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Studio187: Fists of Fusion Page-28 Below is a basic list of maneuvers for player's to use or modify. Also, feel free to create your own. These maneuvers are provided for example and to give players a basic working set. The advanced list is fairly common to many forms. More specialized maneuvers are listed under their forms below. Free Maneuvers In AV Ev St Modifiers Punch - - - - Strike Kick - -1 - +1 Strike Block +2* +1* - - Defense (Block) Parry +2* +1 - - Defense (Parry): Weapon Dodge - +3* +2* - Defense (Dodge) Evasion +1* +2* Defense (Evasion) Slam - - -2 +2 Strike: Follow-Hold Grab - - -2 - Grapple Shove +2 +2 - - Strike: x2 KB + Damage Chop / Smash -1 +1 - +1 Strike: Weapon Slash +1 +1 - -1 Strike: Weapon Stab / Thrust - -1 - +1 Strike: Weapon Throw -2 -1 -1 - Strike: Throw *See description in basic modifiers write-up. Punch: This is your standard hand attack. It can be any kind of punch and is just to simulate a no frills hand strike. Kick: This is the standard no frills foot attack. Block: This is an interrupt to a target's attack using one of the player's limbs. It will stop the full brunt of the attack. Dodge: A defense whose purpose is to remove the player from harms reach. It is a dramatic from of evasion and requires the player to move from his hex. Evasion: This defense is a more subtle form of evasion and does not require the player to leave his hex. It is representative of a duck, jump, bob or weave. Slam: Once the player has established a hold on the target in the previous phase he can now slam the target into something and the best part is that if the target doesn't break free, the player will still have a hold next phase. Slam Slam Slam Grab: The player reaches out and snags the target. This can be by the clothes or by a limb of even the hair. This is a Hold 1and will be sustained until the target breaks free. Shove: The player pushes the target with the intention of sending him as far as he can. A player can declare no damage and will use his strength only to calculate KB. However, if the target strikes anything along the way, he will then take damage. Chop / Smash: This is an attack that involves swinging a weapon into the target. It is intended to deliver the full momentum of the attack with about 6" of the weapon. The damage goes to one central location and can continue into other locations provided the GM sees fit to declare so. Slash: A slash would be for any weapon that has a sharp edge and involves a long shallow cut. This is an attack that involves a swing of the arm from one of the eight angles of attack. Stab / Thrust: This is an attack using the end of a (usually long) weapon. Stabbing is used for pointed weapons as thrust is used for blunt tipped weapons. Throw: This is the no thrills throw. The player grabs the targets and launches him in a desired direction. Studio187: Fists of Fusion Page-29 Strikes Cost In AV Ev St Modifiers 360 Kick 5 -3 -3 +2 +2 Strike: Multiple +2 Advanced Throw 4 +2 - - +3 Strike: Follows-Hold Back Kick 2 - - - +1 Strike: Rear Back Fist 2 - +1 - - Strike: Rear Breaking Foot 4 - - -2 +4 Strike: Killing + Follow-Hold Breaking Hand 4 +2 - -2 +2 Strike: Killing + Follow-Hold Breaking Move 4 - - -2 - Strike: Killing + Grounding Deathblow 5 -2 -3 - - Strike: Killing + Area (+3 Critical) Eye Rake 4 - -2 - - Strike: 2 Phase Flash Sight Flying Kick 3 -2 -2 +2 +3 Strike: Aerial Flying Punch 2 -2 -2 +2 +2 Strike: Aerial Jab 3 +3 +2 - - Strike: Damage Offensive Clothesline 3 -1 - - +2 Strike: Grounding Power Disarm 5 - +2 - - Strike: Disarm Power Punch 3 - +1 - +2 Strike Round House 2 -1 -1 - +3 Strike Sweep 2 -1 - - +2 Strike: Grounding Throw 3 - - - - Strike: Throw 360 Kick: The player launches himself into the air spinning in a full circle while extending his dominant leg. The kick can hit up to 3 targets standing within adjacent hexes to the player. Advanced Throw: After the player successfully establishes a hold on a target in the previous phase he gains a superior footing over the target and sends him flying. Back Kick: The player may strike a target to his rear with his kick without suffering any modifiers for attacking a rear target. Back Fist: The player twists his torso to extend his fist into a target to his rear without rear facing penalty. He may also bring his fist straight up over his shoulder or down past his thigh to strike a "to close for comfort" target to his rear without the rear facing penalty. Breaking Foot: After establishing a successful hold the previous phase the player may use his foot to deliver a killing attack to the target. The player must deliver the attack to an aimed area. Breaking Hand: After establishing a successful hold the previous phase the player may use his hand to deliver a killing attack to the target. The player must deliver the attack to an aimed area. Breaking Move: The player scoops up the target and slams him into the floor, his knee or perhaps a table delivering killing damage. The attack must be aimed at a specific area. This is a good simulation for back breakers and pile drivers. The target will also be grounded at the end of the maneuver. Deathblow: This is a devastating maneuver designed to kill a target with one attack. The player aims at a critical area with no additional penalty and delivers killing damage. This could be a temple strike, solar plexus blow or even a crushing larynx punch. Eye Rake: This strike is designed to blind an opponent for 2 phases. The player must make an aimed attack to the eyes (-3 to hit). Flying Kick: The player