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Street Fighter: The Roleplaying Game

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Table of Contents
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A: Absorbing Barrier / Abyssal Howl / Acid Breath / Air Blast / Air Step / Amplify Senses / Ashura Blade / Ashura Warp / Astral Projection / Avalanche / Awareness
B: Balance / Barrier / Battle Ginga / Beast Focus / Blind / Blur the Mind / Bright Howl
C: Calm Minds / Camouflage / Cannibalize / Center / Cherry Blossom / Chi Kung Healing / Chi Push / Cobra Charm / Comatose / Companion Fusion / Condensation / Corrosion / Crashing Wave / Cross Wave / Cryokinesis
D: Dark Shock / Death's Visage / Delay Damage / Dimensional Rift / Displacia / Disquiet / Dissipate / Double Flying Fireball / Drain / Drain Chi / Drench
E: Echo Blade / Elemental Glyph / Elemental Guardian / Elemental Renewal / Elemental Skin / Elemental Stride / Entrancing Cobra / Envelop / Extendable Limbs
F: Fireball / Fire Strike / Flaming Fireball / Flaming Fist / Flight / Flying Fireball / Flying Ice Blast / Focus Rage / Fog / Force Shout
G: Gadouken / Ghost Form / Glacier Strike / Glare / Ground Fire / Ground Ice / Guided Fireball
H: Heal / Heatwave / Hydro Blast / Hydro Storm / Hydrokinesis
I: Ice Blast / Improved Fireball / Inferno / Inferno Strike / Invisibility / Iron Will
K: Kaiser Wave
L: Lambent Flame / Last Blessing / Lasting Breath / Leech / Levitation / Light Flash
M: Magnetic Repulsion / Metal Meld / Metal Warp / Mind Control / Mind Reading / Mist Form / Musical Accompaniment / Mystic Circle

Absorbing Barrier
Cost: 1 Chi
Speed: +3
Damage: see desc
Move: 1

Requirements: Focus ****, Reflecting Barrier
Power Points: Mystic, Kabbaddi 3
School System Power Points: Mystical 4
Description: This is the ability to create an energy barrier which will absorb the chi from incoming energy attacks. The barrier forms in front of the defending fighter and thus will not protect against attacks originating behind them.
System: This technique only functions against chi-based attacks and will not stop physical projectiles. The Absorbing Barrier lasts for one full round during which time the fighter cannot move more than 1 hex or use other maneuvers. The fighter rolls Intelligence + (Focus x 2) and compares this to the attacker’s damage roll. For each success the mystic cancels out one point of damage while every three successes replenish one point of Chi. At the end of the round deduct one temporary Chi from the mystic.

Source: Warrior’s World

Acid Breath
Cost: 1 Chi
Speed: -2
Damage: +3/+0/-3
Move: -1

Requirements: Focus ***
Power Points: Dirty Fighting, Animal Hybrid 3, Any 4
School System Power Points: Inhuman, Inner 4, Any 5
Description: Acid Breath is a foul power that only a few loathsome Street Fighters have developed. Fighters using it are able to churn their gastric acid into a highly toxic mixture which they then vomit forth in a projectile spray at any nearby opponent. The acid burns the opponent causing ugly injuries that take a long time to heal. The worst part about being hit with Acid Breath is that it continues to burn the fighter after the initial impact inflicting more damage and eating away fabric and any other dissolvable materials it hits.

Some believe the Acid Breath is a mutant power that only a few unique individuals possess. Others believe that fighters who have mastered Acid Breath use their Chi to alter their stomachs' natural acid into a highly potent chemical weapon.
System: The spray has a range equal to the fighter's Stamina rating and the fighter must have line-of-sight to hit his intended victim. Once the acid spray hits it immediately inflicts damage using the +3 modifier. The following combat turn, unless the victim of the Acid Breath has been immersed in water or some other purgative method has been employed, the acid continues to burn the victim's body. At the very end of the combat turn, after all actions have been completed, the acid damages again at the +0 modifier. Finally, on the third turn the acid damages for the last time using the -3 damage modifier.

Characters hit with more than one dose of Acid Breath in quick succession could suffer several different damage rolls against them at the end of each turn. Acid Breath can be dodged like any other projectile attack.

Source: Core Rulebook

Air Blast
Cost: 1 Chi
Speed: -1
Damage: +3
Move: 1

Requirements: Punch *, Focus **
Power Points: Elemental: Air 3
School System Power Points: Elemental: Air 3
Description: The elemental can summon a burst of air and direct it at his opponents. This blast comes from nowhere and often catches unwary opponents off guard.
System: The user of an Air Blast must have a clear line of sight to the target as the blast travels in a straight line. The range of a blast equals the character's Intelligence + Focus in hexes. While the Air Blast is treated like a projectile it is not visible to the common eye. Only those fighters who score three successes on a Blind Fighting roll (Perception + Blind Fighting) can attempt to interrupt this attack with their own maneuver.

Source: Player’s Guide

Air Step
Cost: 1 Chi
Speed: +0
Damage: none
Move: +0

Requirements: Focus ****, Femina Wind
Power Points: Mystic 2, Spanish Ninjitsu, Ninjitsu 3, Native American Wrestling 4
School System Power Points: Hunter 3, Mystical 4
Description: By this point in their training the ninja has developed an almost symbiotic relationship with the wind around them and can use their Chi to increase the air density in one location enough that it feels solid. Anyone watching the ninja perform this technique merely sees a slight shimmer as they bounce off the air. This has left more than one fighter scratching their head in wonder.
System: Air step creates a solid wall or platform of air just large enough for the fighter to spring or stand on. This miniature wall is invisible to the naked eye except for a slight sparkling of the user’s Chi. If used as a platform to stand on Air Step lasts for three rounds per Chi as long as the user doesn’t use any other maneuvers that require Chi and can maintain concentration. Otherwise it vanishes the instant the ninja is no longer in contact with it.

The step is invulnerable to telekinesis and it’s height or dimensions cannot be altered once created. Because it has no connection to the ground it is unaffected by attacks like Shockwave.

