adj hexes, Aerial
Pounce 5 10 8 1 WP, Aerial, Dodge projectiles
Upper Tail Strike
7 11 5 Knockdown in Aerials
Dragon’s Tail 5 13 2 Knockdown in Aerials, knock back standing target
Fireball 3 9 - 1 Chi, Range 9
Flying Fireball 3 9 4 1 Chi, 1 WP, Range 9, target don’t dodge with Aerial
Combos: Pounce to Upper Tail Strike, Block to Dragon’s Tail, Flying
Fireball to Pounce (dizzy), Block to Tail Sweep
Chapter 3 – Unique Fighters
116
HYBRID C – SHOTOKAN KARATE (LIZARD) HYBRID D – KUNG FU (FELINE)
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
OO
O
Perception
Intelligence
Wits
OOOO
OOO
OO
Strength
Dexterity
Stamina
OOO
OO
Perception
Intelligence
Wits
OOOO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OOOOO
OOOOOOOO
OO
OO
OO
OOOOOOOO
Chi
O O O OO OO OO O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OO
OOOOOO
OO
OOOOOOOO
OO
OOOOOOOO
OO
Chi
O O OO OO OO O
Willpower
OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Bite 5 10 2
Tail Slash 3 10 4
Claw 3 11 3
Head Bite 5 10 1 Sustained Hold
Upper Tail Strike
5 10 5 Knockdown in Aerials
Combos: Block to Upper Tail Strike, Upper Tail Strike to Head Bite
Maneuver Spd Dam Mov Special
Jab 8 5 3
Strong 6 7 3
Fierce 5 9 2
Short
Forward
Roundhouse
Block 10 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Claw 5 8 3
Bite 7 7 2
Punch Defense 10 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
8 6 - Soak against Punches
Drunken Monkey Roll
9 - 5 Crouching, Dodge projectiles
Combos: Deflecting Punch to Bite (dizzy), Drunken Monkey Roll to
Claw
Chapter 3 – Unique Fighters
117
HYBRID C – SHOTOKAN KARATE (LIZARD) HYBRID D – KUNG FU (FELINE)
Rank 4 Rank 4
Strength
Dexterity
Stamina
OO
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOOO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OOOOO
OOOOOOOO
O
OO
O
O
Chi
O O OO OO OO O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
O
OOOOOO
OO
O
O
OOOOOOOO
OO
Chi
O O OO OO OO O
Willpower
OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Bite 5 11 3
Tail Slash 3 11 5
Claw 3 12 4
Head Bite 5 10 1 Sustained Hold
Upper Tail Strike
5 11 6 Knockdown in Aerials
Venom 5 8 3 1 Chi, -1 Spd & 1 dmg for next two turns
Acid Breath 2 9 3 1 Chi, Range 5, Dmg -3 and -6 for next two turns
Tail Sweep 3 12 - Crouching, Knockdown, hit all adj hexes, 1 WP
Combos: Block to Upper Tail Strike, Upper Tail Strike to Head Bite, Venom to Head Bite
Maneuver Spd Dam Mov Special
Jab 8 7 4
Strong 6 9 4
Fierce 5 11 3
Short
Forward
Roundhouse
Block 10 - - Abort, +2 Spd
Grab 6 8 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Claw 5 9 4
Bite 7 8 3
Punch Defense 10 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
8 8 - Soak against Punches
Drunken Monkey Roll
9 - 6 Crouching, Dodge projectiles
Ripping Bite 5 9 1 1 WP, Grab, -1 Strength and Dexterity to the target
Tearing Bite 6 12 1 1 Chi, Grab, Throw Strength -1
Jaw Spin 6 13 - 1 Chi, must receive a lower speed attack
Combos: Deflecting Punch to Bite (dizzy), Drunken Monkey Roll to
Claw, Ripping Bite to Tearing Bite
Chapter 3 – Unique Fighters
118
HYBRID C – SHOTOKAN KARATE (LIZARD) HYBRID D – KUNG FU (FELINE)
Rank 7 Rank 7
Strength
Dexterity
Stamina
Perception
Intelligence
Wits
OOOO
OO
Strength
Dexterity
Stamina
O
Perception
Intelligence
Wits
OO
OOO
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
O
OOOOOOOO
O
OO
Chi
OO OO O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
O
OOOOOO
O
O
O
OO
Chi
OO OO OO O
Willpower
OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 8 5
Strong 5 10 5
Fierce 4 12 4
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 8 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Bite 6 11 3
Tail Slash 4 11 5
Claw 4 12 4
Head Bite 6 11 1 Sustained Hold
Upper Tail Strike
6 11 6 Knockdown in Aerials
Venom 6 10 3 1 Chi, -1 Spd & 1 dmg for next two turns
Acid Breath 3 11 3 1 Chi, Range 5, Dmg -3 and -6 for next two turns
Tail Sweep 4 12 - Crouching, Knockdown, hit all adj hexes, 1 WP
Power Upppercut
4 12 1 Knockdown in Aerials
Dragon Punch 5 15 3 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Combos: Block to Upper Tail Strike, Upper Tail Strike to Head Bite, Venom to Head Bite, Acid Breath to Dragon Punch (dizzy), Venom to Upper Tail Strike (dizzy)
Maneuver Spd Dam Mov Special
Jab 8 8 5
Strong 6 10 5
Fierce 5 12 4
Short
Forward
Roundhouse
Block 10 - - Abort, +2 Spd
Grab 6 9 1
Movement 7 - 8
Jump 7 - 5 Aerial, Abort
Claw 5 10 5
Bite 7 9 4
Punch Defense 10 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
8 9 - Soak against Punches
Drunken Monkey Roll
9 - 7 Crouching, Dodge projectiles
Ripping Bite 5 10 1 1 WP, Grab, -1 Strength and Dexterity to the target
Tearing Bite 6 13 1 1 Chi, Grab, Throw Strength -1
Jaw Spin 6 14 - 1 Chi, must receive a lower speed attack
Balance - - - +1 Mov to Aerials
Kippup - - -
Breakfall - - -
Monkey Grab Punch
4 10 6 Ignores Blocks
Combos: Deflecting Punch to Bite (dizzy), Drunken Monkey Roll to
Claw, Ripping Bite to Tearing Bite (dizzy), Monkey Grab Punch to
Tearing Bite (dizzy)
Chapter 3 – Unique Fighters
119
HYBRID E – N. A. WRESTLING (HAWK) HYBRID F – CAPOEIRA (APE)
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOOO
OOO
Perception
Intelligence
Wits
OOOO
OOO
OO
Strength
Dexterity
Stamina
OOOOOO
O
Perception
Intelligence
Wits
OOOO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OOOOOOOO
OOOOOOOO
OO
OO
OO
OOOOOOOO
OO
Chi
O O O OO OO OO O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OOOOOO
OO
OO
OOOOOOOO
OO
OOOOOOOO
OOOOOO
Chi
O O O OO OO OO O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 10 - - Abort, +2 Spd
Grab 6 6 1
Movement 9 - 6
Jump 9 - 3 Aerial, Abort
Claw 5 9 3
Bite 7 8 2
Ripping Bite 5 8 1 1 WP, Grab, -1 Strength and Dexterity to the target
Head Bite 7 9 1 Sustained Hold
Thunderstrike 6 11 2 Enter in the target hex, hit and move
Combos: Bite to Ripping Bite, Block to Head Bite
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 3 9 3
Forward 2 11 2
Roundhouse 0 13 2
Block 6 - - Abort, +2 Spd
Grab
Movement 5 - 6
Bite 3 9 2
Backflip 5 - 5 1 WP, can’t be hit during the move
Tumbling Attack 1 8 2 1 WP, straight line, same hex, hit and knock back until Move ends
Combos: Backflip to Tumbling Attack, Block to Tumbling Attack
Chapter 3 – Unique Fighters
120
HYBRID E – N. A. WRESTLING (HAWK) HYBRID F – CAPOEIRA (APE)
Rank 4 Rank 4
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
OOOO
Perception
Intelligence
Wits
OOOO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OOOO
OOOOOOOO
OOO
OOO
O
OO
OO
Chi
O O O OO OO OO O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OOOOOO
O
O
OO
O
OOOOOOOO
OOOOOO
Chi
O O O OO OO OO O
Willpower
OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 8 5 4
Strong 6 7 4
Fierce 5 9 3
Short
Forward
Roundhouse
Block 10 - - Abort, +2 Spd
Grab 6 7 1
Movement 9 - 7
Jump 9 - 4 Aerial, Abort
Claw 5 10 4
Bite 7 9 3
Ripping Bite 5 9 1 1 WP, Grab, -1 Strength and Dexterity to the target
Head Bite 7 10 1 Sustained Hold
Thunderstrike 6 13 3 Enter in the target hex, hit and move
Throw 4 9 1 Grab, throw Strength hexes, Knockdown
Air Throw 8 12 4 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Diving Hawk 6 13 6 1 WP, Aerial, straight line, Dodge projectiles, same hex
Combos: Bite to Ripping Bite, Block to Head Bite, Diving Hawk to Thunderstrike, Thunderstrike to Diving Hawk
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 10 4
Forward 3 12 3
Roundhouse 1 14 3
Block 7 - - Abort, +2 Spd
Grab 3 9 1
Movement 6 - 7
Bite 4 9 3
Backflip 6 - 6 1 WP, can’t be hit during the move
Tumbling Attack 2 9 3 1 WP, straight line, same hex, hit and knock back until Move ends
Ripping Bite 2 9 1 1 WP, Grab, -1 Strength and Dexterity to the target
Tearing Bite 4 12 1 1 Chi, Grab, Throw Strength -1
Combos: Backflip to Tumbling Attack, Block to Tumbling Attack
(dizzy), Block to Ripping Bite to Tumbling Attack (dizzy)
Chapter 3 – Unique Fighters
121
HYBRID E – N. A. WRESTLING (HAWK) HYBRID F – CAPOEIRA (APE)
Rank 7 Rank 7
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
O
OOO
O
Strength
Dexterity
Stamina
OO
Perception
Intelligence
Wits
OO
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OOOOOOOO
OOO
OO
OO
Chi
OO OO OO O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
O
O
O
O
OOOOOOOO
OOOOOO
Chi
OO OO OO O
Willpower
OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 9 8 5
Strong 7 10 5
Fierce 6 12 4
Short
Forward
Roundhouse
Block 11 - - Abort, +2 Spd
Grab 7 7 1
Movement 10 - 8
Jump 10 - 5 Aerial, Abort
Claw 6 10 5
Bite 8 9 4
Ripping Bite 6 9 1 1 WP, Grab, -1 Strength and Dexterity to the target
Head Bite 8 10 1 Sustained Hold
Thunderstrike 7 14 4 Enter in the target hex, hit and move
Throw 5 9 1 Grab, throw Strength hexes, Knockdown
Air Throw 9 12 5 1 WP, Aerial, Grab, Knockdown, Must interrupt in the air
Diving Hawk 7 14 7 1 WP, Aerial, straight line, Dodge projectiles, same hex
Buffalo Punch 5 14 1
Shockwave 7 9 - 1 Chi, Knockdown in straight line, Range 4
Thunderclap 4 2 - 1 Chi, affects all in 3 hexes range
Combos: Bite to Ripping Bite, Block to Head Bite, Diving Hawk to Thunderstrike, Thunderstrike to Diving Hawk, Buffalo Punch to Shockwave
Maneuver Spd Dam Mov Special
Jab 6 9 5
Strong 4 11 5
Fierce 3 13 4
Short 5 10 5
Forward 4 12 4
Roundhouse 2 14 4
Block 8 - - Abort, +2 Spd
Grab 4 10 1
Movement 7 - 8
Bite 5 9 4
Backflip 7 - 7 1 WP, can’t be hit during the move
Tumbling Attack 3 10 4 1 WP, straight line, same hex, hit and knock back until Move ends
Ripping Bite 3 9 1 1 WP, Grab, -1 Strength and Dexterity to the target
Tearing Bite 5 12 1 1 Chi, Grab, Throw Strength -1
Jump 7 - 5 Aerial, Abort
Head Butt 4 13 3
Head Bite 5 13 1 Sustained Hold
Dislocate Limb 3 11 6 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Combos: Backflip to Tumbling Attack, Block to Tumbling Attack
(dizzy), Block to Ripping Bite to Tumbling Attack (dizzy), Dislocate
Limb to Tearing Bite (dizzy), Dislocate Limb to Head Bite
Chapter 3 – Unique Fighters
122
HYBRID G – SPECIAL FORCES (KANGAROO) HYBRID H – WESTERN KICKBOXING (WOLF)
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOOO
O
Perception
Intelligence
Wits
OOOO
OOO
OO
Strength
Dexterity
Stamina
OOOO
OOO
Perception
Intelligence
Wits
OOOO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OOOOOOOO
OOOO
OOO
OOOO
OO
OOOOOOOO
OO
Chi
OO O O O OO OO OO O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OOOOOO
OO
OO
OOOOOOOO
OO
OOOOOOOO
OO
Chi
OO O O O OO OO OO O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 7 3
Forward 3 9 2
Roundhouse 1 11 2
Block 7 - - Abort, +2 Spd
Grab 3 7 1
Movement 6 - 6
Tail Slash 2 10 4
Bite 4 10 2
Upper Tail Strike
4 10 4 Knockdown in Aerials
Foot Sweep 1 10 1 Crouching, Knockdown
Suplex 3 9 1 Grab, Knockdown
Combos: Block to Suplex, Foot Sweep to Upper Tail Strike
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 7 6 3
Forward 6 8 2
Roundhouse 4 10 2
Block 10 - - Abort, +2 Spd
Grab
Movement 9 - 6
Jump 9 - 3 Aerial, Abort
Bite 7 8 2
Claw 5 9 3
Double-Hit Kick 4 7 2 Roll twice in standing target
Double Dread Kick
4 7/10 4 1 WP, hit, knock back and hit again
Combos: Double-Hit Kick to Double Dread Kick (dizzy)
Chapter 3 – Unique Fighters
123
HYBRID G – SPECIAL FORCES (KANGAROO) HYBRID H – WESTERN KICKBOXING (WOLF)
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OOOO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OOOOOOOO
O
O
OO
O
OOOOOOOO
OO
Chi
OO OO OO OO OO OO O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OOOOOO
O
O
OO
O
OOOOOOOO
OO
Chi
OO OO OO OO OO OO O
Willpower
OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 9 4
Forward 5 11 3
Roundhouse 3 13 3
Block 9 - - Abort, +2 Spd
Grab 5 8 1
Movement 8 - 7
Tail Slash 4 10 5
Bite 6 10 3
Upper Tail Strike
6 10 5 Knockdown in Aerials
Foot Sweep 3 12 2 Crouching, Knockdown
Suplex 5 10 1 Grab, Knockdown
Head Bite 6 11 1
Tiger Knee 8 11 4 2 WP, Aerial, knockdown
Jump 8 - 4 Aerial, Abort
Combos: Block to Suplex, Foot Sweep to Upper Tail Strike, Jump to Tiger Knee, Jump to Upper Tail Strike
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 7 8 4
Forward 6 10 4
Roundhouse 4 12 3
Block 10 - - Abort, +2 Spd
Grab
Movement 9 - 7
Jump 9 - 4 Aerial, Abort
Bite 7 9 3
Claw 5 10 4
Double-Hit Kick 4 9 3 Roll twice in standing target
Double Dread Kick
4 9/12 5 1 WP, hit, knock back and hit again
Ripping Bite 5 9 1 1 WP, Grab, -1 Strength and Dexterity to the target
Tearing Bite 7 12 1 1 Chi, Grab, Throw Strength -1
Flying Knee Thrust
7 10 5 1 WP
Reverse Frontal Kick
5 11 3 Ignores Blocks
Combos: Double-Hit Kick to Double Dread Kick (dizzy), Ripping Bite
to Double Dread Kick (dizzy)
Chapter 3 – Unique Fighters
124
24
HYBRID G – SPECIAL FORCES (KANGAROO) HYBRID H – WESTERN KICKBOXING (WOLF)
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
Perception
Intelligence
Wits
OO
OO
O
Strength
Dexterity
Stamina
O
Perception
Intelligence
Wits
O
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
OO
OO
OOOOOOOO
OO
Chi
OO OO OO O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Animal Hybrid
O
O
O
O
OOOOOOOO
OO
Chi
OO OO OO O
Willpower
OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 8 7 5
Strong 6 9 5
Fierce 5 11 4
Short 7 10 5
Forward 6 12 4
Roundhouse 4 14 4
Block 10 - - Abort, +2 Spd
Grab 6 8 1
Movement 9 - 8
Tail Slash 5 10 6
Bite 7 10 4
Upper Tail Strike
7 10 6 Knockdown in Aerials
Foot Sweep 4 13 3 Crouching, Knockdown
Suplex 6 10 1 Grab, Knockdown
Head Bite 7 11 1
Tiger Knee 9 12 5 2 WP, Aerial, knockdown
Jump 9 - 5 Aerial, Abort
Tail Sweep 6 11 - Crouching, Knockdown, hit all adj hexes, 1 WP
Typhoon Tail 5 15/12 7 1 Chi, 1 WP, 1st dmg in target hex, knocking him back; 2nd dmg in adj hexes, Aerial
Dragon’s Tail 6 14 4 Knockdown in Aerials, knock back standing target
Combos: Block to Suplex, Foot Sweep to Upper Tail Strike, Jump to Tiger Knee, Jump to Upper Tail Strike, Block to Typhoon Tail
Maneuver Spd Dam Mov Special
Jab 8 8 5
Strong 6 10 5
Fierce 5 12 4
Short 7 9 4
Forward 6 11 4
Roundhouse 4 13 3
Block 10 - - Abort, +2 Spd
Grab
Movement 9 - 7
Jump 9 - 4 Aerial, Abort
Bite 7 10 3
Claw 5 11 4
Double-Hit Kick 4 10 3 Roll twice in standing target
Double Dread Kick
4 10/13 5 1 WP, hit, knock back and hit again
Ripping Bite 5 10 1 1 WP, Grab, -1 Strength and Dexterity to the target
Tearing Bite 7 13 1 1 Chi, Grab, Throw Strength -1
Flying Knee Thrust
7 11 5 1 WP
Reverse Frontal Kick
5 12 3 Ignores Blocks
Knee Basher 5 13 1 Sustained Hold, knockdown at the end
Brain Cracker 6 11 1 Sustained Hold
Punch Defense 10 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
8 9 - Soak against Punches
Lunging Punch 6 10 6 Crouching, Only Kick Defense blocks
Combos: Double-Hit Kick to Double Dread Kick (dizzy), Ripping Bite
to Double Dread Kick (dizzy), Block to Knee Basher, Deflecting Punch
to Brain Cracker
Chapter 3 – Unique Fighters
125
ELEMENTALISTS AND CYBERNETICS Recently, Street Fighter arenas have been invaded by a new breed of warriors – half-human, half-machine beings known as cyborgs. Some managers and traditionalists feel that this violates the spirit of competition. Nonetheless, cyborgs have been allowed to compete in Street Fighter torrnaments, albeit with reluctance. No one knows what causes certain people to exhibit elemental powers. Perhaps a quirk in their genes gives Elementals a firm connection with the planet? They also tend to specialize in only one element. Their temperaments often mirror their chosen elements. A fire elemental is hot-headed and volatile, while an earth elemental is slow to anger and steadfast in its convictions. Water elementals are free thinkers and persistent, and air elementals are wanderers. Apparently an elemental's mindset is a major factor in determining which element she can manipulate.