will launch himself into the air extending his foot to deliver a devastating kick to an opponent. This may be done after his move and may be done as a move-by or a move-through but the player may not include the move of the aerial for calculating damage as this is already added to his strength by the maneuver. Flying Punch: The player will launch himself into the air extending his fist to deliver a devastating punch to an opponent. The movement is the same as Flying Kick. Jab: This is a quick shot punch used to dazzle an opponent. The target will take half the player strength in dice damage. Offensive Clothesline: This clothesline is designed to Studio187: Fists of Fusion Page-30 stun and topple the target in one move. The target will take the player strength in dice damage and be grounded upon the successful completion of the maneuver. Power Disarm: Not only with the player damage the target but he will also remove the targets weapon from his grasp. Power Punch: This is a move devastating type of punch. It could simulate a haymaker, a chop or even a palm strike. Round House: This is a very common martial arts kick that delivers awesome damage. Sweep: This is a kick that knocks the target's legs out from under him. The target takes damage as a result of hitting the ground and he will be grounded at the end of the maneuver. Throw: The player hurls the target into the air and may direct him in any direction. The damage is delivered as he hits an object or the ground. If the target is hurled at another target the other target will get a dodge (or evade). If the second target is unsuccessful both targets will take the same damage. Defenses Cost In AV Ev St Modifiers Abort Dodge 3 - +1 +1 - Defense: Abort Advanced Defense 3 - +2 +1 - Defense Aerial Dodge 4 - - +2 - Defense: Aerial Break-fall 3 -2 - +2 - Defense: Roll + Standing (optional) + Abort Defensive Clothesline 3 - +1 - - Defense (Evasion): Grounding Defensive Throw 3 - - - - Defense: Throw Disarm Block 3 - - - - Defense: Disarm Duel Block 3 - - - - Defense: Multiple +1 Ground Dodge 2 -1 - +1 - Defense: Ground Grounding Block 2 - - - - Defense: Grounding Standing Dodge 3 -2 - +2 - Defense: Standing Abort Dodge: This is a dodge designed for the player to use as an abort maneuver. Advanced Defense: This is a highly advanced defense. It can be used for any of the defense types. Aerial Dodge: This defense will allow the player to move up to his leap in addition to avoiding the targets attack. Break-fall: The player will take half damage from the attack and if he is also grounded by the maneuver he will stand at the end of the phase. In addition, if the target is using a grapple any effect added to the grapple will still occur (player receiving half damage) but the player will be free at the end of the phase. The player may also use this as an abort maneuver. Defensive Clothesline: The player sidesteps the attacking target while extending his arm. This will avoid all effects of the attack and ground the target in the process. Defensive Throw: The player either evades or blocks the target and then throws or trips the target in the direction of the target's attack. The target will take no damage from this defense but will be grounded and pissed off. Disarm Block: The player blocks the target's weapon arm causing the momentum of the targets attack to send his weapon flying. Duel Block: The player either makes a wide swing with an appendage or uses two appendages to block two targets simultaneously. Ground Dodge: The player rolls to one side to avoid an oncoming attack. Grounding Block: While blocking, the player unbalances the target and flattens him on his ass. Standing Dodge: The player rolls away from the attack and onto his feet in one motion. Studio187: Fists of Fusion Page-31 Grapples Cost In AV Ev St Modifiers Chokehold 4 - - -2 - Grapple: Area +6 (Neck) Escape 2 - - - - Grapple: Escape Hold 2 +1 - -1 - Grapple: Hold 2 Hold Reversal 4 - - - - Grapple: Escape + Hold 2 Redirect Weapon 3 +1 -1 - - Grapple (Weapon): Re-Route Take Down Lock 3 -1 -1 - - Grapple: Grounding + Hold 3 Weapon Snatch 3 - - - - Grapple (Weapon): Disarm Chokehold: By snatching up the target's neck (with no aim modifier) the player places the target into a chokehold. See the Holds section for rules concerning chokeholds. Escape: This is a basic grappling technique used to escape holds and locks. Hold: By snaring one or more appendages the player gains a control advantage (see Hold 2 in the Holds section) over the target. Hold Reversal: By combining an escape with a hold 2, the player not only escapes the maneuver he is in but places the target into a hold 2. Redirect Weapon: The player grabs a safe section of the targets weapon (or the targets hands in the case of a knife) and redirects the weapon to strike the target or an adjacent target with the damage normally delivered by the original target. At the end of the phase the player will still have a hold 1 placed on the target. The target will have to break free to deliver damage with the weapon. Take Down Lock: The player grabs the opponent sends him to the floor in a grounded position and places him into a hold 3. Weapon Snatch: By grabbing the weapon in a safe location the player wrenches the weapon from the target's hand and has the weapon for his use at the end of the phase. Defense / Strikes Cost In AV Ev St Modifiers Back-flip Kick 4 -1 -2 +2 -1 Defense (Evasion): Aerial / Strike Breaking Block 4 -1 -2 -1 - Defense / Strike: Killing Counter Punch 4 - - - - Defense / Strike Drop Block 3 - - -1 -2 Defense / Strike: Grounding Power Block 4 +2 - - - Defense / Strike: Damage Back-flip Kick: The player does a back-flip to avoid the attack while delivering a kick to the target and lands up to his leap in a rear direction. Breaking Block: After blocking an incoming attack the player uses a second appendage to cross-up the attacking limb and delivers a killing attack to that limb. The player need not aim at specific location being that the target so willingly put it in his face. Counter Strike: This could be simulated in several ways. The player could block the attack with one arm and simultaneously strike with the other arm. Or, he could punch within the arc of the target's punch deflecting his attack and delivering one of his own. A third option could be a kick that interrupts the target's kick causing damage to the target instead of the player. These are all realistic and existing martial art maneuvers. The player must choose how the effect works upon buying the maneuver. Drop Block: Much like a Grounding Block, the player blocks an attack and drops the target in the dirt. However, this maneuver is done with incredible force so the target will take damage upon hitting the floor. Power Block: This is a block done with force so as to damage the attacking appendage. The player will not only avoid the attack but the target will take half the player strength in dice damage. Studio187: Fists of Fusion Page-32 Defense / Grapples Cost In AV Ev St Modifiers Block & Grab 4 - - - - Defense (Block) / Grapple Dislocation Block 5 -1 -2 - - Defense / Grapple: Dislocating Ground Roll Takedown 6 -3 -3 +2 - Defense: Ground / Grapple: Ground + Grounding Rear Defense Takedown 4 - -3 - - Defense (Evasion): Rear / Grapple: Grounding Sidestep Arm-Lock 5 -2 -2 +2 - Defense (Evasion) / Grapple: Hold 3 + Area (+1) Block & Grab: The player performs a block and then grapples the limb, placing the target in a hold 1. Dislocation Block: The player blocks the target and then grapples the attacking limb. He then twists the limb and dislocates it. If that wasn't bad enough, he still keeps the target in a hold 1. If the target doesn't have an escape maneuver he is in a world of trouble. Ground Roll Takedown: The player blocks the incoming attack ensnares the limb and rolls to the ground taking the target with him. At the end of the phase both opponents are on the ground but the player has the target in a hold 1. Rear Defense Takedown: The player avoids a rear attack and snares the attacking limb. He then flips the target onto the ground while maintaining his hold 1. Sidestep Arm-Lock: The player side steps the attack and snatches the limb up into hold 3. Grapple / Strikes Cost In AV Ev St Modifiers Grab Stab & Strike 4 -2 -2 +1 - Grapple: Re-Route / Strike Head Cracker 6 -3 -2 -2 - Grapple: Multiple (+1) / Strike: Multiple (+1) + Area (+3) Snatch and Kick 4 -2 - - +2 Grapple / Strike (Kick) Snatch and Punch 4 - - - - Grapple / Strike (Punch) Take Down Fist 4 - -1 -1 - Grapple: Grounding / Strike Grab Stab & Strike: The player grabs the target weapon (in a safe spot) and jams it into the target (or another adjacent target) and then delivers a strike to the target. At the end of the maneuver he will maintain a hold 1 on the target. If the grapple is used as a defense then the damage will be delivered by the target's specifications otherwise the weapon damage will be determined by the player's specifications. Head Cracker: The player grabs two targets and slams their heads together. Both targets take the same damage to the head. Additionally, both targets will still be in a hold 1. For this maneuver the player will have to successfully apply this maneuver to both targets for the effect to happen (all or nothing). Snatch and Kick: The player grabs the target and then delivers a kick into him. The target will remain in a hold 1 at the end of the phase. Snatch and Punch: The player grabs the target and then delivers a punch into him. The target will remain in a hold 1 at the end of the phase. Take Down Fist: The player grabs the target and flips him into the ground. The damage is a result of the takedown and the follow through punch. The player will continue to maintain a hold 1 on the target. Studio187: Fists of Fusion Page-33 As with the standard martial art maneuvers, player's can use or modify these maneuvers. Also feel free to create your own. These maneuvers are provided for example and to give players a basic working set. Weapon Maneuvers Cost In AV Ev St Modifiers Berzerker Swing 4 -1 -2 +1 +3 Strike: Weapon + KB x2 Death Strike 5 - -2 - - Strike: Weapon + Area (+6 Critical) Deflection Swing 4 - - - - Defense: Weapon + Re-Route Disarm Strike 3 - -2 - - Strike: Weapon + Disarm Duel Strike 4 - -2 - - Strike: Weapon / Strike: Weapon Hook-Toss 4 -1 -2 +1 +2 Strike: Weapon + Throw Jab 4 +3 - - -2 Strike: Weapon Lightning Defense 4 - -1 - - Defense: Weapon + Draw Lightning Strike 4 - -1 - - Strike: Weapon + Draw Rear Block 4 - +2 - - Defense: Weapon + Rear Rear Strike 2 - - - - Strike: Weapon + Rear Riposte 4 +1 -2 -1 - Defense: Weapon / Strike: Weapon Spinning Takedown 5 -2 -2 +2 +2 Strike: Weapon + Aerial + Grounding Sweep 3 - - - -(+2) Strike: Weapon + Grounding + (Stunning If a KD weapon) Trap 3 +1 +2 -1 - Grapple: Weapon Berzerker Swing: This is a full-blown swing using every bit of the character's strength, momentum and weight to deliver an awesome level of damage and force. A target that has been struck by this type of blow will be sent reeling and usually quite damaged. Double any knock back received from this attack. Death Strike: Generally