Source: editor

Ashura Blade
Cost: 3 Chi
Speed: -1
Damage: +8
Move: 1

Requirements: Focus ******, Echo Blade
Power Points: Elemental: Darkness 5
School System Power Points: Elemental: Darkness 5
Description: This ability is not a blade - although it can be formed into a blade-shaped projectile with sufficient mental control. Focusing intense energy into a chi blast the elemental generates a short-ranged, purple and black pulse of intensely destructive energy. Although it can harm living creatures the properties of the Blade are more destructive against matter unprotected by chi.
System: The range of this projectile attack is limited to Intelligence in hexes. It does not lose strength when passing through barriers or other projectiles as it, like Echo Blade, does not actually impact them. It can be stopped by another Ashura Blade or Echo Blade. It cannot be reflected or absorbed except by another darkness elemental.

Damage from this attack is soaked using Intelligence + temporary Chi instead of Stamina. As the Ashura Blade damages targets by shredding them at the molecular level any object destroyed by this blast is utterly annihilated and it always inflicts aggravated damage. Handling this energy is just as dangerous and the elemental suffers one health level of aggravated damage each time the Blade is fired.

Source: editor

Ashura Warp
Cost: 1 Chi
Speed: +2
Damage: none
Move: see desc

Requirements: Focus ****
Power Points: Shotokan Karate, Elemental: Light, Elemental: Darkness 4
School System Power Points: Elemental: Light, Darkness 4, Karate, Inner 5
Description: This maneuver causes the fighter to "phase out" for a short while and glide along by floating a few inches above the ground - leaving a trail of blue shadows behind them as they go.
System: This power takes one round to use and allows the user to move a number of hexes equal to their Chi or Willpower - whichever is higher. While moving in this manner they cannot be affected by any attacks and may stop using the move whenever desired. If this is used to position oneself for an attack it is carried out at +2 Speed.

Ashura Warp can also be used as an abort maneuver to avoid suffering any damage from one attack. After using it in this way it does not give a speed bonus as it was not used for positioning but defensive evasion.

Source: Warrior’s World

Astral Projection
Cost: 1 Chi per hour
Speed: none
Damage: none
Move: none

Requirements: Focus ****, Meditation ***, Mysteries ***
Power Points: Mystic, Kabbaddi, Tai Chi Chuan 3, Native American Wrestling 5
School System Power Points: Mystical 4, Any 6
Description: Through guided meditation monks of far eastern sects have learned to project their minds beyond the confines of their body into the distant realm of spiritual existence. The transition is not easy and there is always the risk of never returning.
System: A monk attempting to perform Astral Projection must meditate undisturbed for a minimum of one hour. Should they receive any damage while using this ability the projection immediately ends and they return to their body. To establish the projection requires a Focus + Meditation roll. The number of successes indicate the maximum number of hours the projection can be sustained.

Attempting to stay in a far realm drains 1 chi per hour. When the monk has only one chi remaining they will feel themselves being tugged back towards their body. Ignoring this warning is foolhardy for if at any time the fighter has no chi they must make an immediate Willpower roll, difficulty 9, to endure the violent shock of being forced out of the realm. If this roll fails the monk suffers one point of aggravated damage and cannot use Focus maneuvers for 24 hours while they recover. If this roll botches the connection between mind and body becomes disrupted. The monk cannot complete the return trip and remains trapped in the far plane until an external force aids them.

Source: editor

Avalanche
Cost: 2 Chi
Speed: -3
Damage: see desc
Move: 0

Requirements: Focus ****, Pit (see below), Corrosion (see below)
Power Points: Elemental: Earth 3, Elemental: Metal: 4
School System Power Points: Elemental: Earth, Metal 4
Description: By dissolving the chemical bonds in small portions of an earthen formation the elemental can create structural instability and even collapse. Metal elementals can achieve the same effect by weakening bolts, plates, rivets, etc. Earth elementals need to first learn the Pit maneuver to master this art while metal elementals must have Corrosion.
System: One cubic meter of material can be thusly affected per application. The elemental makes a Intelligence + Focus roll which is then "soaked" by the attacked material with a soak total dependent on its hardness. The Art of Breaking, under Punch maneuvers, has a list of sample hardness values that can be used. If the elemental is successful the affected area breaks down into its constituent elements - generally a fine grainlike substance - which is then compressed as gravity pulls on the now-unsupported weight above. If enough support is destroyed in this way a collapse is inevitable.

Source: editor

Awareness
Cost: none
Speed: none
Damage: none
Move: none

Requirements: Focus ****, Alertness ***
Power Points: Ninjitsu 1, Spanish Ninjitsu, Kung Fu, Kabbaddi, Hapkido 2, Any 4
School System Power Points: Hunter, Kung Fu, Inner, Mystical 3, Any 4
Description: Also known as Zanshin, this power grants the character a natural sense of when others are approaching them with hostile intent.
System: The character cannot be taken by surprise while conscious. The range of this ability is limited to Wits + Focus times ten feet. It manifests itself as a sense of foreboding when someone intent on harming the fighter enters this area. If the fighter purchases Sakki that maneuver overwrites this one’s functions.

Source: Warrior’s World

Balance
Cost: none
Speed: none
Damage: none
Move: none

Requirements: Focus ***
Power Points: Ninjitsu, Spanish Ninjitsu, Wu Shu, Tai Chi Chuan 2, Kabbaddi, Kung Fu, Baraqah 3, Shotokan Karate, Capoeira 4
School System Power Points: Hunter, Kung Fu, Inner, Mystical, Karate, Capoeira 3, Any 4
Description: The fighter has practiced and mastered the skill of keeping their center of balance in difficult terrain so they will not lose their footing. A fighter with this skill is not easily tripped up by ice, roof tiles, or running across narrow surfaces.
System: When in a situation that requires the fighter to make a Dexterity check to avoid falling the check is made at –1 difficulty. In addition the fighter can navigate terrain most goats would avoid.

By paying 1 Willpower the fighter can attempt a difficult balancing feat. Some feats may be easy, such as running across a narrow length of board between two buildings without falling. Others, such as running the length of a high wire in the middle of a hurricane, can be trickier.

Source: editor

Barrier
Cost: none
Speed: +0
Damage: +0
Move: +0

Requirements: Focus *****
Power Points: Mystic, Kabbaddi 4
School System Power Points: Mystical 4
Description: The mystic shapes their Chi into a honeycomb barrier protecting their hex from attack. Anyone sharing their hex is also protected and cannot leave the hex until the barrier is destroyed.
System: The Barrier acts as a shield by absorbing all damage. Treat the Barrier as a separate entity whose life points are equal to however much Chi a fighter decides to put in up to the fighter’s Chi rating. When the Barrier takes cumulative damage equal to more than its health it fades but the fighter still takes no damage. Damage is dealt from a source as usual but minus the defending character’s Focus + Stamina.

