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STREET FIGHTER MARTIAL ARTS

NOTE: Street Fighter Martial Arts (SFMA) is restricted to humans, or supernatural beings in human form. While this type of fighting is open to all character classes, the fighting style is only applicable to the human anatomy. 

In general, Street Fighter Martial Arts is a down and dirty, bastardized form of boxing, muay thai, karate, and mixed martial arts. While it has its basis in Martial Arts, it's about real-world survival, not what's legal in competitions. In Street Fighter Martial Arts, there are no illegal moves. What it lacks in the finesse of both Eastern or Western Martial Arts, it more than makes up for in devious misdirection, brutality, and dirty moves. The first five levels are self-taught, learned on the street through trial and error, picking up moves from having them used on you, a few broken bones and plenty of bloody noses.

Street Fighter Martial Arts can be picked up after you have earned Level 3 Brawl. At that point your skills are adequate enough to start developing targeted moves and a loose form of fighting style.


SFMA and Character Generation 

Yes, you may pick up SFMA at character creation, but only once you have used your generation points to first purchase three points in Brawl. Each SFMA point costs 1 point on character creation. After character creation, you may purchase SFMA skills using your earned Experience Points (XP). See the Street Fighter Marital Arts Levels chart below for XP costs.


Mastering Street Fighter Martial Arts

If you survive long enough to reach level 5, you may choose to seek out a Master (or Masters) to teach you levels 6-8. A "Master" is a rather loose term when it comes to SFMA as there really is no formal training. A Master is defined as someone who has survived many fights and reached Level 6. Level 6 Masters may teach Level 6 skills to students they deem worthy. Level 7 Masters may teach levels 6-7, and a Level 8 Master may teach levels 6-8.

STREET FIGHTER MARTIAL ARTS LEVELSXP COST
1. ◉     Still get your nose bloodied a lot but manage to survive.
10 XP
2. ◉◉     You can mostly hold your own, but still take damage.
20 XP
3. ◉◉◉     You've got some good moves. Sometimes you even win.
30 XP
4. ◉◉◉◉     You can give as well as you get without too much damage.
40 XP
5. ◉◉◉◉◉     You've got your own style and win more than you lose.50 XP
MASTER LEVELS

6. ◉◉◉◉◉◉  Your confidence and skill show in battle.
65 XP
7. ◉◉◉◉◉◉◉  You easily measure up enemies to exploit weaknesses.
75 XP
8. ◉◉◉◉◉◉◉  Your mere presence can end fights.
85 XP


Street Fighter Martial Arts Levels, Moves and Purchasing with XP.

Each SFMA Level you purchase with XP (or upon character generation) opens up that level's specific moves for purchase.  A Player must purchase SFMA skill levels in sequence and cannot obtain Level Two Skills without having first acquired a minimum of two (2) Level One skills. 

This applies to all subsequent levels as well, requiring a purchase of at least two skills in the previous level before purchasing skills in the next level. A Player may choose to purchase more than just the minimum 2 skills in each level if he/she/they wish. Technically, you may acquire as many of these skills above the minimum 2 per level as you have applicable Experience Points to purchase them with.

For Example: 

  • It costs 10 XP to purchase a Level 1 Street Fighter Martial Arts Skill (such as The Haymaker Punch, or The Finger Jab, etc.). This allows you to select any one (1) skill from Level 1 and add it to your Character Sheet to use in battles. If you wish to purchase additional Level 1 skills from the list, it will cost you another 10 XP for every Level 1 Skill you wish to acquire.
     
  • If you have already purchased two (2) Level 1 skills, you are then eligible to choose to spend 20XP and acquire your first Level 2 skill. If you wish to gain additional Level 2 skills, you must purchase them at 20 XP per skill...and so on for each subsequent level.

  • You may always go back and select to add more skills from lower levels you have previously purchased. Such as, a Level 6 Master may spend 10 XP to purchase another Level One skill he does not currently have, such as The Groin Kick, if he wishes.

  • IMPORTANTOnce a skill is purchased, it cannot be turned in or exchanged for another, so make your selections wisely. (The exception to this is if a human character has been turned into a Vampire. See VAMPIRES, 2) Vampire Generation and Legacy > Becoming a Vampire Via Roleplay for more information on this.)

STREET FIGHTER MARTIAL ARTS - HOW IT WORKS

Street Fighter Martial Arts uses the body as a weapon to strike at any vulnerable spots that can be exploited during a fight to deliver damage and cripple or even kill an opponent. These are broken down into:

  1. PHYSICAL ATTACK MOVES:
    Attack Moves can only be used when it is your turn to attack an opponent. A successful roll must occur and your opponent must fail their defense roll in order for your attack to be a Hit. If you fail your roll OR your opponent makes a successful defense roll, the attack is a miss and you’ve hit nothing but air. 
  2. PHYSICAL DEFENSE MOVES:
    Defense Moves are done when you are attacked by another Player or NPC. You then declare in Local Chat which special SMFA defense move you will use as your Defense Roll. Defense moves must be declared AFTER your attacker has rolled to attack you, but BEFORE you roll to defend. Defense moves help you avoid damage. Some Defense moves can also deliver damage to your opponent as well.

    It is also important to note that for a Defense Move to be successfully executed, the Player must:
      • Roll high enough to execute their specific Defense Move
      • And roll higher than their Attacker's attack roll 
  3. PRONE/SUPINE MOVES: 
    There are defensive and attack moves available to a Character who is knocked to the ground and now in a prone/supine position. When a Player's Character is knocked to off his feet to the ground, all combat modifiers are halved until the Character is on his feet again. This takes one action to complete.

For Example: Player A declares she is using a Back Fist attack on Player B and rolls a modified 75, which is a successful Back fist attack. Player B declares he will use a Block and Elbow Jab (which requires a 60+ roll) as his defense roll. Rolling a modified 87, he successfully blocks Player A’s Back Fist attack by rolling a number higher than his attacker's, and higher than the Elbow Jab roll, delivering 5 HP of non-resistible damage to his attacker. 

There is no defense to a defense move that delivers damage. If the defender's roll is successful, the attacker will take damage.

NOTE: All ties in the roll sequence always go to the Defender.


Prone/Supine Penalties

Any character that has been thrown to the ground on his/her/their stomach or back in a prone/supine position (aka grounded, downed, floored), will have their Physical Defense and Physical Attack modifiers halved until their next turn when they can again regain their footing and stand. The exceptions to this are ranged attacks, and the reflexive Level 2 Kip-Up Street Fighter Martial Arts maneuver.  

Characters who have been knocked to the ground on their backs (supine) or stomachs (prone) must spend one action getting to their feet. If during this time they are attacked before their next turn, or attempt to attack while prone/supine, the Character can only use half their Physical Defense and Physical Attack mods. 

