Note: The above maneuvers include all maneuvers that may be bought by any style.
Power Points: Weapon 2, Any 3
Description: The fighter rushes forward, weapon ready to strike the surprised opponent.
System: This must be played with the one of the Basic attacks, but may not be combined with "extras" like Extendible Limbs or Jump. Light feet is allowed. If the attack does not hit an opponent, the character suffers a -2 to the next maneuvers speed.
Cost: 1 Willpower
Speed: +1
Damage: +0
Move: +4
Fire Brand Prerequisites: Focus 4, Weapon 3
Power Points: Weapon 4
Description: A "hot" maneuver on the circuit. This will set the weapon on fire without harming the weapon or the wielder.
System: This maneuver causes the weapon to inflict +3 to damage for a number of rounds equal to the users Focus.
Cost: 1 chi
Speed: +3
Damage: None/+3
Move: None
Weapon Creation Prerequisites: Focus 5, Weapon 5
Power Points: Weapon 5
Description: Useful as a surprise attack. This maneuver will temporarliy create a melee weapon out of the user's chi.
System: This maneuver creates any melee weapon that the player has at least one technique point in. This weapon will last for a number of rounds equal to the players Focus. If the weapon is disarmed or dropped, then it is destroyed. The weapon has a bonus of +1 to speed and damage. If an extra point of chi is spent, the weapon either gets a +1 to Speed, Damage, and Move, or lasts twice as long. Only one point of chi may be spent this way. This does not affect the players Honor or Glory for this combat.
Cost: 2 chi
Speed: +2/
Damage: None
Move: -2
Air Blade Runner Prerequisites: Athletics 3, Knife 3, Blade Runner, Jump
Power Points: Knife 3
Description: The blade runner while in the air.
System: This is the same as the normal Blade Runner, except that it is an Aerial Maneuver and can dodge projectiles.
Cost: 1 Chi, 1 Willpower
Speed: +0
Damage: +3
Move: +4
Backflip Slash Prerequisites: Weapon 2, Athletics 2
Power Points: Weapon 2
Description: The fighter allows the opponent to close and then backflips to safety while lashing out with their weapon.
System: This is an Aerial Maneuver. Do not add the weapons Move bonus to this Maneuver.
Cost: None
Speed: +0
Damage: +2
Move: 2 (Backwards)
Blade Runner Prerequisites: Athletics 3, Knife 3, Dash
Power Points: Knife 3
Description: Very similar to the Dash. The fighter jumps forward, strikes, and then rebounds out of harm's way.
System: The character must move on a straight line hex and will stop in the first hex with a target. After damage is done the character will rebound one hex away. This is not an Aerial Maneuver because it is too low to the ground. Use the characters Knife technique to determine damage.
Cost: 1 Willpower
Speed: +0
Damage: +3
Move: +4
Double Strike Prerequisites: Spear/Staff 2
Power Points: Spear/Staff 1
Description: A common maneuver, hitting first high then low.
System: This maneuver hits twice using the modifiers below. Crouching or Aerial opponents will only be hit once.
Cost: None
Speed: -2
Damage: +1
Move: -1
Electric Attack Prerequisites: Focus 3, Weapon 3
Power Points: Weapon 3
Description: This is Baraka's Spark Shot from Mortal Kombat II. It sends a wave of electricity down the length of the weapon towards the opponent.
System: The range of the Electric Attack is equal to Wits + Weapon Technique. The attacker must have a direct line-of-sight to the victim.
Cost: 1 Chi
Speed: -1
Damage: +3
Move: None
Feint Prerequisites: Weapon 4
Power Points: Weapon 3
Description: A fake-out maneuver. The feint target's one location while seeming to target another.
System: This move ignores Block Maneuvers.
Cost: None
Speed: +0
Damage: +3
Move: -1
Flying Uppercut Prerequisites: Knife, Axe, Sword 5, Athletics 2, Power Slash
Power Points: Axe, Knife, Sword 4
Description: A flaming dragon punch with an axe. Based loosely on one of Jago's enders from Killer Instinct I.
System: The Flying Uppercut is identical to the Power Slash with the following exceptions: any target hit with the Flying Uppercut suffers a knockdown. If the target is standing in the same or an adjacent hex as the character, the Flying Uppercut hits twice.
Cost: 1 chi, 1 Willpower
Speed: -1
Damage: +6
Move: -2
Ground Split Prerequisites: Axe 4, Focus 2
Power Points: Axe 3
Description: While this maneuver doesn't actually split the ground, it does cause it to shake with enough force to knockdown opponents.
System: The character chooses a straight hex-line down which to send the Ground Split. The Ground Split extends for a number of hexes equal to the character's strength, beginning with the adjacent hex. Anyone (except Aerial opponents) standing in one of the affected hexes suffers a knockdown, as does anyone (including Aerial opponents) who ends this turn in one of those hexes. The knockdown is automatic.
