Maneuvers List
Basic Maneuvers
Jab/Strong/Fierce are based on the Punch technique.
Short/Forward/Roundhouse are based on the Kick technique.
Bite/Tail Slash/Claw are based on the Animal Hybrid background. Hybrids gain one of these maneuvers at AH*, two at AH***, and all three at AH*****.
| Maneuver | Cost | Notes | Prerequisites | Power Points | |||
| Jab | None | Punch | None | Free | |||
| Strong | None | Punch | None | Free | |||
| Fierce | None | Punch | None | Free | |||
| Short | None | Kick | None | Free | |||
| Forward | None | Kick | None | Free | |||
| Roundhouse | None | Kick | None | Free | |||
| Block | None | Adds to soak; Abortable; +2 Speed next maneuver | None | Free | |||
| Grab | None | Ignores Blocks; Must Enter Enemy Hex | None | Free | |||
| Move | None | None | Free | ||||
| Bite | None | Based on Animal Hybrid background | AH* | AH 0 | |||
| Tail Slash | None | Based on Animal Hybrid background | AH* | AH 0 | |||
| Claw | None | Based on Animal Hybrid background | AH* | AH 0 |
Punch Maneuvers
| Maneuver | Cost | Notes | Prerequisites | Power Points | |||
| Boshi-Ken | None | If successful, target is -1 to Move next turn | P***, Shikan-Ken | NI 2 | |||
| Buffalo Punch | None | P** | NA, PA 1; Any 2 | ||||
| Dashing Punch | 1 Will | P****, A* | BX, SV 4; WK 5 | ||||
| Dashing Uppercut | 1 Will | Knockdown vs. Aerial | Dashing Punch | BX 1; SV, WK 2 | |||
| Dim Mak | 1 Chi | Delay damage if desired; -1 to any physical characteristic | P****, F***, Chi Kung Healing | AI, KF, LU, SI, TC 4; MC 5 | |||
| Dragon Punch | 1 Will | Knockdown vs. Aerial; pushed opponent back 1 hex; Avoids Projectiles; Cannot be used to simultaneously avoid projectiles and attack projectile-thrower | P****, Jump, Power Uppercut | SK 4; JK, KF, MC, SI, TK 5 | |||
| Ducking Fierce | None | Crouching | P** | LD, PA 1; Any 2 | |||
| Ear Pop | None | Ignores Stamina; -1 Honor per use | P** | BA, JK, JJ, NA, PA, SA, SW, WR 2; Any 3 | |||
| Elbow Smash | None | P* | TK 1; Any 2 | ||||
| Fist Sweep | None | Crouching, Knockdown | P*** | BX, PA, WK 2 | |||
| Flaming Dragon Punch | 1 Chi, 1 Will | Knockdown and push back 1 hex on all targets; 2 tests vs. target adjacent at beginning of maneuver; Cannot be used to simultaneously avoid projectiles and attack projectile-thrower | P****, F**, Dragon Punch | SK 4 | |||
| Haymaker | None | P* | Any 2 | ||||
| Head Butt | None | P* | BX, CA, KA, PA, SW 1; Any 2 | ||||
| Heart Punch | None | Damage test for dizzying only, no actual damage done; cannot be used as part of a dizzy combo | P***, F* | NA, SA 2; SF, SW 3; BX, KF, WK 4 | |||
| Hundred Hand Slap | 1 Will | 3 Damage Tests | P***** | MC, SW 4; BA, JK, JJ, KF, SA 5 | |||
| Hyper Fist | 1 Will | 3 Damage Tests | P****, Power Uppercut | BX, WK 4; JK, SF, LD 5 | |||
| Knife Hand Strike | None | Damage appliead against ½ target’s Stamina unless target is blocking | P*** | KF, SK 3; SF 4; Any 5 | |||
| Lunging Punch | None | Crouching; blocks are ineffective unless defender is using a crouching block or Kick Defense | P***, A* | BX, SK, WK 2; Any 3 | |||
| Monkey Grab Punch | None | Ignores Blocks | P*, G* | BA, JK, KF, MC, SI, SN, TC 1; Any 2 | |||
| Power Uppercut | None | Knockdown vs. Aerial | P* | Any 1 | |||
