FOCUS Maneuvers
NAME SPD DMG MV DEF ----------------------------------------------------------------------------------------------------------------------------------
Absorbing Chi Block + 3 (Special) One N/A (2 C) F4, Chi Block * Absorbing Chi Block lasts for one turn; if used to block an energy attack (fireball, sonic boom, etc.), Bought with a Block when purchased like Chi Block; Gain 1 Super Point per DMG dice you block, Or 1 Chi per 2 points Blocked.
ACID BREATH -- 2 + 3, + 0, -- 3 -- 1 S,C,A (1 C) F3 * Blocked using focus, not Block; range is = Sta; inflicts damage in descending pattern for following two turns; projectile attack.
Adrenal Rush N/A N/A N/A S,C,A (1 W) F2,4 in all Physical Attr. * Makes one damage of any Basic attack it is used with unsoakable.
AIR BLAST
Ashura Warp (PychoWarp) + 3 None Special N/A (1 C) F5 * +3 Spd to next rounds Maneuver, Range = Focus; unafeected by all attacks until 2 phases of the next turn.
Awareness/Zanshin N/A None N/A ? F4, Alertness 3 * 3 extra dice for surprise while the char is conscious, automatic know if others to surprise him while meditating.
*BALANCE (+ 0) (+ 0) (+1 aerial) N/A F4 * Always in effect; add + 1 MV to all aerial maneuvers; plus a number of other effects which can be produced by reducing the weight significantly.
Berserk (+ 1) (+ 2) N/A N/A (1 W) F2 * Must Attack each turn with highest DMG Maneuvers, spending Chi and Will indescriminately until a Will roll is made; Difficulty (15 - Damage done by the fighter.)
*BLIND + 0 None None None (1 C) F3 * Int + Focus vs. Sta + Mysteries to BLind Opponent; Range Wits + Focus; Sustained Roll is Int vs. Int, Limit of hold is equal to Focus.
Breath/Ki Control N/A N/A N/A N/A F2 * The fighter must prepare for 3 rounds beforeany other maneuver costing Chi or Willpower, the maneuvers Chi OR Willpower cost is reduced by one, and only one. There must be semi silence and the character must not be harmed while focusing his Ki. (art of breaking all day long.)
Calm Minds -- 2 None None ? (1 C,1 W) F4 * Everyone within a number of hexes equal to the character's Focus must make a Will roll or lose any aggression and Super Points (equal to the fighter's Focus) they have for turns equal to the # of successes missed on the Will roll.
CHI BLOCK N/A N/A N/A N/A (1 or 2 C) B3, F3 * Abort Maneuver; This maneuver is normally played in conjunction with a block maneuver, and it allows the character to fully block any energy attack; the fighter must spend one Chi for every Chi that was spent on the maneuver to be nullified; Against nondamaging focus attacks this maneuver can be played alone, and it allows the user to add Focus to his dice pool to resist the maneuver; this maneuver can only be used to resist attacks which directly target the character; When bought this maneuver is combined with any block maneuver that the character possesses. (other blocks may be bought with this maneuver for 1 Power Point thereafter.)
Chi Chann. (Psycho-) (+ 0) (+ 2) (+ 0) (normal) (1 C) F3 * Can be used in conjunction with any basic attack (including weapons) to add + 2 DMG to the attack.
CHI KUNG HEALING -- 1 None -- 1 N/A (1 C/ hlth lvl healed) F4 * Must be in the hex of the "patient;" can spend up to Focus in CHI/ round.
CHI STRIKES (KongJin) (+ 0) (+ 0) None (normal) (1 C) F3 * This maneuver can be used with any the the basic punches or kicks; It gives them a range = the attacker's Wits+ Focus; can be dodged as if it were a projectile attack.
CHI WEAPON (Creation) -- 2 None None N/A (1C/turn Maint) F3, Weap 3 * the Fighter may create a Weapon of Chi and use it as a regular weapon for duration of Focus in rounds, paying 1 C maintainance per round. the weapon has stats equal to a normal weapon of its type.
