Focus

Basic Maneuvers | Punch | Kick | Block | Grab | Athletics | Focus


Unless otherwise specified all Focus powers use Wits to determine Speed and Intelligence (optionally Strength for cyborg focus abilities) to determine Damage.
 

Maneuver
Speed
Damage
Move
Cost Notes Prerequisites Power Points
Acid Breath
-2
+3/+0/-3
-1
1 Chi Range = Stamina; Must have line-of-sight; Does +3 damage immediately; at end of following turn, unless acid is removed, test again at +0, and again at end of second following turn at -3 F*** Any 4
Air Blast
-1
+3
Zero
1 Chi Range = Intelligence + Elemental Background; Line-of-sight attack; Target must roll successful Perception + Blind Fighting roll to detect and interrupt this attack F**, P*, EA** EA 3
Balance
Spc
Spc
Spc
None Character gets +1 to Move on Aerial maneuvers; Automatic effect F**** NI, WS 2; KA, KF 3; SK, CA 4
Chi Kung Healing
-1
Zero
-1
1 Chi/ Health Restores 1 Health/point of Chi, up to character’s Focus rating in single turn; can be used on others in the same hex F**** TC 2; AI, KA, KF, LU, SI 3; JJ, JK, MC, NA, SK, TK, WS 4
Chi Push
-3
Spc
Zero
2 Chi + Spc Damage = Wits + Focus +3 +1 per extra Chi over 2 spent; optionally points of damage may be converted to hexes of knockback; may attack at range for -2 damage per hex; target may add +1 soak per 2 Chi expended; does not affect anyone using San He F****, Chi Kung Healing BA, KA, KF, LU, NA, SI, TC 5
Cobra Charm
-1
Spc
-1
1 Chi Range = 3; Must have eye contact; Attacker must win Wits + Mysteries contest to charm; Victim may break out every turn by winning Intelligence contest at end of each turn; Hypnotizer may only use Move maneuvers while maintaining hold and can give simple commands to victim F** KA 2; LD 3; Any 4
Death’s Visage
+1
Zero
Zero
1 Chi All within sight must win contest of Willpower vs. attacker’s Manipulation + Focus or move as far from attacker as possible; victims may try to win contest between turns to break effets; lasts 3 turns unless broken F***, CH**** NI 3
Drain
-1
Spc
-1
1 Chi Witnesses must roll Perception + Mysteries to notice (and try to evade) proectile; Victim loses 1 Health and suffers -1 Speed and -1 Move next turn F**, EW** EW 3
Drench
+1
+2 (Punch)
-2
1 Chi Range = Intelligence + Focus; Damage based on Punch technique F**, P*, EW** EW 2
Elemental Skin
-2
Spc
Spc
1 Chi, 1 Will Effects vary depending on type; Fire = attackers suffer (Focus) damage, similar to Maka Wara, elemental’s Punch, Kick and Grab techniques gain +1 damage; Water = any damage scored on elemental reduced by one; Air = Aerial amneuvers suffer -2 Damage, projectile damage reduced by one; Earth = Punches and Kicks against elemental suffer -2 Damage, cannot be thrown, unaffected by Knockdown; Effects last for (Focus) turns F**, E(All)**** E(All) 5
Elemental Stride
+1
Zero
Spc
1 Chi Character can disappear into his chosen element, then reappear in any other hex with that element at any point during the turn like Yoga Teleport; outside of combat, cost is 1 Chi per hour, elemental can move invisibly through element at (Stamina + Focus) mph F**, E(All)***** E(All) 4
Entrancing Cobra
+2
Zero
-1
1 Chi Attacker must win contest of Dexterity + Focus vs. target’s Wits + Mysteries; if successful, target is dizzy next turn F**, CH**** NI 4
Envelop
-2
+1/-1
-2
1 Chi Range = Focus; Line-of-sight attack; Sustained Hold, using Focus instead of Grab for maximum duration; Affected character must make a Stamina test every turn to avoid being dizzied; Victim may act normally, but at -2 Move, while in hold; Hold is broken if line-of sight is obstructed; If two characters are in the same hex, attack will affect both of them; damage is +1 on first turn, -1 on subsequent turns F**, G**, EW***, Drench EW 3
Extendible Limbs
Spc
Spc
Spc
None Combines with basic punches and kicks to add 1 hex of range/Focus point; Enemies can interrupt and attack any hes of extended limbs F**** KA 4; SI 5
Fire Strike
-1
+3
Zero
1 Chi Straight-line attack; affects adjacent hex and hexes beyond it in line (Focus) hexes long; lasts for duration of the turn F**, EF***, Flaming Fist EF 3
Fireball
-2
+2
Zero
1 Chi Range = Wits + Focus; Requires line-of-sight F*** AI, KA, SK 3; KF, LU, MC, SI, TK, WS 4; Any 5
Flaming Fist
Spc
+3 (Spc)
Spc
1 Chi Play in conjunction with any basic Punch card; adds +3 to Damage F*, P*, EF** EF 2
Flight
+1 (Spc)
Spc
Stamina
