Rising Forces Maneuver Manual

This is the current list of Basic and Special Maneuvers for Rising Forces. It will be very much in-flux, as the writing of the Maneuver Manual portion of the game is one of the most significant undertakings. My plan with this is to start with everything from Street Fighter, then move from there, modifying, adding or deleting as seems best. Let me break down my intended process:

  1. Set up a template for the maneuvers that will fit with Rising Forces, using the current terms in use by Rising Forces, etc.
  2. Type up the Basic Maneuvers, creating new ones where needed.
  3. Enter all of the Special Maneuvers from Street Fighter verbatim, marking source (as in, what book), and marking it with an asterisk to indicate that it contains copied text.
  4. Rename and redescribe all of the Special Maneuvers, removing asterisks as they get completely rewritten, the names of the maneuvers at this point should be "Old Name/New Name" so that things remain alphabetic and it is easy to tell what is what. At this point, the game will basically be playable and in some sense "ready" as is, but...
  5. Consider the martial art styles I've selected. Research them and make lists of maneuvers for each of them. Watch videos.
  6. Once I've researched a style, consider which Special Maneuvers would cover the notable features of the style, or result in game play that evokes the style. If no maneuver seems suitable, consider if you might want to create new Special Maneuvers to cover it, or maybe feel that an existing Special Maneuver should be modified.
  7. Re-assess the list of Special Maneuvers from Street Fighter. Are there some you would like to wipe away completely? Can some be combined? Is there something the existing maneuvers are attempting to emulate that you'd like to just clear away and emulate in a way you find more evocative or suitable?
  8. The end goal is a Maneuvers list that satisfyingly covers the abilities we see from real, mythic and video game martial arts, but without getting too into the weeds in emulating particular video game mechanics or minute detail. The maneuver list should at least be smaller than the list of every maneuver from Street Fighter and all of its supplements, though it will likely be larger than just those in the core book. Remember than more can always be added in later material outside the Rising Forces core rules, as needed or desired.
  9. This process will take iteration, checking in with friends, sitting with it, etc.

Basic Maneuvers

Each Technique contains 3 Basic Maneuvers. For each dot a character has in any given Technique they may master one Basic Maneuver in that Technique, until at a Technique rating of 3 they have mastered all of the Basic Maneuvers of the Technique. Any character can use any Basic Maneuver whether they have a rating in the associated Technique or not, but if they have not mastered it they must spend 1 Stamina to execute it.

Punches

Light Punch/Jab*
Prerequisites: None
Value: 0
Freeform description...
Rules: Execute an attack using the modifiers below.
Cost: None
Initiative: +2
Effect: -1
Mobility: +0

Comments: Analysis, etc.

Medium Punch/Strong*
Prerequisites: None
Value: None
Freeform description...
Rules: Execute an attack using the modifiers below.
Cost: None
Initiative: +0
Effect: +1
Mobility: +0

Comments: Analysis, etc.

Heavy Punch/Fierce*
Prerequisites: None
Value: None
Freeform description...
Rules: Execute an attack using the modifiers below.
Cost: None
Initiative: -1
Effect: +3
Mobility: -1

Comments: Analysis, etc.

Kicks

Light Kick/Short*
Prerequisites: None
Value: None
Freeform description...
Rules: Execute an attack using the modifiers below.
Cost: None
Initiative: +1
Effect: +0
Mobility: +0

Comments: Analysis, etc.

Medium Kick/Forward*
Prerequisites: None
Value: None
Freeform description...
Rules: Execute an attack using the modifiers below.
Cost: None
Initiative: +0
Effect: +2
Mobility: -1

Comments: Analysis, etc.

Heavy Kick/Roundhouse*
Prerequisites: None
Value: None
Freeform description...
Rules: Execute an attack using the modifiers below.
Cost: None
Initiative: -2
Effect: +4
Mobility: -1

Comments: Analysis, etc.

Athleticism

Move/Movement*
Prerequisites: None
Value: None
This maneuver is for use when a character simply wishes to move or reposition themselves.
Rules: Move a number of hexes up to this maneuver's Mobility.
Cost: None
Initiative: +3
Effect: (none)
Mobility: +3

Comments: Analysis, etc.