Chapter 3 – Unique Fighters
126
WATER A – CAPOEIRA WATER B – KUNG FU
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
OOO
OOOOO
O
Perception
Intelligence
Wits
OOOO
O
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOO
OO
OOOO
OOOOOOOO
OOOOOO
OOO
OO
Chi
OO OO O O O O O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOO
OOOOO
OOOOOOOO
OO
OOOO
OOOO
Chi
OO O O O O O
Willpower
OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 1
Forward 4 8 0
Roundhouse 2 10 0
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 4
Jump 7 - 1 Aerial, Abort
Double-Hit Knee 4 6 0 Roll twice
Pool 5 - 0 Only be hit by energy
Combos: Pool to Double-Hit Knee to Double-Hit Knee (dizzy)
Maneuver Spd Dam Mov Special
Jab 4 4 3
Strong 2 6 3
Fierce 1 8 2
Short
Forward
Roundhouse
Block
Grab
Movement 5 - 6
Jump 5 - 3 Aerial, Abort
Drunken Monkey Roll
5 - 5 Crouching, Dodge projectiles
Drench 5 7 1 1 Chi, Range 6
Combos: Drench to Drench to Drench (dizzy)
Chapter 3 – Unique Fighters
127
WATER A – CAPOEIRA WATER B – KUNG FU
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
OOO
OOO
O
Perception
Intelligence
Wits
OOOO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOO
O
OOOO
OOOO
O
OOO
OO
Chi
OO OO O O O O O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOO
OOO
OOOOOOOO
O
O
OO
Chi
O O O
Willpower
OO OO OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 8 4
Forward 5 10 3
Roundhouse 3 12 3
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Double-Hit Knee 5 8 2 Roll twice
Pool 6 - 2 Only be hit by energy
Backflip Kick 5 10 2 Hit and move back
Cartwheel Kick 4 8 6 1 WP, straight line, knock back, +1 Dam for hex moved
Knee Basher 4 12 1 Sustained Hold, knockdown at the end
Combos: Pool to Double-Hit Knee to Double-Hit Knee (dizzy), Pool to Cartwheel Kick, Knee Basher to Knee Basher, Pool to Knee Basher
Maneuver Spd Dam Mov Special
Jab 5 5 4
Strong 3 7 4
Fierce 2 9 3
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Drunken Monkey Roll
6 - 6 Crouching, Dodge projectiles
Drench 6 9 2 1 Chi, Range 6
Drain 4 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge
Elemental Skin 3 - - 1 Chi, 1 WP, lasts Focus turns, -1 success in dmg suffered
Combos: Drench to Drench to Drench (dizzy), Drench to Drain
Chapter 3 – Unique Fighters
128
28
WATER A – CAPOEIRA WATER B – KUNG FU
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
Strength
Dexterity
Stamina
OO
O
O
Perception
Intelligence
Wits
OOOO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOO
O
OOOO
OOO
Chi
OO OO OO O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOO
OO
OOOOOOOO
OO
Chi
O
Willpower
OO OO OO OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 4 5
Strong 5 6 5
Fierce 4 8 4
Short 6 10 5
Forward 5 12 4
Roundhouse 3 14 4
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Double-Hit Knee 5 10 3 Roll twice
Pool 6 - 3 Only be hit by energy
Backflip Kick 5 12 2 Hit and move back
Cartwheel Kick 4 10 7 1 WP, straight line, knock back, +1 Dam for hex moved
Knee Basher 4 14 1 Sustained Hold, knockdown at the end
Elemental Skin 3 - - 1 Chi, 1 WP, lasts Focus turns, -1 success in dmg suffered
Elemental Stride 6 - - 1 Chi, disappear and come back when and where want
Combos: Pool to Double-Hit Knee to Double-Hit Knee (dizzy), Pool to Cartwheel Kick, Knee Basher to Knee Basher, Pool to Knee Basher
Maneuver Spd Dam Mov Special
Jab 6 7 5
Strong 4 9 5
Fierce 3 11 4
Short 5 4 5
Forward 4 6 4
Roundhouse 2 8 4
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 8
Jump 7 - 5 Aerial, Abort
Drunken Monkey Roll
7 - 7 Crouching, Dodge projectiles
Drench 6 11 3 1 Chi, Range 6
Drain 4 1 4 1 Chi, automatic damage, Perception + Mysteries to see and dodge
Elemental Skin 3 - - 1 Chi, 1 WP, lasts Focus turns, -1 success in dmg suffered
Pool 6 - 3 Only be hit by energy
Rekka Ken - - - 1 WP, +3 Spd for Basic Punch
Kippup - - -
Combos: Drench to Drench to Drench (dizzy), Drench to Drain
(dizzy), Drunken Monkey Roll to Elemental Skin
Chapter 3 – Unique Fighters
129
WATER C – NINJITSU WATER D – SAVATE
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOO
OOOOO
OOOOOOOO
OO
OOOO
OOOO
Chi
O O O O O
Willpower
OO OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOO
OOOO
OOOOOOOO
OOOO
OOOO
OOOOOO
Chi
OO OO O O O O O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 5 3
Strong 4 7 3
Fierce 3 9 2
Short
Forward
Roundhouse
Block
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Shikan-Ken 5 7 3 Resisted Strength roll to knock back, Knockdown in Aerials
Drain 3 1 2 1 Chi, automatic damage, Perception + Mysteries to see and dodge
Combos: Drain to Shikan-ken (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 5 2
Strong 4 7 2
Fierce 3 9 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Displacement 6 5 3 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Drench 4 7 0 1 Chi, Range 4
Combos: Drench to Displacement (dizzy)
Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1
Soak if interrupted kicking by crorching maneuver
Chapter 3 – Unique Fighters
130
WATER C – NINJITSU WATER D – SAVATE
Rank 4 Rank 4
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
O
OOO
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOO
OOO
OOOO
O
OOOO
OOOO
Chi
O O O
Willpower
OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOO
OOO
OOOOOOOO
O
O
OO
Chi
O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 6 4
Strong 5 8 4
Fierce 4 10 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 5 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Shikan-Ken 6 8 4 Resisted Strength roll to knock back, Knockdown in Aerials
Drain 4 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge
Drench 6 8 2 1 Chi, Range 4
Disengage 6 - 2 Dexterity x Strength to break a Sustained Hold
Rekka Ken - - - 1 WP, +3 Spd for Basic Punch
Combos: Drain to Shikan-ken (dizzy), Jump to Drench
Maneuver Spd Dam Mov Special
Jab 7 7 4
Strong 5 9 4
Fierce 4 11 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Displacement 7 7 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Drench 5 8 2 1 Chi, Range 6
Drain 3 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge
Elemental Skin 2 - - 1 Chi, 1 WP, lasts Focus turns, -1 success in dmg suffered
Kippup - - -
Combos: Drench to Displacement (dizzy)
Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1
Soak if interrupted kicking by crorching maneuver
Chapter 3 – Unique Fighters
131
WATER C – NINJITSU WATER D – SAVATE
Rank 7 Rank 7
Strength
Dexterity
Stamina
OO
Perception
Intelligence
Wits
OOOO
O
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOO
OO
OOOO
OOOO
Chi
O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
O
O
OOOOOOOO
O
O
OO
Chi
O O O
Willpower
OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 7 5
Strong 5 9 5
Fierce 4 11 4
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 5 1
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Shikan-Ken 6 9 5 Resisted Strength roll to knock back, Knockdown in Aerials
Drain 4 1 4 1 Chi, automatic damage, Perception + Mysteries to see and dodge
Drench 6 11 3 1 Chi, Range 9
Disengage 6 - 3 Dexterity x Strength to break a Sustained Hold
Rekka Ken - - - 1 WP, +3 Spd for Basic Punch
Envelop 3 10/8 3 1 Chi, Target rolls Stamina each turn to avoid dizzy; lasts Focus turns; target can fight and walk wiht -2 Spd
Entrancing Cobra
7 - 4 1 Chi, Dexterity + Focus x Wits + Mysteries of the target; se vencer, dizzy
Combos: Drain to Shikan-ken (dizzy), Jump to Drench, Rekka Ken Fierce to Drench (dizzy)
Maneuver Spd Dam Mov Special
Jab 7 8 4
Strong 5 10 4
Fierce 4 12 3
Short 6 9 4
Forward 5 11 3
Roundhouse 3 13 3
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Displacement 7 8 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Drench 6 9 2 1 Chi, Range 6
Drain 4 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge
Elemental Skin 3 - - 1 Chi, 1 WP, lasts Focus turns, -1 success in dmg suffered
Kippup - - -
Ax Kick 4 13 2 Aerial, same hex, knockdown in Aerial
Slide Kick 4 12 5 Knockdown
Reverse Frontal Kick
4 12 3 Ignores Blocks
Combos: Drench to Displacement (dizzy), Reverse Frontal Kick to Ax
Kick (dizzy), Drench to Slide Kick (dizzy)
Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1
Soak if interrupted kicking by crorching maneuver
Chapter 3 – Unique Fighters
132
WATER E – SPECIAL FORCES WATER F – WESTERN KICKBOXING
Rank 1 Rank 1
Strength
Dexterity
Stamina
O
OOO
OOO
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OO
OOOOO
OOOOOOOO
OO
OOOO
OO
Chi
OO OO OO O O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOO
OOOO
OOOOOOOO
OOOO
OOOO
OOOOOO
Chi
OO OO O O O O O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 7 3
Forward 3 9 2
Roundhouse 1 11 2
Block
Grab
Movement 6 - 6
Flash Kick 2 14 0 1 Chi, 1 WP, Knockdown in Aerials
Pool 5 - 0 Only be hit by energy
Combos: Pool to Flash Kick
Maneuver Spd Dam Mov Special
Jab 6 5 2
Strong 4 7 2
Fierce 3 9 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Lunging Punch 4 7 3 Crouching, Only Kick Defense blocks
Drench 5 6 1 1 Chi, Range 4
Combos: Drench to Lunging Punch (dizzy)
Chapter 3 – Unique Fighters
133
WATER E – SPECIAL FORCES WATER F – WESTERN KICKBOXING
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
O
OOO
OOOO
O
OOOO
OO
Chi
OO O O O O O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOO
OOO
OOOOOOOO
O
O
OOOOOO
Chi
O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 8 4
Forward 3 10 3
Roundhouse 1 12 3
Block 7 - - Abort, +2 Spd
Grab 3 6 1
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Flash Kick 2 15 0 1 Chi, 1 WP, Knockdown in Aerials
Pool 6 - 2 Only be hit by energy
Knee Basher 2 12 1 Sustained Hold, knockdown at the end
Tiger Knee 6 10 4 2 WP, Aerial, knockdown
Combos: Pool to Flash Kick, Pool to Knee Basher
Maneuver Spd Dam Mov Special
Jab 7 7 4
Strong 5 9 4
Fierce 4 11 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Lunging Punch 5 9 5 Crouching, Only Kick Defense blocks
Drench 6 8 2 1 Chi, Range 4
Drain 4 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge
Power Uppercut 4 11 1 Knockdown in Aerials
Hyper Fist 6 8 1 1 WP, Roll 3 times
Combos: Drench to Lunging Punch (dizzy), Drain to Lunging Punch
Chapter 3 – Unique Fighters
134
WATER E – SPECIAL FORCES WATER F – WESTERN KICKBOXING
Rank 7 Rank 7
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
OO
OO
Strength
Dexterity
Stamina
O
OOO
Perception
Intelligence
Wits
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OO
OOOO
O
OO
Chi
O O O O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
O
OOOOOOOO
O
O
OO
Chi
O O O
Willpower
OO OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 10 5
Forward 3 12 4
Roundhouse 1 14 4
Block 7 - - Abort, +2 Spd
Grab 3 7 1
Movement 6 - 8
Jump 6 - 5 Aerial, Abort
Flash Kick 2 17 0 1 Chi, 1 WP, Knockdown in Aerials
Pool 6 - 3 Only be hit by energy
Knee Basher 2 14 1 Sustained Hold, knockdown at the end
Tiger Knee 6 12 5 2 WP, Aerial, knockdown
Sense Element - - - Perception + Elemental
Heal 4 - 4 1 Chi/Health or 5m³
Sonic Boom 2 11 - 1 Chi, Range 9
Combos: Pool to Flash Kick, Pool to Knee Basher
Maneuver Spd Dam Mov Special
Jab 8 8 4
Strong 6 10 4
Fierce 5 12 3
Short 7 7 4
Forward 6 9 3
Roundhouse 4 11 3
Block 10 - - Abort, +2 Spd
Grab
Movement 9 - 7
Jump 9 - 4 Aerial, Abort
Lunging Punch 6 10 5 Crouching, Only Kick Defense blocks
Drench 6 10 2 1 Chi, Range 7
Drain 4 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge
Power Uppercut 5 12 1 Knockdown in Aerials
Hyper Fist 7 9 1 1 WP, Roll 3 times
Elemental Skin 3 - - 1 Chi, 1 WP, lasts Focus turns, -1 success in dmg suffered
Flying Knee Thrust
7 10 5 1 WP
Reverse Frontal Kick
5 10 3 Ignores Blocks
Combos: Drench to Lunging Punch (dizzy), Drain to Lunging Punch,
Flying Knee Thrust to Reverse Frontal Kick (dizzy)
Chapter 3 – Unique Fighters
135
WATER G – WU SHU AIR A – CAPOEIRA
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OOOOOO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOO
OOOO
OOOOOO
OOOOOOOO
OO
OOO
OOOOOO
Chi
OO OO O O O O O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOO
OO
OOOOO
OOOOOOOO
OOOO
OOOO
OOOO
Chi
OO O O O O O
Willpower
OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 5 3
Forward 4 7 2
Roundhouse 2 9 2
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Drain 3 1 2 1 Chi, automatic damage, Perception + Mysteries to see and dodge
Flying Heel Stomp
4 6 5 1 WP, Aerial, straight line, hit and move
Combos: None
Maneuver Spd Dam Mov Special
Jab 6 3 2
Strong 4 5 2
Fierce 3 7 1
Short 5 6 2
Forward 4 8 1
Roundhouse 2 10 1
Block
Grab
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Backflip Kick 4 8 2 Hit and move back
Air Blast 3 8 - 1 Chi, Range 6, Perception + Blindfight to interrupt
Combos: Backflip Kick to Air Blast
Chapter 3 – Unique Fighters
136
WATER G – WU SHU AIR A – CAPOEIRA
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OOOOOO
O
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOO
O
OOOO
OOOOOOOO
O
O
OOOOOO
Chi
O O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOO
OO
OOO
OOOO
OO
OO
OOOO
Chi
O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 8 4
Forward 5 10 3
Roundhouse 3 12 3
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Drain 3 1 3 1 Chi, automatic damage, Perception + Mysteries to see and dodge
Flying Heel Stomp
5 9 6 1 WP, Aerial, straight line, hit and move
Balance - - - +1 Mov to Aerials
Hurricane Kick 5 7 3 1 Chi, 1 WP, Aerial, hit and knock back adj hexes
Combos: Block to Hurricane Kick, Jump to Hurricane Kick
Maneuver Spd Dam Mov Special
Jab 7 3 3
Strong 5 5 3
Fierce 4 7 2
Short 6 6 3
Forward 5 8 2
Roundhouse 3 10 2
Block 9 - -
Grab 5 5 1
Movement 8 - 6
Jump 8 - 3 Aerial, Abort
Backflip Kick 5 8 2 Hit and move back
Air Blast 3 10 - 1 Chi, Range 6, Perception + Blindfight to interrupt
Back Roll Throw 4 9 1 Grab, throw Strength + Kick hexes, Knockdown
Throw 3 7 1 Grab, throw Strength hexes, Knockdown
Drunken Monkey Roll
8 - 5 Crouching, Dodge projectiles
Musical Accompaniment
- - - +1 in combat mod. when hear prefered song style
Combos: Backflip Kick to Air Blast, Drunken Monkey Roll to Backroll
Throw to Air Blast, Drunken Monkey Roll to Air Blast, Jump to Air
Blast
Chapter 3 – Unique Fighters
137
WATER G – WU SHU AIR A – CAPOEIRA
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOOOOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOO
OOOOOOOO
O
OOOOOO
Chi
O O O O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOO
O
O
OOOO
O
OO
Chi
O O O
Willpower
OO OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 9 6
Forward 5 11 5
Roundhouse 3 13 5
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 9
Jump 8 - 6 Aerial, Abort
Drain 3 1 5 1 Chi, automatic damage, Perception + Mysteries to see and dodge
Flying Heel Stomp
5 10 8 1 WP, Aerial, straight line, hit and move
Balance - - - +1 Mov to Aerials
Hurricane Kick 5 8 5 1 Chi, 1 WP, Aerial, hit and knock back adj hexes
Backflip Kick 5 11 2 Hit and move back
Light Feet - - - +1 Mov (or +3 per 1 WP)
Combos: Block to Hurricane Kick (dizzy), Jump to Hurricane Kick (dizzy)
Maneuver Spd Dam Mov Special
Jab 7 4 4