1 Chi/ turn Must be activated by one turn of concentration during which character may only Block; on subsequent turns character may be airborne, all maneuvers at additional +1 Speed and Move = Stamina, cannot be hit except by Aerial and projectile attacks; outside of combat, costs 1 chi/hour of flight at (Focus x Dexterity) x 10 mph F**, A*, EA*** EA 2
Flying Fireball
-2
+2
+0
1 Chi, 1 Will Exactly like Fireball but cannot be dodged by jumping maneuvers F****, Fireball, Jump SK, WS 2; KA, KF, MC 3
Ghost Form
+1
Zero
+0
2 Chi/1 Chi 2 Chi first turn, 1 Chi subsequent turns; no solid objects affect character in Ghost Form F***** KA, NA 5
Heal
-1
Zero
-1
1 chi/ Health User may heal himself or anyone in hex; also removes pollution for 1 chi/5 square feet F***, E(All)*** E(All) 4
Heatwave
+0
+2 (Spc)
+0
1 chi Ignores blocks; May be dodges like a projectile; Damage only counts for dizzying purposes F**, EF*** EF 3
Ice Blast
-2
+3
Zero
2 Chi Range = Wits + Focus; Requires line-of-sight; If damaged, victim trapped in ice until he is hit or he makes 4 successes on extended Strength test (roll at the end of each turn) F*** Any 4
Improved Fireball
-1
+4
Zero
1 Chi Exactly like Fireball with better modifiers F*****, Fireball SK 3; KA, KF, MC, WS 5
Inferno Strike
-2
+4
Zero
2 Chi Range = Wits + Focus; Requires line-of-sight to target hex; Affects target hes and all six hexes bordering it F*****, Improved Fireball KA, SK 5
Leech
+0
Spc
Zero
1 Chi/ Health Attacker must have victim in sustained hold first; attacker may transfer 1 Health from victim to himself per point of chi spent, maximum of (Focus) points per turn; attacker may not increase above his maximum Health F***, G** KA, NI 3; KF 4
Levitation
+0
Zero
Spc
1 Chi/turn Character may move up to Focus hexes per turn in any direction F***** BA, KA 3; KF, LU, SK, SI, TC, WS 4
Lightness
+1/+2
Spc
+1/+3
1 Chi May be used on elemental or another target; after activation target gains +2 Speed and +3 Move to all jump-enhanced maneuvers; lasts (Focus) turns F***, A**, EA***, Flight EA 3
Mind Control
-3
Zero
Zero
2 Chi Range = Wits + Focus; Victim must have no Willpower left; Attacker must win contest of Intelligence with victim; Duration of control depends on # of successes: 1 = 10 turns, 2 = 1 hour, 3 = 1 day, 4 = 1 week, 5 = 1 month; Controlled victims ordered to go against moral code or survival instict may resist command with successful Permanent Honor vs. controller’s Willpower roll; does not work on targets with permanent Honor of 10 F*****, Mind Reading, Psychic Vise LD 5
Mind Reading
Spc
Spc
Spc
1 Chi Range = Wits + Focus; user declares Mind Reading on target and must win contest of permanent Willpower; if it works, character can see two combat cards from enemy, one of which must be played the following turn; this is done between-turns F****, Telepathy KA, LD 3; Any 4
Musical Accompaniment
Spc
Spc
Spc
None Specify music type; if music is present while fighting, character adds +1 to either Speed, Damage or Move each turn (switchable) F** CA 1; Any 2
Pit
-1
+1
-1
1 chi Fighter targets a hex to create a (5 + Focus) foot deep pit; fighters in the pit at end of turn take damage from fall and spend next turn climbing out (Move with -4 Speed); Fighter must be in contact with the earth; Pits are permanent once created; Costs 1 temporary Glory per use in an arena F***, EE***, Wall EE 3
Pool
+1
Zero
-2
None Immuity to physical attacks and ability to flow through cracks, etc.; Most Focus attacks will still affect character (GM’s discretion) F**, EW**** EW 2
Psychic Rage
-2
Zero
Zero
1 Chi Range = Wits + Focus; attacker must win contest of permanent Willpower; if successful, victim may only play Fierce and Roundhouse and highest-damage Special Maneuvers in beserk fury; may attack teammates; between turns, victim may try to win contest of permanent Willpower vs. controller’s Manipulation to break free; victims still lose Honor from actions under Psychic Rage F*** LD 3
Psychic Vise
+0
+0 (Spc)
Zero
1 Chi, 1 Will Range = Wits + Focus; attacker rolls vs. target’s Intelligence instead of Stamina, ignoring Blocks; if successful, victim loses Willpower equal to # of successes and next action is at Speed penalty equal to # of successes; if successes exceeds victim’s Intelligence, he is dizzied; victims with no Willpower left can still be slowed and dizzied by this attack F**** LD 4; KA 5
Psycho Crusher
-1
+5/One
+6
2 Chi Attacker can change direction, even vertically, in mid-move; must enter victims’ hexes to do damage; non-blocking opponents suffer damage at +5 plus knockdown and end in an adjacent hex (victim’s choice), can only be hit once; blocking opponents are knocked directly back 1 hex and suffer 1 die of damage (a botch ends the maneuver immediately), can be attacked up to 5 timesbefore attacker moves on F*****, A***, Psychokinetic Channeling LD 5
Psychokinetic Channeling
Spc
+2 (Spc)
Spc
1 Chi Played in conjunction with any basic Punch or Kick; Adds +2 damage to attack F*** LD 3; Any 5
Push
-2
+1
Zero
1 Chi Affects a path 3 hexes long and (Focus) hexes wide; all targets in path may be damaged; damaged targets also fly backwards 1 hex per damage point; knockdown vs. aerial F***, EA***, Air Blast EA 4
Regeneration
+0
Zero
Zero
1 Chi/ Health Restores 1 Health per Chi, up to Focus rating F*** KA 1; KF, LD, NA 2; Any 3
Repeating Fireball
-2
+0
Zero
2 Chi Range = Wits + Focus; Requires line-of-sight; Produces one fireball per point of Focus; may be targeted at different enemies; Characters dodging multiple attacks must test vs. each F*****, Fireball Any 4
Sakki
Spc
Spc
Spc
None Character is aware of surprise attacks and can act on the information; Can move Focus + Athletics to avoid surprise attacks F*****, CH**** NI 3
Shock Treatment
+0
+7
Zero
2 Chi Affects all targets in fighter’s hex and in adjacent hexes; Knockdown unless Blocking; Decide at purchase time if this maneuver is Crouching F*** Any 4
Sense Element
Spc
Spc
Spc
None Character can sense the presence, amount, and composition of his chosen element nearby on a successful Perception + Elemental Background roll F*, E(All)* E(All) 1
Shrouded Moon
+0
Zero
-1
1 Chi Ninja becomes invisible; Attacker must win contest of Perception + Alertness vs. ninja’s Focus + Stealth to spot; If undetected, the ninja’s next action is at +1 Speed F**, A*, CH**** NI 2
Sonic Boom
-3
+4
Zero
1 Chi Range = Wits + Focus; Requires line-of-sight F*** Any 4
Speed of the Mongoose
+2
Zero
-2
1 Chi +4 Speed or +6 Move to the maneuver chosen the following turn F***, CH **** NI 3
Stunning Shout
+2
Zero
-2
1 Chi Affects one target or, at Storyteller’s discretion, a group of minor opponents; roll contest of permanent Willpower vs. permanent Willpower, attacker must win to have effect; targets which have not acted lose their actions that turn; targets who have already acted suffer Speed penalty next turn equal to margin of success on Willpower contest F** SK, SW 2; LD, MC 3; Any 4
Spontaneous Combustion
+0 (not specified)
+5/+2
-2
2 Chi first turn, 1 Chi thereafter Attacker must win a contested Focus roll with victim; if successful, victim bursts into flames; continues as long as the elemental sustains the effect or until victim spends one turn rolling out the flames and suffers -2 Speed penalty on his next turn F***, EF****, Heatwave EF 4
Stone
-2
Spc
Zero
1 Chi Projectile attack; Damage is Strength + Focus F**, P**, EE**, Wall EE 2
Telepathy
Spc
Zero
Spc
1 Chi per turn Range = Wits + Focus; character can link up to (Focus) people in telepathic bond, allowing silent communication F*** KA, LD 2; Any 3
Thunderclap
+0
-3
Zero
1 Chi Attacks everyone within 3 hexes F***, P* NA 4
Toughskin
Spc
Zero
Spc
1 Chi Played with any other card; character gets +2 soak for turn’s duration F** SW 2, BX, TK 3; Any 4
Vaccuum
-2
+2
-2
1 Chi Affects all targets in one hex; victim(s) must make Stamina roll or be automatically dizzied on the following turn; victim may interrupt with a higher-speed maneuver and escape from the target hex; does not affect air elementals F***, EA***, Air Blast EA 3
Venom
+1
+2 (Spc)
-2
1 Chi Lingering effects:  for the next 2 turns victim loses 1 Health automatically and is at -1 Speed F**, A**, G**, Bite AH 2
Wall
-2
+2 (Spc)
Zero
None Character creates a solid wall to appear in one hex; range Perception +Focus; anyone in that hex at the time suffers damage; the wall must be circumvented or destroyed, is has Stamina equal to Elemental Background and Health equal to Focus of the character F*, EE** EE 2
Weight
-2
Zero -1 1 Chi Projectile attack; Victim who is hit is at -2 Speed and Move and may not jump the following round F***, EE****, Wall, Stone, Pit EE 3
Yoga Flame
-2
+7
One
2 Chi Affects any 1 adjacent hex and 3 hexes beyond it; flame fills area for rest of turn F****, Fireball KA 3
Yoga Teleport
+3
Zero
Spc
2 Chi Character simply disappears, reappearing at any time during the turn within (Intelligence + Focus) hexes of original position F***** KA 5
Zen No Mind
Spc
Spc
Spc
1 Will Character selects 3 other cards, must wait until end of turn, then may choose any one card to play at that time F*** TC 2; AI, BA, JK, JJ, KF, SI, TK 3; Any 4


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