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BLOCK

NAME				SPD		DMG		MV		DEF
BLOCK				+  4		None		None		N/A							*  Abort Maneuver; fighter adds his Block to soak vs. opponent's attack.
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AGGRESSIVE BLOCK		N/A		-- 3		N/A		N/A			B4, P2, K2, Punch&Kick Def.	*  Automatic whenever Character is Blocking; opponent takes DMG, calculated using fighter's Sta + Block -- 3.
DISABLING BLOCK			+  2		+  0		None		N/A			B4, P3, K3, G3, Punch&Kick Def.	*  Fighter interrupts opponent; opponent rolls DMG 1st & the fighter adds Block to Soak vs. this attack; the fighter may then counterattack; if opponent Punched he is at -- 1 SPD, -- 2 DMG to Punches with that hand for the next 2 Rounds; if opponent Kicked he is -- 2 MV, and -- 1 SPD, -- 2 DMG to Kicks with that foot for the next 2 Rounds; Block is ineffective vs. Crouching attacks.
ENERGY REFLECTION		+  1		None		None		N/A	(1 C)		B4, F4, Missile Refl, Chi Block	*  Fighter must roll 2 successes on a Wits roll to reflect a projectile.
Entering/Irimi (move in to reduce DMG)	+  1	N/A		One		N/A			A2, B2				*  Abort Maneuver; The fighter must interrupt with this maneuver for it to be effective, the fighter must also move into the attackers hex, and it is inneffective against attacks in which the attacker must enter the fighters hex; The Damage from any ONE attack is reduced by 2, or half whichever is lower.
EVADE BLOW			+  3		None		+  0		N/A	(1 C)		B3, F3, A2			*  All attacks miss the fighter.
EVASIVE THROW			+  0		+  4		None		None	(1C,1W)		B4, G4, F4, Evade Blow, Throw	*  Damage Based on Grab not Block; all attacks are avoided, all attacker's are thrown their own Str. in hexes; Maneuver is effective against all attackers- the fighter need not be in the attackers' hexes, so long as they attempt to attack him; KD.
FALLING BLOCK			+  4		None		One		N/A     		B3, A2, Breakfall		*  Fighter falls with the blow, and is Knocked Back one hex, and Knocked Down; fighter adds double his Block technique to Soak total.
GUARD(with punch/alone)		(- 1)/+ 2	(+ 0)/None  	(- 1)/- 1  	N/A			B3, Punch Def.			*  Fighter may put guard up at +2 spd, No Dam, -1 Move.  Or put up guard with a punch at -1 spd and -1 Move. Having your Guard up adds 1/2 block to soak vs. Standing Block Maneuvers, -1 spd to all Punchs and Grabs.
Guard Arm Lock			+  3		+ 0/+ 2		One		None			B4, G3, Arm Lock, Punch Defense	*  Fighter interrupts opponent; opponent rolls DMG 1st & the fighter adds Block to Soak vs. this attack if the Opp is Punching; the fighter may then step forward into the opponent's hex and counterattack using Grab for Damage not Block; Sustained Hold; effective vs. Standing, Crouching and Aerial; during the second round of maintaining this maneuver, or in any following round, the fighter has the option of forcing the locked opponent onto the ground.
Guard Back Roll Throw		+  2		+  3		One		N/A			G3,A1,Guard Throw,B.R. Throw	*  Fighter interrupts opponent; opponent rolls DMG 1st & the fighter adds Block to Soak vs. this attack; the Fighter may then step forward into the opponent's hex and counterattack using his Grab for Damage not Block; KD; opponent is thrown 1 hex/ point of the Opp's Str + the Fighter's Kick; Effective vs. Standing attacks only (not vs. Crouching or Aerial attacks.)
GUARD KICK			+  1		+  1		None		S, C, A     		B3, K1, Punch&Kick Def.		*  Fighter interrupts opponent; opponent rolls DMG 1st & the fighter adds Block to Soak vs. this attack; the Fighter may then counterattack using Kick for Damage not Block; ineffective vs. Aerial Maneuvers.
Guard Leg Lock			+  0		+ 1/+ 3		One		None			B4, G3, Leg Lock, Kick Defense	*  Fighter interrupts opponent; opponent rolls DMG 1st & the fighter adds Block to Soak vs. this attack if the Opp is Kicking; the Fighter may then step forward into the Opp's hex and counterattack using Grab for Damage not Block; Sustained Hold; effective vs. Standing, Aerial Kicks only; during the second round of maintaining this maneuver, or in any following round, the fighter has the option of forcing the locked opponent onto the ground. 
Guard Neck Choke		+  0		+  1/+3		One		None			B4, G4, Punch & Kick Def	*  Fighter interrupts opponent; opponent rolls DMG 1st & the fighter adds Block to Soak vs. this attack; the Fighter may then step forward into the Opp's hex and counterattack using Grab for Damage not Block; Sustained Hold.