On the Character's next turn, he/she/they can use one action to regain their feet. Keep in mind that standing up requires one (1) action, while attacking is also one (1) action. Most characters are limited to a single action per turn and regaining your footing will take necessitate taking one full turn


STREET FIGHTER MARTIAL ARTS LEVELS AND SKILLS

SPEICAL NOTES: 

  1. IN COMBAT: 
    Some Street Fighter Marital Arts moves have a "cool down" period, meaning they can only be used after a certain number of turns have passed since the move was used last in the same fight sequence. This reflects the "conditional situation" of martial arts moves in real life. A fighter has a repertoire of learned moves and can use them when the opponent presents the right physical situation to do so.
  2. AGAINST GAROU:
    Some moves can be effectively used against a Garou who has shifted to a Glabro or Crinos form. These moves are designated with an asterisk (*) placed after the name of the applicable SFMA move. 
      1. A Human form Garou can be attacked with any SFMA move, just like any other human.
      2. Hispo (Dire Wolf) or wolf form is not effected by any SFMA move, with the exception of SFMA Weapons moves.


SFMA: LEVEL ONE SKILLS

     LEVEL 1 SFMA - The Haymaker Punch (Physical Attack)

  • Base Roll: 90
  • Energy Cost: 5
  • Damage: 10
  • Mods: Athletics/Reflexes, Physical Attack
  • Duration: n/a
  • Resist: Athletics/Reflexes, Intuition
  • Permanent Affects: 
    • +1 Athletics/Reflexes
    • +1 Initiative

Description:
One of the classic definitions of dirty fighting is The Haymaker Punch. While it's full of force and can do a surprising amount of damage if it connects, it's a rather unbalanced and unwieldy attack that creates momentum and force by swinging wide and overextending the upper body and arm. It is also one of the few moves that can be used to initiate a fight before one has begun, claiming first position in initiative. 

System:
The Player spends 2 Points of Energy and makes a successful roll. While the Haymaker Punch can be used as a normal attack, its true value is in initiating a Fight before one has officially begun and before anyone has rolled for initiative.

For Example: You are in a bar, a back alley, a potential confrontation, or someone has simply just pissed you off. Tensions may be elevating, angry words may have been exchanged, but a physical fight has not yet begun, and no one has rolled for initiative because at this point a fight hasn't formally broken out.

Even if your Haymaker Punch fails (or was successfully defended against), you have still initiated combat and you have still taken first initiative (everyone else will need to roll for initiative, with the highest roll being awarded second initiative.)

The Haymaker Punch easily starts a fight by throwing the first punch and claiming first initiative without rolling. It is more of a bar fight tactic that takes your Target by surprise. While it can be used in a formal combat/match or organized fight to cause damage, it can no longer be used to seize initiative because the Target is already on guard for an attack. 

NOTE: Any opponent with precognition skills or Auspex will see this punch coming a mile away. They roll their defense as normal without penalty, PLUS receive a +20 on their Defense Roll.


     LEVEL 1 SFMA - The Back Fist (Physical Attack)

  • Base Roll: 60
  • Energy Cost: 2
  • Damage: 3
  • Mods: Physical Attack
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Physical Attack

Description:
Also known as the Bitch Slap move, this
is a very fast attack, much like a jab but with a quick side snapping motion that hits your opponent with the back of your fist. It's often used to target the bridge of the nose or other parts of the face for some good old fashion blunt force trauma. Oftentimes the attack comes so quickly that the opponent never sees it before it lands. 

Used with an open hand instead of a closed fist, this is known as The Bitch Slap attack. It stings like Hell and will leave a mark but delivers no actual damage. It is often used to humiliate your opponent to either back down or taunt them to anger where they will most likely make a careless move. 

System:
To use The Back Fist attack, The Player selects the skill in his HUD, spends 2 Points of Energy and makes a successful roll. If used as The Bitch Slap, the Player simply makes a manual successful roll with all applicable modifiers, but no Energy is required since no Physical Damage is done. If the Target fails to resist, the hit was successfully delivered. If used as The Back Fist attack, the Target suffers 3 HP of damage. 


     LEVEL 1 SFMA - The Finger Jab (Physical Attack)

  • Base Roll: 60
  • Energy Cost: 2
  • Damage: 2
  • Mods: Physical Attack
  • Duration: Target is stunned for one turn
  • Resist: Physical Defense
  • Permanent Affects: None

Description:
Extending your fingers and forming them into a pointed spear, the attacker delivers a snap attack, usually aiming for the throat or the eyes. While a successful Finger Jab does low-level damage, the aim of this move is to stun your opponent. If successful, your opponent will spend their next turn either temporarily blinded in one eye (eye jab) or unable to breathe (throat jab). Both of which will leave them with excruciating pain. This only stuns for one turn. If your opponent has two attacks per round, they will still be able to use one attack their next turn. 

System:
The Player spends 2 Points of Energy and makes a successful roll. If the Target fails to resist, the Targe suffers 2 HP of damage and is stunned for one turn. This can only be used once every other turn.


     LEVEL 1 SFMA - The Groin Kick* (Physical Attack)

  • Base Roll: 70
  • Energy Cost: 2
  • Damage: 2 
  • Mods: Physical Attack
  • Duration: Target suffers -10 Physical Attack for one turn.
  • Resist: Physical Defense, Athletics/Reflexes
  • Permanent Affects: 
    • +1 Physical Attack

Description:
This move is the textbook definition of dirty fighting and can be executed using the attacker’s foot, knee or shin to the groin. If successful, this move will lower the Target's next attack by -10 since they will have some difficulty standing up completely straight. This only lasts for one turn. 

NOTE: The Groin Kick can be used in a supine position with no pentalties.


     LEVEL 1 SFMA - The Armadillo Roll* (Physical Defense)

  • Base Roll: 70
  • Energy Cost: 5
  • Damage: n/a 
  • Mods: Physical Defense, Physical Skill
  • Duration: This lasts until the Character stands up.
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Defense

Description:
This move is a last resort failsafe move when you are already prone/supine, on the ground and basically defenseless. Before you make a defense roll, you can declare you are going to make the Armadillo Roll move. 

If you make your defense roll, you avoid all damage. If you fail your defensive roll to avoid the attack, you only take half the damage as you curl up into a ball to protect your soft underbelly and take the damage elsewhere on your body. It’s still going to hurt like Hell, but you avoid taking full damage. This move can only be used once a combat scene. 

System:
Before the Player rolls to defend, he/she/they declare in local chat that they will use the Armadillo Roll move. The Player spends 5 Points of Energy and rolls to defend. A successful roll must be higher than both the Base Roll of this move, AND be higher than the attacker's roll to attack.

  • Successful Defense Roll:
    The Player-Character does not take any damage from this attack, but must take an action to stand up on his/her/their next turn. (Unless using Kip-Up on the next turn.) Any additional attacks on the Player-Character are reduced by half while rolled up into a ball on the ground.
  • Unsuccessful Defense Roll:
    The Player-Character takes half damage, and must take an action to stand up on his/her/their next turn (unless Kip-up is used on the next turn). The Player-Character has his/her/their Physical Defense Mods halved while rolled up into a ball while suffering any additional attacks in this position.