The fighter may not use maneuvers that require them to cross the barrier and must maintain concentration. Any attacks they make on a character inside the barrier are at –2 speed and damage. The field can be dropped at any time.

Cost: See above Speed: +3 Damage: None Move: None

Source: New Legends

Battle Ginga
Cost: none
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus *
Power Points: Capoeira, Jeet Kune Do 2, Hapkido 3, Any 4
School System Power Points: Capoeira, Kung Fu 2, Inner, Karate 3, Any 4
Description: The ginga is the rhythmic pattern of movements that is rudimentary to any capoeirist. The Battle Ginga is used to enhance a fighter’s movement while in the heat of battle.
System: If the fighter spends one round setting up a Battle Ginga then he gets a +1 bonus to either speed, damage, or move each turn. If he is knocked down or dizzied any time during the fight he loses these bonuses unless he takes another round to Ginga. If the fighter is also using Musical Accompaniment then he gets +2 bonuses.

Source: New Legends

Beast Focus
Cost: none
Speed: -1
Damage: +0
Move: +0

Requirements: Focus ***, Animal Companion ****, Shared Eyes
Power Points: Mystic 3, Any 4
School System Power Points: Capoeira, Kung Fu 2, Inner, Karate 3, Any 4
Description: This power enables the fighter to use Focus maneuvers through his animal companion. All such maneuvers must be useable without vocal requirements. Thus, maneuvers such as Force Shout cannot be used through Beast Focus.
System: The character may use any Focus maneuver with the effects originating from their animal companion. Apply the modifiers listed below. Using Beast Focus uses the turn for both the fighter and their companion. The companion must be within 100’ feet in order to use this ability.

Source: Warrior’s World

Binding Light
Cost: 1 Chi
Speed: -1
Damage: none
Move: 1

Requirements: Focus ***
Power Points: Elemental: Light 4
School System Power Points: Elemental: Light 4
Description: The elemental holds their target with binding tethers of light which severely restricts the victim’s field of movement.
System: The elemental targets a hex up to Focus in hexes away. This becomes the center of the binding if it is successful. Then they must defeat the defender in a contest of permanent Chi to establish the hold. Once established the attacker determines the strength of the bind with a Focus + Intelligence roll. The defender is restricted to movement within the target hex plus any adjacent hex (this includes up and down).

Binding Light is treated as a sustained hold although the elemental does not need to do anything to maintain it. It lasts for a number of rounds equal to twice the elemental’s Focus technique, until broken, the elemental loses line of sight, or is knocked unconscious. Each round the defender may attempt to contest a new Focus + Intelligence roll with their Strength + Athletics to see if they can break free.

Source: editor

Blind
Cost: 1 Chi
Speed: +0
Damage: none
Move: 1

Requirements: Focus ***
Power Points: Elemental: Darkness 2, Mystic 3
School System Power Points:
Elemental: Darkness 2, Mystical, Inner, Karate 3
Description: The monks of Perpetual Darkness derive their name from their ability to inflict blindness on disbelievers. With a simple gesture a monk can turn a nearby victim's world into eternal darkness.
System: The monk can inflict blindness on any victim within their Wits + Focus. The monk must defeat the opponent in a resisted roll of the monk's Intelligence + Focus versus the victim's Stamina + Mysteries. If successful the victim is completely blinded as a veil of darkness shuts off all sight. The works against sight-enhancing maneuvers as this power interrupts the flow of information between the eyes and the brain.

This power acts like a sustained hold. The victim gets a resisted roll of Intelligence versus Intelligence to break free of the monk's power each turn. Should the monk lose concentration or a distance greater than one mile separates them from their target the veil dissipates immediately.

Source: Secrets of Shadoloo

Blur the Mind
Cost: 1 Chi
Speed: -1
Damage: none
Move: see desc

Requirements: Focus ***
Power Points: Baraqah, Ninjitsu 3
School System Power Points: Mystical, Hunter, Inhuman 4
Description: Walking calmly amongst other humans the ninja's outline seems to shimmer ever so slightly before they slip from sight. They are not hidden in any real sense as this is the ability to avoid drawing attention in a crowd. Cameras and other electronic instruments are not affected.
System: The ninja makes a Manipulation + Stealth roll which can be contested by Perception + Awareness for those actively trying to keep sight of them. If the ninja does anything other then walk or move, including speaking, the effect ends.

Source: editor

Bright Howl
Cost: 1 Chi
Speed: +0
Damage: +1/-1
Move: 1

Requirements: Focus ****, Light Flash
Power Points: Elemental: Light 3, Mystic 4
School System Power Points: Elemental: Light 3, Mystical, Inner, Karate 4
Description: The Bright Howl is an extremely short-ranged form of Light Flash that packs concussive force alongside blindness. The elemental must enter the intended target's hex or wait for them to enter theirs in order to perform this maneuver. Light is discharged from the hands directly in the target's face. This discharge contains enough energy to heat the air - expanding it and creating the distinct miniature boom.
System: This attack has two damage portions. The first uses the first damage modifier listed below and is soaked using Wits instead of Stamina - the fighter's ability to shield themselves from the sudden intense burst at a moment's notice. If any damage from this is unsoaked the defender is automatically blinded for the next three hours.

The second damage test uses the second modifier below and is considered standard Focus damage from the concussive blast. If the target has suffers unsoaked damage from both tests they are stunned for the remainder of the round and are unable to attack or defend themselves.

Source: editor

Calm Minds
Cost: 1 Chi, 1 Willpower
Speed: -2
Damage: none
Move: 1

Requirements: Focus ****
Power Points: Mystic 2, Kabbaddi 3
School System Power Points: Mystical 3, Inner, Karate 4, Any 5
Description: This power enables the character to radiate calm such that he can quell aggression in others. The mystic becomes the center of the field which moves with them.
System: When this power is used against unwilling targets everyone within a number of hexes equal to the character's Wits + Focus must make a Willpower roll or lose any aggression. Willing targets need no roll – they are automatically calmed. Maneuvers that are mind altering are at +2 difficulty if directed into this field. Each round spent in the field allows victims of mind-altering affects a chance to break out using the mystic’s mental attributes instead of their own. This technique lasts for a number of rounds equal to the mystic’s Focus and can be dropped whenever desired.