GUARD PUNCH			+  2		+  0		None		S,C,A     		B3, P1, Punch Def		*  Fighter interrupts opponent; opponent rolls DMG 1st & the fighter adds Block to Soak vs. this attack if the Opp is Punching; the fighter may then counterattack using Punch for Damage not Block; this maneuver is effective against any Punch, whether Standing, Crouching, or Aerial.
GUARD THROW			+  2		+  2		One		None			B4,G2,Throw,Punch&Kick Def.	*  Fighter interrupts opponent; opponent rolls DMG 1st & the fighter adds Block to Soak vs. this attack; the Fighter may then step forward into the opponent's hex and counterattack using grab for Damage not Block; KD; opponent is thrown 1 hex/ point of the opponent's Str.; effective vs. Standing and Aerial attacks, but not vs. Crouching attacks.
Intercept			?		?		?		?			B2,G2,P2,Punch&Kick Def,Guard P.*  Interrupt opponent during their attack, knocking their attack away (completely countering it) May counter S attacks only.
KICK DEFENSE			+  4		None		None		N/A			B2				*  Fighter's Soak total is at Sta + Block + 4 vs. any Kick, and Sta + Block -- 2 vs. other attacks; this maneuver is effective against any Kick, whether Standing, Crouching, or Aerial.
MAKA WARA			N/A		-- 3		N/A		N/A			B4				*  Automatic whenever Character is Blocking; opponent takes DMG, calculated using fighter's Sta + Block -- 3.
MAMONO BLOCK			N/A		+  0		N/A		N/A			B4,P2 or B4,K2; Punch&Kick Def.	*  Automatic when fighter is Blocking, no Combat Card need be filled out; opponent takes DMG from fighter's Str + (Punch or Kick) + 0, and is at -- 1 DMG to attacks of the same technique of that used, for the next 2 Rounds.
MISSILE REFLECTION		+  3		None		-- 1		N/A			B4				*  Fighter can actually reflect missiles back at the attacker, or at other targets.  Dex check to reflect a missile -2;  knives, shurikens, rocks, etc: one success; arrows, crossbow bolts, etc: two successes; gunfire: three successes; gunfire must be deflected using some metal or other material capable of withstanding the bullets and bouncing them away; gunfire cannot be reflected back at the attacker, only at other targets; the fighter can deflect any number of missiles during the same turn.
OPENNING PARRY			+  3		None		None		N/A			B3, Parry			*  All Parry rules apply, and in addition the fighter must declare whether a Punch, Kick, Athletics, or Focus maneuver is being Parried; if successful the Fighter adds + 1 additional SPD and + 3 additional DMG to his next attack.
PARRY				+  4		None		None		N/A			B4				*  The fighter must declare whether the Parry is a High (A,S) or Low (S,C) Parry.  If the chosen Parry could successfully Block the attack then the Parry defends against all DMG; if not then full DMG is rolled.  It is not possible to Abort to any other maneuver once a Parry has been declared.
Precognitive Parry		N/A		N/A		N/A		N/A	(1 C,1 W)	B4,F4,P&Kick Def,Parry,Awareness*  The Fighter Parries any One Attack launched at him this round.
PUNCH DEFENSE			+  4		None		None 		N/A			B2				*  Fighter's Soak total is at Sta + Block + 4 vs. any Punch, and Sta + Block -- 2 vs. other attacks; this maneuver is effective against any Punch, whether Standing, Crouching, or Aerial.
REVERSAL(alpha counter)		N/A		+  4		None		N/A	(1 W) 		B4, attacking technique 4	*  Maneuver can only be used when the fighter has successfully Blocked an opponent's attack fully, and the opponent has done no DMG; The Reversal cannot be used if the fighter Aborted to the Block; DMG of the Reversal is based on the technique used by the fighter to counterattack; KD.
SAN HE				+  2		None		None		N/A	(1 C)		B3, F2				*  Fighter adds double his Block technique to Soak; fighter cannot be Knocked Down, except by grabs; fighter cannot be Knocked back out of hex; Block is effective against every attack, including grabs, although if a grab does any DMG the character is affected by the grab as normal; fighter does not gain normal + 2 SPD bonus for blocking.
STEPPING BLOCK			+  4		None		One		N/A			B4, A1				**
Weapon Block (Clapping Block)	+  4		None		None		N/A			B4				*  Soak Vs. Weapons is Sta + Block + 4.  Sta + Block - 2 vs other maneuvers. 
			
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the Guard maneuvers vs. multiple hit maneuvers?
	guard moves may hit after the opponent hits w/o the block bonus if they do not interrupt.