     LEVEL 1 SFMA - The Dirt Throw* (Physical Attack)

  • Base Roll: 60
  • Energy Cost: 2
  • Damage: n/a 
  • Mods: Athletics/Reflexes
  • Duration: Target suffers half Physical Defense for two turns
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Physical Attack

Description:
This underhanded tactic consists of throwing a fistful of dirt or sand in your opponent's face, giving you the opportunity to escape a more powerful opponent, or ensure your next attack will be more likely to hit. While it does no damage, it will temporarily blind your opponent for two full turns, allowing you to flee, or get in a couple of attacks while your opponent is trying to clear their eyes.

System:
The Player spends 2 Points of Energy and makes a successful roll. If the Target fails to resist, the Target's Physical Defense modifiers is cut in half for his/her/their next 2 turns.

NOTE: You must be in an area where there is dirt or sand available to throw.



SFMA: LEVEL TWO SKILLS

     LEVEL 2 SFMA - The Leg Sweep (Physical Attack)

  • Base Roll: 70
  • Energy Cost: 2
  • Damage: 2 HP 
  • Mods: Athletics/Reflexes, Physical Attack
  • Duration: Target suffers half Physical Defense for two turns
  • Resist: Physical Defense
  • Permanent Affects: None

Description:
This solid tactical maneuver will give you the advantage by unbalancing your opponent and putting them on their backs. While it doesn't deliver a lot of damage, the opponent who fails their defense roll against this skill is forced to spend the next round getting to their feet, and their combat modifiers are halved. This move can be executed while you are in a Prone/Supine position with no penalties. 

System:
The Player spends 2 Points of Energy and makes a successful roll. If the Target fails to resist, the Target falls to his/her/their back and must use one action to again regain footing. While the Target is on his/her/their back, the Target's Physical Defense and Physical Attack mods are halved.

NOTE: The Leg Sweep move can be used even if you are in a prone/supine position with no penalties.


     LEVEL 2 SFMA - The Counter Throw (Physical Defense)

  • Base Roll: 70
  • Energy Cost: 2
  • Damage: 10 HP 
  • Mods: Athletics/Reflexes, Physical Defense
  • Duration: Target suffers half Physical Defense for two turns
  • Resist: Physical Defense
  • Permanent Affects: None

Description:
The Counter Throw as a defensive move is a brilliant way to not only avoid taking damage during an attack, but (if executed properly) can also cause damage to the attacker in return.

When defending in combat, the Player must "Declare in Chat" that they are using their defensive roll to execute The Counter Throw SFMA Move. A successful role means: 

  • The Player's defensive roll is higher than their difficulty roll to execute the move (70+)
  • The Player's defensive roll is also higher than opponents attacking roll. 
  • The attacking opponent suffers 10 HP of damage, is thrown to a prone position and spends the next round getting to their feet, plus their combat modifiers are also halved.

FOR EXAMPLE: 

  1. Player A attacks, Player B and successfully makes her difficulty roll with a 81 to hit (which includes any modifiers she has.) 
  2. Player B declares he is using Counter Throw as his defensive roll. 
    1. Player B's standard difficulty for making this move is 70+.
  3. However, Player A rolled an 81, meaning that while it only takes 70+ for Player B to execute Counter Throw as a defense, Player B can only be successful if he rolled 81 or higher to beat Player A's attack roll. (Ties go to the defender.)

     LEVEL 2 SFMA - The Throat Punch (Physical Attack)

  • Base Roll: 60
  • Energy Cost: 3
  • Damage: 5 HP 
  • Mods: Physical Attack
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Physical Attack

Description:
An opponent’s throat is a very vulnerable and sensitive spot. A good uppercut can crush the windpipe, or at the very least throw the opponent off balance. This move uses the Adam’s apple as a target with a solid punch that follows through. 

System:
The Player spends 2 Points of Energy and makes a successful roll. If the Target fails to resist, the Target receives 5 HP of Damage.

In addition, if the attacking Player rolls a natural 90+, the Target will fall to his back in a supine position. The Target spends the next action getting to their feet, their combat modifiers are also halved while on the ground.


     LEVEL 2 SFMA - The Jam (Physical Defense)

  • Base Roll: 60
  • Energy Cost: 2
  • Damage: n/a 
  • Mods: Physical Defense
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Defense

Description:
This specialty move is a handy maneuver when an attacker is using any kick attack. When the Attacker comes in to land the kick, the defender swiftly moves forward, closing the space between him and his Attacker, and blocks the kick with his body as the Attacker ends up hitting the Defender with much less force had he been able to deliver the kick with full momentum. This throws the attacker off balance, prevents any damage from occurring to the defender, and puts the attacker on his back.

System:
This move can only be used when an attacker uses a kick or kicking attack. 

The defending Player declares in local chat that they are using The Jam defense move as their defense roll to the kick attack. The Player then spends 2 Points of Energy and makes a successful roll. If the Defender rolls more than 60 to execute this move AND rolls more than the attacking Player's roll, then the Defender avoids all damage plus throws the attacker off balance, landing him on his back in a supine position. 

The Attacker must wait until their next turn to use one action to regain their footing. The attacker's combat modifiers are also halved when they are in that prone position.

  • If the defender's roll is less than 60, the defense move fails. 
  • If the defender's roll is less than the Attacker's roll to attack, then the defense move fails. 
  • Either of these means the defender takes all damage.

     LEVEL 2 SFMA - The Kip-up (Physical Defense)

  • Base Roll: 80
  • Energy Cost: 5
  • Damage: n/a
  • Mods: Athletics/Reflexes, Physical Skill
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +5 Athletics/Reflexes

Description:
The Kip-Up is the only "reflexive" free action in Street Fighter Martial Arts. Due to hours of practice and repetition, the fighter automatically springs back to his feet when he has been thrown to his back. 

While technically an acrobatic move, a successfully-executed Kip-Up prevents a fighter from remaining in a prone/supine position and from having their Physical Defense and Physical Attack skills halved on their next turn. For a example of what this looks like, CLICK HERE.

System:
A Character must have first been successfully thrown to his/her/their back and is in a prone position. Immediately after the Character lands on his back, the Player declares in local chat that he/she/they is going to use The Kip-Up move as a free secondary defense action.

The Player then spends 5 Points of Energy and makes a successful roll. The Character then instantly bounces back to his/her/their feet. While this does not negate any damage taken from an attack that has propelled the Character to his/her/their back, it does allow the Character to instantly bounce back to his feet and avoid any penalties to their Physical Defense and Physical Attack mods.

NOTE: The Kip-Up can be used by any Character that has been thrown to the ground, whether that Character is the defender OR the attacker. If an attacker suffers a defense move (for example, The Human Projectile) and ends in a prone/supine position, that attacker CAN declare the use of The Kip-Up. If their roll is successful, the attacker will bounce back to his/her/their feet.