Strong 5 6 4
Fierce 4 8 3
Short 6 8 4
Forward 5 10 3
Roundhouse 3 12 3
Block 9 - -
Grab 5 6 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Backflip Kick 5 10 2 Hit and move back
Air Blast 3 13 - 1 Chi, Range 10, Perception + Blindfight to interrupt
Back Roll Throw 4 10 1 Grab, throw Strength + Kick hexes, Knockdown
Throw 3 8 1 Grab, throw Strength hexes, Knockdown
Drunken Monkey Roll
8 - 6 Crouching, Dodge projectiles
Musical Accompaniment
- - - +1 in combat mod. when hear prefered song style
Forward Backflip Kick
7 9 2 1 WP, Roll twice in Aerials
Push 2 11 - 1 Chi, affects a square of 5 x 3 ahead the character, knockdown in Aerials, knock back 1 hex per damage
Vacuum 2 12 2 1 Chi, target at the hex rolls Stamina to avoid dizzy
Combos: Backflip Kick to Air Blast (dizzy), Drunken Monkey Roll to
Backroll Throw to Air Blast, Drunken Monkey Roll to Air Blast, Jump to
Air Blast
Chapter 3 – Unique Fighters
138
AIR B – KUNG FU AIR C – NINJITSU
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOO
OOOOOOOO
OOOOOO
OO
OOOO
OOO
OOOO
Chi
OO O O O O O
Willpower
OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OOOOOO
OOO
OOOO
OOOOOO
OOOO
OOOO
Chi
O O O O O
Willpower
OO OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Throw 2 8 1 Grab, Knockdown, Throw Strength hexes
Hair Throw 2 11 2 Grab, Cross the target’s hex, Knockdown, Throw Strength hexes
Flight 5 - 3 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Combos: Block (Flight) to Hair Throw
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 4 1
Forward 4 6 0
Roundhouse 2 8 0
Block 8 - - Abort, +2 Spd
Grab 4 5 1
Movement 7 - 4
Jump 7 - 1 Aerial, Abort
Flight 4 - 3 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Back Roll Throw 3 9 1 Grab, throw Strength + Kick hexes, Knockdown
Throw 2 7 1 Grab, throw Strength hexes, Knockdown
Wall Spring 6 - 1/3 Need to bounce
Combos: Block (Flight) to Back Roll Throw
Chapter 3 – Unique Fighters
139
AIR B – KUNG FU AIR C – NINJITSU
Rank 4 Rank 4
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OOOO
OOO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOO
OOOOOOOO
OOOOOO
O
OOO
O
Chi
O O O O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OO
OO
OO
OO
OOOO
OOOO
Chi
O O O O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 4 3
Strong 5 6 3
Fierce 4 8 2
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 7 1
Movement 8 - 6
Jump 8 - 3 Aerial, Abort
Throw 3 9 1 Grab, Knockdown, Throw Strength hexes
Hair Throw 3 12 2 Grab, Cross the target’s hex, Knockdown, Throw Strength hexes
Flight 6 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Air Blast 4 9 - 1 Chi, Range 7, Perception + Blindfight to interrupt
Elemental Stride 6 - - 1 Chi, disappear and come back when and where want
Combos: Block (Flight) to Hair Throw, Air Blast to Elemental Stride to Hair Throw
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 7 3
Forward 4 9 2
Roundhouse 2 11 2
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Flight 5 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Back Roll Throw 3 11 1 Grab, throw Strength + Kick hexes, Knockdown
Throw 2 9 1 Grab, throw Strength hexes, Knockdown
Wall Spring 6 - 3/5 Need to bounce
Cartwheel Kick 3 7 5 1 WP, straight line, knock back, +1 Dam for hex moved
Dislocate Limb 3 8 4 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Drunken Monkey Roll
7 - 5 Crouching, Dodge projectiles
Shrorded Moon 4 - 3 1 Chi, Focus+Stealth x Perception+Alertness, if don’t lose, avoid and gain +1 Spd in next turn
Combos: Block (Flight) to Back Roll Throw, Dislocate Limb to Back
Roll Throw to Cartwheel Kick
Chapter 3 – Unique Fighters
140
4
AIR B – KUNG FU AIR C – NINJITSU
Rank 7 Rank 7
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OOOO
O
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOOOOO
OO
O
O
Chi
O O O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OO
OO
OO
OO
OOOO
Chi
O O O
Willpower
OO OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 8 6 4
Strong 6 8 4
Fierce 5 10 3
Short
Forward
Roundhouse
Block 10 - - Abort, +2 Spd
Grab 6 7 1
Movement 9 - 7
Jump 9 - 4 Aerial, Abort
Throw 4 9 1 Grab, Knockdown, Throw Strength hexes
Hair Throw 4 12 2 Grab, Cross the target’s hex, Knockdown, Throw Strength hexes
Flight 6 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Air Blast 4 12 - 1 Chi, Range 7, Perception + Blindfight to interrupt
Elemental Stride 6 - - 1 Chi, disappear and come back when and where want
Lightness 6 - 5 1 Chi, +1 Spd/+1 Mov in turn 1, +2 Spd/+3 Mov (Focus turns) to Maneuvers with Jump
Sense Element - - - Perception + Elemental
Combos: Block (Flight) to Hair Throw, Air Blast to Elemental Stride to Hair Throw, Jumping Fierce to Jumping Fierce to Jumping Fierce (dizzy), Air Blast to Air Blast (dizzy)
Maneuver Spd Dam Mov Special
Jab 7 6 3
Strong 5 8 3
Fierce 4 10 2
Short 6 7 3
Forward 5 9 2
Roundhouse 3 11 2
Block 9 - - Abort, +2 Spd
Grab 5 7 1
Movement 8 - 6
Jump 8 - 3 Aerial, Abort
Flight 5 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Back Roll Throw 4 11 1 Grab, throw Strength + Kick hexes, Knockdown
Throw 3 9 1 Grab, throw Strength hexes, Knockdown
Wall Spring 7 - 3/5 Need to bounce
Cartwheel Kick 4 7 5 1 WP, straight line, knock back, +1 Dam for hex moved
Dislocate Limb 4 8 4 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Drunken Monkey Roll
8 - 5 Crouching, Dodge projectiles
Shrorded Moon 4 - 3 1 Chi, Focus+Stealth x Perception+Alertness, if don’t lose, avoid and gain +1 Spd in next turn
Disengage 6 - 1 Dexterity x Strength to break a Sustained Hold
Sakki - - - Focus + Athletics
Shikan-Ken 6 8 3 Resisted Strength roll to knock back, Knockdown in Aerials
Combos: Block (Flight) to Back Roll Throw, Dislocate Limb to Back
Roll Throw to Cartwheel Kick, Shrorded Moon to Shikan-Ken to
Shikan-ken (dizzy)
Chapter 3 – Unique Fighters
141
AIR D – KABADDI AIR E – SPECIAL FORCES
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOOO
OOO
OOO
Perception
Intelligence
Wits
OOOO
O
O
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOO
OOOOOOOO
OOOOOO
OOOOOOOO
OO
OOOO
OO
Chi
O O O O O
Willpower
OO OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OO
OOOOO
OOOOOOOO
OOOO
OOOO
OOOO
Chi
OO OO OO O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 2 3
Strong 3 4 3
Fierce 2 6 2
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Regeneration 4 - - 1 Chi per Health
Air Blast 3 10 - 1 Chi, Range 7, Perception + Blindfight to interrupt
Combos: Movement to Air Blast, Jump to Air Blast
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 2
Forward 4 8 1
Roundhouse 2 10 1
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 5
Flash Kick 3 13 0 1 Chi, 1 WP, knockdown in Aerials
Flight 4 - 3 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Combos: Block (Flight) to Flash Kick
Chapter 3 – Unique Fighters
142
AIR D – KABADDI AIR E – SPECIAL FORCES
Rank 4 Rank 4
Strength
Dexterity
Stamina
OOOO
O
OOO
Perception
Intelligence
Wits
OOOO
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOOOOO
OO
OOOOOOOO
O
OO
Chi
O O O O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
O
O
OOOO
OOOO
OOOO
OOOO
Chi
O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 4 4
Strong 4 6 4
Fierce 3 8 3
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Regeneration 5 - - 1 Chi per Health
Air Blast 4 12 - 1 Chi, Range 9, Perception + Blindfight to interrupt
Elemental Stride 6 - - 1 Chi, disappear and come back when and where want
Push 3 10 - 1 Chi, affects a square of 4 x 3 ahead the character, knockdown in Aerials, knock back 1 hex per damage
Combos: Movement to Air Blast, Jump to Air Blast, Elemental Stride to Push
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 7 2
Forward 5 9 1
Roundhouse 3 11 1
Block 9 - - Abort, +2 Spd
Grab 5
Movement 8 - 5
Jump 8 - 2 Aerial, Abort
Flash Kick 4 14 0 1 Chi, 1 WP, knockdown in Aerials
Flight 5 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Backflip Kick 5 9 2 Hit and move back
Foot Sweep 3 10 0 Crouching, knockdown
Knee Basher 4 11 1 Sustained Hold, knockdown at the end
Combos: Block (Flight) to Flash Kick, Block (Flight) to Backflip Kick,
Block (Flight) to Knee Basher
Chapter 3 – Unique Fighters
143
AIR D – KABADDI AIR E – SPECIAL FORCES
Rank 7 Rank 7
Strength
Dexterity
Stamina
OO
OOO
Perception
Intelligence
Wits
OOOO
Strength
Dexterity
Stamina
OO
Perception
Intelligence
Wits
OO
O
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOOOOO
OO
O
OO
Chi
O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
O
O
OOOO
O
OOOO
OOOO
Chi
O O O
Willpower
OO OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 6 4
Strong 5 8 4
Fierce 4 10 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Regeneration 5 - - 1 Chi per Health
Air Blast 4 13 - 1 Chi, Range 9, Perception + Blindfight to interrupt
Elemental Stride 6 - - 1 Chi, disappear and come back when and where want
Push 3 11 - 1 Chi, affects a square of 4 x 3 ahead the character, knockdown in Aerials, knock back 1 hex per damage
Head Butt 5 10 2
Brain Cracker 5 9 1 Sustained Hold
Flying Body Spear
5 10 5 1 WP, Aerial, straight line, Dodge projectiles
Kippup - - - Combos: Movement to Air Blast, Jump to Air Blast, Elemental Stride to Push to Air Blast (dizzy), Elemental Stride to Brain Cracker, Block to Brain Cracker
Maneuver Spd Dam Mov Special
Jab 7 6 4
Strong 5 8 4
Fierce 4 10 3
Short 6 7 4
Forward 5 9 3
Roundhouse 3 11 3
Block 9 - - Abort, +2 Spd
Grab 5
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Flash Kick 4 14 0 1 Chi, 1 WP, knockdown in Aerials
Flight 5 - 5 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Backflip Kick 5 9 2 Hit and move back
Foot Sweep 3 10 2 Crouching, knockdown
Knee Basher 4 11 1 Sustained Hold, knockdown at the end
Elemental Skin 2 - - 1 Chi, 1 WP, -1 success against projectiles, -2 damage against Aerials, lasts Focus turns
Spinning Clothesline
5 7 2 1 WP, hit and knock back adj hexes, don’t hits Crouching
Combos: Block (Flight) to Flash Kick, Block (Flight) to Backflip Kick,
Block (Flight) to Knee Basher
Chapter 3 – Unique Fighters
144
AIR F – WESTERN KICKBOXING AIR G – WU SHU
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
OOO
O
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
OOO
O
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOO
OOOO
OOOOOO
OOOO
OOOOOO
OOO
OOOO
Chi
OO OO O O O O O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OO
OOOOO
OOOOOOOO
OOOO
OO
OO
Chi
OO O O O O O
Willpower
OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 5 1
Forward 3 7 0
Roundhouse 1 9 0
Block 7 - - Abort, +2 Spd
Grab 3 5 1
Movement 6 - 4
Jump 6 - 1 Aerial, Abort
Flight 4 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Flying Knee Thrust
4 7 2 1 WP
Knee Basher 2 9 1 Sustained Hold, Knockdown at the end
Combos: Block (Flight) to Flying Knee Thrust, Block (Flight) to Knee Basher
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 6 2
Forward 3 8 2
Roundhouse 1 10 1
Block
Grab
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Flight 4 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Lightness 4 - 3 1 Chi, +1 Spd/+1 Mov in turn 1, +2 Spd/+3 Mov (Focus turns) to Maneuvers with Jump
Combos: Jumping Roundhouse to Jumping Roundhouse
Chapter 3 – Unique Fighters
145
AIR F – WESTERN KICKBOXING AIR G – WU SHU
Rank 4 Rank 4
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OO
OOO
O
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOO
O
OOOOOO
OOOO
OO
O
OOOO
Chi
OO O O O O O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
O
OO
OOOOOOOO
O
OOO
OO
Chi
O O O O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 7 3
Forward 5 9 2
Roundhouse 4 11 2
Block 9 - - Abort, +2 Spd
Grab 5 5 1
Movement 8 - 6
Jump 8 - 3 Aerial, Abort
Flight 5 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Flying Knee Thrust
6 9 4 1 WP
Knee Basher 4 11 1 Sustained Hold, Knockdown at the end
Lightness 5 - 4 1 Chi, +1 Spd/+1 Mov in turn 1, +2 Spd/+3 Mov (Focus turns) to Maneuvers with Jump
Combos: Block (Flight) to Flying Knee Thrust, Block (Flight) to Knee Basher, Lightness Flying Knee Thrust to Jumping Forward (dizzy), Lightness Flying Knee Thrust to Jumping Roundhouse (dizzy), Knee Basher to Lightness Forward (dizzy)
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 6 4
Forward 5 8 3
Roundhouse 3 10 3
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Flight 5 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Lightness 5 - 5 1 Chi, +1 Spd/+1 Mov in turn 1, +2 Spd/+3 Mov (Focus turns) to Maneuvers with Jump
Double-Hit Kick 3 7 3 Roll twice against standing target
Lightning Leg 3 7 0 1 WP, Roll 3 times
Combos: Block (Flight) to Lightning Leg to Lightning Leg (dizzy),
Jumping Roundhouse to Jumping Roundhouse to Jumping
Roundhouse (dizzy)
Chapter 3 – Unique Fighters
146
AIR F – WESTERN KICKBOXING AIR G – WU SHU
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OO
Strength
Dexterity
Stamina
OO
Perception
Intelligence
Wits
O
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOO
OO
O
O
OO
O
OOOO
Chi
O O O O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OOOO
OOO
OO
Chi
O O
Willpower
OO OO OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 4 3
Strong 5 6 3
Fierce 4 8 2
Short 6 8 3
Forward 5 10 2
Roundhouse 4 12 2
Block 9 - - Abort, +2 Spd
Grab 5 8 1
Movement 8 - 6
Jump 8 - 3 Aerial, Abort
Flight 5 - 4 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Flying Knee Thrust
6 10 4 1 WP
Knee Basher 4 12 1 Sustained Hold, Knockdown at the end
Lightness 5 - 4 1 Chi, +1 Spd/+1 Mov in turn 1, +2 Spd/+3 Mov (Focus turns) to Maneuvers with Jump
Air Blast 4 10 - 1 Chi, Range 6, Perception + Blindfight to interrupt
Slide Kick 4 11 4 Knockdown
Throw 3 10 1 Grab, throw Strength hexes, Knockdown
Back Roll Throw 4 12 1 Grab, throw Strength + Kick hexes, Knockdown
Combos: Block (Flight) to Flying Knee Thrust, Block (Flight) to Knee Basher, Lightness Flying Knee Thrust to Jumping Forward (dizzy), Lightness Flying Knee Thrust to Jumping Roundhouse (dizzy), Knee Basher to Lightness Forward (dizzy), Block to Back Roll Throw to Air Blast
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 8 5
Forward 5 10 4
Roundhouse 3 12 4
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Flight 5 - 5 Can be activated blocking, 1 Chi per turn, +1 Spd, Mov = Stamina
Lightness 5 - 6 1 Chi, +1 Spd/+1 Mov in turn 1, +2 Spd/+3 Mov (Focus turns) to Maneuvers with Jump
Double-Hit Kick 3 9 4 Roll twice in standing target
Lightning Leg 3 9 0 1 WP, Roll 3 times
Whirlwind Kick 3 8 4 2 WP, Aerial, hit and knock back adj hexes
Great Wall of China
3 9 0 2 WP, Roll 3 times in three targets in connected hexes
Combos: Block (Flight) to Lightning Leg to Lightning Leg (dizzy),
Jumping Roundhouse to Jumping Roundhouse to Jumping
Roundhouse (dizzy)
Chapter 3 – Unique Fighters
147
FIRE A – KABADDI FIRE B – KUNG FU
Rank 1 Rank 1
Strength
Dexterity
Stamina
O
OOO
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OOOO
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOOOOO
OOOOOO
OOOO
OOOOOO
OOOOO
OO
Chi
O O O O O
Willpower