used to end a confrontation between opponents. This is an attack delivered to a critical area such as the heart, throat or aorta. Deflection Swing: By blocking and redirecting an opponents weapon, the player will cause that weapon to strike the target or another adjacent target. Disarm Strike: By using this maneuver, the player will strike the attacking limb to deliver damage and cause him the loss of his weapon. Duel Strike: This is either a simultaneous attack with two weapons or two attacks with the same weapon. Hook-Toss: By using this maneuver the player ensnares the target, his weapon or even his clothes and then sends him flying. Jab: This is a quick attack designed to gain the initiative and stagger the opponent before he can strike. Lightning Defense: This is a technique that allows a player to draw his weapon and defend himself in the same phase without receiving the drawing penalty. Lightning Strike: This is a technique that allows a player to draw his weapon and strike the target in the same phase without receiving the drawing penalty. Rear Block: The player will be able to block rear attacks without penalty using his weapon. Rear Strike: Designed to deliver a blow to a rear facing opponent without having to turn around. The player may strike a target behind him without penalty. Riposte: This is an attack that allows a player to knock aside an attack and immediately bring his weapon into his opponent. Spinning Takedown: The player leaps into the air and delivers a blow that not only injures his opponent but also topples him to the ground. Sweep: This is an attack used to upset an opponent's balance and drop him to the ground. If using a KD weapon add the stunning modifier and +2 to strength. Trap: This is used to ensnare a target with the player's weapon. This is not generally used with sharp weapons. Studio187: Fists of Fusion Page-34 There are several examples below of maneuvers that are exemplary to their form. These maneuvers are not the only ones for the form; they are just examples to get you started. Feel free to choose from the standard maneuvers that fit the particular form you have chosen and please generate some of your own. It's pretty safe to assume that any maneuver that a player designs is a maneuver that already exists somewhere and that the players master knows it or of it and will be able to provide instruction. Akido Maneuvers Cost In AV Ev St Modifiers Breaking Lock 4 - +1 -1 +2 Grapple: Killing + Follow-Hold 3 Grapple Throw 3 +1 +1 +1 +1 Strike: Throw + Follow-Grapple Hip Toss 4 -2 - - - Defense / Strike: Grounding Tripping Step 4 - +2 - - Defense (Evasion): Grounding Wrist Lock 4 - - -1 - Grapple: Hold 3 + Area (+1) Breaking Lock: After establishing a lock in the previous phase the player follows through by breaking the held limb. Grapple Throw: This is a deadly throw using the player's established advantage. After gaining a hold on the target in the previous phase the player tosses the near helpless target into the air. Hip Toss: As the target strikes, the player scoops up the attacking limb and leverages him over his knee sending him reeling into the floor. The damage is delivered as the target strike the ground with great force. Tripping Step: The player leans to one side outstretching his leg causing the target's momentum to send him over the limb and into the dirt. Wrist Lock: By grabbing a targets hand the player twists it around to place him in lock. Aikijitsu Maneuvers Cost In AV Ev St Modifiers Finishing Strike 3 - +2 - - Strike: Vital + Follows-Grapple Side Step Rib Strike 5 -2 -2 +1 - Defense (Evasion) / Strike: Vital Shove Off Kick 4 -1 -2 +3 -1 Strike: Aerial + Grounding + Follows-Defense Finishing Strike: Once the target is placed in a grapple in a previous phase the player then delivers an attack to a vital point on the body. Side Step Rib Strike: The player steps to one side to avoid an incoming attack and in one fluid motion delivers a vital strike to the player's ribs. Shove Off Kick: After successfully evading an attack by the target in the previous phase the player jams his foot into the target and uses his body as a springboard to hurl him up to his leap away from the target. The target is also grounded as a result of the shove off. Studio187: Fists of Fusion Page-35 Arnis Maneuvers Cost In AV Ev St Modifiers Drawing Back Guard 4 - -2 - - Defense: Weapon + Rear Guard Left Strike Right 5 -1 -2 +2 - Defense / Strike (M) Pommel Strike 4 - - - - Defense: Weapon / Strike: Weapon + Stunning Two Strikes 4 -2 - - - Strike: Weapon / Strike: Weapon Wide Swing 4 -1 -3 +1 - Strike: Weapon / Multiple +2 Drawing Back Guard: The player draws and brings his weapon across his back defending himself from a rear attack in one smooth motion. He will receive no modifiers for the draw or the rear facing. Guard Left Strike Right: The player evades an attack from one opponent in the direction of a second opponent impaling him in the process. It can also be used to simulate an evasion and an attack to the same opponent. Pommel Strike: After blocking an attack the player comes in with a strike to the target using the pommel of his sword. Add the KD of the weapon in SD damage. Two Strikes: Very simply, this maneuver allows the player to make two strikes to the same opponent in one phase. For 2 extra points the player can use the second strike on a secondary target. Wide Swing: This allows the player to strike up to three targets with a single swing. All targets must be within the confines of the multiple restrictions for placement. Basic Bando Maneuvers Cost In