Source: Warrior’s World

Camouflage [hybrid maneuver]
Cost: 1 Chi
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus ***
Power Points: Animal Hybrid 3
School System Power Points: Inhuman 3
Description: The hybrid with this ability can emulate a chameleon and alter their skin color to better match their environment.
System: The effect of Camouflage lasts for as long as the hybrid wishes although a change of environment will necessitate using this ability again to continue blending. While active all efforts to spot the hybrid at a distance greater than 10’ are difficulty 9 if they are still and difficulty 8 if they are moving. This does not stack with other maneuvers that hide a fighter.

Source: editor

Cannibalize
Cost: see desc
Speed: see desc
Damage: see desc
Move: 1

Requirements: Focus ***
Power Points: Ler Drit, Jeet Kune Do, Shotokan Karate 3, Any 4
School System Power Points: Ler Drit, Kung Fu, Karate 3, Any 4
Description: Chi can at times be pushed beyond its normal limits by sacrificing some of one’s own life to fuel the engines of war. This technique is dangerous to employ for left unchecked it can be fatal.
System: This maneuver requires a full round of concentration to activate. Afterwards it remains active for a number of minutes equal to twice the user’s Focus technique. Each round the fighter may opt to suffer two health levels of damage and regain one Chi up to their normal maximum.

Source: editor

Center
Cost: 1 Chi
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus ****
Power Points: Ninjitsu, Hapkido, Wu Shu 2, Kabbaddi, Kung Fu 3, Shotokan Karate, Spanish Ninjitsu, Capoeira 4
School System Power Points: Hunter, Inner, Wu Shu, Kung Fu 3, Mystical, Karate, Capoeira 4
Description: By focusing his chi the fighter may reduce his mass to such a point that he can become effectively weightless at will. A fighter using this ability may stand on someone's outstretched arm without her feeling his weight. It is said that fighters who watched Indian fakirs lying down on beds of nails without being harmed developed this ability. Specialists can actually dance upon the head of a pin.
System: This ability is a continuous effect that may be activated at will. While functional the fighter is considered to have a Strength of 1 due to their reduced mass. The fighter adds +1 to move when using an aerial maneuver and only takes falling damage when falling from a great height such as four or more stories of a building – the fighter has the same surface area for wind resistance but far less mass for gravity to act on. A fighter using this ability suffers an additional hex of knockback from other maneuvers that inflict knockback.

Source: Player’s Guide
[This maneuver was originally known as Balance.]

Cherry Blossom
Cost: 2 Chi
Speed: -2
Damage: +4
Move: 1

Requirements: Focus ******, Improved Fireball, Guided Fireball
Power Points: Any 5
School System Power Points: Mystical 4, Any 5
Description: The fighter unleashes a fireball that immediately breaks apart into a spiraling mass of smaller chi blasts, work their way across the ring, and reassembles into a devastating attack. This technique is a sight to behold. The Cherry Blossom can take virtually any visual pattern the fighter wishes to display and is not limited to the generic blast of other fireballs.
System: The range of a Cherry Blossom is Wits + Focus. Anyone who attempts to dodge this attack rolls against the attacker’s damage roll with their Dexterity + Athletics at difficulty 10. The number of successes scored reduces damage by that amount.

Source: editor

Chi Kung Healing
Cost: see desc
Speed: -1
Damage: none
Move: -1

Requirements: Focus ****
Power Points: Tai Chi Chuan 2, Aikido, Kabbaddi, Kung Fu, Lua, Silat, Chin Na 3, Jiu Jitsu, Jeet Kune Do, Majestic Crow Kung Fu, Native American Wrestling, Shotokan Karate, Thai Kickboxing, Wu Shu 4
School System Power Points: Inner, Kung Fu, Mystical, Karate 3, Wu Shu, Kickboxing, Grappler 4
Description: Ancient Chinese doctors could reputably work healing miracles by focusing their own Chi into their patient. This healing combines acupressure and an actual "laying on of hands" wherein the healer touches the patient to infuse them with additional Chi. This healing power is relatively rare among Street Fighters but some styles teach the philosophy that the ability to heal must be taught along with the ability to hurt.
System: A character who uses Chi Kung Healing in the midst of combat must enter the same hex as their patient and then execute the healing process. Like the Regeneration special maneuver the healer can restore one lost Health level per point of Chi spent up to their Focus rating per turn of healing.

Source: Core Rulebook
[“This healing power is relatively rare among Street Fighters…” yet it has a style list 3 lines long….]

Chi Push (Kongjin)
Cost: 1 Chi
Speed: -3
Damage: see desc
Move: 1

Requirements: Focus ****, Chi Kung Healing
Power Points: Baraqah, Kabbaddi, Kung Fu, Lua, Native American Wrestling, Silat, Tai Chi Chuan 5
School System Power Points: Kung Fu, Mystical, Grappler, Inner 5, Any 6
Description: The Chi Kung masters are able to use their Chi to shatter rocks with a gentle touch or even a gesture from feet away. Like Chi Kung Healing, Chi Kung Push focuses their Chi into the target but instead of healing the Chi is used to topple or destroy the target.
System: This technique can be used with any basic maneuver to extend it’s effective range to a number of hexes equal to Focus. The focused blast travels in a straight line and will be stopped by the first thing it encounters dealing damage as per the basic maneuver performed.

Source: Contenders

Cobra Charm (revised version)
Cost: 1 Chi
Speed: -1
Damage: none
Move: -1

Requirements: Focus **
Power Points: Kabbaddi 2, Ler Drit 3, Any 4
School System Power Points: Mystical, Ler Drit 3, Any 4
Description: Kabbaddi stylists are masters of mental powers. Having mastered the hypnotic trick of charming cobras with flute music they are able to apply their hypnotic influence to other humans.
System: A martial artist using Cobra Charm must be within three hexes of his victim and have a clear line of sight to gaze into the victim’s eyes. Once contact is established each makes a Wits + Mysteries contested roll. If the charmer wins the hypnotic spell is established. Once begun it functions as a sustained hold where at the end of each round the two fighters compare Intelligence rolls to see if the hypnotic hold is broken. When used on a willing subject there is no need to roll for resistance. If the victim is ever hurt the charm is immediately broken – this also extends to sudden, unexpected stimuli particularly bright flashes. To maintain this technique the hypnotist must remain in an adjacent hex at all times and do nothing but move and talk.