OO OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOOOOO
OOOO
OOOOOOOO
OOOO
OOOOO
OOOOOO
Chi
OO O O O O O
Willpower
OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 6 1
Strong 3 8 1
Fierce 2 10 0
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 6 1
Movement 6 - 4
Jump 6 - 1 Aerial, Abort
Head Butt 3 10 0
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Brain Cracker 3 9 1 Sustained Hold
Combos: Head Butt to Jab (Flaming Fist) (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 5 2
Strong 4 7 2
Fierce 3 9 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Drunken Monkey Roll
7 - 4 Crouching, Dodge projectiles
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Combos: Drunken Monkey Roll to Jab (Flaming Fist), Drunken
Monkey Roll to Strong (Flaming Fist), Drunken Monkey Roll to Fierce
(Flaming Fist)
Chapter 3 – Unique Fighters
148
FIRE A – KABADDI FIRE B – KUNG FU
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OOOO
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOOOOO
OO
OOOO
OO
OO
OO
Chi
O O O O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOOOOO
OOO
OOOOOOOO
OO
O
Chi
O O O O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 6 3
Strong 4 8 3
Fierce 3 10 2
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Head Butt 4 10 1
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Brain Cracker 4 9 1 Sustained Hold
Fireball 1 8 - 1 Chi, Range 6
Flying Body Spear
4 10 4 1 WP, Aerial, straight line, Dodge projectiles
Combos: Block to Brain Cracker, Head Butt to Jab (Flaming Fist) (dizzy), Fireball to Flying Body Spear to Brain Cracker, Fireball to Jab (Flaming Fist)
Maneuver Spd Dam Mov Special
Jab 6 7 3
Strong 4 9 3
Fierce 3 11 2
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Drunken Monkey Roll
7 - 5 Crouching, Dodge projectiles
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Fire Strike 3 10 - 1 Chi, line of 4 hexes
Elemental Skin 2 5 - 1 Chi, 1 WP, cause damage when attacked, +1 Dam to Punches, Kicks and Grabs, lasts Focus turns
Combos: Drunken Monkey Roll to Jab (Flaming Fist), Drunken
Monkey Roll to Strong (Flaming Fist), Drunken Monkey Roll to Fierce
(Flaming Fist), Drunken Monkey Roll to Fire Strike
Chapter 3 – Unique Fighters
149
FIRE A – KABADDI FIRE B – KUNG FU
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
O
OO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOOOOO
O
OOOO
O
OO
Chi
O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOO
O
OOOOOOOO
O
Chi
O O O O
Willpower
OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 7 4
Strong 4 9 4
Fierce 3 11 3
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 6 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Head Butt 4 11 2
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Brain Cracker 4 10 1 Sustained Hold
Fireball 1 12 - 1 Chi, Range 9
Flying Body Spear
4 11 5 1 WP, Aerial, straight line, Dodge projectiles
Cobra Charm 2 - 3 1 Chi, Wits + Mysteries resisted roll, Intelligence to hold
Kippup - - -
Repeating Fireball
1 10 - 2 Chi, Roll 6 times, Range 9
Combos: Block to Brain Cracker, Head Butt to Jab (Flaming Fist) (dizzy), Fireball to Flying Body Spear to Brain Cracker, Fireball to Jab (Flaming Fist), Repeating Fireball to Repeating Fireball (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 8 4
Strong 4 10 4
Fierce 3 12 3
Short 5 6 4
Forward 4 8 3
Roundhouse 2 10 3
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Drunken Monkey Roll
7 - 6 Crouching, Dodge projectiles
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Fire Strike 4 12 - 1 Chi, line of 4 hexes
Elemental Skin 3 7 - 1 Chi, 1 WP, cause damage when attacked, +1 Dam to Punches, Kicks and Grabs, lasts Focus turns
Rekka Ken - - -
Maka Wara - 6 - Dmg when blocking
Combos: Drunken Monkey Roll to Jab (Flaming Fist), Drunken
Monkey Roll to Strong (Flaming Fist), Drunken Monkey Roll to Fierce
(Flaming Fist), Drunken Monkey Roll to Fire Strike, Block to Rekka
Ken Jab (dizzy)
Chapter 3 – Unique Fighters
150
FIRE C – SHOTOKAN KARATE FIRE D – SPECIAL FORCES
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
O
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
O
OOO
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOOOOO
OOOO
OOOOOOOO
OOOO
OOOOO
OOOOOO
Chi
OO OO O O O O
Willpower
OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOOOOO
OOOO
OOOOOOOO
OOOO
OOOOO
OOOOOO
Chi
OO OO OO OO O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 5 2
Strong 4 7 2
Fierce 3 9 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Lunging Punch 4 7 3 Crouching, Only Kick Defense blocks
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Combos: Lunging Punch to Fierce (Flaming Fist) (dizzy)
Maneuver Spd Dam Mov Special
Jab 5 6 1
Strong 3 8 1
Fierce 2 10 0
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 4
Jump 6 - 1 Aerial, Abort
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Spinning Back Fist
2 9 3
Spinning Knuckle
2 8 5 1 WP, Dodge projectiles, Roll twice
Combos: Spinning Knuckle to Fierce (Flaming Fist)
Chapter 3 – Unique Fighters
151
FIRE C – SHOTOKAN KARATE FIRE D – SPECIAL FORCES
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
OO
O
O
Perception
Intelligence
Wits
OO
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOOOOO
O
OOOOOOOO
O
OOO
OOOOOO
Chi
OO O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOO
OOOOOOOO
OOOO
OO
OOOO
O
Chi
O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 7 4
Strong 4 9 4
Fierce 3 11 3
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Lunging Punch 4 9 5 Crouching, Only Kick Defense blocks
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Maka Wara - 5 - Dmg when blocking
Combos: Lunging Punch to Fierce (Flaming Fist) (dizzy), Block to Jab (Flaming Fist) (dizzy), Jab (Flaming Fist) to Jab (Flaming Fist) to Jab (Flaming Fist) (dizzy), Jump to Lunging Punch
Maneuver Spd Dam Mov Special
Jab 6 6 2
Strong 4 8 2
Fierce 3 10 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Spinning Back Fist
3 9 3
Spinning Knuckle
3 8 5 1 WP, Dodge projectiles, Roll twice
Elemental Skin 2 5 - 1 Chi, 1 WP, cause damage when attacked, +1 Dam to Punches, Kicks and Grabs, lasts Focus turns
Suplex 4 9 1 Grab, knockdown
Neck Choke 3 10 1 Sustained Hold
Combos: Spinning Knuckle to Fierce (Flaming Fist), Block to Suplex,
Block to Neck Choke
Chapter 3 – Unique Fighters
152
24
FIRE C – SHOTOKAN KARATE FIRE D – SPECIAL FORCES
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
O
OO
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OOOOOOOO
O
OO
Chi
O O O O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOOOOO
OO
O
O
Chi
O O O O
Willpower
OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 8 4
Strong 4 10 4
Fierce 3 12 3
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Lunging Punch 4 10 5 Crouching, Only Kick Defense blocks
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Maka Wara - 7 - Dmg when blocking
Elemental Skin 1 7 - 1 Chi, 1 WP, cause damage when attacked, +1 Dam to Punches, Kicks and Grabs, lasts Focus turns
Elemental Stride 4 - - 1 Chi, disappear and come back when and where want
Combos: Lunging Punch to Fierce (Flaming Fist) (dizzy), Block to Jab (Flaming Fist) (dizzy), Jab (Flaming Fist) to Jab (Flaming Fist) to Jab (Flaming Fist) (dizzy), Jump to Lunging Punch
Maneuver Spd Dam Mov Special
Jab 7 7 4
Strong 5 9 4
Fierce 4 11 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab 5 9 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Spinning Back Fist
4 10 5
Spinning Knuckle
4 9 7 1 WP, Dodge projectiles, Roll twice
Elemental Skin 3 5 - 1 Chi, 1 WP, cause damage when attacked, +1 Dam to Punches, Kicks and Grabs, lasts Focus turns
Suplex 5 11 1 Grab, knockdown
Neck Choke 4 12 1 Sustained Hold
Heat Wave 5 9 4 1 Chi, Ignores Blocks, damage only to dizzy
Spontaneous Combustion
7 12 2 2 Chi, Focus resisted roll, 1 Chi to hold with damage 9
Combos: Spinning Knuckle to Fierce (Flaming Fist), Block to Suplex,
Block to Neck Choke, Spontaneous Combustion to Spinning Knuckle
(dizzy)
Chapter 3 – Unique Fighters
153
FIRE E – WESTERN KICKBOXING EARTH A – BOXING
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
O
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
O
OOO
OOO
Perception
Intelligence
Wits
OOOOOO
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOOOOO
OOOO
OOOOOOOO
OOOO
OOOOO
OOOOOO
Chi
OO OO OO O O O O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOOOOO
OOOOOO
OOOOOOOO
OOOO
OOO
OOOOOO
Chi
OO OO OO OO O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 5 2
Strong 4 7 2
Fierce 3 9 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Fist Sweep 3 9 0 Crouching, Knockdown
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Combos: Strong (Flaming Fist) to Fist Sweep (dizzy)
Maneuver Spd Dam Mov Special
Jab 5 6 2
Strong 3 8 2
Fierce 2 10 1
Short
Forward
Roundhouse
Block
Grab
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Lunging Punch 3 8 3 Crouching, Only Kick Defense blocks
Wall 2 7 - Range 3, Wall has Health Focus and Stamina Elemental
Combos: Wall to Lunging Punch (dizzy)
Chapter 3 – Unique Fighters
154
FIRE E – WESTERN KICKBOXING EARTH A – BOXING
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
O
OOO
Perception
Intelligence
Wits
OOOO
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOOOOO
OO
OOOO
O
OOOOO
OOOOOO
Chi
OO OO O O O O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOOOOO
OOOO
OOOOOOOO
O
O
Chi
OO OO O O O O
Willpower
OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 7 4
Strong 4 9 4
Fierce 3 11 3
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Fist Sweep 3 11 0 Crouching, Knockdown
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Brain Cracker 4 10 1 Sustained Hold
Rekka Ken - - - 1 WP, +3 Spd for Basic Punch
Combos: Strong (Flaming Fist) to Fist Sweep (dizzy), Fierce (Flaming Fist) to Jab (Rekka Ken) to Jab (Flaming Fist) (dizzy)
Maneuver Spd Dam Mov Special
Jab 5 7 4
Strong 3 9 4
Fierce 2 11 3
Short
Forward
Roundhouse
Block
Grab
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Lunging Punch 3 9 5 Crouching, Only Kick Defense blocks
Wall 2 9 - Range 6, Wall has Health Focus and Stamina Elemental
Elemental Skin 2 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns
Stone 2 8 - 1 Chi, Range 8
Combos: Wall to Lunging Punch (dizzy), Block to Stone, Elemental
Skin to Lunging Punch
Chapter 3 – Unique Fighters
155
FIRE E – WESTERN KICKBOXING EARTH A – BOXING
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
O
O
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
O
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OOOO
O
OO
OOOO
Chi
O O O O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OOOOOOOO
Chi
O O O O
Willpower
OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 9 4
Strong 4 11 4
Fierce 3 13 3
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Fist Sweep 3 13 0 Crouching, Knockdown
Flaming Fist - - - 1 Chi, +3 damage to Basic Punches
Brain Cracker 4 12 1 Sustained Hold
Rekka Ken - - - 1 WP, +3 Spd for Basic Punch
Haymaker 2 14 2
Heat Wave 4 9 4 1 Chi, Ignores Blocks, damage only to dizzy
Widowmaker 1 15 2 Must travel 2 hex, Aerial, knockdown, not hit Aerials, Dodge projectiles
Combos: Strong (Flaming Fist) to Fist Sweep (dizzy), Fierce (Flaming Fist) to Jab (Rekka Ken) to Jab (Flaming Fist) (dizzy), Block to Heatwave to Heatwave (dizzy)
Maneuver Spd Dam Mov Special
Jab 5 9 5
Strong 3 11 5
Fierce 2 13 4
Short
Forward
Roundhouse
Block
Grab
Movement 6 - 8
Jump 6 - 5 Aerial, Abort
Lunging Punch 3 11 6 Crouching, Only Kick Defense blocks
Wall 2 10 - Range 8, Wall has Health (Focus) and Stamina (Elemental)
Elemental Skin 2 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns
Stone 2 10 - 1 Chi, Range 8
Fist Sweep 2 13 3 Crouching, knockdown
Heal 3 - 4 1 Chi/Health or 5m³
Sense Element - - - Perception + Elemental
Combos: Wall to Lunging Punch (dizzy), Block to Stone, Elemental
Skin to Lunging Punch, Fist Sweep to Jab (dizzy)
Chapter 3 – Unique Fighters
156
EARTH B – KUNG FU EARTH C – NATIVE AMERICAN WRESTLING
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
OOO
O
Perception
Intelligence
Wits
OOOOOO
OO
O
Strength
Dexterity
Stamina
O
OOOOO
O
Perception
Intelligence
Wits
OOOO
OO
OOO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OOOOOOOO
OO
OOOOOOOO
OOOOOO
OOOOO
OO
Chi
OO OO O O O O
Willpower
OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOO
OOOOOOOO
OOOO
OOOOOOOO
OOOO
OOOO
OO
Chi
OO OO O O O O
Willpower
OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 5 1
Strong 3 7 1
Fierce 2 9 0
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 4
Jump 6 - 1 Aerial, Abort
San He 5 - - Double soak, 1 Chi
Wall 2 6 - Range 2, Wall has Health (Focus) and Stamina (Elemental)
Combos: San He to Wall, San He to Fierce
Maneuver Spd Dam Mov Special
Jab 4 5 2
Strong 2 7 2
Fierce 1 9 1
Short
Forward
Roundhouse
Block 6 - - Abort, +2 Spd
Grab
Movement 5 - 5
Jump 5 - 2 Aerial, Abort
Thunderstrike 2 11 1 Aerial, same hex, hit and move the rest
Stone 1 6 - 1 Chi, Range 5
Wall 1 7 - Range 4, Wall has Health (Focus) and Stamina (Elemental)
Combos: Block to Thunderstrike
Chapter 3 – Unique Fighters
157
EARTH B – KUNG FU EARTH C – NATIVE AMERICAN WRESTLING
Rank 4 Rank 4
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OOOOOO
OO
Strength
Dexterity
Stamina
OOOOO
Perception
Intelligence
Wits
OO
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OOOOOOOO
O
OOOOOOOO
OOOO
O
Chi
O O O O
Willpower
OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOO
OOOOOOOO
O
OOOOOOOO
O
O
OO
Chi
OO O O O O
Willpower
OO OO OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 6 2
Strong 4 8 2
Fierce 3 10 1
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
San He 6 - - Double soak, 1 Chi
Wall 3 9 - Range 5, Wall has Health (Focus) and Stamina (Elemental)
Maka Wara - 6 - Dmg when blocking
Elemental Skin 3 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns
Combos: San He to Wall, San He to Fierce (dizzy)
Maneuver Spd Dam Mov Special
Jab 4 6 4
Strong 2 8 4
Fierce 1 10 3
Short
Forward
Roundhouse
Block 6 - - Abort, +2 Spd
Grab
Movement 5 - 7
Jump 5 - 4 Aerial, Abort
Thunderstrike 2 13 3 Aerial, same hex, hit and move the rest
Stone 2 9 - 1 Chi, Range 8
Wall 2 9 - Range 7, Wall has Health (Focus) and Stamina (Elemental)
Diving Hawk 2 13 6 1 WP, Aerial, straight line, Dodge projectiles, same hex
Ice Blast 2 10 - 2 Chi, 4 successes in Strength to get out, Range 8
Buffalo Punch 0 12 1
Combos: Block to Thunderstrike
Chapter 3 – Unique Fighters
158
158
EARTH B – KUNG FU EARTH C – NATIVE AMERICAN WRESTLING
Rank 7 Rank 7
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OOOOOO
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OOOO
OO
Chi
O O O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOO
OOOOOOOO
OOOO
OO
Chi
O O O O
Willpower
OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 7 3
Strong 4 9 3
Fierce 3 11 2
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 5 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
San He 6 - - Double soak, 1 Chi