| Rekka Ken | 1 Will | Played with basic punch, adds +3 to speed; can be played for 3 consecutive turns, adding to dizzy; mandatory posing after 3 turn use, else -3 Glory | P****, A** | KF 4; BX, MC, WK, WS 5 | |||
| Shikan-Ken | None | If successful, attacker must win contested Strength roll to knock target back 1 hex; knockdown vs. Jumping opponents | P** | NI 3 | |||
| Shockwave | 1 Chi | Affects straight hex-line up to Strength hexes away; all targets in line take damage and are automatically knocked down regardless of blocking; does not affect targets in middle of Aerial maneuvers | P****, F** | NA 3; Any 4 | |||
| Shuto | None | Ignores Toughskin, armor, etc.; against unarmored opponents, it does +4 damage | P***, Shikan-Ken | NI 2 | |||
| Spinning Back Fist | None | P** | BA, PA, SF, SV, WK 1; Any 2 | ||||
| Spinning Clothesline | 1 Will | Attacks all adjacent hexes, causing knockback of 1 hex; character may move and repeat attacks each hex, does not affect crouching opponents | P****, A*** | SA 3; CA, NA 4; SF 5 | |||
| Spinning Knuckle | 1 Will | 2 Damage Tests; Avoids projectiles like Jump | P***, A*, Spinning Back Fist | SF 2; BA, SV, WK, WS 3; Any 4 | |||
| Triple Strike | None | 2 Punch damage tests at +0 and 1 Kick damage test at +1, use highest two results only | P**, K* | MC 1; Any 2 | |||
| Turbo Spinning Clothesline | 1 Will | See Spinning Clothesline | A****, Spinning Clothesline | SA 2; CA, SF 4 | |||
| Turn Punch | +0/+1 |
+6/+7 |
1 Will | Spend 1 Willpower on first turn card is played; card may be left on table and played in conjunction with other maneuvers; other maneuvers played while Turn Punch is held are at -1 to Speed, Damage and Move; Turn Punch modifiers depend on when the card is actually played, maximum benefit at 4+ turns | P**** | BX, SV, TK 4; WK 5 | |
| Widowmaker | None | If successful, target is knocked down; does not affect Jumping targets; Aerial; Avoids projectiles like Jump | P***, Jump, Haymaker | Any 1 |
Kick Maneuvers
| Maneuver | Cost | Notes | Prerequisites | Power Points | |||
| Air Hurricaine Kick | 1 Chi, 1 Will | Exactly like Hurricaine Kick except it may be used to interrupt and avoid projectile attacks like Jump | K****, A***, Jump, Hurricaine Kick | SK, KF, MC, WS 1 | |||
| Ax Kick | None | Must enter target’s hex’ Knockdown vs. Aerial; Hits crouching opponents; Aerial | K**, Jump | SV 2; SF, WK 3; KF, SK, WS 4 | |||
| Backflip Kick | None | Attacker moves 2 hexes directly back from target after rolling damage | K**, A ** | CA, JK, SN, WS 2; KF, LU, MC, SF 3; Any 4 | |||
| Cartwheel Kick | 1 Will | Straight-line movement; Target is damaged and pushed back once per hex of movement | K**, A** | CA, NI, WS 2; Any 3 | |||
| Cartwheel Kick (Steve Wieck version) | 1 Will | Straight-line movement; Damage modifier is +1 per hex travelled before final impact | K**, A** | CA, NI, WS 2, Any 3 | |||
| Double Dread Kick | 1 Will | First test at +1 knocks target back 1 hex, attacker then moves into this hex and delivers second attack at +4, also knocks back target 1 hex; attacker may use only 2nd test if target is too far away to make both | K***, Double-Hit Kick | MC, TK, WK 3; KF, LD, SK, SF 4 | |||
| Double-Hit Kick | None | Two damage tests unless target is aerial or crouching | K** | KF, MC, SI, SV, SW, TK, WK, WS 1; Any 2 | |||
| Double-Hit Knee | None | Two damage tests | K** | CA, LU, PA 1; Any 2 | |||