COBRA CHARM + 2 None -- 1 N/A F2 * Range is = Focus; Wits + Mysteries vs. victim to hypnotize; acts as sustained hold using Int to see if the hold is broken; the victim will follow very basic commands (mental or physical, but the charmer must have telepathy to give mental commands); the charmer can perform no action other than keeping the hold.
Cone Projectile -- 3 + 4 None S,C,A (2 C) F4, Fireball or Iceblast * Range = Focus; cone spreads along line of two adj hexes adj to the fighter, anyone in the fighter's hex takes +2 DMG; Damage is +0 in the first 2 hexes, and is reduced by one per hex away; Difficulty to Dodge is +1 per hex, after the first. (to max of 10.)
Curse
Death Trance N/A N/A None N/A (2 C) Chi Kung Healing, Regeneration * Enter unbreathing, uneating drinking state.
*DEATH'S VISAGE + 1 None None N/A (1 C) F3 * Man + Focus vs. opponent's Courage; Victim must flee the fighter; Sustained, roll Will vs. Courage.
+DRAIN -- 1 One(Spec.) -- 1 None (1 C) F2,Elem 2 * May be dodged as a Projectile; Range is Fighter's Wits + Focus; One Automatic Damage regardless of Soak and Stamina; Opponent suffers -1 Spd and -1 MV next round.
+DRENCH + 1 + 2 -- 2 S,C,A (1 C) F2, P1, Elem 2 * Range is Fighter's Int. + Focus; Damage Based on Punch Technique instead of Focus. (2 C) F5 * Enter the Ground and move about in it; Mortal Kombat Maneuver.
Elemental Skin *
Elemental Stride *
Elemental Walk + 2 None + 2 N/A (1 or 2 C) F3 * Unnaffected by non Chi Powered Energies and Elements (Cold, Heat, Flames) Aggravated Damage causing things the character must spend 2 Chi.
*ENTRANCING COBRA + 0 None -- 1 N/A (1 C) F2 * Dex + Focus vs. target's Wits + Mysteries, if successful target is effectively dizzied.
*EXTENDIBLE LIMBS N/A N/A N/A N/A F4 * Can use with any of the basic attacks; can extend limbs 1 hex/ dot in Focus; If interupted, the fighter can be struck.
+FIREBALL Quick + 1 + 0 None S,C,A *
Medium + 0 + 2 None S,C,A *
Heavy -- 2 + 4 None S,C,A (1 C) F2 * Projectile attack; range = Wits + Focus; causes 1 hex knockback.
Fireburst -- 2 + 4 One ? (1 C) F3 * This maneuver, similar to a fireball, involves creating a large sphere of energy between one's hands and pushing this into an enemy at close range. System: A firebust can only affect opponents in the same hex or a hex adjacent to the attacker.
FIRE STRIKE -- 1 + 3 None S,C,A (1 C) F3, Fireball * projection of flame; straight line; 1 hex / focus, line of fire which fills each hex in the line.
Flame Column (shang tsung's) -3 +1 (x3) 0 ? (2 C) F5, Imp. Fireball *
Make it advanced Wall!
Flaming Fireball -- 3 + 5 None ? (1 C) F4, Imp. Fireball * Whereas other fireballs are merely Chi blasts, the flaming fireball is a real, incendiary attack, which is more powerful than a normal fireball. System: This works basically the same as a normal Fireball (see Street Fighter p. 127), except that it is highly incendiary in nature, and upon hitting, will inflict full damage to the target, and half as many dice (rounded up) to anything in a one-hex radius. Like anImproved Fireball, it will score a knockdown on any opponents it hits.
Flight F5,Levitation,Telekinesis * Aerial Maneuver.
+FLYING FIREBALL Quick + 1 + 0 + 0 S,C,A (1 C, 1 W) F4, A2, Fireball, Jump * Projectile attack; Range = Wits + Focus; causes 1 hex knockback; Aerial; Aerial Dodge attempts are at Diff. 9 unless Opponent is moving away from the Fighter in which case they are at Diff. 7.