Wall 3 12 - Range 6, Wall has Health (Focus) and Stamina (Elemental)
Maka Wara - 8 - Dmg when blocking
Elemental Skin 3 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns
Monkey Grab Punch
2 9 4 Ignores Blocks
Punch Defense 8 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
6 8 - Soak against Punches
Pit 4 11 2 1 Chi, must torch the ground, target can climb the pit withMovement (Spd -4)
Combos: San He to Wall, San He to Fierce (dizzy), Block to Pit, Deflecting Punch to Monkey Grab Punch (dizzy)
Maneuver Spd Dam Mov Special
Jab 5 6 5
Strong 3 8 5
Fierce 2 10 4
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab 3 7 1
Movement 6 - 8
Jump 6 - 5 Aerial, Abort
Thunderstrike 3 15 4 Aerial, same hex, hit and move the rest
Stone 3 11 - 1 Chi, Range 11
Wall 3 11 - Range 9, Wall has Health (Focus) and Stamina (Elemental)
Diving Hawk 3 15 7 1 WP, Aerial, straight line, Dodge projectiles, same hex
Ice Blast 3 13 - 2 Chi, 4 successes in Strength to get out, Range 11
Buffalo Punch 1 12 1
Suplex 3 9 1 Grab, knockdown
Pit 4 11 4 1 Chi, must torch the ground, target can climb the pit withMovement (Spd -4)
Weight 3 4 1 Chi, Range 11, alvo -2 Spd, -2 Mov & não pode saltar
Combos: Block to Thunderstrike, Jump to Weight to Ice Blast
Chapter 3 – Unique Fighters
159
EARTH D – SANBO EARTH E – SPECIAL FORCES
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
OOO
O
Perception
Intelligence
Wits
OOOOOO
OO
O
Strength
Dexterity
Stamina
OOO
OOO
O
Perception
Intelligence
Wits
OOOO
OO
OOO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OOOO
OOOOOO
OOOO
OOOOOO
OOO
OO
Chi
OO OO OO OO OO O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
OOOO
OOOOOO
OOOOOO
OOOO
OOOO
Chi
OO OO OO OO O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 5 1
Forward 3 7 0
Roundhouse 1 9 0
Block 7 - - Abort, +2 Spd
Grab 3 5 1
Movement 6 - 4
Reverse Frontal Kick
2 8 0 Ignores Blocks
Bear Hug 2 8 1 Sustained Hold
Elemental Skin 2 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns
Combos: None
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 5 2
Forward 3 7 1
Roundhouse 1 9 1
Block 7 - - Abort, +2 Spd
Grab 3 4 1
Movement 6 - 5
Elemental Stride 4 - - 1 Chi, disappear and come back when and where want
Flying Knee Thrust
4 7 3 1 WP
Suplex 3 6 1 Grab, knockdown
Combos: Flying Knee Thrust to Suplex
Chapter 3 – Unique Fighters
160
EARTH D – SANBO EARTH E – SPECIAL FORCES
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OOOOOO
OO
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OOO
OOO
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
O
OOOOOO
O
OOOO
OO
OO
Chi
OO OO OO O O O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OO
OO
OOOO
OOOOOO
OO
OOOO
Chi
OO OO OO O O O O
Willpower
OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 8 2
Forward 4 10 1
Roundhouse 2 12 1
Block 8 - - Abort, +2 Spd
Grab 4 8 1
Movement 7 - 5
Reverse Frontal Kick
3 11 0 Ignores Blocks
Bear Hug 3 11 1 Sustained Hold
Elemental Skin 3 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns
Jump 6 - 2 Aerial, Abort
Wall 3 8 - Range 4, Wall has Health (Focus) and Stamina (Elemental)
Double-Hit Kick 2 9 1 Roll twice in standing target
Suplex 4 10 1 Grab, knockdown
Combos: Block to Suplex to Reverse Frontal Kick (dizzy), Block to Bear Hug
Maneuver Spd Dam Mov Special
Jab 6 6 3
Strong 4 8 3
Fierce 3 10 2
Short 5 7 3
Forward 4 9 2
Roundhouse 2 11 2
Block 8 - - Abort, +2 Spd
Grab 4 5 1
Movement 7 - 6
Elemental Stride 4 - - 1 Chi, disappear and come back when and where want
Flying Knee Thrust
5 9 4 1 WP
Suplex 4 7 1 Grab, knockdown
Spinning Back Fist
4 9 4
Spinning Knuckle
4 8 6 1 WP, Dodge projectiles, Roll twice
Flash Kick 3 14 - 1 Chi, 1 WP, knockdown in Aerials
Combos: Flying Knee Thrust to Suplex, Spinning Knuckle to Spinning
Knuckle (dizzy)
Chapter 3 – Unique Fighters
161
EARTH D – SANBO EARTH E – SPECIAL FORCES
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOOOOO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
OOOOOOOO
O
OO
O
O
OO
Chi
O O O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Elemental
O
OO
OO
OO
OOOO
Chi
O O O O
Willpower
OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 9 4
Forward 4 11 3
Roundhouse 2 13 3
Block 8 - - Abort, +2 Spd
Grab 4 10 1
Movement 7 - 7
Reverse Frontal Kick
3 12 2 Ignores Blocks
Bear Hug 3 13 1 Sustained Hold
Elemental Skin 3 - - 1 Chi, 1 WP, -2 damage to suffered Punches/Kicks, can’t knocked down or thrown, lasts Focus turns
Jump 6 - 4 Aerial, Abort
Wall 3 11 - Range 5, Wall has Health (Focus) and Stamina (Elemental)
Double-Hit Kick 2 10 3 Roll twice in standing target
Suplex 4 12 1 Grab, knockdown
Flying Tackle 3 10 6 Grab, Knockdown in both, +2 Spd to next grab
Kippup - - - Combos: Block to Suplex to Reverse Frontal Kick (dizzy), Block to Bear Hug, Flying Tackle to Bear Hug, Flying Tackle to Suplex (dizzy), Wall to Flying Tackle to Suplex (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 7 5
Strong 4 9 5
Fierce 3 11 4
Short 5 7 5
Forward 4 9 4
Roundhouse 2 11 4
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 7
Elemental Stride 5 - - 1 Chi, disappear and come back when and where want
Flying Knee Thrust
5 9 6 1 WP
Suplex 4 9 1 Grab, knockdown
Spinning Back Fist
4 10 6
Spinning Knuckle
4 9 8 1 WP, Dodge projectiles, Roll twice
Flash Kick 3 14 - 1 Chi, 1 WP, knockdown in Aerials
Dislocate Limb 3 8 6 Grab, target can only throw kicks or has -3 Spd until realocate his arm
Foot Sweep 2 10 3 Crouching, knockdown
Knee Basher 3 11 1 Sustained Hold, knockdown at the end
Combos: Flying Knee Thrust to Suplex, Spinning Knuckle to Spinning
Knuckle (dizzy), Block to Dislocate Limb, Elemental Stride to Flash
Kick, Elemental Stride to Knee Basher
Chapter 3 – Unique Fighters
162
CYBERNETIC A – SPECIAL FORCES CYBERNETIC B – THAI KICKBOXING
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOOOO
O
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OOOOO
O
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Cybernetics
OOOOO
OOOO
OOOOOO
OOOO
OO
OOOOOOO
OO
Chi
OO OO OO OO O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Cybernetics
OOOO
OOOO
OOOO
OOOOOOOO
OO
OOOOOOOO
OO
Chi
OO OO OO OO OO O O
Willpower
OO OO OO OO O
Health
O O O O OO OO OO
Health
OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 3 7 3
Forward 2 9 2
Roundhouse 0 11 2
Block 6 - - Abort, +2 Spd
Grab 2 7 1
Movement 5 - 6
Jump 5 - 3 Aerial, Abort
Bite 3 10 2
Neck Choke 1 10 1 Sustained Hold
Flying Knee Thrust
3 9 4 1 WP
Sonic Boom 0 13 - 1 Chi or Health, Range 6
Combos: None
Maneuver Spd Dam Mov Special
Jab 4 6 3
Strong 2 8 3
Fierce 1 10 2
Short 3 7 3
Forward 2 9 2
Roundhouse 0 11 2
Block 6 - - Abort, +2 Spd
Grab
Movement 5 - 6
Jump 5 - 3 Aerial, Abort
Double-Hit Kick 0 8 2 Roll twice against standing target
Double-Hit Knee 2 7 1 Roll twice
Elbow Smash 4 9 1
Combos: Double-Hit Kick to Double-Hit Knee to Elbow Smash (dizzy)
Chapter 3 – Unique Fighters
163
CYBERNETIC A – SPECIAL FORCES CYBERNETIC B – THAI KICKBOXING
Rank 4 Rank 4
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
OO
OO
OO
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
OO
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Cybernetics
OOOOO
O
O
OOOO
O
OOOOOOO
OO
Chi
OO OO OO OO OO OO O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Cybernetics
OO
OO
O
OOOOOOOO
O
OOOOOOOO
OO
Chi
OO OO OO OO OO O O
Willpower
OO O
Health
O OO OO OO
Health
OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 9 4
Forward 3 11 3
Roundhouse 1 13 3
Block 7 - - Abort, +2 Spd
Grab 3 7 1
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Bite 4 10 3
Neck Choke 2 10 1 Sustained Hold
Flying Knee Thrust
4 9 5 1 WP
Sonic Boom 0 13 - 1 Chi or Health, Range 7
Flying Thrust Kick
3 15 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Venom 4 11 3 1 Chi or Health, -1 Spd & 1 dmg for next two turns
Combos: Sonic Boom to Flying Thrust Kick, Venom to Venom to Venom (dizzy)
Maneuver Spd Dam Mov Special
Jab 5 7 4
Strong 3 9 4
Fierce 2 11 3
Short 4 8 4
Forward 3 10 3
Roundhouse 1 12 3
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Double-Hit Kick 1 9 3 Roll twice against standing target
Double-Hit Knee 3 8 2 Roll twice
Elbow Smash 5 10 1
Ice Blast 1 12 - 2 Chi or Health, 4 successes in Strength to get out, Range 7
Tiger Knee 6 10 4 2 WP, Aerial, knockdown
Combos: Double-Hit Kick to Double-Hit Knee to Elbow Smash
(dizzy), Ice Blast to Tiger Knee
Chapter 3 – Unique Fighters
164
CYBERNETIC A – SPECIAL FORCES CYBERNETIC B – THAI KICKBOXING
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
Perception
Intelligence
Wits
OO
O
O
Strength
Dexterity
Stamina
OOO
Perception
Intelligence
Wits
OO
O
O
Punch
Kick
Block
Grab
Athletics
Focus
Cybernetics
O
O
O
O
O
OOOOOOO
Chi
OO OO OO O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Cybernetics
OOOOOOOO
OOOOOOOO
Chi
OO OO O O
Willpower
OO O
Health
OO
Health
OO
Maneuver Spd Dam Mov Special
Jab 6 8 4
Strong 4 10 4
Fierce 3 12 3
Short 5 9 4
Forward 4 11 3
Roundhouse 2 13 3
Block 8 - - Abort, +2 Spd
Grab 4 9 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Bite 5 10 3
Neck Choke 3 12 1 Sustained Hold
Flying Knee Thrust
5 9 5 1 WP
Sonic Boom 1 14 - 1 Chi or Health, Range 9
Flying Thrust Kick
4 15 2 1 WP, Aerial, knock back 1 hex, knockdown in Aerials
Venom 5 11 3 1 Chi or Health, -1 Spd & 1 dmg for next two turns
Heart Punch 3 14 2 Damage only to dizzy
Levitation 4 - 5 1 Chi or Health per turn
Suplex 4 11 1 Grab, knockdown Combos: Sonic Boom to Flying Thrust Kick, Venom to Venom to Venom (dizzy), Block to Heart Punch
Maneuver Spd Dam Mov Special
Jab 5 9 5
Strong 3 11 5
Fierce 2 13 4
Short 4 10 5
Forward 3 12 4
Roundhouse 1 14 4
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Double-Hit Kick 1 11 3 Roll twice against standing target
Double-Hit Knee 3 10 2 Roll twice
Elbow Smash 5 12 1
Ice Blast 1 13 - 2 Chi or Health, 4 successes in Strength to get out, Range 8
Tiger Knee 6 12 4 2 WP, Aerial, knockdown
Maka Wara - 8 - Dmg when blocking
Yoga Teleport 7 - - 2 Chi or Health, disappears and comes up to 9 hexes when wishes
Combos: Double-Hit Kick to Double-Hit Knee to Elbow Smash
(dizzy), Ice Blast to Tiger Knee, Block to Elbow Smash
Chapter 3 – Unique Fighters
165
CYBERNETIC C – CAPOEIRA CYBERNETIC D – ANY STYLE
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOOO
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OOOO
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Cybernetics
OOOOO
OO
OOOO
OOOOOOOO
OO
OOOOOOO
OO
Chi
OO OO OO OO O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Cybernetics
OO
OO
OOOOOO
OOOOOOOO
OOOO
OOOOOOOO
Chi
OO OO OO OO O O
Willpower
OO OO OO OO OO O
Health
O O O O OO OO OO
Health
OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 6 3
Forward 5 8 2
Roundhouse 3 10 2
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 6
Jump 8 - 3 Aerial, Abort
Speed of the Mongoose
7 - 1 1 Chi or Health, +4 Spd or +6 Mov no próximo turn in straight line
Cartwheel Kick 4 6 5 1 WP, straight line, knock back, +1 Dam for hex moved
Combos: Speed of the Mongoose to Cartwheel Kick
Maneuver Spd Dam Mov Special
Jab 7 5 2
Strong 5 7 2
Fierce 4 9 1
Short 6 6 2
Forward 5 8 1
Roundhouse 3 10 1
Block
Grab
Movement 8 - 5
Jump 8 - 2 Aerial, Abort
Extendible Limbs
- - - Range 5 for Basic Punches and Kicks
Combos: Movement to Fierce
Chapter 3 – Unique Fighters
166
CYBERNETIC C – CAPOEIRA CYBERNETIC D – ANY STYLE
Rank 4 Rank 4
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OO
OOO
O
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OO
OOOO
O
Punch
Kick
Block
Grab
Athletics
Focus
Cybernetics
OOO
O
O
OOOOOOOO
O
OOOOOOO
OO
Chi
OO OO O O O O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Cybernetics
O
O
OO
OOOOOOOO
OO
OOOOOOOO
Chi
OO OO OO O O
Willpower
OO OO OO O
Health
O OO OO OO
Health
OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 5 4
Strong 5 7 4
Fierce 4 9 3
Short 6 8 4
Forward 5 10 3
Roundhouse 3 12 3
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Speed of the Mongoose
7 - 2 1 Chi or Health, +4 Spd or +6 Mov no próximo turn in straight line
Cartwheel Kick 4 8 6 1 WP, straight line, knock back, +1 Dam for hex moved
Rolling Attack 5 11 8 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes
Vertical Rolling Attack
5 11 4 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials
Drunken Monkey Roll
8 - 6 Crouching, Dodge projectiles
Musical Accompaniment
- - - +1 in combat mod. when hear prefered song style
Combos: Speed of the Mongoose to Cartwheel Kick
Maneuver Spd Dam Mov Special
Jab 7 7 3
Strong 5 9 3
Fierce 4 11 2
Short 6 8 3
Forward 5 10 2
Roundhouse 3 12 2
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 6
Jump 8 - 3 Aerial, Abort
Extendible Limbs
- - - Range 5 for Basic Punches and Kicks
Fireball 3 11 - 1 Chi/Health, Range 10
Repeating Fireball
3 9 - 2 Chi/Health, Range 10, roll 5 times
Combos: Movement to Fierce
Chapter 3 – Unique Fighters
167
CYBERNETIC C – CAPOEIRA CYBERNETIC D – ANY STYLE
Rank 7 Rank 7
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
O
OOO
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
O
OOOO
Punch
Kick
Block
Grab
Athletics
Focus
Cybernetics
OO
O
OO
OOOOOOO
OO
Chi
OO OO OO O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Cybernetics
OOOOOOOO
OOOOOOOO
Chi
OO O O
Willpower
OO OO O
Health
OO
Health
OO
Maneuver Spd Dam Mov Special
Jab 8 6 5
Strong 6 8 5
Fierce 5 10 4
Short 7 9 5
Forward 6 11 4
Roundhouse 4 13 4
Block 10 - - Abort, +2 Spd
Grab 6 7 1
Movement 9 - 8
Jump 9 - 5 Aerial, Abort
Speed of the Mongoose
8 - 3 1 Chi or Health, +4 Spd or +6 Mov no próximo turn in straight line
Cartwheel Kick 5 9 7 1 WP, straight line, knock back, +1 Dam for hex moved
Rolling Attack 6 12 9 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes
Vertical Rolling Attack
6 12 5 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials
Drunken Monkey Roll
9 - 7 Crouching, Dodge projectiles
Musical Accompaniment
- - - +1 in combat mod. when hear prefered song style
Knee Basher 5 13 1 Sustained Hold, knockdown at the end
Tumbling Attack 5 8 4 1 WP, straight line, same hex, hit and knock back until Move ends
Kippup - - -
Breakfall - - - Combos: Speed of the Mongoose to Cartwheel Kick, Block to Knee Basher, Speed of the Mongoose to Rolling Attack
Maneuver Spd Dam Mov Special
Jab 8 8 5
Strong 6 10 5
Fierce 5 12 4
Short 7 9 5
Forward 6 11 4
Roundhouse 4 13 4
Block 10 - - Abort, +2 Spd
Grab
Movement 9 - 8
Jump 9 - 5 Aerial, Abort
Extendible Limbs
- - - Range 5 for Basic Punches and Kicks
Fireball 4 11 - 1 Chi/Health, Range 10
Repeating Fireball
4 9 - 2 Chi/Health, Range 10, roll 5 times
Shock Treatment
6 16 - 2 Chi or Health, Knockdown, hit all adjacents
Combos: Movement to Fierce to Repeating Fireball (dizzy), Block to
Shock Treatment, Roundhouse to Jab (dizzy)
Chapter 3 – Unique Fighters
168
ARMED OPPONENTS Occasionally (especially during Duelist torrnaments), weapons are used in combat. No honorable Street Fighter world resort to using a weapon. Street Fighters have honed their fists, feet, and minds to be better than any weapons. Who needs a gun when yor've got a fireball?