| Dragon Kick | 1 Chi, 1 Will | Knockdown and push back 1 hex on all targets; 2 tests vs. target adjacent at beginning of maneuver; Cannot be used to simultaneously avoid projectiles and attack projectile-thrower | K*****, F****, Jump | KF, SI 5 | |||
| Flash Kick | 1 Chi, 1 Will | Aerial; Knockdown vs. Aerial | K***, A**, F** | MC 4, SF 4, Any 5 | |||
| Flying Knee Thrust | 1 Will | Aerial; Knockdown vs. Aerial | K**, A* | JK, PA, SF, TK, WK 1; Any 2 | |||
| Flying Thrust Kick | 1 Will | Knockdown vs. Aerial; pushed opponent back 1 hex; Avoids Projectiles; Cannot be used to simultaneously avoid projectiles and attack projectile-thrower | K****, A****, Jump | SF 3; MC, SN, SV, WS 4; Any 5 | |||
| Foot Sweep | None | Crouching; Knockdown | K** | AI, BA, JJ, JK, PA, TC, SK, SF, SW, TK 1; Any 2 | |||
| Forward Backflip Kick | 1 Will | Two damage tests if attacker interrupts aerial target | K***, A***, Backflip Kick, Jump | CA, SN, WS 1; KF, SF 2; Any 3 | |||
| Forward Flip Knee | None | Attacks adjacent or same-hex target only; attacker moves to far side of target then does damage; if target was interrupted, his attack is lost | K**, A** | CA, WS 2; JK, KF, LD, SN, SF 3; Any 4 | |||
| Forward Slide Kick | None | Knockdown unless target Blocks | K**, A** | LD 2, SN 3 | |||
| Great Wall of China | 2 Will | 3 damage tests, affects 3 connecting adjacent hexes | K*****, Lightning Leg | MC, WS 5 | |||
| Handstand Kick | None | Knockdown vs. Aerial | K**, A* | SF, WS 1; Any 2 | |||
| Heel Stamp | None | Regardless of damage, attacker moves 1 hex back after damage test, opponent moves back [(attacker’s Strength + Athletics) - target’s Strength] hexes | K*, A* | NI1; Any 3 | |||
| Hurricaine Kick | 1 Chi, 1 Will | Straight line movement; Damage test vs. everyone in same or adjacent hex, each hex of movement; All targets are pushed back one hex; Aerial | K****, A*** | SK 4; JK, KF, MC, WS 5 | |||
| Lightning Leg | 1 Will | 3 damage tests | K****, Double-Hit Kick | WS 3; JK, KF, MC, TK 4; CA, SF, SV 5 | |||
| Reverse Frontal Kick | None | Ignores Blocks | K***, Double-Hit Kick | SA, SV, WK 1; WS 2; Any 3 | |||
| Scissor Kick | 1 Will | 2 damage tests; Aerial | K***, A***, Jump | JK, LD 3; SN, WS 4 | |||
| Slide Kick | None | Knockdown unless target Blocks | K**, A* | AI, KA, LD, PA, SN, SV, TC, WK 2; Any 3 | |||
| Spinning Foot Sweep | 1 Will | Crouching; Knockdown unless target Blocks | K**, A*, Foot Sweep | AI, JJ, SF, SW, TC 1; Any 2 | |||
| Stepping Front Kick | 1 Will | 2 damage tests; Attacker moves into target’s hex for first test, knocking target back 1 hex for 2nd test; Can use only 2nd test if target is too far for both | K****, Double-Hit Kick | JK, KF, MC, SI, TK 3; LD, WK, WS 4 | |||
| Tiger Knee | 2 Will | Knockdown; Aerial; Avoids projectiles like Jump | K***, A**, Jump | TK 4; JK, SF, WK 5 | |||
| Whirlwind Kick | 2 Will | Straight line movement; Damage test vs. everyone in same or adjacent hex, each hex of movement; All targets are pushed back one hex; Aerial | K****, A**** | WS 4; MC, SK 5 | |||
| Wounded Knee | None | Target -2 Speed on kicks and -2 Move on all maneuvers for next 2 turns if successful | K*** | BA, LU, NA, PA, TK, WK 2; Any 3 |
Block Maneuvers
Unless otherwise specified all blocks are abortable and give +2 Speed to the next maneuver played.
