27 min read
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 it's 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 LEVELSMODS EARNEDXP 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.
+   35 XP
4. ◉◉◉◉     You can give as well as you get without too much damage.
45 XP
5. ◉◉◉◉◉     You've got your own style and win more than you lose.60 XP
MASTER LEVELS
6. ◉◉◉◉◉◉  Your confidence and skill show in battle.
75 XP
7. ◉◉◉◉◉◉◉  You easily measure up enemies to exploit weaknesses.
+ 90 XP
8. ◉◉◉◉◉◉◉◉  Your mere presence can end fights.
+ 105 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 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. 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. DEFENSE MOVES:
    Defense Moves are done when you are attacked by another Player or NPC. You must roll to defend. 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.
  3. PRONE MOVES: 
    There are defensive and attack moves available to a Character who is knocked to the ground and now in a prone position. When a Player's Character is knocked to the ground and prone, all combat modifiers are halved until they are on their feet again. This takes one action to complete.

For Example: Player A declares they are using a Back Fist attack on Player B and rolls a modified 75, which is a successful attack. Player B declares he will use a Block and Elbow Jab as a defense. Rolling a modified 87, he successfully blocks Player A’s Back Fist attack by rolling a number higher than his attacker's and counters with an Elbow Jab that delivers 2 HP of 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.


STREET FIGHTER MARTIAL ARTS LEVELS AND SKILLS

NOTE: In combat role play, most 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.

SFMA: LEVEL ONE SKILLS

◉     THE HAYMAKER PUNCH (ATTACK MOVE)

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.  

  1. Initiating a Fight: This underhanded attack is often used to initiate a fight before one has officially started. For example: You are in a bar, an ally, 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 cannot be used to seize initiative because the target is already on guard for an attack. 
    • Attack: Dif 80+, Mod Brawl AND Athletics
      If you are successful in your roll, the defending target's Defense is halved since they don't see it coming.
      NOTE: Attacker takes a -10 on Defense for 1 turn.
    • Defense: -20 unmodified Defense Roll unmodified roll 
      Damage: 3 HP


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.


◉      THE BACK FIST – aka THE BITCH SLAP (ATTACK 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. 

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. Oftentimes the attack comes so quickly that the opponent never sees it before it lands. 

  • Attack: Dif 60+, Mod Brawl
  • Damage: 2 HP When used with a fist. Open hand delivers no damage

◉     THE FINGER JAB (ATTACK MOVE) 

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. 

  • Attack: Dif 60+, Mod Brawl OR Potency (not both)
  • Damage 1 HP and Target is stunned for one turn

◉     THE GROIN KICK (ATTACK MOVE) 

This move is the textbook definition of dirty fighting and can be executed using the attacker’s foot, knee or shin to the groin. For obvious reasons, this move only really works on males, stunning them and delivering low-level damage (for obvious reasons). When used on females, it is still rather painful and will stun them, but doesn’t deliver any damage. If successful, this move will lower their next attack by -10 since they will have some difficulty standing up completely straight. This only lasts for one turn. 

  • Attack: Dif 60+, Mod Brawl OR Potency (not both)
  • Damage 1 HP and Target suffers -10 to attack their next turn

◉     THE ARMADILLO ROLL (DEFENSE MOVE)  

This move is a last resort failsafe move when you are prone, on your back and basically defenseless. You must be in a prone position to use this move. Before you roll for defense, you can declare you are going to make the Armadillo Roll move. If you fail your defensive move 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 only suffer half the damage. This move can only be used once a combat scene. 

  • Half damage if you fail your defense roll
  • This move can only be used once a combat scene.

◉     THE DIRT THROW (ATTACK MOVE)  

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.

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

  • Attack: 60+, MOD Athletics
  • Damage: No damage. Opponent suffers half defense for two turns.
  • Cooldown: Can only be used once per opponent, per scene.