Chapter 3 – Unique Fighters
169
DUELIST A – AIKIDO DUELIST B – CAPOEIRA
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
O
OO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OOO
OO
O
Perception
Intelligence
Wits
O
OOO
OOOOO
Punch
Kick
Block
Grab
Athletics
Focus
Sword
OOOOO
OOOO
OOOOO
OOOO
OOO
OOOOO
OOO
Chi
O O O O O
Willpower
O O O O O O O
Punch
Kick
Block
Grab
Athletics
Focus
Knife
OOOOO
OOOO
OOOOOOOO
OOOOO
OO
OOOOO
OO
Chi
O O O O O O O O
Willpower
O O O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 5 2
Forward 4 7 1
Roundhouse 2 9 1
Block
Grab 4 5 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Slide Kick 3 8 3 Knockdown
Pin 3 7/5 3/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Bokken Parry 9 - - Abort, +2 Spd to use same weapon
Bokken Jab 7 7 2
Bokken Strong 5 9 2
Bokken Fierce 4 11 1
Bokken Berserk 3 12 0 1 WP, Special Effect Combos: Slide Kick to Pin, Bokken Parry to Bokken Fierce
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 5 3
Forward 3 7 2
Roundhouse 1 9 2
Block
Grab
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Rolling Attack 3 9 7 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes
Vertical Rolling Attack
3 9 3 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials
Razor Parry 9 - - Abort, +2 Spd to use same weapon
Razor Jab 7 7 3
Razor Strong 5 9 3
Razor Fierce 4 11 2
Razor Berserk 3 12 0 1 WP, Special Effect Combos: Razor Jab to Razor Fierce
Chapter 3 – Unique Fighters
170
DUELIST A – AIKIDO DUELIST B – CAPOEIRA
Rank 4 Rank 4
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OO
OOO
O
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OOO
OOOOO
Punch
Kick
Block
Grab
Athletics
Focus
Sword
OOOOO
OOOO
OOOOO
O
O
OOOOO
O
Chi
O O O O O
Willpower
O O O O
Punch
Kick
Block
Grab
Athletics
Focus
Knife
OOO
OOOO
OOOOOOOO
OOO
O
OOOOO
O
Chi
O O O O O O O
Willpower
O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 5 4
Forward 5 7 4
Roundhouse 3 9 3
Block
Grab 5 7 1
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Slide Kick 4 8 5 Knockdown
Pin 4 9/7 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Breakfall - - -
Throw 3 9 1 Grab, Knockdown, Throw Strength hexes
Kippup - - -
Drunken Monkey Roll
8 - 6 Crouching, Dodge projectiles
Bokken Parry 10 - - Abort, +2 Spd to use same weapon
Bokken Jab 8 9 4
Bokken Strong 6 11 4
Bokken Fierce 5 13 3
Bokken Berserk 4 14 1 1 WP, Special Effect Combos: Slide Kick to Pin, Bokken Parry to Bokken Fierce to Bokken Jab (dizzy), Drunken Monkey Roll to Bokken Berserk to Pin
Maneuver Spd Dam Mov Special
Jab 6 5 4
Strong 4 7 4
Fierce 3 9 3
Short 5 6 4
Forward 4 8 3
Roundhouse 2 10 3
Block
Grab 4 6 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Rolling Attack 4 11 8 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes
Vertical Rolling Attack
4 11 4 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials
Forward Flip Knee
2 10 2 Aerial, target at the same or adj hex, jump over him, he can lost his move if interrupted
Thigh Press 3 10 1 Grab, knockdown
Razor Parry 10 - - Abort, +2 Spd to use same weapon
Razor Jab 8 9 4
Razor Strong 6 11 4
Razor Fierce 5 13 3
Razor Berserk 4 14 1 1 WP, Special Effect Combos: Razor Jab to Razor Fierce to Razor Fierce (dizzy), Vertical
Rolling Attack to Forward Flip Knee, Razor Parry to Razor Jab
Chapter 3 – Unique Fighters
171
DUELIST A – AIKIDO DUELIST B – CAPOEIRA
Rank 7 Rank 7
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OO
OOO
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OOO
Punch
Kick
Block
Grab
Athletics
Focus
Sword
OOOOO
OOOO
OOO
O
O
OOOO
Chi
O O O
Willpower
O O O
Punch
Kick
Block
Grab
Athletics
Focus
Knife
OO
OO
OOOO
OOO
OOOOO
Chi
O O O O
Willpower
O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 7 5 4
Forward 6 7 4
Roundhouse 4 9 3
Block 10 - - Abort, +2 Spd
Grab 6 7 1
Movement 9 - 7
Jump 9 - 4 Aerial, Abort
Slide Kick 5 8 5 Knockdown
Pin 5 9/7 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Breakfall - - -
Throw 4 9 1 Grab, Knockdown, Throw Strength hexes
Kippup - - -
Zen no Mind - - - 1 WP, choice 3 cards and use one of them at the end of the turn
Regeneration 5 - - 1 Chi/Health
Arm/Wrist Lock 6 9 2 Sustained Hold, knockdown
Drunken Monkey Roll
9 - 6 Crouching, Dodge projectiles
Bokken Parry 11 - - Abort, +2 Spd to use same weapon
Bokken Jab 9 10 4
Bokken Strong 7 12 4
Bokken Fierce 6 14 3
Bokken Berserk 5 15 1 1 WP, Special Effect Combos: Slide Kick to Pin, Bokken Parry to Bokken Fierce to Bokken Jab (dizzy), Drunken Monkey Roll to Bokken Berserk to Pin, Block to Arm/Wrist Lock, Arm/Wrist Lock to Bokken Fierce (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 7 5
Strong 4 9 5
Fierce 3 11 4
Short 5 8 5
Forward 4 10 4
Roundhouse 2 12 4
Block
Grab 4 7 1
Movement 7 - 8
Jump 7 - 5 Aerial, Abort
Rolling Attack 4 13 9 1 WP, Aerial, straight line, stop at the 1st hex occupied, hit and move back 2 hexes
Vertical Rolling Attack
4 13 5 1 WP, Aerial, Dodge projectiles, Knockdown in Aerials
Forward Flip Knee
2 12 2 Aerial, target at the same or adj hex, jump over him, he can lost his move if interrupted
Thigh Press 3 11 1 Grab, knockdown
Beast Roll 4 13 3/7 1 WP, same hex, move back & depois avança na linha, Dodge projectiles
Drunken Monkey Roll
7 - 7 Crouching, Dodge projectiles
Haymaker 2 12 3
Widowmaker 1 13 2 Must travel 2 hex, Aerial, knockdown, not hit Aerials, Dodge projectiles
Razor Parry 10 - - Abort, +2 Spd to use same weapon
Razor Jab 8 11 5
Razor Strong 6 13 5
Razor Fierce 5 15 4
Razor Berserk 4 16 2 1 WP, Special Effect Combos: Razor Jab to Razor Fierce to Razor Fierce (dizzy), Vertical
Rolling Attack to Forward Flip Knee, Razor Parry to Razor Jab, V
Rolling Attack to Vertical Rolling Attack
Chapter 3 – Unique Fighters
172
DUELIST C – SPECIAL FORCES DUELIST D – KABADDI
Rank 1 Rank 1
Strength
Dexterity
Stamina
O
OO
OO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OO
O
OOO
Perception
Intelligence
Wits
OO
OO
OOOO
Punch
Kick
Block
Grab
Athletics
Focus
Knife
OOOOO
OOO
OOOOOOO
OOO
OOO
OOOOO
OOO
Chi
O O O O O O O O O
Willpower
O O O
Punch
Kick
Block
Grab
Athletics
Focus
Knife
OOOOOO
OOOOO
OOOOOO
OOOO
OOO
OOOOO
OO
Chi
OO O O O O
Willpower
O O O O O O O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 6 2
Forward 3 8 1
Roundhouse 1 10 1
Block
Grab 3 6 1
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Flying Knee Thrust
4 8 3 1 WP
Foot Sweep 1 9 0 Crouching, Knockdown
Suplex 3 8 1 Grab, Knockdown
Combat Knife Parry
7 - - Abort, +2 Spd to use same weapon
Knife Jab 5 8 2
Knife Strong 3 10 2
Knife Fierce 2 12 1
Knife Berserk 1 13 0 1 WP, Special Effect Combos: Foot Sweep to Flying Knee Thrust, Roundhouse to Knife Strong, Knife Parry to Knife Fierce
Maneuver Spd Dam Mov Special
Jab 6 3 2 Spd +2, Dam +3 with katar
Strong 5 5 2 Spd +2, Dam +3 with katar
Fierce 4 7 1 Spd +2, Dam +3 with katar
Short
Forward
Roundhouse
Block
Grab 4 5 1
Movement 7 - 5
Jump 7 - 2 Aerial, Abort
Head Butt 4 7 0
Push (BR) 5 - 1 Grab, throw Strength + Grab hexes, Knockdown
Katar Parry 10 - - Abort, +2 Spd to use same weapon
Katar Jab 8 8 2
Katar Strong 6 10 2
Katar Fierce 5 12 1
Katar Berserk 4 13 0 1 WP, Special Effect Combos: Katar Parry to Katar Jab, Katar Fierce to Katar Jab to Katar
Jab (dizzy)
Chapter 3 – Unique Fighters
173
DUELIST C – SPECIAL FORCES DUELIST D – KABADDI
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
O
OOO
OO
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
OO
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Knife
OOOOO
OO
OOOOOOO
OO
O
OOOOO
O
Chi
O O O O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
Knife
OOOOOO
OOOOO
OOOO
OOOO
OO
O
OO
Chi
OO O O O O
Willpower
O O O O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 7 4
Forward 4 9 3
Roundhouse 2 11 3
Block
Grab 4 7 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Flying Knee Thrust
5 9 5 1 WP
Foot Sweep 2 10 2 Crouching, Knockdown
Suplex 4 9 1 Grab, Knockdown
Neck Choke 3 10 1 Sustained Hold
Handstand Kick 3 11 2 Knockdown in Aerials
Air Suplex 3 11 4 Aerial, Grab, Knockdown, Must interrupt in the air
Combat Knife Parry
8 - - Abort, +2 Spd to use same weapon
Knife Jab 6 10 4
Knife Strong 4 12 4
Knife Fierce 3 14 3
Knife Berserk 2 15 1 1 WP, Special Effect Combos: Foot Sweep to Flying Knee Thrust (dizzy), Roundhouse to Knife Strong (dizzy), Knife Parry to Knife Fierce (dizzy), Movement to Air Suplex
Maneuver Spd Dam Mov Special
Jab 6 3 3 Spd +2, Dam +3 with katar
Strong 5 5 3 Spd +2, Dam +3 with katar
Fierce 4 7 2 Spd +2, Dam +3 with katar
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 5 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Head Butt 4 7 1
Push (BR) 5 - 1 Grab, throw Strength + Grab hexes, Knockdown
Flight (BR) 5 - 6 1 Chi per turn, aerial, can’t use Chi maneuver
Head Butt Hold 3 8 1 Sustained Hold
Suplex 4 7 1 Grab, knockdown
Katar Parry 10 - - Abort, +2 Spd to use same weapon
Katar Jab 8 8 3
Katar Strong 6 10 3
Katar Fierce 5 12 2
Katar Berserk 4 13 0 1 WP, Special Effect Combos: Katar Parry to Katar Jab, Katar Fierce to Katar Jab to Katar
Jab (dizzy)
Chapter 3 – Unique Fighters
174
DUELIST C – SPECIAL FORCES DUELIST D – KABADDI
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OO
O
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
O
O
Punch
Kick
Block
Grab
Athletics
Focus
Knife
OOOOO
O
OO
OO
OOOOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
Knife
OOOOOO
OOOO
OOO
OO
OO
O
Chi
O O O
Willpower
O O O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 8 5
Forward 5 10 4
Roundhouse 3 12 4
Block 9 - - Abort, +2 Spd
Grab 5 7 1
Movement 8 - 8
Jump 8 - 5 Aerial, Abort
Flying Knee Thrust
6 10 6 1 WP
Foot Sweep 3 11 3 Crouching, Knockdown
Suplex 5 9 1 Grab, Knockdown
Neck Choke 4 10 1 Sustained Hold
Handstand Kick 4 12 3 Knockdown in Aerials
Air Suplex 4 11 5 Aerial, Grab, Knockdown, Must interrupt in the air
Knee Basher 4 12 1 Sustained Hold, knockdown at the end
Backflip Kick 5 10 2 Bata & mova to trás
Kippup - - -
Combat Knife Parry
9 - - Abort, +2 Spd to use same weapon
Knife Jab 7 11 5
Knife Strong 5 13 5
Knife Fierce 4 15 4
Knife Berserk 3 16 2 1 WP, Special Effect Combos: Foot Sweep to Flying Knee Thrust (dizzy), Roundhouse to Knife Strong (dizzy), Knife Parry to Knife Fierce (dizzy), Movement to Air Suplex, Block to Knee Basher, Knee Basher to Knife Berserk (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 4 3 Spd +2, Dam +3 with katar
Strong 5 6 3 Spd +2, Dam +3 with katar
Fierce 4 8 2 Spd +2, Dam +3 with katar
Short 5 5 3
Forward 4 7 2
Roundhouse 2 9 2
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Head Butt 4 8 1
Push (BR) 5 - 1 Grab, throw Strength + Grab hexes, Knockdown
Flight (BR) 5 - 6 1 Chi per turn, aerial, can’t use Chi maneuver
Head Butt Hold 3 10 1 Sustained Hold
Suplex 4 9 1 Grab, knockdown
Air Suplex 3 11 3 Aerial, Grab, Knockdown, Must interrupt in the air
Arm/Wrist Lock 4 9 2 Sustained Hold, knockdown
Blind 4 - - 1 Chi, Range 6, Int + Focus x Stamina + Mysteries of the target; Int x Int turn by turn to escape
Katar Parry 10 - - Abort, +2 Spd to use same weapon
Katar Jab 8 12 3
Katar Strong 6 14 3
Katar Fierce 5 16 2
Katar Berserk 4 17 0 1 WP, Special Effect Combos: Katar Parry to Katar Jab, Katar Fierce to Katar Jab to Katar
Jab (dizzy)
Chapter 3 – Unique Fighters
175
DUELIST E – SHOTOKAN KARATE DUELIST F – KUNG FU
Rank 1 Rank 1
Strength
Dexterity
Stamina
OO
OO
O
Perception
Intelligence
Wits
OOO
OOO
O
Strength
Dexterity
Stamina
OO
OOO
O
Perception
Intelligence
Wits
OOOO
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Blunt
OOOO
OOOOO
OOOOOOOOOO
OOOOO
OOO
OOO
OOO
Chi
O O O O O O O
Willpower
O O O O O
Punch
Kick
Block
Grab
Athletics
Focus
Nunchaku
OOOOOOOO
OOOOO
OOOOOOOO
OOOO
OO
OOOOO
OO
Chi
OO O O O O O
Willpower
OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 4 2 Damage +1 with tonfa
Strong 3 6 2 Damage +1 with tonfa
Fierce 2 8 1 Damage +1 with tonfa
Short
Forward
Roundhouse
Block
Grab
Movement 6 - 5
Jump 6 - 2 Aerial, Abort
Stunning Shout 6 - 0 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd
Kippup - - -
Tonfa Parry 7 - - Abort, +2 Spd to use same weapon, Soak +1
Tonfa Jab 5 5 2
Tonfa Strong 3 7 2
Tonfa Fierce 2 9 1
Tonfa Berserk 1 10 0 1 WP, Special Effect Combos: Stunning Shout to Tonfa Fierce, Tonfa Jab to Tonfa Strong (dizzy)
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block
Grab 3 5 1
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Disarming 6 - 5 Strength + Athletics x Strength + Technique; 1 WP
Throw 1 7 1 Grab, Knockdown, Throw Strength hexes
Nunchaku Parry 8 - - Abort, +2 Spd to use same weapon
Nunchaku Jab 6 7 3
Nunch. Strong 4 9 3
Nunch. Fierce 3 11 2
Nunch. Berserk 2 12 0 1 WP, Special Effect Combos: Nunchaku Fierce to Nunchaku Fierce to Nunchaku Fierce
(dizzy)
Chapter 3 – Unique Fighters
176
DUELIST E – SHOTOKAN KARATE DUELIST F – KUNG FU
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OOO
OOO
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
O
OO
OO
Punch
Kick
Block
Grab
Athletics
Focus
Blunt
O
OOOOO
OOOOOOOO
OOOOO
OOO
OOO
O
Chi
OO O O O O O
Willpower
O O O
Punch
Kick
Block
Grab
Athletics
Focus
Nunchaku
OOOOOOOO
OOOOO
OOOO
O
OO
OOOOO
Chi
OO O O O O O
Willpower
OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 7 3 Damage +1 with tonfa
Strong 4 9 3 Damage +1 with tonfa
Fierce 3 11 2 Damage +1 with tonfa
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd, Soak +1 with tonfa
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Stunning Shout 7 - 1 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd
Kippup - - -
Power Uppercut 3 11 1 Knockdown in Aerials
Lunging Punch 4 9 4 Crouching, Only Kick Defense blocks
Knife Hand Strike
5 7 2 Half Soak for the target if he don’t blocks
Tonfa Parry 8 - - Abort, +2 Spd to use same weapon, Soak +1
Tonfa Jab 6 8 3
Tonfa Strong 4 10 3
Tonfa Fierce 3 12 2
Tonfa Berserk 2 13 0 1 WP, Special Effect Combos: Stunning Shout to Tonfa Fierce, Tonfa Jab to Tonfa Strong (dizzy), Block to Knife Hand Strike to Tonfa Strong (dizzy)
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Disarming 7 - 5 Strength + Athletics x Strength + Technique; 1 WP
Throw 2 9 1 Grab, Knockdown, Throw Strength hexes
Kippup - - -
Pin 3 9/7 4/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Flying Tackle 3 7 5 Grab, Knockdown in both, +2 Spd to next grab
Nunchaku Parry 9 - - Abort, +2 Spd to use same weapon
Nunchaku Jab 7 9 3
Nunch. Strong 5 11 3
Nunch. Fierce 4 13 2
Nunch. Berserk 3 14 0 1 WP, Special Effect Combos: Nunchaku Fierce to Nunchaku Fierce to Nunchaku Fierce
(dizzy), Block to Flying Tackle to Pin, Nunchaku Parry to Nunchaku
Jab
Chapter 3 – Unique Fighters
177