     LEVEL 2 SFMA - The One-Two Punch (Physical Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 6
  • Mods: Physical Attack
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Physical Attack

Description:
A standard move in any good street fight is the One-Two punch, delivered in quick succession to either the head, chest or torso.

System:
The Player spends 2 Points of Energy and makes a successful roll. If the Target fails to resist, the Target takes 6 HP of damage.



SFMA: LEVEL THREE SKILLS

     LEVEL 3 SFMA - The Human Projectile (Physical Defense)

  • Base Roll: 70
  • Energy Cost: 2
  • Damage: n/a
  • Mods: Physical Defense, Physical Skill
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Physical Defense
    • +1 Physical Skill

Description:
This effective defense move is a powerful counter throw that uses the attacker's momentum, speed and weight against him by telescoping that combined force safely away from the Defender's body (thus avoiding damage) and throwing the attacker off balance to the ground in either a prone or supine position.

Another use of The Human Projectile is aiming the Attacker into a nearby obstacle (within a 5-yard radius), such as a wall, tree, building, street sign or even another Player Character/NPC.  

System:
The Player declares in Local Chat that they are using The Human Projectile as their defense move. The Player spends 2 Points of Energy and makes a successful roll. If the Target fails to resist, the Target takes 3 HP of damage and is thrown to the ground. This will require the Target to either use a Kip-Up move, or take one action on his/her/their next turn to get to their feet.

If used to throw the Target into another Character or NPC, that other Character or NPC will not receive any damage, but will be thrown to the ground if they fail to defend/dodge:

  • MODAthletics/Reflexes, Physical Defense

NOTE: If the other Character/NPC bystander failed their resist roll, neither the Attacker nor the Character/NPC bystander can use The Kip-Up move since both characters must take their next two actions to untangle themselves from each other, and then to get to their feet. Both will also suffer having their Physical Attack and Physical Defense stats halved  until they get to their feet.


     LEVEL 3 SFMA - The Axe Stomp* (Physical Attack)

  • Base Roll: 70
  • Energy Cost: 4
  • Damage: 10 HP
  • Mods: Physical Attack
  • Duration: n/a
  • Resist: Physical Defense, Athletics/Reflexes
  • Permanent Affects: 
    • +1 Physical Attack

Description:
This move can only be used on a prone/supine Target. When you have your opponent on the ground in a prone/supine position, the Attacking Character begins with a forward swing of his leg, coming down forcefully with the heel of his boot/foot on whatever vulnerable spot he wishes to Target. 

System:
The Player spends 4 Points of Energy and makes a successful roll. The Target, who is in a prone/supine position, must roll to resist with his Physical Defense and Athletics/Reflexes mods halved due to being on the ground. If the Target fails to resist, the Target takes 10 HP of damage.

Defending Human Target Roll Botch (this does not apply to a Crinos/Glabros Garou)
If the Defending Human Player botches his roll (rolling a natural 1-10 to defend) this powerful attack can create gaping wounds and crush bone, delivering double the damage at 20 HP instead of 10 HP. 

The Defending Player may choose to take the full double damage (20HP), OR the Defending Player may take the normal 10 HP of Damage, but must play the rest of the scene with all combat stats a half mods. This represents the gaping wounds and/or broken bones.

NOTE: Double damage will need to be manually adjusted in the HUD. Choosing to continue the fight with halved mods will also need to be manually adjusted in the HUD.


   LEVEL 3 SFMA - The Looping Right Hand (Physical Defense)

  • Base Roll: 70
  • Energy Cost: 2
  • Damage: 4
  • Mods: Physical Defense, Athletics/Reflexes
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Athletics/Reflexes

Description:
This defensive move not only avoids a kicking or punching attack, it allows you to position your body in such a way that your right hand can loop up and over to deliver a powerful punch to the head of your attacker as they move right into your fist.

System:
The Defending Player declares in local chat that he/she/they is using their Defense Roll to execute The Looping Right Hand defense. The Defending Player spends 2 Points of Energy/Gnosis and makes a successful roll that also beats the Attacker's successful roll to attack. The Defending Player successfully defends the attack, plus delivers 4 HP of damage to the Attacker. There is no resist for the Attacker to a Defense Move.


   LEVEL 3 SFMA - The Block and Elbow Jab (Physical Defense)

  • Base Roll: 70
  • Energy Cost: 2
  • Damage: 4
  • Mods: Physical Defense, Athletics/Reflexes
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Athletics/Reflexes
    • +1 Physical Skill

Description:
This is a classic move when your opponent is attempting to use their Attack Move to Grapple and Hold you. This move allows you to successfully block the Grapple attempt with one arm, and use the elbow of your other arm to deliver a powerful jab in the ribs or stomach.

System:
The Player declares in local chat that instead of rolling to defend, the Player will be using the defensive move The Block and Elbow Jab

The Player then spends 2 Points of Energy and makes a successful roll. The roll must also beat your Opponent's roll to attack as well. (For Example: You rolled a 72, which is high enough to pull off this move, but your Attacker's roll was 85 meaning your Defense Move failed. In this scenario, you would have needed to roll an 85 or better.)

It only works if you’ve made your Defense roll, but the move must first be declared in Chat that you are going to attempt a defensive Block and Elbow Jab before you make your Defense roll. If you are successful, you will have blocked the Grapple, and returned with a painful Elbow Jab to either the ribs or head. 


   LEVEL 3 SFMA - The Power Kick (Physical Attack)

  • Base Roll: 60
  • Energy Cost: 2
  • Damage: 5
  • Mods: Physical Attack
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Physical Attack
    • +1 Physical Skill

Description:
Using this sweet little kickboxer move, an Attacker can deliver some surprise damage to his/her/their Opponent. Turning your body sideways, while your head and eyes stay trained on the Opponent, plant your their other foot firmly on the ground and deliver a targeted and forceful kick with the other. Depending on how high you can kick, you can target the abdomen, chest or even the head. When using on a Glabro or Crinos Garou, you can only target the Abdomen.

System:
The Player spends 2 Points of Energy and makes a successful. If the Target fails to resist, the Target takes 5 HP of Damage.



SFMA: LEVEL FOUR SKILLS

   LEVEL 4 SFMA - The One-Two Punch & Kick (Physical Attack)

  • Base Roll: 80
  • Energy Cost: 5
  • Damage: 10
  • Mods: Physical Attack, Athletics/Reflexes
  • Duration: n/a
  • Resist: Physical Defense, Physical Skill
  • Permanent Affects: 
    • +1 Athletics/Reflexes
    • +1 Physical Skill

Description:
This combo attack combines the moves of "The One-Two Punch" immediately followed by "The Power Kick." Using a misdirection technique, the Attacker first targets the opponent's head with the One-Two Punch, forcing them to defend by lifting their hands to protect their neck and face. This leaves their chest and torso exposed for a swift and powerful kick. Because this is a coordinated move combining punch and kick moves, accuracy is extremely important, making it more difficult to execute.