SFMA: LEVEL TWO SKILLS

     THE LEG SWEEP (ATTACK MOVE)

This solid tactical maneuver will give you the advantage by unbalancing your opponent and putting them on their backs. While it doesn't deliver any measurable 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 from a Prone Position. 

  • Attack: Dif 60+, Mod Brawl
  • Damage: 1 HP and Target spends the next round getting to their feet, their combat modifiers are also halved when they are in that prone position.

◉     COUNTER THROW: (DEFENSE PHASE) 

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 Counter Throw SFMA Move. A successful role means: 

  • The Player's defensive roll is higher than their difficulty roll to execute the move
  • The Player's defensive roll is also higher than opponents attacking roll. 
  • Then, the attacking opponent suffers 10 points 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 their difficulty roll and rolls a 70 to hit (which includes any modifiers they have.) 
  2. Player B declares they are using Counter Throw as their defensive roll. 
  3. Player B's standard difficulty for making this move is 60+.
  4. However, Player A rolled a 70, meaning that while it only takes 60+ to execute Counter Throw, Player B can only be successful if they roll 70 or higher. (Ties go to the defender.)

Roll defense DIFFICULTY 60+ If successful, opponent suffers 10 minor damage and spends the next round getting to their feet, their combat modifiers are halved. Can't be used from Prone Position. 

  • Attack: Dif 60+, Mod Brawl OR Potency (not both)
  • Damage 1 HP 

◉◉     THE THROAT PUNCH (ATTACK MOVE) 

An opponent’s throat is a very vulnerable and sensitive spot. A good uppercut can crust 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. 

  • Attack: Dif 60+, Mod Brawl OR Potency (not both)
  • Damage 2 HP and Target suffers -10 to attack their next turn
  • In addition, a natural roll of 90+ will have the target land on their back in a prone position. The Target spends the next round getting to their feet, their combat modifiers are also halved when they are in that prone position.

◉◉     THE JAM (DEFENSIVE MOVE) 

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. 

PLUS: If the Jam is successful, this move will also throw the attacker off balance and land him in a prone position. 

  • Defense Roll must be higher than the Attacker’s roll to successfully defend. The Defender receives 0 damage.
  • A successful defense roll also lands the Attacker on their back in a prone position. The Attacker spends the next round getting to their feet, their combat modifiers are also halved when they are in that prone position.

◉◉     THE ONE-TWO PUNCH (ATTACK MOVE) 

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

  • Attack: Dif 60+, Mod Brawl
  • Damage 2 HP

SFMA: LEVEL THREE SKILLS

     HUMAN PROJECTILE - COUNTER THROW (DEFENSE PHASE) 

Defending with this move, the defender uses the attacker's momentum, speed and weight against him by telescoping that combined force safely away from his body (thus avoiding damage) and throwing the attacker off balance to the ground in either a prone position, OR the successful defender may turn their attacker into a human projectile by throwing them into a nearby obstacle (within a 5-yard radius), such as a wall, tree, building, street sign or even another Player Character/NPC.  This move cannot be used in a prone position.

  • Defense: 70+, mod Brawl 
    • If successful, opponent suffers 1 HP damage and spends the next round getting to their feet, their combat modifiers are halved.  
    • If the Attacker is aimed at another Player Character or NPC, that Character must roll for Defense (higher than your Defense roll to execute) or be knocked to their backs in a prone position. Both the Attacker AND the Character they were thrown at take 1 HP of Damage each, AND, both must take their next turn to get to untangle themselves from each other and Both also suffer having their Combat stats halved on their next turns while they get to their feet.

◉◉◉    THE AX STOMP (ATTACK MOVE) 

This move can only be used on a prone target. When you have your opponent on the ground in a prone position, the attacker 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. If the Defending Player botches his roll (rolling a 1-10 to defend) this powerful attack can create gaping wounds and crush bone (Storyteller's choice). 