DUELIST E – SHOTOKAN KARATE DUELIST F – KUNG FU
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OOO
OOO
Strength
Dexterity
Stamina
OO
O
Perception
Intelligence
Wits
O
O
O
Punch
Kick
Block
Grab
Athletics
Focus
Blunt
OOOOO
OO
OOOOO
O
OOO
Chi
O O O O
Willpower
O O
Punch
Kick
Block
Grab
Athletics
Focus
Nunchaku
OOOOOO
OOOO
OOOO
O
O
OO
Chi
O O O O
Willpower
OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 6 8 4 Damage +1 with tonfa
Strong 4 10 4 Damage +1 with tonfa
Fierce 3 12 3 Damage +1 with tonfa
Short
Forward
Roundhouse
Block 8 - - Abort, +2 Spd, Soak +1 with tonfa
Grab
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Stunning Shout 7 - 2 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd
Kippup - - -
Power Uppercut 3 12 1 Knockdown in Aerials
Lunging Punch 4 10 5 Crouching, Only Kick Defense blocks
Knife Hand Strike
5 8 3 Half Soak for the target if he don’t blocks
Dragon Punch 4 15 2
Maka Wara - 6 - Dmg when blocking
Tonfa Parry 8 - - Abort, +2 Spd to use same weapon, Soak +1
Tonfa Jab 6 9 4
Tonfa Strong 4 11 4
Tonfa Fierce 3 13 3
Tonfa Berserk 2 14 1 1 WP, Special Effect Combos: Stunning Shout to Tonfa Fierce, Tonfa Jab to Tonfa Strong (dizzy), Block to Knife Hand Strike to Tonfa Strong (dizzy), Block to Dragon Punch (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 3 4
Strong 4 5 4
Fierce 3 7 3
Short 5 4 4
Forward 4 6 3
Roundhouse 2 8 3
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Disarming 7 - 6 Strength + Athletics x Strength + Technique; 1 WP
Throw 2 9 1 Grab, Knockdown, Throw Strength hexes
Kippup - - -
Pin 3 9/7 5/0 Sustained Hold, target must be knocked down or dizzy, +3 Strength to hold, minimum 2 dmg to hold, 1 WP
Flying Tackle 3 7 6 Grab, Knockdown in both, +2 Spd to next grab
Leech 4 - - 1 Chi per Health stolen from the target in a Sustained Hold
Rising Storm Crow
1 4/10 2 1 WP, Grab, need to move 2 hex, dmg adds to dizzy, Knockdown, Throw Strength hexes
Nunchaku Parry 9 - - Abort, +2 Spd to use same weapon
Nunchaku Jab 7 9 4
Nunch. Strong 5 11 4
Nunch. Fierce 4 13 3
Nunch. Berserk 3 14 1 1 WP, Special Effect Combos: Nunch. Fierce to Nunch. Fierce to Nunch. Fierce (dizzy), Block to Flying Tackle to Pin, Nunch. Parry to Nunch. Jab
Chapter 3 – Unique Fighters
178
DUELIST G – NINJITSU DUELIST H – SPANISH NINJITSU
Rank 1 Rank 1
Strength
Dexterity
Stamina
OOO
O
OOO
Perception
Intelligence
Wits
OOOO
OOO
O
Strength
Dexterity
Stamina
OOO
OOO
O
Perception
Intelligence
Wits
OO
OO
OOOOO
Punch
Kick
Block
Grab
Athletics
Focus
Chain
OOOOOOO
OO
OOOOOOOO
OOOOOOOO
OO
OOOOOO
OOO
Chi
O O O O O
Willpower
OO OO OO OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Claw
OOOOOOO
OOOO
OOOOOOOO
OOOOOOOO
OO
OOOOOO
OO
Chi
OO OO OO O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 5 6 3
Forward 4 8 2
Roundhouse 2 10 2
Block
Grab
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Cartwheel Kick 3 6 5 1 WP, straight line, knock back, +1 Dam for hex moved
Heel Stamp 6 2 4 Knock back Strength + Kick minus Strength of the target, move back 1
Kusarigama Parry
8 - - Abort, +2 Spd to use same weapon
Kusarigama Jab 6 7 1 Range 2
Kusarig. Strong 4 9 1 Range 2
Kusarig. Fierce 3 11 0 Range 2
Kusarig. Berserk
2 12 0 Range 2, 1 WP, Special Effect
Combos: Heel Stamp to Cartwheel Kick (dizzy), Kusarigama Jab to Kusarigama Fierce
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 4 5 3
Forward 3 7 2
Roundhouse 1 9 2
Block
Grab
Movement 6 - 6
Jump 6 - 3 Aerial, Abort
Forward Slide Kick
3 7 3 Knockdown
Claw Parry 8 - - Abort, +2 Spd to use same weapon
Claw Jab 6 6 3
Claw Strong 4 8 3
Claw Fierce 3 10 2
Claw Berserk 2 11 0 1 WP, Special Effect Combos: Forward Slide Kick to Claw Jab to Claw Fierce (dizzy)
Chapter 3 – Unique Fighters
179
DUELIST G – NINJITSU DUELIST H – SPANISH NINJITSU
Rank 4 Rank 4
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OOOO
OO
O
Strength
Dexterity
Stamina
O
O
O
Perception
Intelligence
Wits
OO
OO
OOO
Punch
Kick
Block
Grab
Athletics
Focus
Chain
Bow
OOOOOOO
OOO
OOOOOOOO
OOOO
OOO
OOOOOO
O
OOOOOO
Chi
O O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Claw
OOO
OOOO
OOOOOO
OO
OO
OOOOOO
OO
Chi
OO OO O O O O O
Willpower
OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 6 6 3
Forward 5 8 3
Roundhouse 3 10 2
Block
Grab 5 5 1 Empty hand = Standard. With Kusarigama, Range 2 with damage 0
Movement 8 - 6
Jump 8 - 3 Aerial, Abort
Cartwheel Kick 4 6 5 1 WP, straight line, knock back, +1 Dam for hex moved
Heel Stamp 7 2 4 Knock back Strength + Kick minus Strength of the target, move back 1
Throw 3 7 1 Grab, throw Strength hexes, Knockdown
Back Roll Throw 4 9 1 Grab, throw Strength + Kick hexes, Knockdown
Kippup - - -
Disengage 6 - 1 Dexterity x Strength to break a Sustained Hold
Wall Spring 7 - 3/5 Need to bounce
Kusarigama Parry
9 - - Abort, +2 Spd to use same weapon
Kusarigama Jab 7 9 1 Range 2
Kusarig. Strong 5 11 1 Range 2
Kusarig. Fierce 4 13 0 Range 2
Kusarig. Berserk
3 14 0 Range 2, 1 WP, Special Effect
Short Bow 7 6 4 Range 80m
Yumi 4 9 - Range 135m Combos: Heel Stamp to Cartwheel Kick (dizzy), Kusarigama Jab to Kusarigama Fierce (dizzy), Grab to Back Roll Throw, Wall Spring Kusarigama Jab to Wall Spring Kusarigama Fierce (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 5 3
Strong 4 7 3
Fierce 3 9 2
Short 5 6 3
Forward 4 8 2
Roundhouse 2 10 2
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 6
Jump 7 - 3 Aerial, Abort
Forward Slide Kick
4 8 3 Knockdown
Suplex 4 9 1 Grab, knockdown
Air Suplex 3 11 3 Aerial, Grab, Knockdown, Must interrupt in the air
Thigh Press 3 11 1 Grab, knockdown
Triple Strike 2 6/6/7 - Ignore the worst dmg
Handstand Kick 3 10 1 Knockdown in Aerials
Claw Parry 9 - - Abort, +2 Spd to use same weapon
Claw Jab 7 7 3
Claw Strong 5 9 3
Claw Fierce 4 11 2
Claw Berserk 3 12 0 1 WP, Special Effect Combos: Forward Slide Kick to Claw Jab to Claw Fierce (dizzy),
Block to Suplex Chapter 3 – Unique Fighters
180
DUELIST G – NINJITSU DUELIST H – SPANISH NINJITSU
Rank 7 Rank 7
Strength
Dexterity
Stamina
OOO
O
Perception
Intelligence
Wits
OO
O
O
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
OO
OOO
Punch
Kick
Block
Grab
Athletics
Focus
Chain
Bow
OOOOOOO
OOO
OOOO
OOOO
O
OOOOOO
OO
Chi
O O O
Willpower
OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Claw
OOO
OOOO
OOOO
OO
O
OOO
Chi
O O O O
Willpower
OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short 7 6 4
Forward 6 8 4
Roundhouse 4 10 3
Block 10 - - Abort, +2 Spd
Grab 6 5 1 Kusari. R 2 with Dam 0
Movement 9 - 7
Jump 9 - 4 Aerial, Abort
Cartwheel Kick 5 6 6 1 WP, straight line, knock back, +1 Dam for hex moved
Heel Stamp 8 2 5 Knock back Strength + Kick minus Strength of the target, move back 1
Throw 4 7 1 Grab, throw Strength hexes, Knockdown
Back Roll Throw 5 9 1 Grab, throw Strength + Kick hexes, Knockdown
Kippup - - -
Disengage 7 - 2 Dexterity x Strength to break a Sustained Hold
Wall Spring 8 - 4/6 Need to bounce
Flying Heel Stomp
6 8 6 1 WP, Aerial, straight line, hit and move
Kusarigama Parry
10 - - Abort, +2 Spd to use same weapon
Kusarigama Jab 8 10 2 Range 2
Kusarig. Strong 6 12 2 Range 2
Kusarig. Fierce 5 14 1 Range 2
Kusarg. Berserk 4 15 0 Range 2, 1 WP, Special Effect
Short Bow 8 8 5 Range 80m
Yumi 5 11 - Range 135m Combos: Heel Stamp to Cartwheel Kick (dizzy), Kusarigama Jab to Kusarigama Fierce to Flying Heel Stomp (dizzy), Grab to Back Roll Throw to Cartwheel Kick (dizzy), Wall Spring Kusarigama Jab to Wall Spring Kusarigama Fierce (dizzy), Flying Heel Stomp to Cartwheel Kick to Kusarigama Strong (dizzy)
Maneuver Spd Dam Mov Special
Jab 6 5 4
Strong 4 7 4
Fierce 3 9 3
Short 5 6 4
Forward 4 8 3
Roundhouse 2 10 3
Block 8 - - Abort, +2 Spd
Grab 4 7 1
Movement 7 - 7
Jump 7 - 4 Aerial, Abort
Forward Slide Kick
4 8 4 Knockdown
Suplex 4 9 1 Grab, knockdown
Air Suplex 3 11 4 Aerial, Grab, Knockdown, Must interrupt in the air
Thigh Press 3 11 1 Grab, knockdown
Triple Strike 2 6/6/7 - Ignore the worst dmg
Handstand Kick 3 10 2 Knockdown in Aerials
Cobra Charm 2 - 3 1 Chi, Wits + Mysteries resisted roll, Intelligence to hold
Diving Hawk 4 13 6 1 WP, Aerial, straight line, Dodge projectiles, same hex
Claw Parry 9 - - Abort, +2 Spd to use same weapon
Claw Jab 7 9 4
Claw Strong 5 11 4
Claw Fierce 4 13 3
Claw Berserk 3 14 1 1 WP, Special Effect Combos: Forward Slide Kick to Claw Jab to Claw Fierce (dizzy),
Block to Suplex, Block to Cobra Charm
Chapter 3 – Unique Fighters
181
DUELIST I – SAVATE DUELIST J – SILAT
Rank 1 Rank 1
Strength
Dexterity
Stamina
O
OOO
OOO
Perception
Intelligence
Wits
OO
OOO
OO
Strength
Dexterity
Stamina
OOOOO
OOOOO
O
Perception
Intelligence
Wits
OO
O
OO
Punch
Kick
Block
Grab
Athletics
Focus
Fencing
OOOO
OOOOOOO
OOOO
OOOOOOOO
OOOO
OOOOOO
OOO
Chi
OO OO OO O O O O O
Willpower
OO OO OO O
Punch
Kick
Block
Grab
Athletics
Focus
Knife
OOOOOOOO
OOOOOOO
OOOOOOOO
OOOOOOOO
OOOO
OO
OO
Chi
OO O O O O O
Willpower
OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 5 5 2
Strong 3 7 2
Fierce 2 9 1
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 5
Jump 3 - 2 Aerial, Abort
Displacement 5 5 3 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Spinning Back Fist
2 9 3
Rapier Parry 9 - - Abort, +2 Spd to use same weapon
Rapier Jab 7 6 3
Rapier Strong 5 8 3
Rapier Fierce 4 10 2
Rap. Berserk 3 11 0 1 WP, Special Effect Combos: Spinning Back Fist to Displacement to Rapier Jab (dizzy) Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1 Soak if interrupted kicking by crorching maneuver
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block
Grab
Movement 5 - 5
Jump 5 - 2 Aerial, Abort
Fireball 1 9 - 1 Chi, Range 6
Kris Parry 8 - - Abort, +2 Spd to use same weapon
Kris Jab 6 6 2
Kris Strong 4 8 2
Kris Fierce 3 10 1
Kris Berserk 2 11 0 1 WP, Special Effect Combos: Kris Jab to Kris Strong to Kris Fierce
Chapter 3 – Unique Fighters
182
DUELIST I – SAVATE DUELIST J – SILAT
Rank 4 Rank 4
Strength
Dexterity
Stamina
O
OOO
Perception
Intelligence
Wits
OO
OOO
O
Strength
Dexterity
Stamina
OOOOO
OOOOO
Perception
Intelligence
Wits
OO
O
Punch
Kick
Block
Grab
Athletics
Focus
Fencing
O
OOOOOOO
OOOO
OOOOOOOO
OO
OOOOOO
O
Chi
OO OO O O O O O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Knife
OOOOOOOO
OOOOOOO
O
OOOOOOOO
OO
O
OO
Chi
O O O O O
Willpower
OO OO OO O
Health
OO OO OO OO OO OO
Health
OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 7 4
Strong 5 9 4
Fierce 4 11 3
Short
Forward
Roundhouse
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Displacement 7 7 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Spinning Back Fist
4 10 5
Esquives 7 - 2 Dodge projectiles
Dashing Punch 5 12 6 1 WP
Punch Defense 9 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
7 8 - Soak against Punches
Rapier Parry 11 - - Abort, +2 Spd to use same weapon
Rapier Jab 9 8 5
Rapier Strong 7 10 5
Rapier Fierce 6 12 4
Rap. Berserk 5 13 2 1 WP, Special Effect Combos: Spinning Back Fist to Displacement to Rapier Jab (dizzy), Esquives to Rapier Berserk Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1 Soak if interrupted kicking by crorching maneuver
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 6 - - Abort, +2 Spd
Grab
Movement 5 - 6
Jump 5 - 3 Aerial, Abort
Fireball 3 10 - 1 Chi, Range 9
Missile Reflection
5 - 2 1 success for blades, 2 for arrows, 3 for bullets
Energy Reflection
3 - - 1 Chi, 2 successes in Wits
Stunning Shout 7 - 1 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd
Kris Parry 8 - - Abort, +2 Spd to use same weapon
Kris Jab 6 6 3
Kris Strong 4 8 3
Kris Fierce 3 10 2
Kris Berserk 2 11 0 1 WP, Special Effect Combos: Kris Jab to Kris Strong to Kris Fierce (dizzy), Kris Parry to
Kris Jab
Chapter 3 – Unique Fighters
183
DUELIST I – SAVATE DUELIST J – SILAT
Rank 7 Rank 7
Strength
Dexterity
Stamina
O
O
Perception
Intelligence
Wits
O
OO
O
Strength
Dexterity
Stamina
OOO
OOO
Perception
Intelligence
Wits
OO
Punch
Kick
Block
Grab
Athletics
Focus
Fencing
O
O
OO
OOOOOOOO
OO
OOOOOO
Chi
O O O O
Willpower
OO O
Punch
Kick
Block
Grab
Athletics
Focus
Knife
OOOOOOOO
OOOOOOO
OOOOOOOO
Chi
O O O
Willpower
OO OO O
Health
OO OO OO
Health
OO OO OO
Maneuver Spd Dam Mov Special
Jab 7 7 4
Strong 5 9 4
Fierce 4 11 3
Short 6 8 4
Forward 5 10 3
Roundhouse 3 12 3
Block 9 - - Abort, +2 Spd
Grab
Movement 8 - 7
Jump 8 - 4 Aerial, Abort
Displacement 7 7 5 1 WP, interrupt, get away and come back to hit; Dodge projectiles
Spinning Back Fist
4 10 5
Esquives 7 - 2 Dodge projectiles
Dashing Punch 5 12 6 1 WP
Punch Defense 9 - - +4 Soak against Punches, -2 against other Techniques
Deflecting Punch
7 8 - Soak against Punches
Double-Hit Kick 3 9 3 Roll twice in standing target
Lightning Leg 3 9 - 1 WP, Roll 3 times
Rapier Parry 11 - - Abort, +2 Spd to use same weapon
Rapier Jab 9 9 5
Rapier Strong 7 11 5
Rapier Fierce 6 13 4
Rap. Berserk 5 14 2 1 WP, Special Effect Combos: Spinning Back Fist to Displacement to Rapier Jab (dizzy), Esquives to Rapier Berserk to Rapier Fierce, Displacement to Lightning Leg (dizzy) Special: +1 dmg to standing Kicks, +1 Soak if interrupted kicking, -1 Soak if interrupted kicking by crorching maneuver
Maneuver Spd Dam Mov Special
Jab
Strong
Fierce
Short
Forward
Roundhouse
Block 7 - - Abort, +2 Spd
Grab
Movement 6 - 8
Jump 6 - 5 Aerial, Abort
Fireball 3 12 - 1 Chi, Range 10
Improved Fireball
4 14 - 1 Chi, Range 10, knockdown
Missile Reflection
6 - 4 1 success for blades, 2 for arrows, 3 for bullets
Energy Reflection
4 - - 1 Chi, 2 successes in Wits
Stunning Shout 7 - 3 1 Chi, Resisted WP roll, if wins, cancells the opponent move or reduces his next maneuver Spd
Kippup - - -
Kris Parry 9 - - Abort, +2 Spd to use same weapon
Kris Jab 7 6 5
Kris Strong 5 8 5
Kris Fierce 4 10 4
Kris Berserk 3 11 2 1 WP, Special Effect Combos: Kris Jab to Kris Strong to Kris Fierce (dizzy), Kris Parry to
Kris Jab, Block to Improved Fireball, Kris Jab to Improved Fireball,
Stunning Shout to Improved Fireball
Chapter 3 – Unique Fighters
184
Appendix A:
If you pick up a starving dog and make him prosperous, he will not bite you. This is the principal difference between a dog and a man.
Mark Twain
The basic book of Street Fighter says that the Narrator and the player must, together, assemble the Animal Companion sheet for their character. This is interesting because the points in Companion, and not the type of animal, in itself, will define their abilities. A 5 point Companion, regardless of whether it is a cat or an elephant, will have phenomenal abilities.
The Player Guide has rules for Animal Hybrids that can be used to assemble Companion sheets. Based on the Basic and Special Animal Hybrid Maneuvers, and also on his Natural Abilities, the Companion can be assembled.