AV Ev St Modifiers Ground Strike 3 +1 +2 - +1 Strike: Weapon + Follows-Grounding Rising Punch 4 - - +1 - Strike: Standing Roll Punch 4 -1 -1 +2 +2 Strike: Aerial Stomp Kick 4 - - - +2 Strike: x2 KB Vital Strike 4 -1 +1 -1 +1 Strike: Vital Ground Strike: This is a weapon attack that is designed to strike a target that has been grounded in a previous phase. Rising Punch: The player may use this punch from the grounded position and strike a target as he is getting up. Roll Punch: The player does a roll in front of the target and strikes the target as he is coming out of the roll. Stomp Kick: This is a kick designed to send a target reeling away from the player. It is designed to put some distance between the player and the target while also dealing out some damage. Vital Strike: This is an attack designed to knock out a target quickly. The player must aim at a vital area when performing this maneuver. Studio187: Fists of Fusion Page-36 Boxing Maneuvers Cost In AV Ev St Modifiers Elbow 4 - - - +2 Strike: x2 KB Holding Elbow 3 +2 +2 -1 +2 Strike: Follow-Hold 1 Holding Knee 4 +2 +2 -1 +3 Strike: Follow-Hold 1 Power Front Kick 4 - - - - Strike: x2 KB + Grounding Upper Cut 4 -1 +2 - +3 Strike Elbow: This is an attack using the player's elbow to deliver the damage. Holding Elbow: This is the same as Elbow but the player must first establish a hold 1 on the target in a previous phase. Holding Knee: After obtaining a Hold 1 in a previous phase the player delivers a knee into the target. Power Front Kick: This is a powerful kick that will send the target flying. In addition to delivering double the normal knock back, the target is automatically grounded. Upper Cut: This is an upward punch and is usually quite devastating. The punch starts low and comes up and into the target. Capoeria Maneuvers Cost In AV Ev St Modifiers Cartwheel Kick 4 - -1 +2 +2 Strike: Stance (+) - Hand Stand Disarming Kick 4 - -1 - +2 Strike: Disarm Flying Donkey Kick 5 - -2 +2 +3 Strike: Aerial + Grounded + Grounding Handstand Kick 4 +2 +1 +2 - Strike: Stance - Hand Stand Stance Roll 4 - +2 +1 - Defense (Evasion): Stance (+) - Hand Stand Whirling Sweep 5 +1 +2 +3 - Strike: Stance - Hand Stand Cartwheel Kick: The player goes into a cartwheel and strikes his target along the decent of the arc. At the end of the maneuver the player will remain in the handstand stance. Disarming Kick: The player does a full 360 degree turn striking the targets limb with his foot doing considerable damage and sending his weapon flying. Flying Donkey Kick: The player leaps into the air traveling up to his leap and then strikes the target with both feet grounding both him and the target. Handstand Kick: From the handstand stance the player delivers a kick to the target. Stance Roll: By doing a backward roll the player not only avoids being hit but he also goes into the handstand stance. Whirling Sweep: From the handstand stance the player whirls around much like the Olympic horse competitors sweeping out the targets legs.

Studio187: Fists of Fusion Page-37 El Cuchillo Maneuvers Cost In AV Ev St Modifiers Empty Belly 5 - - - - Strike: Weapon + (Area +6 Critical) + Follow - Block Empty Hand Pushover 4 - - -1 - Defense: Disarm / Grounding Frog's Tongue 4 - -2 +1 +2 Strike: Aerial / Weapon Happy Dog Slashes 5 - -1 -1 - Strike: Weapon / Strike: Weapon Rat Killer 4 - -1 - - Strike: Weapon (Throwing Knife) / Draw Empty Belly: The phase after the player blocks he delivers a slash to the target's midsection opening up his stomach. Empty Hand Pushover: The player blocks an incoming attack and shoves the taget over his leg while twisting his wrist causing the target to drop his weapon and sending him into the dirt. Frog's Tongue: The player leaps at the target, landing blade first. Happy Dog Slashes: This attack represents a series of 3-5 slashes. It is supposed to represent the wagging tail of a dog. Rat Killer: Named so because it is the famed way practitioners lean this difficult maneuver. The player will be able to draw and throw his knife without a drawing penalty. Hapkido Maneuvers Cost In AV Ev St Modifiers Dropping Elbow 4 +1 -1 +1 +3 Strike: Follow-Grounding + Grounded Follow Through Break 4 +1 - -1 +2 Strike: Killing + Follow-Hold 2 Follow Through Punch 4 +1 +1 - +1 Strike: Area (+3 Head) + Follow-Hold 2 Limb Trap 4 - +2 -2 - Grapple: Hold 2 + Area (Arm or Leg) Shoulder Drop 4 - +1 -1 - Grapple: Grounding + Hold 2 Dropping Elbow: The phase after grounding the target the player drops on top of the target, landing on his elbow and grounding himself. Follow Through Break: After placing the target in a hold 2 in a previous phase, the player may now deliver killing damage to the restricted limb with no aim penalty. Follow Through Punch: After placing the target in a hold 2 in a previous phase, the player delivers a punch to the target's head at no penalty to aim. Limb Trap: The player snatches up the target's limb and puts it into a hold 2. He will not receive a penalty for the aim if used as a defense. Shoulder Drop: The player grabs the target and flips him over his shoulder while maintaining a hold of his wrist and placing the target in a hold 2. Studio187: Fists of Fusion Page-38 Jujitsu Maneuvers Cost In AV Ev St Modifiers Back Throw 4 -1 - +1 - Defense (Evasion): Throw + Rear Breaking Slam 4 -1 - -1 +2 Strike: Grounding + Killing + Follow-Hold 1 Drop Block 4 - - -1 -1 Defense (Block) / Strike: Grounding Reversal Throw 3 - - - - Defense (Block): Throw Take Away Throw 4 -1 -2 -1 +2 Grapple (Weapon): Disarm + Throw Back Throw: The player sidesteps a rear