Jump*
Prerequisites: None
Value: None
Freeform description...
Rules: Jump played alone can be played as an Abort Maneuver and allows the character to go Aerial, moving as far as specified in the maneuver. The maneuver can also be played with any of the Basic Punches or Kicks, giving those maneuvers the Mobility of Jump and also making them Aerial (the Basic Punches or Grabs retain their Initiative and Effect). Given that Jump makes a character Aerial, it can be used to attempt to dodge projectiles. To do so, the character must wait for the opponent to declare that the fighter is the target of a projectile attack, and if the character's Initiative is higher they can interrupt the projectile attack and either try to jump out of range, or jump over the incoming projectile. To jump over a projectile, roll the dodging character's Reflexes + Athleticism vs. the attacker's attacking Technique (Powers, Guns, etc.). If the attacking character wins this roll, the jumping fighter is still hit and must immediately end their turn. If the jumping fighter succeeded in dodging a projectile and was using their Jump in conjunction with a Basic Punch or Kick, they can continue over the projectile and still deliver their attack. For purposes of Combos, it must be specified in the Combo whether the attack being used is in conjuntion with Jump or not.
Cost: None
Initiative: +3
Effect: None
Mobility: +0

Comments: Analysis, etc.

Crouch-
Prerequisites: None
Value: None
Freeform description...
Rules: Rules text...
Cost: None
Initiative: -
Effect: -
Mobility: -

Comments: Analysis, etc.

Defenses

Block*
Prerequisites: None
Value: None
Freeform description...
Rules: A character using Block has a total Defense equal to their Endurance + Defense Technique. Some maneuvers can ignore a Block, most notably all Grappling Maneuvers. After a Block, the character's next Maneuver is at +2 Initiative. Additionally, Blocks prevent a character from being knocked down, unless the knockdown is caused by a Maneuver that ignores Blocks (such as Grappling Maneuvers). Finally, Block can be played as an Abort Maneuver.
Cost: None
Initiative: +4
Effect: (special)
Mobility: Zero

Comments: Analysis, etc.

Dodge-
Prerequisites: None
Value: None
Freeform description...
Rules: Rules text...
Cost: None
Initiative: +4
Effect: (none)
Mobility: Zero

Comments: Analysis, etc.

Recover-
Prerequisites: None
Value: None
Freeform description...
Rules: Rules text...
Cost: None
Initiative: -
Effect: -
Mobility: -

Comments: Analysis, etc.

Grappling

Hold-
Prerequisites: None
Value: None
Freeform description...
Rules: Rules text...
Cost: None
Initiative: -
Effect: -
Mobility: -

Comments: Analysis, etc.

Throw*
Prerequisites: None
Value: None
Freeform description...
Rules: Rules text...
Cost: None
Initiative: -
Effect: -
Mobility: -

Comments: Analysis, etc.

Lock up/Clinch/Sprawl???-
Prerequisites: None
Value: None
Freeform description...
Rules: Rules text...
Cost: None
Initiative: -
Effect: -
Mobility: -

Comments: Analysis, etc.

Powers

Recenter-
Prerequisites: None
Value: None
Freeform description...
Rules: Rules text...
Cost: None
Initiative: -
Effect: -
Mobility: -

Comments: Analysis, etc.

Sense Power-
Prerequisites: None
Value: None
Freeform description...
Rules: Rules text...
Cost: None
Initiative: -
Effect: -
Mobility: -

Comments: Analysis, etc.

Resist Power-
Prerequisites: None
Value: None
Freeform description...
Rules: Rules text...
Cost: None
Initiative: -
Effect: -
Mobility: -

Comments: Analysis, etc.

Special Maneuvers

Punches

Maneuver Name
Prerequisites: Punch 2
Value: 3, 5, 7
Freeform description...
Rules: Rules text...
Cost: None
Initiative: -
Effect: -
Mobility: -

Comments: Analysis, etc.

Kicks

Athleticism

Defenses

Grappling

Powers