As a guideline, you can use the Companion points to define the levels of the fellow animal: each Companion point represents 2 points to distribute in Physical Attributes, Social/Mental Attributes, Skills and Companion's Chi/Willpower (2 points in each category per level). They also represent 2 points in Health. Superhuman characteristics always cost 2 points.
Each point in Companion also allows the acquisition of a Basic or Special Hybrid Maneuver, or a combo (with a good explanation, it is possible to acquire a non-Hybrid Maneuver). The Companion level is used as a Technique for the calculation of damage and movement. All Companions have a Natural Ability, independent of the level.
Thus, a Companion 3 (cat) could have Strength 1, Dexterity 5, Vigor 3; Charisma 1, Manipulation 3, Appearance 1, Perception 4, Intelligence 1, Wits 2; Alertness 3, Blind Fighting 1, Survival 2; Chi 2, Willpower 4; Health 6; Bite, Claw, Jump; Natural Ability: Climbing Walls.
ANIMAL COMPANION SHEETS!
The following pages will present several examples of Companion tokens to use in action scenes, for when characters face each other. They can also serve as a guideline for assembling the group's Companion sheets, and there may be changes within the points limit.
Appendix A – Animal Com
panions!
185
LEVEL 1 – ANIMAL COMPANION A LEVEL 1 – ANIMAL COMPANION B
Bird Cat
Strength
Dexterity
Stamina
Companion
OOOOOOO
OOO
OOOOOOOO
OOOOOOO
Perception
Intelligence
Wits
OO
OOOOOO
OOOOOOOO
Strength
Dexterity
Stamina
Companion
OOOOOOO
OOO
OOOOOOOO
OOOOOOO
Perception
Intelligence
Wits
OOOO
OOOOOO
OOOOOO
Chi
OO OO OO OO OO OO O O O
Willpower
OO OO OO OO OO OO OO OO O
Chi
OO OO OO OO OO OO O O O
Willpower
OO OO OO OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Movement 6 - 4
Beak (Bite) 4 3 0
Natural Ability: Flight
Maneuver Spd Dam Mov Special
Movement 6 - 4
Claw 2 4 1
Natural Ability: Wall Climbing
LEVEL 2 – A. COMPANION A LEVEL 2 – A. COMPANION B
Dog Venomors Snake
Strength
Dexterity
Stamina
Companion
OOOOO
OOO
OOOOOO
OOOOO
Perception
Intelligence
Wits
O
OOOOOO
OOOOOO
Strength
Dexterity
Stamina
Companion
OOOOOOO
OOOOOOOO
OOOOO
Perception
Intelligence
Wits
OO
OOOOOO
OOOO
Chi
OO OO OO OO OO OO O O O
Willpower
OO OO OO OO OO OO O
Chi
OO OO OO OO O O O
Willpower
OO OO OO OO OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Movement 6 - 5
Bite 4 5 1
Head Bite 4 7 1 Sustained Hold
Natural Ability: Running
Maneuver Spd Dam Mov Special
Movement 8 - 5
Bite 6 4 1
Venom 4 5 1 1 Chi, -1 Spd and 1 dmg for next two turns
Natural Ability: Wall Climbing
Appendix A – Animal Com
panions!
186
LEVEL 3 – A. COMPANION A LEVEL 3 – A. COMPANION B
Wolf/Panther Constrictor Snake
Strength
Dexterity
Stamina
Companion
OOO
OOO
OOOO
OOO
Perception
Intelligence
Wits
OOOOOO
OOOO
Strength
Dexterity
Stamina
Companion
O
OOOO
OOOOOO
OOO
Perception
Intelligence
Wits
OOOOOO
OOOO
Chi
OO OO OO OO OO OO O O O
Willpower
OO OO OO OO O
Chi
OO OO OO OO OO OO O O O
Willpower
OO OO OO OO O
Health
OO OO OO OO OO OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Movement 6 - 6
Claw 2 8 3
Head Bite 4 9 1 Sustained Hold
Jump 6 - 3 Aerial, Abort
Natural Ability: Running
Maneuver Spd Dam Mov Special
Movement 6 - 6
Head Bite 4 10 1 Sustained Hold
Bear Hug 2 10 1 Sustained Hold
Drunken Monkey Roll
6 - 5 Crouching, Dodge projectiles
Natural Ability: Swimming
LEVEL 4 – A. COMPANION A LEVEL 4 – A. COMPANION B
Tiger/Lion Horse
Strength
Dexterity
Stamina
Companion
O
O
OOOO
O
Perception
Intelligence
Wits
OOOOOO
Strength
Dexterity
Stamina
Companion
OOOO
OOOO
O
Perception
Intelligence
Wits
OOOOOO
Chi
OO OO OO OO OO OO O O O
Willpower
OO OO O
Chi
OO OO OO OO OO OO O O O
Willpower
OO OO O
Health
OO OO OO OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Movement 7 - 7
Claw 3 10 4
Head Bite 5 11 1 Sustained Hold
Jump 7 - 4 Aerial, Abort
Bite 5 9 3 Natural Ability: Running
Maneuver Spd Dam Mov Special
Movement 6 - 7
Jump 6 - 4 Aerial, Abort
Bite 4 10 3
Light Feet - - - +1 Mov (or +3 per 1 WP)
Handstand Kick 2 13 2 Knockown in Aerials
Natural Ability: Running
Appendix A – Animal Com
panions!
187
LEVEL 4 – A. COMPANION C LEVEL 5 – A. COMPANION A
Crocodile Elephant
Strength
Dexterity
Stamina
Companion
OOO
OOOOOOO
OO
Perception
Intelligence
Wits
OOOOOO
Strength
Dexterity
Stamina
Companion
OOOOOOOO
Perception
Intelligence
Wits
OOOO
Chi
OO OO OO OO O O O
Willpower
OO OO OO OO O
Chi
OO OO OO OO OO O O O
Willpower
OO O
Health
OO OO OO OO OO OO OO OO OO OO OO OO
Health
OO OO OO OO OO OO OO OO OO OO
Maneuver Spd Dam Mov Special
Movement 4 - 7
Tail Slash 0 8 5
Head Bite 2 10 1 Sustained Hold
Toughskin - - - 1 Chi, +2 Soak
Bite 2 8 3 Natural Ability: Swimming
Maneuver Spd Dam Mov Special
Movement 4 - 8
Forward 1 13 4
Trunk Slash (Tail Slash)
0 12 6
Head Butt 1 14 3
Tail Sweep 0 13 - Crouching, Knockdown, hit all adj hexes, 1 WP
Upper Tail Strike
2 14 6 Knockdown in Aerials
Natural Ability: Additional Limb
Appendix A – Animal Com
panions!
188
Appendix B:
The Circuit Guide is a great tool for Storytellers, as well as for players to explore ideas of early characters or the evolution within each style. But it also allows for other uses within Street Fighter RPG: as a board game following the character's career until they become a World Warrior.
It's no secret that many Street Fighter RPG fans use it as a board game, as it has a highly tactical combat system with countless strategic variations. With the NPCs in this book, a huge range of random opponents for these experiences is possible. Below you will find a general outline of this.
BOARD GAME The Street Fighter as a board game uses the rules of the basic book and the desired supplements, or the 20
th year
edition. The goal is to build a fighter and qualify them for the World Warriors Tournament, to win it. The game can be played solo or with an undefined number of participants.
The rules are simple: every round, players draw their opponents with two 10-sided dice, as explained on page 4 and demonstrated in the Character Draw Table below. Once the opponent is selected, the player will face a version close to their rank, with a maximum difference of 1 rank. This way:
Rank 1: Faces Rank 1
Rank 2: Faces Rank 1
Rank 3: Faces Rank 4
Rank 4: Faces Rank 4
Rank 5: Faces Rank 4
Rank 6: Faces Rank 7
Rank 7: Faces Rank 7
Rank 8: Faces Rank 7 Each point in the Manager Background allows you
to re-roll the draw (once) if the player is dissatisfied with the result. The fight will be held as demonstrated in the next topic.
After each round, all players climb up a Rank, receiving 1 point in Attributes, 2 points in Abilities, 2 points in Techniques, 3 points in Special Maneuvers, 1 point in Background, 1 point in Chi/Willpower and 1 point in Health. Two points can be exchanged for one superhuman point; a player can save points to use in a later round, enabling a character to acquire a point of superhuman Attribute.
In the ninth round, the player reaches Rank 9, and must face a World Warrior. Make a list with the names of the 15 World Warriors (except M. Bison) ordered, placing the names of the 3 Kings of Shadaloo and Ryu twice, and draw with 2d10. The number drawn among the possible 19 (from 2 to 20) will be the opponent of this ninth fight.
The game will therefore have 9 rounds. To qualify for the World Warriors Tournament, the player must have won at least 6 of the nine fights, or have won the World Warrior in his 9th fight. If any of these conditions is not met, the player does not participate in the Tournament and is out of the game.
The Final Tournament will be held between the players. The winner among them will face M. Bison according to the parameters of the next topic. If M. Bison is defeated, the player has won the game.
If there is only one player, they must face one more of the other 15 World Warriors first, using the same rules for the draw. If they win, then the final fight against M. Bison can be made.
This game approach can also be used for a Duelist Division, one with weapons, cybernetics and/or animals. In this case, animals will always be drawn for the opponents. It is even possible that the player decides to acquire the Animal Companion and/or Cybernetic Background in the middle of the game, with the points gained between rounds, meaning that he changed Division and will face opponents with animals.
The animals have their own actions and their maneuvers must also be drawn. The fighter does not need to knock them out, just beat their owners. If the fight ends by the 10 turn limit, only the damage caused to the fighter will be counted to define the victory by points.
FASTER VERSION
If you’d prefer a faster version of the game: each player performs three fights: against an opponent of Rank 1, another of Rank 4 and another of Rank 7. After each fight, the character receives 3 points in Attributes, 6 in Abilities, 3 in Background, 6 in Techniques, 9 in Special Maneuvers, 3 in Chi/ Willpower and 3 in Health. After the third fight, the player faces a World Warrior. You must win two of the three fights, or the World Warrior, to advance to the tournament, which takes place normally.
Appendix B – Board Game
189
CONDUCTING COMBATS
Confronting opponents not controlled by another person is something that must be solved via dice throws. First, it is important to list the opponent's maneuvers. If the opponent has 10 or fewer maneuvers, start with 1 to 10; if they have 11 to 19, start with 2 to 20. If they have between 20 and 27 maneuvers, start with 3, and go to 30. It is important to use all the numbers, even if you need to start the list over.
For example: the opponent faced has 9 maneuvers. Therefore, they should be listed from 1 to 10. His 9 maneuvers receive the numbers from 1 to 9, and his Jab, which had already received the number 1, is also listed as number 10. In another case, the opponent has 15 maneuvers. They start to be enumerated by 2, and the last maneuver receives the number 16. It is still necessary to reach 20. So Jab, which was put as 2, is also 17; Strong, which was 3, is also 18; Fierce, which was 4, is also 19; and Short, which was 5, is also 20.
This process is necessary because dice will be thrown to define the maneuver used by the opponent. If they have up to 10 maneuvers, 1d10 will be thrown; if they have from 11 to 19 maneuvers, 2d10 will be thrown and the results added; if they have from 20 to 27 maneuvers, 3d10 will be thrown, and so on.
The combat follows the normal rules of Street Fighter, with the fighters starting 3 hexagons from each other. The player selects their card first, and then randomly determines the opponent's maneuver. The opponent will use their maneuver in a functional way: if slower, they will make the move and try to attack. If faster, they will wait for the player to move and threaten to interrupt the player.
If the opponent, being faster, can interrupt the player's already declared attack, to push them or retreat from their grab and still hit, the opponent will do that.
If the opponent is in danger of losing their maneuver or taking an attack that results in more dice than twice their Stamina (or more) in a single hit, throw a dice: if the roll is from 1 to 7, they accept the attack; if the roll is from 8 to 10, they Abort to Block or Jump (whichever is more convenient).
If the opponent starts a combo, after selecting their maneuver in the next turn, throw a dice: if the roll is from 1 to 7, they continue the combo. If the roll is from 8 to 10, draw their attack normally. If the opponent has more than one combo that starts with the same maneuver, if they continue, you must randomly determine what the sequence will be: if they have two combos, if a roll is from 1 to 5 then they follow with the first combo; from 6 to 10 they follow with the second. If they have 3 combos, from 1 to 4, with the first one; from 5 to 7, with the second one, from 8 to 10, with the third one. And so on. The proportions are not perfect and are limited to what is possible within 1d10. Set the parameters before starting the game.
Also, if a basic punch or kick is drawn, it must be randomly determined if it will be in its standard version, or if it will be a modifying Maneuver like: Jump, Wall Spring, Rekka Ken, Psychokinetic Channeling, or any other variation that the opponent has. This test can follow the same parameters of the previous paragraph, according to the maneuvers the opponent has.
If your opponent stuns your character, throw a die: if the result is equal to or less than the opponent's Rank, they will not hit your dizzied character. If the roll is higher, they will hit.
If a player suffers aggravated damage, then after the fight they will keep half in the next fight, rounded up. Each point in Staff allows the player to recover one point of aggravated damage that remains.
It is possible, before the fights, to intimidate the opponent with Charisma + Intimidation. However, the opponent will respond, having a number of dice equal to their Rank.
If the character has an Arena, the fights when they are at an even Rank will be in their arena; when at an odd Rank, then they will be in the opponent's Arena. The opponent's Arena level will be equal to their Rank/2, rounded up. The opponent rolls a number of dice equal to their Rank to try to avoid the effects of the player's arena. In the World Warriors Tournament, M. Bison's arena is used.
Appendix B – Board Game
190
RANDOM FIGHTER TABLE
Result Character Pages
Result Character Pages
1 Aikido A 6 a 8
51 Tai Chi Chuan A 106 a 108
2 Aikido B 6 a 8
52 Tai Chi Chuan B 106 a 108
3 Baraqah A 10 a 12
53 Wu Shu A 110 a 112
4 Baraqah B 10 a 12
54 Wu Shu B 110 a 112
5 Boxing A 14 a 16
55 Hybrid A 114 a 116
6 Boxing B 14 a 16
56 Hybrid B 114 a 116
7 Capoeira A 18 a 20
57 Hybrid C 117 a 119
8 Capoeira B 18 a 20
58 Hybrid D 117 a 119
9 Special Forces A 22 a 24
59 Hybrid E 120 a 122
10 Special Forces B 22 a 24
60 Hybrid F 120 a 122
11 Jeet Kune Do A 26 a 28
61 Hybrid G 123 a 125
12 Jeet Kune Do B 26 a 28
62 Hybrid H 123 a 125
13 Jiu Jitsu A 30 a 32
63 Water A 127 a 129
14 Jiu Jitsu B 30 a 32
64 Water B 127 a 129
15 Kabaddi A 34 a 36
65 Water C 130 a 132
16 Kabaddi B 34 a 36
66 Water D 130 a 132
17 Shotokan Karate A 38 a 40
67 Water E 133 a 135
18 Shotokan Karate B 38 a 40
68 Water F 133 a 135
19 Kickboxing A 42 a 44
69 Water G 136 a 138
20 Kickboxing B 42 a 44
70 Air A 136 a 138
21 Kung Fu A 46 a 48
71 Air B 139 a 141
22 Kung Fu B 46 a 48
72 Air C 139 a 141
23 Ler Drit A 50 a 52
73 Air D 142 a 144
24 Ler Drit B 50 a 52
74 Air E 142 a 144
25 Lua A 54 a 56
75 Air F 145 a 147
26 Lua B 54 a 56
76 Air G 145 a 147
27 Wrestling A 58 a 60
77 Fire A 148 a 150
28 Wrestling B 58 a 60
78 Fire B 148 a 150
29 Wrestling N. A. A 62 a 64
79 Fire C 151 a 153
30 Wrestling N. A. B 62 a 64
80 Fire D 151 a 153
31 Majestic Crow A 66 a 68
81 Fire E 154 a 156
32 Majestic Crow B 66 a 68
82 Earth A 154 a 156
33 Thai Kickboxing A 70 a 72
83 Earth B 157 a 159
34 Thai Kickboxing B 70 a 72
84 Earth C 157 a 159
35 Ninjitsu A 74 a 76
85 Earth D 160 a 162
36 Ninjitsu B 74 a 76
86 Earth E 160 a 162
37 Spanish Ninjitsu A 78 a 80
87 Cybernetic A 164 a 166
38 Spanish Ninjitsu B 78 a 80
88 Cybernetic B 164 a 166
39 Pankration A 82 a 84
89 Cybernetic C 167 a 169
40 Pankration B 82 a 84
90 Cybernetic D 167 a 169
41 Sanbo A 86 a 88
91 Duelist A (Aikido) 170 a 172
42 Sanbo B 86 a 88
92 Duelist B (Capoeira) 170 a 172
43 Savate A 90 a 92
93 Duelist C (Fe) 173 a 175
44 Savate B 90 a 92
94 Duelist D (Kabaddi) 173 a 175
45 Silat A 94 a 96
95 Duelist E (Karatê) 176 a 178
46 Silat B 94 a 96
96 Dueslit F (Kung Fu) 176 a 178
47 Soul Power A 98 a 100
97 Duelist G (Ninjitsu) 179 a 181
48 Soul Power B 98 a 100
98 Duelist H (N. Esp.) 179 a 181
49 Sumo A 102 a 104
99 Duelist I (Savate) 182 a 184
50 Sumo B 102 a 104
100 Duelist J (Silat) 182 a 184
FIGHTERS OF ALL STYLES! Circuit Guide is a supplement that covers characters of all styles at various levels of development, becoming an essential resource for Storytellers!
Circuit Guide contains:
Statistics for fighters of all styles in low, medium and high ranks to be used in campaigns!
Rules for creating Animal Companions!
Animal Companions sheets and miniatures
for action scenes!
This supplement should be used alongside
Street Fighter: The RPG Game.