Hypnotism means placing the victim into a deep state of relaxation where the conscious mind becomes quiet and the person feels a deep sense of rapport with whomever put them into the trance. A hypnotized person will not lie when questioned but depending on how it is phrased what comes out of their mouth may not be the truth. The hypnotist can give simple verbal commands which will be followed literally and often unpredictably (it is not out of the question for someone to spontaneously break down into a sobbing mess) depending on other psychological factors in the hypnotized mind. The hypnotized fighter essentially “plays along” with whatever the hypnotist tells them to do. It is even possible for the hypnotist to induce hallucinations. This maneuver doesn’t actually allow Mind Control (that is it’s own technique).

A secondary effect of this technique is at the end of the trance, if the subject was willing, the relaxation of being hypnotized allows the fighter to make two rolls to recover Chi and Willpower using either their permanent Honor or the hypnotist’s Focus – whichever is higher. If the hypnotist also suggested that the fighter feel better or regain their strength they may use restorative maneuvers between rolls to recover lost health.

Source: Core Rulebook

Comatose
Cost: 1 Chi
Speed: none
Damage: none
Move: none

Requirements: Focus ***
Power Points: Tai Chi Chuan, Kabbaddi 3
School System Power Points: Inner, Kung Fu, Karate 3, Any 4
Description: Through meditation the fighter guides his body through the stages of descent into a comatose state. Their metabolism slows, major organs function at minimal levels, and the fighter loses consciousness.
System: The fighter can specify when they wish to waken from this state which can be a time period up to three times their Focus in days. To an untrained eye they will appear to be dead. The fighter is completely immune to pain and will not feel the effects of extreme heat or cold. They are still adversely affected by these things (this maneuver confers no level of invincibility) and intense physical shock will prematurely awaken the fighter. While in the comatose state the fighter is unconscious and cannot see, hear, or smell. They require only the barest minimums of food, water, or oxygen to survive. Activating this power requires a full scene.

Source: editor

Companion Fusion
Cost: see desc
Speed: -2
Damage: none
Move: 1

Requirements: Focus ******, Animal Companion *****, Shared Life, Shared Chi, Shared Eyes
Power Points: Any 5
School System Power Points: Any 5
Description: A fighter and their animal companion fuse together temporarily into one humanoid being. When used both vanish as if teleporting. At the end of the round the fighter reappears anywhere within 6 hexes of their original location. Someone who is already a hybrid or a cyborg cannot use this ability.
System: This technique uses 1 Chi and 1 Willpower from both the fighter and their animal companion. It lasts for 2 rounds (beginning with the round after fusing) plus a number of rounds equal to successes on a Focus roll. Each round spent fused drains an additional point of Chi. When the effect ends the fighter vanishes again and the two reappear, unconscious, in the same hex. Both remain unconscious for one round plus any rounds needed to recover from negative health levels. After waking the fighter is weakened and disoriented for three turns (1 turn = 10 rounds) plus a number of rounds equal to the amount of time spent fused. In this time they suffer –2 to all damage rolls and the speed and movement of all maneuvers.

Size of Animal Modifier

Small Animal:
squirrel, raccoon, iguana, dog, cat

+1 Dexterity

Medium Animal:
horse, tiger, bear

+1 Strength

Large Animal:
rhino, elephant

+1 Stamina

Exotic animal:
fish, insect

Ask the GM

When fused the two add their current Chi, Willpower, and Health together – which may exceed the fighter’s maximum although they make Chi and Willpower rolls based on the fighter’s normal permanent scores. The fused being uses the fighter’s physical and mental attributes but all social attributes are a 1 (stat maximum of 8). They also gain a +1 stat bonus based on their animal companion.

If the fighter has not purchased any hybrid moves they gain one, either at random or by GM selection, for the duration of this maneuver. Once this maneuver is purchased the fighter can buy any hybrid maneuver as if they had Animal Hybrid 5.

All damage by dealt by hybrid maneuvers use the fighter’s Strength + Technique instead of the Animal Hybrid background.

When the effect ends apply lost health, chi, and willpower first to the fighter and any remaining losses after the fighter reaches 0 to the companion. If the companion reaches 0 health any remaining damage becomes aggravated damage the fighter suffers.

Source: editor

Corrosion
Cost: 1 Chi
Speed: +0
Damage: +0
Move: 1

Requirements: Focus **
Power Points: Elemental: Metal 2
School System Power Points: Elemental: Metal 2
Description: An elemental specializing in metals can cause rapid oxidization with the merest touch by directing their chi to accelerate this chemical process. Any object so affected will be warm to the touch for a time as rust eats away at it.
System: This ability requires touch to be effective. The metallic surface must also be susceptible to rusting for this ability to have any effect whatsoever. Specially treated materials and those protected by the chi of other fighters automatically resists. Each round that Corrosion is used the object suffers damage using the damage modifier below. The object may “soak” this damage with an effective Stamina dependent on it’s hardness. Once it’s health is depleted the object is destroyed.

Source: editor

Condensation
Cost: 2 Chi
Speed: see desc
Damage: none
Move: 1

Requirements: Focus ****, Fog
Power Points: Elemental: Water 4
School System Power Points: Elemental: Water 4
Description: Anyone who's tried to wade through a swimming pool knows just how heavy and resistant liquid water can be. A perceptive water elemental knows that this same principle can be put into action by utilizing the ambient water vapor around them. Use of this maneuver causes said vapor to condense into what appears to be thick, viscous fog. Using this requires a high humidity level or source of open water nearby.
System: Using this technique requires a full round of complete concentration. It affects an area up to (Wits + Focus) x2 in hexes in every direction from the elemental and lasts for one scene or until something happens to disperse the water. Movement through the affected area is hampered due to resistance and everyone loses two hexes of movement unless they are using a maneuver that can overcome or avoid this resistance. Visibility is likewise limited to 3 hexes in any direction. The water is (usually) not dense enough to be outright harmful although it can be manipulated by additional maneuvers and abilities (such as Hydrokinesis). It will short out any exposed electrical circuit within the field.