Medium + 0 + 2 + 0 S,C,A " " * "
Heavy -- 2 + 4 + 0 S,C,A " " * "
Force Shout + 2 None -- 2 ? (1 C) F3, Stunning Shout * Opponent rolls Sta (diff is Fighters Chi) or KD, if the Opponent Botches, he is KD and KB 1.
*GHOST FORM + 1 None + 0 N/A (2C 1st round, +1C/rnd maintainance) F5 * Unaffected by all physical attacks, but not immune to fire, electricity, and other energy attacks; Cannot affect or be affected by the physical; can be used while in a sustained hold.
Guidance/guided fireball + 1 -- 1 One ? (1 C+ other moves cost) F4, Fireball * This man. allows the fighter to actually guide the paths of their projectiles. SysteThis increases the dice pool for determining if it hits by two dice, and alsoallows the fireball to turn corners and such. A fireball can stay active for a number of turns equal to the character's focus before dissipating. Controlling its course counts as an action,and it may be re-aimed once per turn. The modifiers listed are in addition to thoseof the proj. attack used.
Heal *
Heatwave *
*ICE BLAST -- 1 + 3 None S,C,A (1 C) F3 * Projectile; range = Wits + Focus; If any damage is suffered the opponent is frozen, and must make 4 successes on a strength roll to escape (one roll at the end of each turn); if struck, the frozen character is freed as well.
Ice Crystal BLast -- 3 + 5 None S,C,A (2 C) F4, Ice Blast * HARDER TO DODGE! (add effect for) cone of ice, proj range wits + focus, hits all in cone in front of fighter
Immortality None None None N/A F6, Regeneration, Chi Kung Healing * Never die of natural causes, but still needs the basic necessities to survive (ie. air, food, water); Massive Damage will still kill the Fighter.
+IMPROVED FIREBALL (Lt) -- 1 + 4 None S,C,A (1 C) F4, Fireball * Projectile; Range = Wits + Focus; 1 hex knockback; Knockdown.
(Heavy) -- 2 + 6 None S,C,A (1 C) " * "
Improved Ice Blast - 1 + 5 None sca (2 C) F5, Ice Blast * As Ice blast
IMPROVED INVISIBILITY + 2 None -- 1 N/A (2C +1C/sustain)F5, Invisibility * A contested roll of Focus + Stealth vs. the opponent's Per + Alertness must be made to turn invisble; An additional Chi must be spent to sustain the Invisibility if the character takes or deals damage.
INFERNO STRIKE -- 2 + 6 None S,C,A (2 C) F5, Improved Fireball * Projectile; Range = Wits+ Focus; Knockdown; affects target hex and 6 surrounding hexes; Knockback in relation to the center of the effect.
INVISIBILITY + 2 None -- 1 N/A (2 C) F5 * A contested roll of Focus + Stealth vs. the opponent's Per + Alertness to turn invisible; effect continues until the character takes or deals damage.
Ironskin + 2 N/A None (2 C) F5, Toughskin * Fighter adds (Focus + Block) to Soak rating. If the Damage is reduced to 0 or less the one die is still rolled to check for botches, and if a successful roll is made on the die the maneuver is considered to have been completed successfully (for purposes of Sustained Holds or Throws) but no damage is taken by the fighter using Ironskin.
KAIA (+ 0) (+ 2) (+ 0) (normal) (1 C) F3 * Can be used in conjunction with any basic attack to add +2 Dmg.
Leech + 0 special none ? (1C) F3,G2 *
>Chi Leech + 0 special none ? (1C/2 gained) F4,G2 * gain 2 chi per Chi spent as heatlh for leech
*LEVITATION + 0 None Special N/A (1 C/ turn in combat, 1 C / "scene" out of combat) F5 * The character can MV Focus in hexes in any direction / turn.
Levitation Breakfall N/A N/A N/A N/A (1 C) F4, Levitation ,Breakfall * Negates all DMG from a KnockDown Maneuver, May spend the Chi after Damage is rolled; Still at -2 Spd next round if acted this turn.