  • Attack: Dif 60+, Mod Brawl OR Potency (not both)
  • Damage: 3 HP, and the target cannot get up from a prone position for one full turn

◉◉◉     THE LOOPING RIGHT HAND (DEFENSIVE MOVE) 

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 instead 

  • Attack: Dif 60+, Mod Brawl 
  • Damage: 2 HP

◉◉     THE BLOCK AND ELBOW JAB (DEFENSE MOVE/GRAPPLE) 

This is a classic move when your opponent is attempting to Grapple and hold you. 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. 

  • Attack: Dif 60+, Mod Brawl OR Potency (not both)
  • Damage: 2 HP
  • Defense: Must roll higher than your attacker, Mod Brawl, 2 HP of damage to attacker

     POWER KICK (ATTACK MOVE)

Using this sweet little kickboxer move, the Defender can deliver some surprise damage to their attacker. Turning their body sideways, while the attacker's head and eyes stay trained on the target, the Attacker plants their other foot firmly on the ground and delivers a powerful kick with the other.

  • Defense: DIF  60+ , Mod Brawl
  • 2 HP of Damage


SFMA: LEVEL FOUR SKILLS

     THE ONE-TWO PUNCH & KICK (ATTACK MOVE) 

Combining the level two skill "The One-Two Punch" followed by The Power Kick learned in Level 3. This move uses a misdirection technique by first targeting the opponent's head with the One-Two Punch, forcing them to defend by lifting up 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.

  • Attack: Dif 80+, Mod Brawl and Athletics
  • Damage: 3 HP

◉◉     THE HAMMER FIST (ATTACK OR DEFENSE MOVE) 

This is a combo move that can be used as a defense or an attack. In an attack, the first move gains leverage and opens up your opponent’s defense, allowing you to use the Hammer Fist and deliver a powerful blow to the target’s head or neck. As a defensive move, it’s used first as a block that thrusts the attacker’s punch far to the side, grabbing his hair or ears with one hand to yank him to the side while your other hand comes in with the Hammer Fist move on his face. 

  • Attack: Dif 60+, Mod Brawl OR Potency (not both)
  • Damage: 2 HP

◉◉     THE GROUND AND POUND (ATTACK PRONE TARGET) 

The Ground and Pound move can only be used to attack a currently Prone Target. It is one of the few attacks that can continue from turn to turn without requiring you to repeat the Attack Skill. It lasts until the Target successfully defends, is rendered unconscious, or You are attacked by another opponent.

The attacker gets on top of the already prone target and pummels them with a barrage of multiple fist and elbow punches. While the target rolls to defend at half their combat skills (as standard for being a prone target), they 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 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 a full turn to get to your feet.

  • Attack: Dif 60+, Mod Brawl
  • Damage: 2 HP per turn used, as long as you maintain your position on top of your Target

     THE FIGHTING STANCE (PRE ATTACK OR DEFENSE MOVE)

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 must be done on your turn.

By first putting yourself in The Fighting Stance, you deliberately set your body in the best possible position to either Attack or Defend — whichever comes first. This gives your very next two Attacks OR Defenses a +15 chance to succeed (whichever comes first). However, it requires a full turn to execute and can only be executed on your turn. 

For example: On Player A's turn, he declares he is using The Fighting Stance instead of attacking. Player B uses his turn to Attack Player A. Because Player A used his turn to execute The Fighting Stance, he now gets a +15 bonus to his Defense Roll. Player A may use any Defense tactic he has available to him and receives The Fighting Stance bonus.  If someone else attacks Player A before it is again his turn to attack, Player A will also be able to Defend at a +15 bonus, using the last of his two bonused actions. If no one else attacks Player A, he may use his last bonus to attack another player with a +15.

+15 Mod to the next two Attack or Defense moves


◉◉◉◉     THE ROUNDHOUSE KICK (ATTACK MOVE) 

This move, also called a round kick, is when the attacker lifts their knee while turning in a semicircle, then extending the leg and striking their 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. 