| Maneuver | Cost | Notes | Prerequisites | Power Points | |||
| Deflecting Punch | None | Block bonus vs. punches only; After soak, immediately counterpunch (vs. any attack) | P*, B***, Punch Defense | AI, BA, BX, JJ, KF, SI, SV, TC, WK 1; Any 2 | |||
| Energy Reflection | 1 Chi per projectile |
Each projectile requires 2 successes on Wits test | B****, F****, Missile Reflection | TC 2; AI, BA, JJ, KA, LU, SI, SK 3; Any 4 | |||
| Kick Defense | None | +4 Soak vs. Kicks; -2 Soak vs. other | B** | Any 1 | |||
| Maka Wara | None | Punchers/kickers take damage (defender’s Stamina + Block – 3) every time they strike blocking character with this ability; functions automatically whenever any block is played | B**** | BA, JK, KF, PA, SI, SK, SW, TK 3; JJ, WS 4; Any 5 | |||
| Missile Reflection | None | Roll Dexterity to reflect missiles at new target; thrown weapons require 1 success; arrows, sling bullets, etc. require 2 successes; gunfire requires 3 successes and a piece of hard material to deflect bullets; bullets cannot normally be reflected at attacker (Storyteller’s call) | B**** | JJ, TC 1; Any 2 | |||
| Punch Defense | None | +4 Soak vs. Punches; -2 Soak vs. other | B** | Any 1 | |||
| San He | 1 Chi | Add double Block technique to Soak; User cannot be knocked down or out of hex except by Grabs; Roll Strength + Block to remain still when hit by massive objects, Storyteller’s discretion as to # of successes required; User does not get normal +2 Speed for next maneuver | B***, F** | TC 2; AI, KA, KF, SI, SW, WS 3; MC, SK 4 |
Grab Maneuvers
Unless otherwise specified all grabs ignore Blocks and require the attacker to move into the target’s hex.
| Maneuver | Cost | Notes | Prerequisites | Power Points | |||
| Air Suplex | None | Must interrupt Aerial opponent; Knockdown; Attacker and target end in interruption hex; Aerial | G***, A***, Jump, Suplex | SN1; KA 2; Any 3 | |||
| Air Throw | 1 Will | Must interrupt Aerial opponent; Knockdown; Target can be thrown within 3 hexes of attack hex; Attacker finishes remaining movement after attack; Aerial | G**, A*, Jump, Throw | JJ 1; AI, JK, MC, NA, NI, PA, SA, SF, SN, TC, WR, WS 2; Any 3 | |||
| Back Breaker | None | Knockdown | G*** | JJ, NA, PA, SA, WR 2 | |||
| Back Roll Throw | None | Opponent thrown up to (Strength + Kick) hexes; Knockdown | G**, K*, A*, Throw | AI, BA, CA, JJ, NI, SK, SN, TC, WK, WS 1; Any 2 | |||
| Bear Hug | None | Sustained Hold | G** | NA, PA, SA, SW, WR 1; AH 2; Any 3 | |||
| Brain Cracker | None | Sustained Hold | G**, P* | BX, KA, NA, PA, SA, TK, WK, WR 1; Any 2 | |||
| Choke Throw | None | Can interrupt aerial opponent or attack standing opponent; Attacker and target end in same hex; Knockdown | G***, A**, Jump | SN 1; LU, PA 2; Any 3 | |||
| Disengage | None | Played while in Sustained Hold; character gets second test to escape using Dexterity vs. attacker’s Strength | G**, A** | NI 1; LU, NA, PA, SA, SN, WR 2; TC 3; Any 4 | |||
| Dislocate Limb | None | Target may only use kicks after being dislocated unless he takes a turn to relocate limb (-3 Speed, -2 Damage from Punches that turn) | G***, K**, A* | BA, CA, LU, PA, NI 2; JJ, KA, NA, SA, SF, SI, TC, WR 3 | |||
| Eye Rake | None | Target must fight blind next turn (unless attacker botches); -1 Honor per use; in tournaments –1 Glory per use as well | G*, P* | AH, LU, NI 1; Any 2 | |||
| Face Slam | None | Knockdown | G**, S**** | NA, SW 2; SA 3; Any 5 | |||
| Flying Tackle | None | Both attacker and target are knocked down if any damage is done; both fly back two hexes from attack hex; +2 Speed next maneuver if it is a Grab | G**, A** | Any 2 | |||
| Grappling Defense | None | Adds Grab technique to Stamina for purposes of Soak vs. Grabs | G**** | JJ 2; AI, BA, LU, NA, PA, SA, TC, WR 3; JK, KF, LD, MC, SI 4; Any 5 | |||
| Hair Throw | None | Attacker moves into and through target’s hex; target thrown up to (Strength) hexes along movement line; Knockdown | G***, A**, Throw | JJ, KF, MC, NI, SF, SI 2; Any 3 | |||
| Head Bite | None | Sustained Hold | G** | AH, BX 1; CA, LU, PA, SA 2; Any 3 | |||
| Head Butt Hold | None | Sustained Hold | G**, Head Butt | BX, KA, SW, TK 2; Any 3 | |||