attack leaving his foot outstretched. He then snags the arm (or leg) of the target and pulls him over his foot tripping him and leaving him in a grounded position. Breaking Slam: After establishing a hold 1 on the target in a previous phase, the player scoops up the target and slams him into the ground with his full weight. The attack must be aimed at a specific area. Drop Block: The player blocks an incoming attack and then tosses the target into the dirt. The damage is the result of the target hitting the ground. Reversal Throw: The player blocks an incoming attack and sends the target rolling across the floor. This maneuver is not designed to harm an opponent, just embarrass and piss him off. Take Away Throw: The player grabs the targets weapon in a safe location and tosses the target over his hip while retaining the weapon. Kalari Payat Maneuvers Cost In AV Ev St Modifiers 180 Strike 4 -1 -3 +2 -1 Strike: Weapon (Spear) + Multiple (+2) Disarming Parry 4 - - - - Defense (Parry): Weapon + Disarm Full Sweep 4 +1 +3 -1 - Strike: Weapon (Spear) + Grounding + Stunning Split Strike 4 - +2 +2 - Strike Whirling Slash 3 - - +1 Strike: Weapon (Kris) + Aerial 180 Strike: The player swings his spear in the three hexes in front of him and is capable of slashing up to three targets (total) in those hexes. Disarming Parry: The player parries an incoming weapon attack and in the same move circles around wrenching the targets weapon from his hand. Full Sweep: The player hooks the target's legs and puts him on he ass. The target will take the players strength dice in damage upon hitting the floor. Split Strike: The player does a split and delivers a punch to the target. Whirling Slash: The player leaps into the air and spins around striking the target. Studio187: Fists of Fusion Page-39 Karate Maneuvers Cost In AV Ev St Modifiers Back Sweep 4 - - +1 - Strike: Rear + Grounding Knife Hand Knockout 4 - - - - Strike: Vital (Neck) Snap Kick 4 +2 - - -2 Strike: Vital (Groin or Chin) Trap Block 4 - - -2 - Defense (Block) / Grapple: Hold 2 Trap Throw 4 +2 - -1 +2 Strike: Throw + Follow-Hold 2 Back Sweep: The player swings his leg around behind him to knock the target off his feet. Knife Hand Knockout: The player does a chop the target's neck in an attempt to knock him out. Snap Kick: This is a quick kick that either hits the chin or the nuts. Either way, ouch!!! Trap Block: The player blocks an incoming attack and places the target in a hold 2. Trap Throw: This maneuver directly follows a hold 2. The player then throws the target across the room. Ninjitsu Maneuvers Cost In AV Ev St Modifiers Choking Death 4 -2 - -1 -1 Strike: Killing + Area (+6 Throat) + Follows-Parry Deathblow Reversal 4 -2 - -1 -1 Defense (Block or Parry) / Strike: Killing Neck Snap 4 - - -1 - Strike: Killing + Follow-Hold 2 (neck) + Ground (O) Side Step Throat Snatch 5 -2 -2 -3 - Defense (Evasion) / Grapple: Hold 2+ Area (+6 Neck) Temple Strike 4 -1 +2 - -1 Strike: Vital Choking Death: The player strikes the target with a knife hand to the throat crushing his esophagus and leading him to a slow silent death. Even if the damage is enough to kill the target instantly, he will still take about 20 seconds to pass out, although he cannot do anything but die quietly. It's just an effect. Deathblow Reversal: The player first blocks an incoming attack and then immediately follows through with a killing strike to a critical area. The player must aim for a critical area. Neck Snap: In a previous phase the player must establish a hold 2 on a targets neck (-6 critical area). In this phase the player snaps the targets neck in an attempt to kill him. Side Step Throat Snatch: The player side steps an incoming attack and then hooks the target's neck into a chokehold. Temple Strike: The player delivers a punch to the target's temple delivering damage that he cannot use SD for. There is no minus to hit this area. Studio187: Fists of Fusion Page-40 Pankration Maneuvers Cost In AV Ev St Modifiers Arm Hook Throw 4 - +1 +1 - Defense (Block): Throw + Specific (Punch) Follow Through Upper Cut 4 - +2 - +3 Strike: Follow - Defense Headlock Punch 4 +3 +3 -2 +2 Strike: Follow - Hold 2 (Neck) Holding Punch 4 +2 +3 -1 +2 Strike: Follow - Hold 1 Takedown Arm Lock 5 - - -2 - Grapple: Hold 3 + Grounding + Area - Arm Arm Hook Throw: The player blocks the target's punch and hooks the arm with his same arm (block a left punch with the left arm). He then continues twisting his body, forcing the target over his leg and sending him flying. Follow Through Upper Cut: After blocking in a previous phase, the player now delivers an uppercut with devastating force. Headlock Punch: After establishing a headlock in a previous phase, the player slams his fist into the target's face. This usually continues until the target stops moving. Holding Punch: In a previous phase the player must grab the target. He then pounds him into submission. Takedown Arm Lock: The player snatches up the target's arm twisting it into a lock. In this process, the target is forced into a midair summersault. This does no damage but it looks cool as hell. Anyway, the target will be on the ground in a Hold 3. Sambo Maneuvers Cost In AV Ev St Modifiers Back Breaker 4 +1 +1 -2 +2 Strike: Killing + Follow - Hold 2 Bear Hug 2 +2 +2 -2 +2 Strike: Follow - Hold 2 Ear Box 4 - - - - Strike: Vital (Ears) Man Catcher 4 +1 +2 -1 - Grapple: Hold 2 Slap 4 +2 +2 - - Strike Back Breaker: After establishing a Hold 2 in the previous phase, the player scoops up the target and then slams him down onto his knee in an attempt to break his