  • Attack: Dif 60+, Mod Brawl
  • Damage 3 HP
  • If the Attacker rolls a natural 90+, the target takes 5 HP of damage


SFMA: LEVEL FIVE SKILLS

     THE BREAKING BLOCK (DEFENSE PHASE) 

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 to you, it delivers damage to your attacker as the force of their attack is reflected back to them. 

  • Defense: Dif 60+ AND the roll beats your attacker's roll, Mod Brawl OR Potency (not both)
    • Defender suffers no damage
    • Attacker takes 1 HP of damage

◉◉◉◉◉      THE HIGH SPINNING BACK KICK (ATTACK MOVE)

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. 

  • Attack: Dif 60+, Mod Brawl OR Potency (not both)
  • Damage 4 HP

◉◉◉◉◉     THE LOW SPINNING BACK KICK (ATTACK MOVE)

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. 

  • Attack: Dif 60+, Mod Brawl OR Potency (not both)
  • Damage 2 HP, and the target lands on their back in a prone position. The Target spends the next round getting to their feet, their combat modifiers are also halved when they are in that prone position.

◉◉◉◉◉     THE PUSH KICK (DEFENSIVE MOVE) 

This move does not create the devastating force of a 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 an 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.

  • Attack: Dif 60+, Mod Brawl OR Potency (not both)
  • Damage 2 HP, and the target lands on their back in a prone position. The Target spends the next round getting to their feet, their combat modifiers are also halved when they are in that prone position.

◉◉◉◉◉     THE HIGH KNEE (ATTACK MOVE)

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.  

  • Attack: Dif 60+, Mod Brawl
  • Damage 3 HP
  • An undefended, natural 90+ roll will stun your opponent for one full turn.


MASTER LEVELS - STREET FIGHTER MARTIAL ARTS

Master Level Street Fighter Martial Arts are defined as levels six through eight. A Master Street Fighter is someone who has survived many fights, but has sought out another Master to train them in their style of fighting in order to take their own skills to the next level.

  • 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 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:

  • Attack: +10
  • 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/Katana. Characters must actually have purchased these weapons or had them specially made in roleplay, AND have a physical prim representation of these weapons visible on their Avatars' bodies in order to use them in any battle. The only exception to this is the Throwing Stars, which can be easily hidden in clothing and do not require a prim representation.



SFMA: LEVEL SIX SKILLS

◉◉◉◉◉     THE MULTI-KICK ATTACK (ATTACK MOVE)

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

  • Attack: Dif 70+, Mod Brawl
  • Damage: 4 HP

◉◉◉◉◉     THE OVER HEAD FORWARD KICK (ATTACK MOVE)

The Attacker grabs the Target's 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.

  • Attack: Dif 70+, Mod Brawl
  • Damage: 4 HP

◉◉◉◉◉     THE SPEED BAG PUNCH (ATTACK MOVE)

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

  • Attack: Dif 70+, Mod Brawl
  • Damage: 4 HP

◉◉◉◉◉     THE VERTICAL DOUBLE KICK (ATTACK MOVE)

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

  • Attack: 70+, Mod Brawl and Athletics
  • Damage: 4 HP 

◉◉◉◉◉     THE BO STAFF (ATTACK OR DEFENSE MOVE)

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.

Defense: In order to be used for Defense, the Bo Staff must already be in the Character's hands at the time of the attack. Defense uses the Bo Staff to block both an unarmed attack, as well as a melee attack. When this is done successfully, the blow is absorbed by the staff and the Character is able to follow through with a returning attack. While not as powerful as an offensive attack move, it does do a little damage.

  • Defense: DIF  60+, Mod Brawl
  • Damage: 1 HP 

Attack: Using a Bo Staff as an Attack allows the Attacker to target any part of their Target's body, from head to feet.