| Improved Pin | 1 Will | Sustained Hold; can be executed on targets in same hex or in adjacent hex; +2 Damage and +1 Move first turn, +1/Two on all subsequent turns; Attacker gets +3 to Strength for purposes of maintaining the hold; must score 2 points damage to engage the hold | G***, A**, Pin | AI, BA, JJ, LU, WR 2; KF, PA, SI, SF, TC, WS 3; Any 4 | |||
| Iron Claw | 1 Will | Sustained Hold | G***** | LU, MC, NA, SA, SI, WR 4; LD 5 | |||
| Jaw Spin | 1 Chi | Must allow a slower attack to hit first, then can execute maneuver | G****, A***, Tearing Bite | AH 3 | |||
| Knee Basher | None | Sustained Hold; once target gets out, he is considered Knocked Down | G**, K* | CA, PA, SF, SW, TK, WK, WR 2; Any 3 | |||
| Neck Choke | None | Sustained Hold | G*** | JJ, NA, SF, WR 1; LU, PA, SA 2; Any 3 | |||
| Pile Driver | None | Knockdown | G***, A* | SA 2; NA, SF, WR 3; Any 4 | |||
| Pin | 1 Will | Sustained Hold; target must be Knocked Down or Dizzy to execute; +2 Damage and +1 Move first turn, +0/Zero on all subsequent turns; Attacker gets +3 to Strength for purposes of maintaining the hold; must score 2 points damage to engage the hold | G** | AI, JJ, LU, PA, TC, WR 2; BA, JK, KF, SK, SI, WS 3; SF 4; Any 5 | |||
| Rising Storm Crow | 1 Will | Must move at least 2 hexes into enemy hex; 2 damage tests, 1 at Str + Grab -3, second at 2x Str + Grab; damage combines to dizzy; target automatically knocked down and thrown along line of entry up to Str hexes regardless of damage (NOTE: this maneuver appears only in The Perfect Warrior and is a secret maneuver; characters cannot start with it) | G***, A***, Throw | MC 4; KF 5 | |||
| Ripping Bite | 1 Will | Target suffers –1 penalty to Strength and Dexterity for rest of combat; may be used multiple times on same opponent | G***, Bite | AH 2 | |||
| Siberian Bear Crusher | 1 Will | Knockdown; Aerial while attack is executed (after movement) | G***, A**, Back Breaker | SA 5 | |||
| Siberian Suplex | One |
1 Will | Knockdown; Treat as a Suplex immediately followed by another one on same opponent in same direction (two damage tests, both move 1 hex further) | G****, A**, Suplex | SA 3 | ||
| Sleeper | 1 Will | Sustained Hold; if hold is maintained for 3 turns, target is dizzied | G*** | LU, NA, SA 3; SF, SW 4; Any 5 | |||
| Spinning Pile Driver | 2 Will | Knockdown; Target bounces 3 hexes away after impact; Aerial while attack is executed (after movement); Avoids projectiles like Jump while attack is executed | G****, A***, Jump, Pile Driver | WR 3; SA 4; NA 5 | |||
| Stomach Pump | None | Sustained Hold | G****, P** | JJ, NA, PA, SA, WR 3 | |||
| Storm Hammer | Three |
2 Will | Knockdown; Attacker and target end in same hex up to 3 hexes from attack hex; Aerial while attack is executed (after initial movement); Avoids projectiles like jump while attack is executed | G*****, A***, Jump | NA, WR 5 | ||
| Suplex | None | Knockdown; target lands in adjacent hex | G* | JJ, NA, PA, SA, SF, SN, WR 1; Any 2 | |||
| Tearing Bite | 1 Chi | Damage is done, then victim is thrown up to (Strength –1) hexes in direction attacker came from | G**, A**, Bite | AH 2 | |||
| Thigh Press | None | Knockdown; target lands in attacker’s original hex; if both started in same hex, target lands in adjacent hex of attacker’s choice | G**, A** | JJ, NA, SA, SF, WR 2; Any 3 | |||
| Throw | None | Opponent thrown up to (Strength) hexes; Knockdown | G* | JJ 0; Any 1 |
Athletics Maneuvers
| Maneuver | Cost | Notes | Prerequisites | Power Points | |||
| Air Smash | None | Aerial; Avoids projectiles like Jump; Straight-line movement; Attacker ends in target’s hex | A*, Jump | MC, NA, PA, SA, SW, WR 1; Any 2 | |||
| Backflip | 1 Will | Straight-line movmement; Character cannot be harmed by any attack while executing maneuever, only before and after | A*** | CA, JK, SN, WS 2; Any 4 | |||
| Beast Roll | 1 Will | Aerial; Avoids projectiles like Jump; Straight-line movement; First attack moves backwards, then reverse direction for second attack; attacker ends 2 hexes back from second target; must move into both enemies’ hexes | A*****, Rolling Attack, Vertical Rolling Attack | CA 3 | |||
| Breakfall | None | Reduces damage from Thows and other maneuver which rely on ground impact by # of successes on a (Dexterity + Athletics) roll | A* | JJ 0; AI, BA, CA, PA, TC, WR 1; Any 2 | |||