Source: editor

Corrosion
Cost: 1 Chi
Speed: +0
Damage: +0
Move: 1

Requirements: Focus **
Power Points: Elemental: Metal 2
School System Power Points: Elemental: Metal 2
Description: An elemental specializing in metals can cause rapid oxidization with the merest touch by directing their chi to accelerate this chemical process. Any object so affected will be warm to the touch for a time as rust eats away at it.
System: This ability requires touch to be effective. The metallic surface must also be susceptible to rusting for this ability to have any effect whatsoever. Specially treated materials and those protected by the chi of other fighters automatically resists. Each round that Corrosion is used the object suffers damage using the damage modifier below. The object may “soak” this damage with an effective Stamina dependent on it’s hardness. Once it’s health is depleted the object is destroyed.

Source: editor

Crashing Wave
Cost: 1 Chi per turn
Speed: +0
Damage: +2/+5
Move: 1

Requirements: Focus ****, Hydro Blast
Power Points: Elemental: Water 4
School System Power Points: Elemental: Water 4
Description: This ability requires a sizable amount of water in order to be used. The elemental establishes a rudimentary control over it forming the water into a wave that is then directed against a target. Skilled elementals can send wave after wave against their foes until they finally surrender or perish amidst the torrent. This maneuver requires full concentration from the elemental.
System: A maximum number of waves can be generated in one turn (1 turn = 10 rounds) equal to the elemental’s Focus. Each wave has a maximum hex width equal to 1 and a ½ the elemental’s Focus, rounded down. Anyone struck must score more successes on a Dexterity + Athletics roll or be knocked down (unpreventable) and immediately be swept back into the water as it retreats. Those unfortunate souls who are sucked into the water will then suffer additional damage tests using the +5 modifier below as they are repeatedly dashed against solid objects with each new wave and dragged back. If the originating body of water is deep enough victims will begin drowning if rendered unconscious or are unable to escape the water after a full round.

Drowning fighters make Stamina rolls each round at difficulty 7. Each failure inflicts one point of damage. A conscious fighter who suffers more damage in this way then they possess Stamina is rendered unconscious.

Source: editor

Cross Wave
Cost: 1 Chi
Speed: +2
Damage: +2/+0
Move: 1

Requirements: Focus ****, Gadouken
Power Points: Shotokan Karate, Special Forces 2, Any 3
School System Power Points: Karate, Military, Inner, Mystical 3, Any 4
Description: This fast and more powerful version of Dan’s Gadouken is utilized by those fighters who have realized that range isn’t everything. It takes it’s name from the usual X shape the chi forms as the fighter uses it. It is very fast for a fireball maneuver and is primarily used to ward off aggressors.
System: This extremely short range blast can only hit an opponent in the same hex or an adjacent hex. The fighter rolls for damage twice using the modifiers below and the opponent is knocked back two hexes from the force of the blast.

Source: editor

Cryokinesis
Cost: 1 Chi
Speed: -1
Damage: +0
Move: +0

Requirements: Focus *****, Ice Blast
Power Points: Mystic 5
School System Power Points: Mystical, Elemental: Ice 5
Description: The mystic uses their chi to draw heat from the air. This causes water vapor to rapidly condense into ice.
System: Cryokinesis is used alongside any punch, kick, or weapon maneuver to shock the victim with a sudden burst of cold. The attacker rolls their Focus + Mysteries which the defender may attempt to negate using their Block technique, difficulty 8. If the defender loses they are stunned – treat as any other dizzy – for the round and knocked down. The chilling effect can be used as part of a sustained hold adding an extra die of damage each round. This effect does not stack with Elemental Skin.

This ability can be used without a chi cost to achieve cosmetic effects like creating ice cubes from the air. To be used as part of a combo Cryokinesis must be specified as modifier at the time moves for the combo are purchased.

Source: editor

Dark Shock
Cost: 2 Chi
Speed: see desc
Damage: see desc
Move: -3

Requirements: Focus ****, Dim Mak
Power Points: Mystic 4
School System Power Points: Mystical, Inner, Ler Drit, Karate, Kung Fu 4
Description: By injecting negative chi into their target the mystic creates impediments in the victim’s chi flow which can prove crippling. This is similar to the Dim Mak but because it introduces foreign chi into the body it can be difficult to heal.
System: In order for this attack to be effective the attacker must touch the intended target. For this reason it is usually delivered via a Fingertip Attack. However, the attacker must roll for damage and score at least one success for this ability to have any affect. If successful the attacker rolls their Intelligence + Focus. This reflects the strength of the chi injected.

Dark Shock targets one of the victim’s technique scores at random. The afflicted score is effectively halved until the shock is fully healed. To remove this detriment requires either a number of weeks to pass equal to successes on the Intelligence + Focus roll (which loses one success each week as the victim’s body repairs itself) or the victim can be healed by another using a combination of Medicine and Mysteries. Multiple uses of this ability do not stack.

The would-be healer first rolls Wits + Mysteries to discern the cause of the malady, it’s strength, and relative location. If this roll is botched the healer has come to a mistaken conclusion and the difficulty of the next part increases to a base of 8. Next the healer rolls Intelligence + Medicine in an attempt to repair the damage. They may not glean more successes then they possess in Focus per roll. One such attempt may be made per day with new Wits + Mysteries rolls every day. Once the cumulative successes are more then the strength of the Dark Shock the victim is healed and regains full use of the lost technique points.

Source: editor

Death's Visage
Cost: 1 Chi
Speed: +1
Damage: none
Move: 0

Requirements: Focus ***
Power Points: Ninjitsu 3
School System Power Points: Hunter 3
Description: With a special hand sign the Ninja draws forth the fear in an opponent's heart and manifests it on her own face- particularly her eyes. Only a truly brave fighter can shrug off the effects and attack the Ninja.
System: All within sight of the user of this hand symbol must succeed in a contested roll of Willpower against the Ninja's Manipulation + Focus. Anyone who fails the test must get as far away from the Ninja as possible. This is considered a sustained action and overwhelmed opponents will continue to flee from the Ninja until they succeed in a contested roll or until three combat turns have passed. Successful fighters may move and attack normally.

Source: Player’s Guide

Delay Damage
Cost: 1 Chi
Speed: see desc
Damage: none
Move: none

Requirements: Focus ****
Power Points: Tai Chi Chuan 3, Any 4
School System Power Points: Inner, Grappler, Boxing, Kickboxing 3, Any 4
Description: This power enables the character to stop the damage from an attack from affecting them until later. Although very useful this can also be dangerous if not used in moderation.
System: Delay Damage may be used anytime the character suffers damage (and is the last affect used in the resolution of damage) except when the source is Dim Mak. For each point suffered that the character wishes to delay they need one success on a base Focus +1 roll and cannot delay more damage than they have dots in Stamina. Delayed damage can be ignored for a maximum number of minutes equal to Stamina + Focus but is still suffered – a limb that was broken with a maneuver is still broken even if the pain and shock are blocked out.

