Advantage (2): Street Soul. The only characters allowed to take it should be rudie-type characters or possibly the major 'boss-villains' against them. This confers upon the character Sight - the ability to see Spray Cans, Graffiti Souls, Tags, and Graffiti Stops.
Street Soul also unlocks a new gameplay mechanic. Graffiti souls. Extensive acrobatics checks must be passed for these, but the payment is right: A set amount of CP into Tagger's Art or Tagging.
Tagger's Art
Prerequisites: Tagging 2
Attribute Bonus: +1 AGL
Basic Maneuvers: Air Jump, Backflip, Backflip Kick,
Body Missile, Crescent Kick, Displacement, Jump, Kiai, Leap Dodge, Slide
Kick, Spinning Thrust Kick, Super Jump
Maneuver Limitations: Barred from Block, Grappling,
Punch
Special: Limited Weapons to Tagger Weaponry
Quote: "I say we start on Chuo Street, and cover
everything to Rokkaku-dai Heights and 99th Street in our tags!"
Air Jump (Force)
Through chi power, the character is able to propel themselves
upwards while airborne, executing a jump in mid-air. This functions exactly
the same as a normal jump, except for where it is used. This is an Aerial
Maneuver.
Prerequisites: Jump, Focus 5
Character Points: 4
Accuracy: +1
Action Points: 4
Chi Cost: 5
Damage: None
Move: 8
Backflip (Acrobatics)
The character is able to flip completely over, landing on
their feet. This can be used in place of a Dodge (though failure means
the character cannot Roll With Impact, etc.), or offensively, combined
with an Axe Kick, basic Punch or Kick, or Backhand, adding +2 to Accuracy
and Damage.
Prerequisites: None
Character Points: 2
Accuracy: +2
Action Points: 4
Chi Cost: None
Damage: None/Special
Move: 2 (backwards)
Backflip Kick
This powerful kick is executed as a backflip, striking with
ones feet on the way up. Opponents suffer a Knockdown.
Prerequisites: Backflip
Character Points: 4
Accuracy: -1
Action Points: 10
Chi Cost: None
Damage: 1d10
Move: One
Body Missile (Acrobatics)
This maneuver allows the character to hurl themselves at
an opponent, head or feet first, or occasionally spinning through the air.
Diving Body Missile (+1): In this variant, the character
comes diving down at the opponent. This increases the Accuracy by +1 and
reduces the AP cost by 2.
Prerequisites: Jump, Agility 6
Character Points: 5
Accuracy: -2
Action Points: 11
Chi Cost: None
Damage: 1d10
Move: 8
Crescent Kick
This is a swivel-hipped kick in which the foot is sent out
in a sweeping arc.
Prerequisites: None
Character Points: 3
Accuracy: +1
Action Points: 8
Chi Cost: None
Damage: 2d4
Move: 1
Displacement
This maneuver consists of a quick sidestep that may be followed
by a punch if the character is still in range. The sidestep part works
basically the same as a normal dodge, only a little faster, and a punch
(which cannot use more than 6 APs) may be immediately used afterwards,
which will be at +3 Accuracy.
Prerequisites: Agility 5
Character Points: 3
Accuracy: +2
Action Points: 4
Chi Cost: None
Damage: None
Move: 3
Jump (Acrobatics)
Virtually all fighting game and anime characters can jump.
Well, maybe jump isn’t sufficient to describe it, especially where anime
is concerned. Some of these characters habitually jump from the ground
to the roof, and then from rooftop to rooftop.
A character can jump a number of hexes up to their Agility.
Any physical attack that is used while jumping inflicts an additional +2
damage, due to the increased force, and jump can be used to avoid projectile
attacks by going over them (works as a Dodge). Oddly enough, this is an
Aerial Maneuver.
Prerequisites: None
Character Points: 1
Accuracy: +3
Action Points: 3
Chi Cost: None
Damage: None
Move: Special
Kiai
The Kiai, or martial arts yell, if often used in martial
arts to increase the power of blows, by channeling energy through one’s
lungs and vocal cords. A ki-ai can be used with any maneuver, and adds
to it the maneuvers noted below.
Prerequisites: None
Character Points: 2
Accuracy: +1
Action Points: +1
Chi Cost: None
Damage: +1
Move: -1
Leap Dodge (Acrobatics)
This potentially powerful maneuver allows the character to
jump with incredible speed in order to avoid any attack with lightning
speed. This is used in much the same manner as a Dodge, but is considerably
faster, and the character can choose where to land (within their total
Move).
Prerequisites: Jump
Character Points: 4
Accuracy: +4
Action Points: 2
Chi Cost: None
Damage: None
Move: 8
Slide Kick
This is a kick in which the character slides along the ground
for a short distance, causing opponents to suffer a Knockdown.
Prerequisites: None
Character Points: 3
Accuracy: +0
Action Points: 6
Chi Cost: None
Damage: 1d6
Move: 2
Spinning Thrust Kick
The fighter spins and then thrust-kicks at the opponent,
using the momentum from the spin to increase the power of the kick. Sometimes
the fighter will hit his opponent with his heel as his foot whips around;
this is called a Spinning Back Kick.
Prerequisites: None
Character Points: 2
Accuracy: +0
Action Points: 6
Chi Cost: None
Damage: 1d6
Move: 2
Super Jump (Acrobatics)
This maneuver is, essentially, an improved version of the
basic Jump maneuver, allowing the character to jump even higher and farther
than before. When using this, a character’s base Move is increased by +4,
and they can go up to that distance during the course of the Super Jump.
As with Jump, physical attacks performed during a Super Jump are at +2
to damage, though up to two such attacks can be initiated over the course
of a Super Jump.
Prerequisites: Jump, Agility 6
Character Points: 3
Accuracy: +4
Action Points: 5
Chi Cost: None
Damage: Special
Move: Special
Aerial Tag
This is an aerial tag. It's a basic tag, but it does less
damage and lower accuracy (due to the fact that you have less of your mind
on the tag and more of your mind on not going splat).
Prerequisites: Tag
Character Points: 3
Accuracy: -4
Action Points: 4
Damage: 1d6+1
Move: 1
Grinding Tag
This tag is used when grinding. It does less damage and slightly
lower accuracy for the same reaosns as the Aerial Tag.
Prerequisites: Tag
Character Points: 5
Accuracy: -3
Action Points: 3AP
Damage: 1d6+1
Move: 2
Paint Bomb (Super)
This attack involves puncturing a Blue Spray Can with your
bare hands and throwing it at your enemy.
Prerequisites: Tagger's Art 2, Tagging 4, Tag, Street Soul
Character Points: 9
Accuracy: +5
Action Points: 10AP
Chi Cost: 20 Chi
Damage: 3d10