| Cannon Drill | 1 Will | A***** | SF 4; KA, MC, WS 5 | ||||
| Displacement | 1 Will | Avoids projectiles like Jump; Must interrupt an attack; Character moves to left or right of target, avoiding attack; Character may move back and land counterpunch is he has sufficient Move | A**, B**, P*, Esquives | SV 2; SN 3; WS 4 | |||
| Diving Hawk | 1 Will | Aerial; Avoids projectiles like Jump | A***, F*, Jump | NA, SN 4 | |||
| Dragon’s Tail | None | Knockdown vs. Aerial; Standing opponents knocked back 1 hex | A****, Upper Tail Strike | AH 3 | |||
| Drunken Monkey Roll | None | Crouching; Avoids projectiles like Jump | A** | JK, KF 1; AH, AI, CA, MC, NI, SI, WS 2 | |||
| Esquives | None | Must interrupt enemy’s attack; Moves 2 hexes to the side, avoiding attack | A**, B* | SV 2 | |||
| Flying Body Spear | 1 Will | Aerial; Avoids projectiles like Jump; Straight-line movement | A***, Jump | KA 2; LD, MC 3; Any 4 | |||
| Flying Head Butt | 1 Will | Aerial; Straight-line movement | A***, Head Butt, Jump | SW, WR 2; Any 3 | |||
| Flying Heel Stomp | 1 Will | Aerial; Avoids projectiles like Jump; Straight-line movement; Attacker can execute attack at any point and finish movement after attack | A***, K**, Jump | LD, MC, NI, PA, SN, WS 3; Any 4 | |||
| Flying Punch | 1 Will | Aerial; Attacker must move 2 hexes past opponent and back at them, halving target’s effective Stamina (round down); lose 1 temporary Honor per use; can also be done at the target’s front, no Honor loss or halving of Stamina | A****, P**, F***, Jump | LD 3 | |||
| Ground Fighting | 1 Will | After being knocked down, character can continue to fight from the ground; Cannot use Aerial or hip-torque-dependent maneuvers (GM’s call); without this maneuver such attacks are -3 Speed and Damage; attacks against ground fighters much be low-target attacks or suffer -2 Speed and Damage | A**** | PA 2; SA, NA, WR 3; SF 4 | |||
| Jump | None | Aerial; Has change of avoiding projectiles if projectile is interrupted and jumper wins contest of Dexterity + Athletics vs. attacker’s Focus; Can be combined with basic punches and kicks (use maneuver’s Speed, Damage and Move) | A* | Any 1 | |||
| Jumping Shoulder Butt | None | Aerial; Avoids projectiles like Jump | A**, Jump | BX, TK 1; Any 2 | |||
| Kippup | None | Automatic effect, does not have to be played; Character suffers only a -1 Speed penalty (instead of -2) after a knockdown | A** | Any 1 | |||
| Light Feet | None/
1 Will |
Automatically adds +1 Move to all maneuvers; optionally, character can spend 1 Willpower to add +3 to a maneuver instead of +1 | A****, Jump | JK, LU, SN 3; Any 5 | |||
| Pounce | 1 Will | Aerial; Avoids projectiles like Jump; Knockdown; Both fighters end in same hex | A***, Jump | AH 2 | |||
| Rolling Attack | 1 Will | Aerial; Straight-line movement; Attacker bounces back 2 hexes after damage test | A*** | CA, NI, WS 3; MC 4; Any 5 | |||
| Tail Sweep | None | Knockdown; Crouching; Affects all adjacent hexes | A*, Upper Tail Strike | AH 2 | |||
| Thunderstrike | None | Must enter adjacent enemy’s hex to attack; Complete movement after damage test | A**, Jump | NA, PA 1 | |||
| Tumbling Attack | 1 Will | Crounching; Straight-line movement; fighter enters target’s hex, makes damage test and pushes target back every hex of movement | A***, Backflip | CA, SN 3; Any 5 | |||
| Typhoon Tail | 1 Chi, 1 Will | Aerial; Cannot be hit by projectiles while executing maneuver; Enemy in target hex takes +5 damage and is knocked back 1 hex along trajectory; all fighters in adjacent hexes take +2 damage and are knocked back 1 hex | A***, Tail Sweep, Jump | AH 3 | |||
| Upper Tail Strike | None | Knockdown vs. Aerial | A*** | AH 3 | |||
| Vertical Rolling Attack | 1 Will | Aerial; Avoids projectiles like Jump; Knockdown vs. Aerial | A***, Jump | CA, NI, WS 2; Any 4 | |||
| Wall Spring | None | Aerial; Avoids projectiles like Jump; Character can jump into an obstacle at +0 Move, then spring off in opposite direction at +2; Can be combined with basic punches and kicks like Jump (use Wall Spring’s movement modifiers) | A***, Jump | JK, MC, NI, SN, WS 1, Any 2 |
Focus Maneuvers