If the fighter receives healing delayed damage that is still being ignored is the last to be recovered. When damage is applied it is treated as any other wound and can render the character unconscious or even kill them.

Source: Warrior’s World

Dementia
Cost: 1 Chi
Speed: -1
Damage: none
Move: 0

Requirements: Focus *****, Psychic Vise
Power Points: Ler Drit 4
School System Power Points: Ler Drit 4
Description: Skilled in mental manipulation an advanced Ler Drit practitioner can warp the minds of those around him causing hallucinations, confusion, and chaos. By channeling Psycho Energy into the target the fighter infects his foe with the very madness at the core of Ler Drit. Other practitioners of Ler Drit are immune to this ability.
System: The attacker rolls their Manipulation + Subterfuge against the defender’s permanent Chi or Willpower, whichever is lower. If successful they may implant a temporary derangement into the target which can be annoying but not in and of itself life threatening. In this manner the Ler Drit stylist can make his foes see and hear what he wants them to. He can turn friends against each other by making them appear as enemies in each other’s eyes, to hear things which have not actually been said, or to feel threatened when no such danger truly exists.

Source: editor

Dimensional Rift
Cost: 1 Chi
Speed: -2
Damage: none
Move: 1

Requirements: Focus ******
Power Points: Baraqah, Kabbaddi 4, Elemental: Light, Darkness 5, Ler Drit 6
School System Power Points: Elemental: Light, Darkness, Mystical 5, Ler Drit 6
Description: The ability to warp the very fabric of space is something usually recounted only in legends. Surely no mortal could harbor such an immense power? Whether or not the legends are true rumors persist of one able to bend space itself to his will.
System: The Dimensional Rift is a tiny rip in space creating a portal, usually no more then two feet in diameter, connecting two points. Both points must be within line of sight, no more then Intelligence + Focus +2 hexes away, and must be created in open space. As the two points are linked matter and energy can flow freely through them. The portals themselves are two-dimensional structures and can be imperceptible depending upon the angle at which they are viewed. They exist for as long as the creator can maintain concentration.

Source: editor

Displacia
Cost: 4 Chi
Speed: -2
Damage: none
Move: 0 (see desc)

Requirements: Focus *****
Power Points: Baraqah 4, Mystic 5
School System Power Points: Mystical, Karate 5
Description: This ability seems like magic and indeed it might be. Utilizing centuries of knowledge about natural rhythms the monk can literally alter someone's perception of time and their place within it. Whether this power truly exists or is just a charlatan's game is anybody's guess because the monks aren't talking.
System: The monk can affect one target with this ability up to 50' away with whom they have line of sight. The effect is more easily attained by touch (difficulty 6 versus 7). Once the target is chosen the monk and their target begin an extended contest of Intelligence + Willpower. The first one to accumulate more successes then the other possesses in permanent Chi wins. Other actions may be undertaken while this contest rages but operate at a -1 penalty. Combat maneuvers have all their values penalized individually. Line of sight must be maintained but teleportation maneuvers do not automatically sever the link unless the teleporting fighter can escape the range of affect.

If the monk is successful the target is forcefully shifted to an altered perception of time. Everyone around them seems out of place: jumping between being faster and slower in an unpredictable manner at random intervals. The monk then makes a base Focus roll. For each success they can temporarily drop Dexterity, Perception, Wits, Alertness, or Awareness. These penalties "heal" at a rate of one point per week or until the Storyteller feels sufficient actions have been undertaken to restore the character's normal brain processes.

Source: editor

Disquiet
Cost: 1 Chi, 1 Willpower
Speed: see desc
Damage: none
Move: see desc

Requirements: Focus ***
Power Points: Lua, Baraqah 2, Ler Drit 3
School System Power Points: Mystical, Ler Drit, Kung Fu 2, Any 3
Description: In some parts of the world oral traditions still remain the primary mode of passing knowledge to future generations. Lua and Baraqah are the two martial styles that still maintain the strongest strain of this tradition (although all martial arts practice it to some extent). In the course of their training wise Sensei's use fanciful tales of terror and tragedy to unsettle their pupils and challenge them to overcome their fears.
System: This is an extended action of Manipulation + Empathy on the part of the storyteller. Spinning the tale requires at least thirty uninterrupted minutes. Each additional ten minutes of storytime affords another check. This is contested by Charisma + Subterfuge by those listening to the yarn who try to resist. One failure by a defender leaves them unable to further contest the storyteller unless the sensei botches their manipulation attempt. Those who fail to resist (or don't resist at all) cannot spend Willpower for a number of hours equal to the total number of checks the storyteller passed. During this time the affected individuals will be skittish and edgy. Any botched Willpower roll during this time results in an immediate panic.

Source: editor

Dissipate
Cost: see desc
Speed: +4
Damage: none
Move: 1

Requirements: Focus ****
Power Points: Tai Chi Chuan, Kabbaddi, Hapkido, Baraqah 3, Any 4
School System Power Points: Inner, Karate, Boxing 3, Mystical 4, Any 5
Description: With force of will a fighter dissipates the ambient energy of a Chi Attack.
System: When faced with a Chi-powered attack a defending fighter may spend 1 Chi point to detract two points from the damage scored. Dissipate cannot be used in the same round as San He, Toughskin, or any of the various barrier maneuvers. It can be used as an abort maneuver.

Source: New Legends

Double Flying Fireball
Cost: 1 Chi, 1 Willpower
Speed: -2
Damage: +2
Move: +0

Requirements: Focus *****, Flying Fireball
Power Points: Shotokan Karate 2, Kung Fu, Kabbaddi 3
School System Power Points: Karate, Kung Fu, Mystical 4
Description: This move, used to great affect by the infamous Akuma, allows a skilled fighter to fire two fireballs in mid-air. It is also known as a Repeating Aerial Fireball.
System: While in mid-air the fighter fires two quick fireballs. The first travels up to 3 hexes from that point in a straight line while the second into the adjacent hex along the same line. Anyone caught in the path of both fireballs who wishes to evade must roll separately for each one. The dice pool for damage is divided between the two fireballs as the user wishes.

This is an aerial maneuver and anyone crouching in the same hex as the fighter at the time the fireballs are fired cannot be hit by either. It will strike other crouching targets and can be used to evade projectile attacks.