back. Bear Hug: After establishing a Hold 2 in the previous phase, the player squeezes the target to deliver the damage. Ear Box: The player uses both of his hands to strike the target in both ears. This is a stunning blow and generally screws the target up for some time. Man Catcher: This is an advanced grappling technique. Slap: This is a very common form hand attack in Sambo. It is basically the Sambo punch. Studio187: Fists of Fusion Page-41 Wraslin' Maneuvers Cost In AV Ev St Modifiers Body Dive 4 +1 +2 +1 +3 Strike: Specific - Grounded + Grounded Full Nelson 4 - - -1 - Grapple: Hold 2 + Ground (O) Leg Lock 3 - +3 -2 - Grapple: Specific - Grounded + Hold 3 + Grounded + Ground Overhead Throw 4 - +2 -1 +2 Strike: Follow - Hold 2 + Throw Suplex 3 - - - +3 Strike: Grounding + Grounded Body Dive: The leaps onto the target with a belly flop type dive using his weight to deliver the damage. If a player has density increase, you may wish to add a power trick to this maneuver. Full Nelson: The player, using both of his arms, entangles both of the target's arms and pushes on the back of his head to force the target's chin into his chest. Leg Lock: This maneuver can be used on any target that is in a grounded position. The player will then ground himself (if he is not already grounded) and then place the target in a Hold 3. This is also a ground maneuver so there will be no modifier to his roll to perform it. Overhead Throw: The player will put the target in a Hold 2 in a previous phase. In this phase he scoops the target up over his head and then throws the target to deliver his damage. Suplex: The player scoops the target up with the target's legs up in the air. Then he drops back using the target to break his fall. Wushu Maneuvers Cost In AV Ev St Modifiers Flip Dodge 5 -2 +3 +2 - Defense (Dodge): Aerial Front Kick 4 - +1 - -1 Defense / Strike: Damage + Grounding Hammer Fist 4 - -1 - +2 Strike: Area - Neck or Head (+3) Hurricane Kick 3 -3 - +3 +3 Strike Scissors Kick 4 - - +2 +2 Strike: Ground + Grounding Flip Dodge: As the name implies, the player does a flip to avoid getting hit. In addition he may move up to his leap in distance through the air. Front Kick: This is a defense designed to strike an incoming target. The player reaches straight out with his foot to impact the target that is coming in with an attack. This strike usually goes to the midsection of the target and throws off his center of balance dropping him to the floor. Hammer Fist: This is an attack using the hammer fist to strike the target in either the head or neck. It is delivered from a full circle swing. The hand drops down to the waist and continues to circle around to strike the target at the end of its arc. Hurricane Kick: The player takes one step to complete a 180 degree turn and then completes another 180 degrees in the air striking the target with the same foot he pushed off with. Scissors Kick: The player leaps at the target landing horizontally with one leg in front of the target's shins and the other behind the target's knees and the players hands on the ground. The player then twists his body to slam the target, face first, into the dirt. Both opponents end the maneuver in the grounded position. Studio187: Fists of Fusion Page-42 Five Elementals Cost In AV Ev St Modifiers Earth Stance Mighty Oak 3 - - - - Defense(Block)/Strike + Stance Mountain Fist 5 +2 +3 -2 +3 Strike: Stance Punishing Fist 4 - +1 - +2 Strike: Stance + Grounding Punishing Foot 5 - - -1 +3 Strike: Stance + Grounding + x2 KB Transition Step 2 - - - +1 Strike: Stance(+) (Any 5 elemental) Wind Stance Tornado Toss 6 - - - - Defense (Block) / Strike: Stance + Throw Transition Step 4 - - - - Defense (Dodge): Aerial + Stance(+) (Any 5 elemental) Tsunami Punch 5 +3 +3 - - Strike: Follow – Defense + Stance Whirlwind Step 5 -1 +2 - - Defense (Dodge): Stance + Multiple (+2) Whirlwind Sweep 5 -1 -1 - - Defense (Evade): Stance + Multiple (+2) + Grounding Water Stance Drowning Arms 5 -1 - -2 - Grapple: Stance + Area (Neck +6) Flash Flood 4 +1 - -1 - Grapple: Stance + Hold 2 + Multiple (+1) Tidal Step 6 - +2 -2 - Defense / Grapple: Stance + Area (+1 Arm) + Hold 2 Transition Step 4 - - - - Strike: Stance (+) (Any 5 elemental) + Throw Under Tow 4 - - -2 - Grapple / Strike: Stance + Area (+3 Head) Fire Stance Burning Strike 5 +2 - - -2 Strike: Stance + Killing + Area - Critical (+6) Erupting Hands 5 +1 - - +3 Strike: Stance + x2 KB + Damage + Grounding Flickering Fists 6 +2 - +1 -2 Strike / Strike (M): Stance Smoking Embers 5 +3 -1 +3 -1 Strike: Stance Transition Step 4 - -2 - - Defense: Aerial / Strike: x2 KB + Stance(+) (Any)+ Damage Sky Stance Cyclone Knuckle Punch 12 - +1 +1 +2 Defense (Dodge) / Strike(M): Stance + Aerial Cyclone Sword Foot 13 - +2 +1 +3 Defense (Dodge) / Strike(M): Stance + Aerial Thunder & Lightning 15 -1 -1 -1 +2 Strike: Stance + Killing + Area (+6 Critical) / Strike: KB x2 Transition Step 14 -1 +3 +3 - Defense (Evasion) / Strike (M): Stance (+) + Grounding Whirlpool Grasp 12 +1 +1 -2 +3 Grapple: Hold 2 (O) / Strike: Stance + Killing Burning Strike: This is a strike to the ribs that does killing damage. It is intended to snap ribs and possibly kill the target by puncturing the lung with the broken rib. Cyclone Knuckle Punch: The Master (player) leaps into the air doing a full 720-degree spin to fly above the incoming attack. He will land up to his leap in distance away from his original position but within striking distance (beside) of another target. Upon landing he will strike the target with a hammer hand fist to deliver his massive