LIFE DRAIN N/A special None None (1C/Hlth Lvl) F3, G2 * This maneuver can only be used on an opponent who is in a sustained hold; normal damage is not done as for the grab, rather 1 health level may be transfered from the victim to the attacker / point of Chi spent; up to Focus in Chi may be spent per round.
Lightness *
Mastery Over The Winds + 1 None Special N/A (1C/Combat turn OR 1C/Hr) F5, Wind Blast, Storm's Blessing * One round required to activate the maneuver, which begins to take effect on the following round; MV is Focus in hexes; Character actually flies using the winds to propel him.
Mental Barrier F4, Willpower 4 * The fighter gains 1 Die on all Will Rolls (max 10), and +1 to all Mental Attributes for resisting mental attacks against him. (mind control)
*MIND CONTROL -- 3 None None N/A (2 C) F5, Mind Reading, Psycho Vise * Victim must have no Willpower points left; range = Wits + Focus; Opposed Int roll; Victim may make an Int +appropriate Virtue (often Self Control or Honor) roll vs. controller's Willpower to avoid doing anything which goes against his code of honor, or survival instinct; anyone with any Virtue of 6 or better is totally immune to this maneuver.Duration: 1 Success-1 Round, 2 Successes-1 Hour, 3 Successes-1 Day, 4 Successes-1 Week, 5 Successes-1 Month)
MIND READING None None None N/A (1 C) F4, Telepathy * Occurs between turns; Resisted Willpower roll vs. target; if successful target must reveal 2 combat cards, and must use one of them on the following round; Range = Wits + Focus; Out of combat # of successes determines extent of information gained.
*MUSICAL ACCOMPANIMENT (+ 1) or (+ 1) or (+ 1) N/A F2 * Character can add + 1 to either SPD, DMG, or MV on any round in which Musical Accompaniment is in effect. Player must decide this at the beginning of the round. May be bought as alcoholic accompaniment (Virtua character) 1 Power Point if Drunken Fighting is possessed.
ONE FINGER PUSH + 0 + 0 None S,C,A (1 C) F3, Chi Kung Healing * Range = Wits + Focus; target can be knocked back one hex / damage, or knocked down, attacker's choice.
Pit *
Pool *
Power/energy Wave/bolt -- 3 Chi spent X3 none sca (X c) F2 * you can spend up to focus in chi on this att. range=wits+focus, projectile (OR like fireball and ice, but no special effects?)
*PSYCHIC VISE + 0 + 0(special) None N/A (1 C, 1 W) F4 * Range = Wits + Focus; defender uses Intelligence to soak; for each dmg. rolled, victim loses 1 Willpower and is at -- 1 SPD to his hext action; If the victim takes more than Int in DMG he is dizzied.
+PSYCHO RAGE -- 2 None None N/A (1 C) F3 * Range = Wits + Focus; Opposed Willpower roll; if affected, fighter will enter a berserk fury- only Fierce, Roundhouse, and highest dmg maneuvers may be used while under the influence, and must spend Chi and Will indiscriminately; between rounds to escape roll Honor Virtue vs. attacker's Man.
+PSYCHO CRUSHER -- 1 + 10 + 6 S,C,A (2 C, 2 W) F5, A3, Psychokinetic Channeling * The fighter may turn up to one hex side per MV; Knockdown; characters struck are thrown out the hex they occupied, victim chooses direction; Blocks are twice as effective against the Psycho Crusher, double Block when determining soak vs. the maneuver. A Blocking opponent may be struck repeatedly by the maneuver, because he will not be knocked down.
Push -- 1 -- 1 None S,C,A (1 C) F3, P3 * KB = to the Fighters Focus + Punch - Opponent's Dexterity. *
QUICKNESS (+ 2) OR (+ 3) N/A (1 C) F4 * Can be used in conjunction with another maneuver.