System:
The Player spends 5 Points of Energy and makes a successful roll. If the Target fails to resist, the Target receives 10 HP of Damage.


   LEVEL 4 SFMA - Hammer Fist (Physical Defense)

  • Base Roll: 80
  • Energy Cost: 2
  • Damage: 4
  • Mods: Athletics/Reflexes
  • Duration: n/a
  • Resist: Physical Defense, Physical Skill
  • Permanent Affects: 
    • +1 Physical Skill

Description:
NOTE: Can only be used against a punch attack.

This is a strategic combo move that can only be used if the Opponent attempts to deliver a punch attack. When this situation occurs, the defender using this move can both gain leverage and open up the opponent’s defenses, allowing the defender to follow through with The Hammer Fist and deliver a powerful blow to the Target’s head or neck. 

The first move blocks the thrust of the attacker’s punch and directs it far to the side. Then grabbing the Opponent's hair or ears with the other hand, the Defender yanks the Attacker's head to the side while you come in with The Hammer Fist move on the side of his head or neck. 


   LEVEL 4 SFMA - The Ground and Pound* (Physical Attack)

  • Base Roll: 80
  • Energy Cost: 8
  • Damage: 5
  • Mods: Physical Attack, Athletics/Reflexes
  • Duration: Target takes repeat damage for every turn he fails to resist.
  • Resist: Physical Defense, Physical Skill
  • Permanent Affects: 
    • +1 Physical Attack

Description:
NOTE: Can only be used to attack a currently Prone/Supine Target. 

This devastating attack is one of the few that can continue from turn to turn without requiring you to repeat the roll for the Attack. The Attacker gets on top of the already prone/supine Target and pummels him/her/them with a barrage of multiple fist and elbow punches. 

System:
The Player spends 8 Points of Energy and makes a successful roll. If the Target fails to resist, (rolling at half their combat skills for being prone/supine) the Target takes 8 HP of Damage this turn. 

On the Target's next turn, the Target must again attempt to roll to resist. If the Target succeeds in their resist roll, the attack ends and he/she/they will need to take another action to get to their feet. 

If the Target again fails to resist, the Attacker can continue to deliver repeat damage to the Target for the following consecutive turns without making another attack roll, until:

  • The Target successfully defends
  • The Target is rendered unconscious
  • You are attacked by another opponent and must stop to defend

While the Target rolls to defend at half their combat skills (as standard for being prone/supine), the Target cannot get up from the prone position while the attacker is sitting on them until they have either:

  1. Successfully rolled to defend, (which throws the Attacker off of the Target allowing him/her/them to gain their footing on their next turn as normal), OR
  2. The Attacker has been attacked by another opponent, freeing the current Defender who avoids further damage and the Defender to get to their feet on their next turn. 

NOTE: While using the Ground and Pound technique, the Attacker is put in a vulnerable position on the ground with their Target. If you are attacked by another opponent while using The Ground and Pound move, your Defense is halved. If you fail to defend, you are thrown off your current Target and are now in a Prone position that requires an action to get to your feet.


   LEVEL 4 SFMA - The Fighting Stance * (Physical Defense)

  • Base Roll: 50
  • Energy Cost: 2
  • Damage: n/a
  • Mods: Physical Skill, Physical Defense
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Defense
    • +1 Physical Attack
  • Temporary Affects:
    • +5 Physical Defense
    • +5 Physical Attack

Description:
At Level 4, many fighters recognize that how you position your body in a fight is the best strategy to set yourself up for a successful attack OR defense. This can be done on your turn just before a fight occurs, or on one of your turns after a fight has begun.

System:
The Player spends 2 Points of Energy and makes a successful roll. For the duration of the scene, the Player adds a temporary bonus of +5 Physical Attack and +5 Physical Defense. The bonuses occur immediately and the move requires a single action to execute, providing an advantage to all the Character's attack and defense moves for the duration of the scene.


   LEVEL 4 SFMA - The Roundhouse Kick (Physical Attack)

  • Base Roll: 60
  • Energy Cost: 2
  • Damage: 5 HP
  • Mods: Physical Attack
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Physical Attack

Description:
This move, also called a round kick, is when the attacker lifts his knee while turning in a semicircle, then extending the leg and striking an opponent with either their shin, the top of their foot or the ball of their foot. It delivers a powerful blow that can cause some serious damage. For an example of what this looks like, CLICK HERE.

System:
The Player spends 2 Points of Energy and makes a successful roll. If the Target fails to resist, the Target suffers 5 HP of damage

NOTE: If the Attacker rolls a natural 90+, the Target takes 15 HP of damage.



SFMA: LEVEL FIVE SKILLS

   LEVEL 5 SFMA - The Breaking Block (Physical Defense)

  • Base Roll: 60
  • Energy Cost: 2
  • Damage: Variable (See System)
  • Mods: Physical Attack
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Athletics/Reflexes

Description:
When this defensive move is executed successfully, it presents the hardest parts of your body to the attack, such as blocking with your elbows, knees and shins. Not only does it deflect any damage from you, it delivers damage to your attacker as the force of their attack is reflected back at them. This can only be used to deflect damage from a physical non-weapon attack. 

System:
The Player declares in Local Chat that they are using The Breaking Block as their defense roll. The Player then spends 2 Points of Energy and makes a successful roll that is both higher than 60 (to execute this SFMA move) and higher than the Attacker's roll to attack. 

The Player's Character successfully blocks the attack and takes no damage. The Attacker takes the same amount of damage that their attack would have delivered to their opponent. (This must be subtracted manually from the Attacker's Health Point Meter.)

For Example: Attacker 1 attacks Defender A with The Power Kick by successfully rolling a 79. Defender A declares in local chat that he is using The Breaking Block move as his defense roll. Defender A then rolls an 81, which is higher than the 60 he needs to execute the move, and higher than 79, which is the number Attacker 1 rolled to execute The Power Kick. Defender A successfully deflects the The Power Kick attack AND "reflects" the Power Kick's 5HP of damage back to Attacker 1.


   LEVEL 5 SFMA - The High Spinning Back Kick* (Physical Attack)

  • Base Roll: 80
  • Energy Cost: 6
  • Damage: 12
  • Mods: Physical Attack, Athletics/Reflexes
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: None

Description:
The name of the game here is maximum damage. Measuring the distance between you and your opponent, the attacker creates force and momentum by kicking their leg up and spinning their body, bringing their leg around and landing their foot on their Target’s body. It can easily create a forceful blow to the head and neck, or stomach. 

System:
The Player spends 6 Points of Energy and makes a successful roll. If the Target fails to resist, the Target takes 12 HP of damage.


   LEVEL 5 SFMA - The Low Spinning Back Kick* (Physical Attack)

  • Base Roll: 70
  • Energy Cost: 6
  • Damage: 8
  • Mods: Physical Attack, Athletics/Reflexes
  • Duration: n/a
  • Resist: Physical Defense, Athletics/Reflexes
  • Permanent Affects: None

Description:
While aiming for the lower extremities, the thighs, knees, and shins, the low spinning back kick doesn’t do nearly the same amount of damage as the high kick. However, it is a perfect move for throwing your opponent on the ground and in a prone position. 

System:
The Player spends 6 Points of Energy and makes a successful roll. If the Target fails to resist, the Target takes 8 HP of damage and falls to his/her/their back in a supine position.


   LEVEL 5 SFMA - The Push Kick (Physical Defense)

  • Base Roll: 70
  • Energy Cost: 2
  • Damage: 4
  • Mods: Physical Defense
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +2 Physical Defense
    • +1 Athletics/Reflexes

Description:
This move does not create the devastating force of The Spinning Back Kick but is very effective as a defensive move to not only avoid getting hit, but to put some distance between you and your opponent. When facing a punch attack, you throw the full length of your foot up in front of you and thrust a kick to the chest of your opponent. Given enough force, it can cause damage and push your attacker off balance.

System:
The defending Player declares in local chat that he/she/they will use their defense roll to execute The Push Kick. The Player spends 2 Points of Energy/Gnosis and makes a successful roll that is higher than the Base Roll to execute this move, and is equal to or higher than the roll made by the attacker. The Attacker suffers 4 HP of damage. 

NOTE: If the Defending Player rolls a natural 80+, then the Attacker has experienced enough force to be thrown to his back in a prone/supine position, has his combat modifiers halved, and must spend an action to regain his footing.


   LEVEL 5 SFMA - The High Knee (Physical Attack)

  • Base Roll: 70
  • Energy Cost: 8
  • Damage: 15
  • Mods: Physical Attack
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: None

Description:
This move is executed by placing both hands on the back of your opponent's head and neck, forcefully pulling his head down, while at the same time bringing your knee up into his face. 

System:
The Player spends 8 Points of Energy and makes a successful roll. If the Target fails to resist, the Target takes 15 Points of Damage

NOTE: If the Attacker's roll is a natural 90+, the Target is also stunned for one action.



MASTER LEVELS - STREET FIGHTER MARTIAL ARTS

Master Level Street Fighter Martial Arts are defined as levels 6 through 8, and opens up the incorporation of melee weapons into the attack and defense moves.

The title of Master is a rather loose term that simply describes an SFMA fighter who has survived long enough to pick up a few good tricks and moves...and is willing to share that info. However, lower level fighters need to find these "Masters" if they are to progress any farther in their own skills. 

  • Level 6 Masters may teach Level 6 skills to students
  • Level 7 Masters may teach levels 6-7
  • Level 8 Masters may teach levels 6-8

In order to progress to the Master Levels, Characters must first find a Master to train with them. This must be done in roleplay, in character for a total of no less than a bare minimum of 4 hours of RP (can be done in multiple roleplay sessions). 

Once a student has trained with a Master he/she/they may purchase any of that level's skills. Roleplay for earning these levels must be turned in to the DOD Admins before these skills may be unlocked for purchase on the Player's Character Sheet. If a Master does not exist, a Player may request this roleplay from a Sim Admin.


MASTER LEVEL BONUSES

Those who obtain Master Level (6-8) receive the following permanent bonuses upon purchase of their first Level 6 skill:

  • Physical Attack: +10
  • Physical Defense: +10

Weapons Use in Master Level Street Fighter Martial Arts

Master level players may now incorporate weapons into their fighting styles if they pick up those particular Master Level skills. These include a Staff, Nunchucks, Throwing Stars, or Sword

Characters must actually have purchased these melee or ranged weapons skills first before being able to employ the more powerful SFMA weapons attacks. For information on purchasing these skills, CLICK HERE.

For example, a Player who purchases The Whirling Nunchucks move without having first purchased Nunchucks, would be like playing Megadeth's Tornado of Souls on an air guitar. Logically, purchase your weapons before attempting to use them. (Yes sadly, this must be said.)

Players are expected to have a physical prim representation of any weapons they carry into battle visible on their Avatars' bodies in order to use them in any battle. The only exception to this are Throwing Stars, or other weapons that can be easily hidden in clothing and do not require a prim representation.



SFMA: LEVEL SIX SKILLS

   LEVEL 6 SFMA - The Multi-Kick (Physical Attack)

  • Base Roll: 70
  • Energy Cost: 10
  • Damage: 12
  • Mods: Physical Attack
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: None

Description:
Much like the lower level Power Kick, this move delivers multiple upper body or head kicks in quick repetition. If the Target fails to defend, the Attacker lands all kicks to the upper body or head and suffers the full damage.

System:
The Player spends 5 Points of Energy and makes a successful roll. If the Target fails to resist, the Target suffers 12 HP of Damage.


   LEVEL 6 SFMA - The Over Head Forward Kick (Physical Attack)

  • Base Roll: 70
  • Energy Cost: 5
  • Damage: 8
  • Mods: Physical Attack
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: None

Description:
The Attacker grabs/grapples the Target by the shoulders or torso and leans forward while at the same time pivoting their hips to deliver a powerful overhead backward kick to the top of the Target's head and face. While it is typically used in close combat situations in order to grab the Target, it is difficult to defend against because the kick is coming from above the head of the Attacker.

System:
The Player spends 5 Points of Energy and makes a successful roll. If the Target fails to resist, the Target suffers 8 HP of damage.


   LEVEL 6 SFMA - The Speed Bag Punch (Physical Attack)

  • Base Roll: 80
  • Energy Cost: 7
  • Damage: 15
  • Mods: Physical Attack, PS
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: None

Description:
This powerful move turns the Target's head into a virtual speed bag, delivering multiple punches in rapid succession. 

System:
The Player spends 7 Points of Energy and makes a successful roll. If the Target fails to resist, the Target suffers 15 HP of Damage.


   LEVEL 6 SFMA - The Vertical Double Kick* (Physical Attack)

  • Base Roll: 80
  • Energy Cost: 7
  • Damage: 15
  • Mods: Physical Attack, Athletics/Reflexes
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: None

Description:
Much like The Power Kick, this move has the Attacker jumping vertically and forward into the air, then kicking the Target in either the head or chest with two quick and powerful successive kicks, one from each foot. 

System:
The Player spends 7 Points of Energy and makes a successful roll. If the Target fails to resist, the Target receives 15 Points of Damage.


   LEVEL 6 SFMA - The Bo Staff Block (Physical Defense)

  • Base Roll: 60
  • Energy Cost: 2
  • Damage: 5
  • Mods: Physical Skill, Physical Defense
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +2 Athletics/Reflexes
    • +5 Physical Skill

Description:
A Bo Staff is a Japanese long staff typically measuring 71 inches (1.8 m) in length. With proper training, a Master can learn to use this weapon for either attacking or defending. Thrusting, swinging, and striking techniques often resemble empty-hand Martial Arts movements, which are fluid and graceful.