damage. Cyclone Sword Foot: The Master (player) leaps into the air doing a full 720-degree spin to fly above the incoming attack. He will land up to his leap in distance away from his original position but within striking distance (beside) of another target. Upon landing he will strike the target with the outside bridge of his foot to deliver his massive damage. Drowning Arms: The player snatches the target's neck in a chokehold. He will have no modifier to aim at the neck. Erupting Hands: This maneuver is performed when the player lunges both of his palms into the target sending him flying. It is more of a shove then a strike and is intended to give the player room to breathe. Flash Flood: The player snatches up two targets (one with each arm) and places both of them in a Hold 2. Flickering Fists: This attack is two quick punches delivered to one or two targets (one strike each in the case of two targets). Mighty Oak: The player stands his ground firm and blocks the oncoming attack with his fist. Mountain Fist: A very powerful punch, this maneuver Studio187: Fists of Fusion Page-43 is delivered when the player leaps straight up and lands with his entire force and weight focused at the end of his fist. Punishing Fist: This is an uppercut that strikes with enough force to cause the target to lose his balance fall either on his face or back. Punishing Foot: This is a powerful version of the snap kick that lands not only with the top of the foot but also with the shin. It strikes with enough force to send the target reeling back and land in the grounded position. Smoking Embers: This maneuver is usually used when fighting multiple opponents being that the player is very elusive to additional opponents. Thunder & Lightning: The first part of the maneuver is a strike to the solar plexus with the intent of killing the target. The second part is designed to send him off to die quietly. Tidal Step: The first part of this maneuver is called tide goes out. The player takes a step back (evasion) to avoid the incoming attack. The second portion of the maneuver is called tide comes in. The player steps in and snatches up the target's arm placing him in a hold 2. Tornado Toss: The player blocks the incoming attack and then ensnares the offensive limb. He then spins around to complete a 360-degree turn lifting the target off of his feet. The player then lets go and sends the target flying to take his damage. Transition Step: Each of the five elements has a transition step uniquely designed to fit their element and to allow them to blend into another element while also doing a maneuver. It also allows them to effortlessly go from no stance into a stance without having to take a phase prior. Earth has a punch that leads the player into the transition. For wind the player does a flipping dodge landing into the new stance. The water stance is transitioned by the player by scooping up the target and tossing him down like the surf. Fire plants both feet into the opponent and shoves off sending him and the target in opposite directions. When the player lands he will be in the stance he desires. For the Master he side steps the target and then strikes either him or a secondary target. The target that is struck will also be sent into the dirt. Tsunami Punch: This is a super fast punch that directly follows any form of defense. Under Tow: The player grabs the target by the knees and pulls up and back forcing the target to land head first. While remaining in a hold 1. Whirlpool Grasp: The player grabs his target around the waist and squeezes until he crushes the back of his opponent. The optional is for the phase following the initial grapple. It should be noted that both of the targets arms and legs are left free. Whirlwind Step: The player takes four steps completing a 180-degree turn with each step. He can dodge up to three opponents simultaneously with this one maneuver. Whirlwind Sweep: Much like the whirlwind step, the player takes four 180-degree steps to avoid his opponents. Not only will he evade up to three opponents but he will also ground each opponent that he successfully evades. Studio187: Fists of Fusion Page-44 Credits For inspiration I would like to extend Many thanks to: Bruce Lee Contributions to the American martial arts movement Namco Tekken series, Soul Edge Squaresoft Bushido Blade Gho = s Kung Fu My Kung Fu training Jennifer Lawler The Martial Arts Encyclopedia R. Talsorian Games Years of fun and the Fuzion System. Thanks! Hero Games Years of fun and the Fuzion System. Thanks! You New fans of STUDiO187, this is just the beginning!!!!!!!! Martial Art Web Links Animal Forms: http://www.ma.ultranet.com/~eclipse/ma/animals.html Weapons: http://www.connecti.com/~jetstore/ Chinese Martial Arts: Wushu: http://www.webcom.com/~shaolin/ http://www.kungfu-wusu.com/ Jeet Kun Do: http://home.interlynx.net/~lbrown/jkd.htm Japanese Martial Arts Info: In General: http://www.shotokai.cl/ingles/index.html Swords: http://www.uoguelph.ca/~kataylor/jjsanow.htm Hapkido: http://www.hapkido.com/ Other Oriental Arts: Pentjak Silat: http://www.cs.pdx.edu/~tellner/magdasil.html Arnis: http://hansa.com/AMAA/ Kick Boxing: http://www.martial-arts.shoto.com/muaythai/index.html European Arts: Sambo: http://www.redrose.net/amerross/rma.html Pankration: http://www.pankration.com/ South American: Capoeria: http://members.aol.com/Bill510/capoeira.html Compellation of Martial Arts: http://www.bushido.ch/ http://www.wmaakarate.com/index.html Coming Soon……… Power Core and Sons of FUZION

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