Reflection Barrier + 0 Special None ? (1 C) Energy Reflection * A barrier of reflection, chi energy, any one in the barriers hex will take damage of Focus. Reflects projectiles going thru the hex back the opp direct. lasts til end of turn. The Reflecting Barrier causes any projectiles that strike it to bounce back, usually at the attacker (the defender must make a Wits + Block roll; otherwise it will reflect normally). The reflecting barrier will always counter such attacks (due to its size) unless they are delivered from behind. A Reflecting Barrier lasts for one turn. A Reflecting Barrier can also be used offensively, by slamming it into theopponent. This inflicts +3 damage, and otherwise uses the modifiers listed below.
*REGENERATION + 0 None -- 2 N/A (1C/ Hlth Lvl healed) F3 * Character may heal up to Focus in health levels/ turn.
REPEATING FIREBALL -- 2 + 0 None S,C,A (2 C) F5, Fireball * Projectile; range = Wits + Focus; knockback 1 hex / fireball; 1 Fireball / dot in Focus; target must dodge each Fireball seperately.
Resist Pain N/A N/A N/A N/A (1C/Two dam delayed) F4 * When the fighter takes damage she may roll Focus Dice when taking dam after soak to Delay 1 pt per succ. All delayed damage is applied at end of scene
*SAKKI none None None None F5 * Super Awareness
Sense Element *
SENSORY SHIELD None None + 0 ? (2 C 1st Rnd+ 1 per rnd after) F5, Telepathy * The player declares that his character has vanished. In the round in which it is started the character can take no other action except for movement. The character selects a target. The two characters then perform a resisted roll using their perm. will ratings. If the fighter wins the roll, the opp cannot see or hear him. Anyone attempting to attack the invisible char. must make a wits+per resisted roll against the invisible char's permanent will. A sucess means the character knows about where the character is. The Storyteller points out the hex containing the invisible character. Maintaining invisiblity is difficult. If the character is hit the concentration is broken. Only movement and non-attack powers can be used while invisible. Any loud noise or sudden change in enviornment (Such as Stunning Shout, explosions, or earthquakes) requires a wits+focus roll with a diffuculty of 7 to maintain invisibilty.
Shadow Form + 1 None + 0 N/A (2C 1st round, +1C/rnd maintainance) F5 * Unaffected by all physical attacks, but not immune to fire, electricity, and other energy attacks; Cannot affect or be affected by the physical; Can be used while in a sustained hold.
Shadow Meld + 0 None One N/A (2 C) F6, Shadow Form * Unaffected by all physical attacks, but not immune to fire, electricity, and other energy attacks; Cannot affect or be affected by the physical; Can be used while in a sustained hold; May only use this to enter a hex covered with shadows, or darkness; May stay in the shadows for turns equal to Focus, and may reappear out of any shadow within Sight.
Shock Bolt
SHOCK TREATMENT + 0 + 7 None S,C,A (2 C) F3 * Affects the fighter's hex and the 6 adjacent hexes; no aerial dodge if opponents are in this area of effect; Knockdown; the fighter chooses whether it is a Crouching maneuver or not when purchasing the maneuver.
Short Fireball + 0 + 1 None ? (1 C) F2 * A short-range fireball can only affect opponents in the same hex or an adjacent hex.
Shrouded Moon + 0 None -- 1 None (1 C) F2, A1 * Opponents Per + Alert vs. Fighter's Focus + Stealth to see Fighter; The Fihgter appears at the beggining of the turn after they come out of Shrouded Moon, and get +1 Spd on that turns Maneuver.
Sight Beyond Sight N/A N/A N/A N/A F2,Blind Fight 2 * May fight at Night or Blinded at no Penalties
Silence N/A N/A N/A N/A (1 C) F2 * The fighter lowers all difficulty for stealth rolls dependant on noise or the lack thereof by 2; Opponents trying to hear the fighter raise difficulties on hearing rolls by 2.
SONIC BOOM weak -- 1 + 3 None S,C,A *
med -- 2 + 4 None S,C,A *
fierce -- 3 + 5 None S,C,A (1 C) F2 * Projectile; range = Wits + Focus; 1 hex knockback.