Cost: 1 chi
Speed: +0
Damage: +0
Move: None
Iron Broom Prerequisites: Spear/Staff 2, Athletics 1, Sweep
Power Points: Spear/Staff 1
Description: The fighter spins the stave in a low circle with enough force to knockdown anyone in the staff's path
System: This move inflicts damage against everyone in the same or an adjacent hex. Anyone who is damaged suffers a Knockdown, This is a Crouching Maneuver.
Cost: 1 Willpower
Speed: -2
Damage: +3
Move: None
Lightning Strike Prerequisites: Staff/Spear 5, Triple Strike
Power Points: Staff/Spear 5
Description: This maneuver requires nearly superhuman control over the stave. The fighter swings the stave in a wide arc in front of her, creating a nearly solid wall.
System: The fighter selects three connecting hexes that are adjacent to him. Anyone in any of these hexes is hit three times.
Cost: 2 Willpower
Speed: -2
Damage: +1
Move: None
Missile Creation Prerequisites: Focus 4, Weapon 5
Power Points: Archery, Knife, Thrown 3
Description: Similar to Weapon Creation except it creates a number of small thrown weapons out of the user's chi.
System: This maneuver creates a number of thrown weapons equal to the player's Focus Technique. The weapons must be thrown as soon as possible, and do not affect the users Honor or Glory gain for the combat.
Cost: 2 chi
Speed: +2
Damage: None
Move: -2
Power Slash Prerequisites: Axe, Knife, or Sword 4 Jump, Uppercut
Power Points: Axe, Knife, Sword 4
Description: Basically the dragon punch with a weapon
System: Opponents in the middle of Aerial Maneuvers suffer a Knockdown if the Power Slash inflicts any damage. Ground opponents are knocked back by the blow. This move may be used as a Jump to dodge projectiles; however, it can not be used against the opponent who fired the projectile that turn.
Cost: 1 Willpower
Speed: +0
Damage: +6
Move: -2
Pull Prerequisites: Whip 3, Throttle
Power Points: Whip 3
Description: The fighter snares her opponent with the whip and drags him towards herself.
System: The opponent is pulled towards the fighter and lands in an adjacent hex. The opponent must be within range of the weapon. The opponent suffers a Knockdown, and this Maneuver ignores Blocks and Paries.
Cost: 1 Willpower
Speed: +1
Damage: +2
Move: None
Scissor Attack Prerequisites: Weapon 5
Power Points: Weapon 5
Description: The fighter swings her weapon in a dizzyingly fast pattern that hits a wide area.
System: The player picks any three connecting, adjacent hexes. Anyone in these hexes is hits twice, and suffers a Knockdown.
Cost: 2 Willpower
Speed: +2
Damage: +4
Move: -2
Shimmering Sword Strikes Prerequisites: Sword 5, Dash
Power Points: Sword 4
Description: Based on Charlett's attack from Samurai Shodown/Spirits I. The Sword is swung so fast that the eye looses track of it.
System: The target of this attack is hit three times using the modifiers below.
Cost: 1 Willpower
Speed: +1
Damage: +1
Move: -4
Spinning Slash Prerequisites: Knife or Sword 2
Power Points: Knife, Sword 1
Description: The fighter spins around 360 degrees and lashes out with the weapon for a greater impact.
System: Use the modifiers below.
Cost: None
Speed: -1
Damage: +2
Move: +1
Sweep Prerequisites: Staff/Spear 2
Power Points: Staff/Spear 1
Description: A simple sweep, using the stave instead of a foot or leg.
System: This maneuver will Knockdown anyone that is damaged by it. This is a crouching Maneuver.
Cost: None
Speed: -2
Damage: +3
Move: -2
Throttle Prerequisites: Whip 3
Power Points: Whip 3
Description: The fighter lashes the whip around the opponent's throat, strangling them.
System: This is considered a Sustained Hold. If it is Sustained for at least three rounds, the opponent is automatically Dizzied.
Cost: 1 Willpower for first turn only
Speed: -1
Damage: +2
Move: None
Triple Strike Prerequisites: Staff/Spear 4, Double Strike
Power Points: Staff/Spear 3
Description: The fighter strikes first high, then low, then high again in quick succession.
System: This maneuver hits three times.
Cost: 1 Willpower
Speed: -2
Damage: +1
Move: None
Turbo Spinning Slash Prerequisites: Knife or Sword 3, Athletics 1, Spinning Slash
Power Points: Knife, Sword 3
Description: A spinning knuckle, while using a sword or knife.
System: This move hits twice, and may be used as a Jump to dodge projectiles.
Cost: 1 Willpower
Speed: -1
Damage: +1
Move: +3
Uppercut Prerequisites: Axe, Knife, or Sword 1
Power Points: Axe, Knife, Sword 1
Description: A Power Uppercut with an axe.
System: This maneuver inflicts a Knockdown against Aerial opponents.
Cost: None
Speed: -1
Damage: +3
Move: 1
Chris Hoffmann
staredown@rocketmail.com
Last Modified: December 10, 1998