Using a Bo Staff as a defense move can effectively block both unarmed and melee attacks, while at the same time delivering a moderate bit of damage at the same time with a follow-thru blow. However, it does nothing to block ranged weapon attacks or explosions.

System:
In order to be used for Defense, the Bo Staff must already be in the Character's hands (or on their Avatar) at the time of the attack. The Player declares in Local Chat that he is using his defense roll to block with his Bo Staff.

The Player spends 2 Points of Energy and makes a defense roll that is both higher than the minimum roll to execute this move, and equal to or higher than the Attacker's roll to attack. Done successfully, the blow is absorbed by the staff and the Character is able to follow through with a returning attack that delivers 5 HP of damage. 


   LEVEL 6 SFMA - The Bo Staff Thrust (Physical Attack)

  • Base Roll: 80
  • Energy Cost: 2
  • Damage: 14
  • Mods: Physical Attack, Athletics/Reflexes
  • Duration: n/a
  • Resist: Physical Defense, Athletics/Reflexes
  • Permanent Affects: 
    • +2 Athletics/Reflexes
    • +5 Physical Skill

Description:
A Bo Staff is a Japanese long staff typically measuring 71 inches (1.8 m) in length. As an attack weapon, it is excellent for employing thrusting, swinging, and striking techniques to deliver damage that is difficult to defend against. Using a Bo Staff allows the Attacker to hit any part of their Target's body, from head to feet.

System:
Like all weapons, the Bo Staff must first be held in the Character's hands. The Player spends 2 Points of Energy and makes a successful roll. If the Target fails to resist, the Target receives 14 HP of damage.



MASTER SFMA: LEVEL SEVEN SKILLS

   LEVEL 7 SFMA - The Throwing Stars* (Physical Attack)

  • Base Roll: 90
  • Energy Cost: 7
  • Damage: 24
  • Mods: Physical Skill, Athletics/Reflexes
  • Range: 30 Feet/9Meters (Thrown at a minimum of 10 feet away)
  • Resist: Alertness, Athletics/Reflexes
  • Permanent Affects: None

Description:
Throwing Stars (also called shuriken or ninja stars) are a small, sharp Japanese weapon that is easy to conceal on one's body. This traditional weapon is typically in the shape of a 3-, 6- or 8-pointed star that is small, flat, and designed for throwing. 

Masters with this deadly SFMA skill can throw, three Throwing Stars at a time in a straight line with great precision, delivering 8 HP of damage per star. (Anyone else using a Throwing Star can only throw one at a time and deliver 5 HP of damage per star.)

While they deliver quite a bit of damage in a small package, Throwing Stars are not thrown with the same force as other ranged weapons, such as from a bow or crossbow. This gives a foe with good reflexes and a measure of alertness a chance to dodge out of the way. However when hit, a Target is most certainly going to feel the damage. It is also worth noting that the Throwing Star will also remain in the Target's body until he/she/they pulls them out. For more information on how to throw three throwing stars at the same time, CLICK HERE.

System:
NOTE: The Player must first have purchased Throwing Stars as a weapons specialty in the Armory, under Ranged Weapons.

The Player spends 7 Points of Energy and makes a successful roll. If the Target fails to resist, all three Throwing Stars will hit the Target, stick into his/her/their body, and deliver 24 HP of damage. Players always throw three stars at a time and are assumed to have an infinite amount of them, so long as the Player has the required amount of Energy to throw them.

Because Throwing Stars are small and easy to conceal, there is no need to have a physical representation of the Throwing Star on the Avatar's body. However, if a Player's Character has been searched and the Throwing Stars have been found, it is assumed that all concealed Throwing Stars have been found and removed.


   LEVEL 7 SFMA - The Whirling Nunchucks* (Physical Attack)

  • Base Roll: 70
  • Energy Cost: 5
  • Damage: 15
  • Mods: Physical Skill, Athletics/Reflexes
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: 
    • +3 Athletics/Reflexes
    • +1 Physical Skill
    • +1 Initiative

Description:
Martial Arts weapons are badass, and the Whirling Nunchucks is an intimidating skill that not only delivers some serious damage, it also keeps your enemies at a distance. Plus, it just looks really impressive. They deliver some substantial blunt-force trauma that can potentially break bones.

System:
NOTE: The Player must first have purchased Nunchucks as a weapons specialty in the Armory, under Melee Weapons. The Player spends 5 Points of Energy and makes a successful roll. If the Target fails to resist, the Target receives 15 HP of damage. 

NOTES:

  • If the Attacking Player rolls over 100, the Target receives 30 HP of damage.
  • If the Defending Target rolls a Botch (natural 1-10) when defending, the Target receives 30 HP of damage.
  • If Both the Attacking Player rolls over 100 and the Defending Target rolls a botch, the Defending Target takes 30 HP of damage and is knocked unconscious for two turns.

   LEVEL 7 SFMA - The Misdirection Attack (Physical Attack)

  • Base Roll: 70
  • Energy Cost: 3
  • Damage: 10
  • Mods: Physical Skill, Athletics/Reflexes
  • Duration: n/a
  • Resist: -10 Physical Defense
  • Permanent Affects: 
    • +1 Physical Skill

Description:
This attack is all about speed, misdirection, balance and constant movement. Using back flips or spins of either/both arms and legs, this attack leaves the target unable to predict from where the strike will be coming, making it virtually impossible to defend against.

System:
The Player spends 3 Points of Energy and makes a successful roll. If the Target fails to resist, the Target suffers 10 HP of Damage. There is no SFMA move that can be used to defend against this attack.


   LEVEL 7 SFMA - The Crouching Roundhouse (Physical Attack)

  • Base Roll: 80
  • Energy Cost: 3
  • Damage: 10
  • Mods: Physical Skill, Athletics/Reflexes
  • Duration: n/a
  • Resist: Physical Defense, Athletics/Reflexes
  • Permanent Affects: None

Description:
Originating from Brazil, to execute this devastating Capoeira move the Master crouches low but then delivers a powerful upward roundhouse kick that uses the whole mass of his body like a tightly wound spring to deliver a super fast, yet powerful blow to the target's torso. 

System:
The Player spends 3 Points of Energy and makes a successful roll. If the Target fails to resist, the Target takes 10 HP of damage.


   LEVEL 7 SFMA - The Swooping Roundhouse (Physical Defense)

  • Base Roll: 70
  • Energy Cost: 3
  • Damage: 5
  • Mods: Physical Skill, Athletics/Reflexes
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +5 Physical Skill

Description:
This powerful defensive move allows the Master to crouches to avoid the oncoming kick or punch attack and then counters with the upward roundhouse kick. This blow comes quick and hard, delivering enough force to knock an opponent unconscious. 