Soul Spiral +0 +0(x2) -1 1 chi
Speed of Thought + 2 None -- 2 N/A (1 C) F3 * Movement only this turn, next turn add +4 Spd or +6 Move (the latter if in a straight line only.)
Spirit Push + 2 None None S,C,A (1 C) F4 * KB = to Fighter's Focus
Spontaneous Combustion *
Stone *
STORM'S BLESSING (+ 2 aerial) (+ 0) (+ 3 aerial) (Normal) (1 C) F4, Wind Blast * This maneuver may be used in conjunction with any aerial basic maneuver, and has the above effects on SPD and DMG.
STRIKES OF VENOM (+ 0) (+ 0) (+ 0) N/A (1 C) F3 * Used in conjunction with any basic attack; For the following 2 rounds the opponent is at -1 SPD and loses one additional health level.
Stun Ball -- 1 + 4(for dizzy only) None S,C,A (1 C) F3 * Projectile, Range = Wits+Focus.
STUNNING SHOUT + 2 None -- 2 N/A (1 C) F2 * Range = Sta + Focus; can affect one streetfighter, or a group of thugs; Resisted roll Willpower vs. opponent's Sta; if successful opponent is dizzied this round, and at -- 1 SPD next round / success gained by the attacker above the successes of the defender.
Tantium Trick (2 C) F3, Medicine 2, Chi Kung Healing * Next Rnd opp rolls Dex to avoid KD due to vertigo and dizzyness diff 6, 2nd Rnd diff is 4. If he performs an Aerial or Athletics maneuver the diff is 1 higher. If the opp does nothing and is not Kd'ed (by this or other move) the first round the 2nd roll is negated.
Telekinesis pre: F3, need it for levitation lift (x) per focus can be used with missile refl to throw back weapon, energy to throw back proj. 1 chi per round cost
TELEPATHY None None None N/A (1 C/ use) F2 * Player can telepathically link one person/ dot in Focus; Range = 1 mile/ dot in Int + Focus; linked individuals can communicate mentally.
TELEPORT yoga teleport + 3 None Special N/A (2 C) F5 * The character does not reappear until the very end of the turn; may reappear anywhere within Int + Focus in hexes.
THUNDERCLAP + 0 +2 None S,C,A (1 C) F3, P1 * Damage is inflicted on all characters within 3 hexes of the fighter.
TOUGHSKIN None None None N/A (1 C) F2 * Can be used along with another maneuver during a combat turn; add + 2 to character's soak total.
Transformation turn into element, or Shang Tsung's change (see liquidity below.)
Unbendable Arm N/A N/A N/A N/A
Vacuum *
Venom *
Wall/ *
Weapon Channelling F3,Weap2 * You may buy Focus maneuver using your weapon, paying the point cost as if you were performing the Maneuver (Projectiles, Thunderclap, Life Drain, One Finger Push)
Weapon Chi Strikes (- 1) (+ 0) None S,C,A (1 C) F3,Weap3 * Range = Wits + Focus; Dodged as Projectile, Add Weapon Modifiers to Move.
Weight *
WIND BLADES quick + 2 -- 1 None S,C,A *
medium + 1 + 0 None S,C,A *
heavy + 0 + 1 None S,C,A (1 C) F3 * Projectile; Range = Wits + Focus; Perception + Focus roll needed to dodge this; Blocks are twice as effective against this attack; 1 hex knockback / damage done; Aerial opponents who have the Balance special maneuver are knocked back twice as far.
YOGA FLAME -- 2 + 8 One S,C,A (2 C) F5, Improved Fireball * affects all fighters in it's area of effect, cannot be dodged within this area; affects one hex if front of the character, and the three hexes beyond it; damage is rolled seperately vs. each affected opponent; lasts the entire duration of the round.
ZEN NO MIND None None None N/A (1 W) F3 * The fighter can choose three combat cards, which he must use, in any order, in the following 3 rounds to gain the benefit. So long as he follows this rule, the fighter may add +1 SPD to each maneuver used. SPECIAL NOTE: