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 |
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Cost | Notes | Prerequisites | Power Points |
| Acid Breath |
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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 |
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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 |
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None | Character gets +1 to Move on Aerial maneuvers; Automatic effect | F**** | NI, WS 2; KA, KF 3; SK, CA 4 |
| Chi Kung Healing |
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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 |
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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 |
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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 |
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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 |
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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 |
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1 Chi | Range = Intelligence + Focus; Damage based on Punch technique | F**, P*, EW** | EW 2 |
| Elemental Skin |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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1 Chi | Play in conjunction with any basic Punch card; adds +3 to Damage | F*, P*, EF** | EF 2 |
| Flight |
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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 |
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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 |
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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 |
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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 |
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1 chi | Ignores blocks; May be dodges like a projectile; Damage only counts for dizzying purposes | F**, EF*** | EF 3 |
| Ice Blast |
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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 |
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1 Chi | Exactly like Fireball with better modifiers | F*****, Fireball | SK 3; KA, KF, MC, WS 5 |
| Inferno Strike |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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1 Chi | Played in conjunction with any basic Punch or Kick; Adds +2 damage to attack | F*** | LD 3; Any 5 |
| Push |
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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 |
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1 Chi/ Health | Restores 1 Health per Chi, up to Focus rating | F*** | KA 1; KF, LD, NA 2; Any 3 |
| Repeating Fireball |
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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 |
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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 |
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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 |
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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 |
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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 |
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1 Chi | Range = Wits + Focus; Requires line-of-sight | F*** | Any 4 |
| Speed of the Mongoose |
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1 Chi | +4 Speed or +6 Move to the maneuver chosen the following turn | F***, CH **** | NI 3 |
| Stunning Shout |
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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 |
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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 |
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1 Chi | Projectile attack; Damage is Strength + Focus | F**, P**, EE**, Wall | EE 2 |
| Telepathy |
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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 |
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1 Chi | Attacks everyone within 3 hexes | F***, P* | NA 4 |
| Toughskin |
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1 Chi | Played with any other card; character gets +2 soak for turn’s duration | F** | SW 2, BX, TK 3; Any 4 |
| Vaccuum |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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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