System:
The Player declares in Local Chat that he/she/they will be using The Swooping Roundhouse move as their Defense Roll. The Player spends 3 Points of Energy and makes a roll high enough to execute this move, and equal to or higher than the Attacker's roll to attack. If successful, the Player's Character avoids damage from the oncoming attack, and delivers an un defendable 5 HP of damage.

NOTES:

  • If the Attacking Player rolls over 100, the Target receives 10 HP of damage.
  • If the Defending Target rolls a Botch (natural 1-10) when defending, the Target receives 10 HP of damage.
  • If Both the Attacking Player rolls over 100 and the Defending Target rolls a botch, the Defending Target takes 10 HP of damage and is knocked unconscious for two turns.


MASTER SFMA: LEVEL EIGHT SKILLS

   LEVEL 8 SFMA - Sword Play* (Physical Attack)

  • Base Roll: 70
  • Energy Cost: 3
  • Damage: 5
  • Mods: Physical Skill, Athletics/Reflexes
  • Duration: n/a
  • Resist: Physical Defense, Physical Skill
  • Permanent Affects: None
  • Temporary Affects:
    • Sword Play allows the Master using this skill to attack twice per action on either the same Target, or two different Targets.

Description:
This skill is both showy and powerful, demonstrating the Master's speed, dexterity and power by seamlessly combining both weapons skills and Mixed Martial Arts moves. Sword Play allows the attacker to use their knowledge of Mixed Martial Arts to employ the added damage of a katana or similar sword of approximately the same length. 

System:
NOTE: The Player must first have purchased a Katana or similarly-sized sword as a weapons specialty in the Armory, under Melee Weapons.

The Player spends 5 Points of Energy and makes a successful roll. If the Target fails to resist, the Target takes 15 HP of damage. If the Target botches his defense roll (rolling a natural 1-10), the Target takes 30 HP of damage.


   LEVEL 8 SFMA - The Split Jump Kick (Physical Attack)

  • Base Roll: 80
  • Energy Cost: 5
  • Damage: 8
  • Mods: Physical Skill, Athletics/Reflexes
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: None

Description:
Requiring substantial agility and leg strength, The Split Jump Kick is used when the Master has positioned herself between two opponents in close proximity (approximately 3-5 feet away from the Attacker). It consists of a jump, followed by the Attacker kicking both legs out in a split to potentially hit and cause damage to both opponents.

System:
This can be used on one or two targets in close proximity to the Player's Character. The Player spends 5 Points of Energy and makes a successful roll. If used on two close Targets, both Targets must make a roll to resist. If either Target fails to resist, that Target takes 8 HP of Damage.


   LEVEL 8 SFMA - The Sucker Punch (Physical Attack)

  • Base Roll: 80
  • Energy Cost: 8
  • Damage: 20
  • Mods: Physical Skill, Athletics/Reflexes
  • Duration: n/a
  • Resist: Alertness
  • Permanent Affects: None

Description:
They'll never see it coming! Somewhat like the Level One Haymaker Punch, this Master-level attack is the hallmark of take-charge Street Fighting tactics. But unlike the Haymaker Punch, the Sucker Punch is by far a more powerful, versatile and strategic move, requiring a great deal of skill to execute. It also does not penalize the SFMA Master by making him sacrifice defense for his next turn. 

Where the rookie Haymaker Punch is wild, wide, unbalanced and relies mostly on luck to connect and do damage, the Sucker Punch attack is targeted, carefully aimed and tactical. Done correctly, it can end a fight before it even has a chance to begin.

NOTE: This can be done from behind your opponent's back or in front.

System:
The Player spends 8 Points of Energy and makes a successful roll. If the Target fails to resist, the Target takes 20 HP of damage, and any or all of the following conditions. 

It allows the SFMA Master to:

Initiating/Ending a Fight: Because the Target never sees it coming, this move can be used to initiate a fight — or end one —  before it has officially started. This happens before a fight officially has broken out and BEFORE all Players roll for initiative.

  • Claim first initiative: Delivers the first punch in any fight. Even if your Sucker Punch fails (or was successfully defended against), you have still initiated combat and you have still taken first initiative without rolling for initiative (everyone else will need to roll for initiative, with the highest roll being awarded second initiative.)
  • End a Fight: 
    1. If your natural roll is over 90, AND your opponent fails to defend, the target is instantly unconscious for two full turns.
    2. If your modified roll is over 100, AND your opponent fails to defend, your opponent is unconscious for the duration of the scene.

   LEVEL 8 SFMA - The Attack & Sucker Punch (Physical Attack)

  • Base Roll: 90
  • Energy Cost: 8
  • Damage: 20
  • Mods: Physical Attack, Athletics/Reflexes
  • Duration: Physical Defense, Physical Skill
  • Permanent Affects: None

Description:
This dual-action move allows the SFMA Master to attack with one hand and, with their other hand, use the Sucker Punch as a second attack if fighting open handed OR with a one-handed melee weapon. It works as a synchronistic two-handed move where the Master attacks with one hand (either open handed or with a one-handed melee weapon), then immediately follows with a powerful Sucker Punch to the torso with the other hand.

System:
The Player spends 8 Points of Energy and makes a successful roll. If the Target fails to resist, the Target suffers 20HP of damage.

NOTES:

  • Cooldown: It can only be used once per scene, per individual opponent since the recipient of an Attack & Sucker Punch will not be fooled by that sneaky tactic a second time (whether or not it was successful). 
  • Cooldown Exception: The Attack & Sucker Punch maneuver CAN be used on another opponent within the same scene, but only once per scene. For example: If a SFMA Master is in a fight and engages in combat with 10 other opponents during that fight, he/she/they can use this maneuver once on each of them.

   LEVEL 8 SFMA - The Tiger Claw Elbow Jab (Physical Attack)

  • Base Roll: 100
  • Energy Cost: 15
  • Damage: 25
  • Mods: Physical Attack, Physical Skill, Athletics/Reflexes
  • Duration: Physical Defense, Physical Skill
  • Permanent Affects: None

Description:
This combo move delivers a devastating attack that can leave a Target stunned or unconscious. With the heel of his hand, the Master delivers a powerful upward punch that's targeted just underneath the chin then, with the same hand, the Master forms his/her/their fingers into a claw and rakes downward on the target's face with a powerful motion. This is quickly followed by the Master's other arm as it drills into the Target's torso with a forceful elbow jab. This move can break ribs, knock the wind out of the Target's lungs and potentially render the target unconscious or dead.

System:
The Player spends 15 Points of Energy and makes a successful roll. If the Target fails to resist, the Target suffers 25 HP of Damage.

NOTES:

  • If the Attacker rolls a natural 90+, the Target takes 30 HP of damage and is stunned for one turn.
  • If the Defender is a Player-Character and botches his Defense roll (natural 1-10) he is knocked unconscious for the rest of the combat.
    • If the Target is an NPC, he has been killed.
    • If the unconscious Player-Character is attacked again, he/she/they is instantly reduced to 1 HP, but cannot be killed.