  • Attack: Dif 70+, Mod Brawl
  • Damage: 4 HP


MASTER SFMA: LEVEL SEVEN SKILLS

◉◉◉◉◉     THE WHIRLING NUNCHUCKS

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

  • Attack: Dif 70+, Mod Melee and Athletics
  • Damage 4 HP
    • If you roll 100+: 6 HP of Damage

◉◉◉◉◉     THE DOUBLE JUMP KICK (ATTACK MOVE)

The Double Jump Kick allows the Master to deliver a double blow of damage by jumping into the air and kicking the opponent twice, once with each foot, to a single point, such as the head, chest or upper torso. While technically a single attack, the Master must roll to hit twice; once for the first kick and another for the second kick.

  • Attack: Dif 60+, Mod Brawl & Athletics
  • Damage: 3 HP of Damage per kick, for a total of 6 HP

◉◉◉◉◉     THE SNEAK ATTACK

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.

  • Attack: Dif 70+, Mod Brawl & Athletics
  • Damage: 5 HP 
  • Resist: -15 Physical Defense

◉◉◉◉◉     CROUCHING ROUNDHOUSE KICK (ATTACK OR DEFENSE)

The Attacker crouches to avoid an upper body attack, then follows through with a powerful roundhouse kick.

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. 

When used as a defensive move, the Master crouches to avoid the oncoming attack and then counters with the upward roundhouse kick. This blow comes quick and hard, delivering enough force to knock an opponent unconscious. 

  • Attack: Dif 80+, Mod Brawl and Athletics
  • Damage 4 HP
  • If the Attacker rolls a natural 90+, the target takes 6 HP of damage
  • If the Defender (Attack Move only) botches his Defense roll (natural 1-10) he is knocked unconscious for two full turns


MASTER SFMA: LEVEL EIGHT SKILLS

◉◉◉◉◉     SWORD PLAY (ATTACK MOVE)

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. 

  • Attack: Dif 70+, Mod Melee and Athletics
    • Increases the katana's damage by +3
    • Allows 2 hits per turn
  • Damage: 4 HP per strike

◉◉◉◉◉     THE SPLIT JUMP KICK (ATTACK MOVE)

Requiring substantial agility and leg strength, the Double Jump Kick is used when the Master has positioned themselves between two opponents in close proximity (approximately 4-6 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.

  • Attack: Dif 60+, Mod Brawl & Athletics
  • Damage: 3 HP of Damage each to both opponents

◉◉◉◉◉     THE SUCKER PUNCH (ATTACK MOVE)

Somewhat like the Level One Haymaker Punch, this master-level attack is the hallmark of take-charge Street Fighting tactics. But unlike the Haymaker, 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/her/their 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.

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).

It allows the SFMA Master to:

  • 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.
  • Defense: Roll higher than your attacker
      • Attack: Dif 70+, Mod Brawl and Athletics
      • Defense:  If you are successful in your roll, the defending target's Defense is halved since they don't see it coming.
      • Damage: 5 HP

◉◉◉◉◉  THE ATTACK & SUCKER PUNCH MANEUVER  - (DUAL ATTACK MOVE)

A SFMA Master can attack with one hand and, with their second 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.

  • Declare the Move: This must be declared before the Player rolls for the attack in a current combat round. 
  • Cooldown: It can only be used once per scene against an 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.
    • Attack: Dif 70+, Mod Brawl and Athletics
    • Damage: 
      • Weapon/open hand attack damage
      • Sucker Punch: 5 HP

Defense —  The target/opponent makes one Defense roll:
If the Target makes his/her/their defense roll, the opponent successfully defends against BOTH the first attack and the Sucker Punch, incurring no damage.

If they miss their defense roll, they take damage from both the first attack, AND the Sucker Punch.


◉◉◉◉◉     TIGER CLAW ELBOW JAB (ATTACK MOVE)

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 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 pounds the target's torso with an elbow. This move can break ribs, knock the wind out of the Target's lungs and potentially render the target unconscious.

  • Attack: Dif 80+, Mod Brawl and Athletics
  • Damage: 5HP
    • If the Attacker rolls a natural 90+, the target takes 7 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, ending the fight. If the target is an NPC, he has been killed.