Unless otherwise specified all Focus powers use Wits to determine Speed and Intelligence (optionally Strength for cyborg focus abilities) to determine Damage.
| Maneuver | Cost | Notes | Prerequisites | Power Points | |||
| Acid Breath | 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 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 | 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 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 | 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 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 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 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 Chi | Range = Intelligence + Focus; Damage based on Punch technique | F**, P*, EW** | EW 2 | |||
| Elemental Skin | 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 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 | 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 | 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 | 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 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 | 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 | 1 Chi | Play in conjunction with any basic Punch card; adds +3 to Damage | F*, P*, EF** | EF 2 | |||
| Flight | 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 | 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 | 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 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 | 1 chi | Ignores blocks; May be dodges like a projectile; Damage only counts for dizzying purposes | F**, EF*** | EF 3 | |||
| Ice Blast | 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 Chi | Exactly like Fireball with better modifiers | F*****, Fireball | SK 3; KA, KF, MC, WS 5 | |||
| Inferno Strike | 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 | 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 | 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 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 | 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 | 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 | 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 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 | 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 | 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 | 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 | 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 | 1 Chi | Played in conjunction with any basic Punch or Kick; Adds +2 damage to attack | F*** | LD 3; Any 5 | |||
| Push | 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 | 1 Chi/ Health | Restores 1 Health per Chi, up to Focus rating | F*** | KA 1; KF, LD, NA 2; Any 3 | |||
| Repeating Fireball | 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 | 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 | 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 | 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 | 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 | 1 Chi | Range = Wits + Focus; Requires line-of-sight | F*** | Any 4 | |||
| Speed of the Mongoose | 1 Chi | +4 Speed or +6 Move to the maneuver chosen the following turn | F***, CH **** | NI 3 | |||
| Stunning Shout | 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 | 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 | 1 Chi | Projectile attack; Damage is Strength + Focus | F**, P**, EE**, Wall | EE 2 | |||
| Telepathy | 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 | 1 Chi | Attacks everyone within 3 hexes | F***, P* | NA 4 | |||
| Toughskin | 1 Chi | Played with any other card; character gets +2 soak for turn’s duration | F** | SW 2, BX, TK 3; Any 4 | |||
| Vaccuum | 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 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 | 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 | 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 Chi | Affects any 1 adjacent hex and 3 hexes beyond it; flame fills area for rest of turn | F****, Fireball | KA 3 | |||
| Yoga Teleport | 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 | 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 |