Source: sfrpg.com

Drain
Cost: 1 Chi
Speed: -1
Damage: 1 (no soak)
Move: -1

Requirements: Focus **
Power Points: Elemental: Water 3
School System Power Points: Elemental: Water 3
Description: Truly a vicious power Drain causes the target to become dehydrated and weakened. The water held by the target's body actually seeps through her pores. A Street Fighter may not even be aware that she is being dehydrated until she passes out. Affected fighters appear to glisten with sweat even in extremely cold weather.
System: This is a projectile attack similar to Fireball and can be dodged although there is no outward sign of a projectile. Characters who make a successful Perception + Mysteries roll will notice the blast headed towards them and may attempt to counter or evade.

A target struck suffers one health level of damage regardless of Stamina or soak bonuses. The following round the target will also suffer a -1 speed and move penalty. These penalties continue until the fighter takes time to rest and rehydrate themselves.

The real danger of Drain comes over time as the victim will continue to sweat profusely. They will feel no outward effects for the first ten minutes. After that the victim suffers a temporary one point penalty to dexterity and stamina. After thirty minutes without resting nausea and light-headedness set in. For every thirty minutes afterwards the victim continues to suffer a one point temporary drop in stamina. Should the victim hit zero stamina they lose consciousness and require medical attention or they will die of severe dehydration.

Source: Player’s Guide

Drain Chi
Cost: 1 Chi
Speed: +0
Damage: see desc
Move: 1

Requirements: Focus ***, Grab ***
Power Points: Ler Drit, Majestic Crow Kung Fu, Sumo Wrestling, Tai Chi Chuan 3
School System Power Points: Ler Drit, Kung Fu, Grappler, Inner, Karate 4, Any 5
Description: This power enables the character to steal chi energy in much the same manner that the Leech power allows for the taking of health.
System: For every Chi point spent two will be transferred from the victim to the attacker. The attacker may not spend more Chi than their Focus to maintain this ability. A target must be successfully held in a sustained hold before Drain Chi can be used. On the round that Drain Chi is used do not apply damage from the sustained hold as this maneuver takes the place of that. At the end of the hold deduct one Chi from the attacker.

Source: Warrior’s World

Drench
Cost: 1 Chi
Speed: +1
Damage: +2
Move: -2

Requirements: Punch *, Focus **
Power Points: Elemental: Water 2
School System Power Points: Elemental: Water 2
Description: A portion of the elemental's body transforms into a huge fist and lashes out at the target. This power usually originates from the fighter's extended arm but may be projected from any part of the body such as the back or head.
System: The range of Drench equals the elemental's Intelligence + Focus. This is a Focus-based maneuver however damage is determined according to the fighter's Punch technique and the modifiers listed below.

Source: Player’s Guide

Echo Blade
Cost: 2 Chi
Speed: -1
Damage: +4
Move: 0

Requirements: Focus *****, Improved Fireball
Power Points: Elemental: Darkness 4
School System Power Points: Elemental: Darkness 4
Description: Drawing out the ambient light around them the elemental seems to warp space itself through their chi and reshape it into a pulsating, black blast that glides through the air silently.
System: Unlike other chi blasts Echo Blade is not affected by impacting other Fireballs, Ice Blasts, etc except when it encounters another Echo Blade. In fact it doesn’t impact them at all and keeps going as if there was nothing there. It can be stopped by Barriers but cannot be reflected. Anyone damaged by it is knocked down.

Source: editor

Elemental Glyph
Cost: see desc
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus ***, Weapon: Any Melee ***
Power Points: Any 5
School System Power Points: Any 5
Description: During the weapon's construction esoteric words or marks are embedded in its surface. Glyphs of this sort are difficult to make and tend to be temporary but once set they can confer a variety of powers depending on the glyph's quality. The secret of this technique is closely-guarded by those who know it to prevent it from falling into Shadoloo hands and the real difficulty in learning it is first finding a willing teacher.
System: A fighter using a weapon with an Elemental Glyph corresponding to their personal Hado can pay 1 chi at any time they are holding the weapon during a kata session to charge the glyph and ready it for use. At the end of the kata, which must be performed for no fewer than 30 minutes, the duelist rolls Focus, difficulty 8, and needs two successes in order to transfer chi into the glyph. This charge remains ready until it is used and lasts a number of weeks equal to the charger's Focus technique before it dissipates.

Once charged the glyph can be activated at will. It adds three extra dice of elemental damage to any two consecutive weapon attacks - this is either two separate attacks or one attack that strikes twice. If the duelist has a glyphed weapon in each hand they can activate a glyph in both at the same time. For each weapon only one glyph can be active at a time and there is a minimum two round wait between activations as trace amounts of chi are purged. (This is a safety mechanic to prevent nasty side affects. Depending on the crafter and type of weapon the lockout can be much longer.)

Creating the original glyph will depend on the weapon's quality. Those of below average quality cannot hold a charge at all. Otherwise the glyph maker must pay 3 Chi and make a Focus + Craft roll, difficulty 9 (-1 per level of quality above Average). If this roll succeeds the glyph is successfully emblazoned on the weapon and works once per success on the Craft roll before burning out and becoming inoperable. If the Craft roll botches the weapon can never again act as a Chi conduit and any later attempts to augment it automatically fail.

Source: editor

Elemental Guardian
Cost: see desc
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus *******
Power Points: Elemental: All 5
School System Power Points: Elemental: Any 5
Description: The elemental can awaken the primal forces around them as a shadow of their own will. The Guardian forms from any elemental material nearby (which is required) into a humanoid form. It acts at all times as an extension of it’s creator. To direct the Guardian in combat requires the elemental's complete attention although it can act in the simplest of manners on its own.

Guardian’s Stat Creating Pool
Health 2x Focus technique + Chi paid
Physical Attributes Intelligence + Focus split as desired
Social Attributes None
Mental Attributes use ½ of creators as needed
Chi and Willpower Focus + Elemental background, split pool
Techniques ½ of creator's, rounded down

System: Using this maneuver requires one full turn (1 turn = 10 rounds) doing nothing but forming the minion. The Guardian consumes two Chi plus any desired amount of additional Chi which gives it life. See the side table for how to generate the elemental's stats. The Guardian forms adjacent to the elemental’s hex and must remain within Focus + two hexes at all times. It will move according to the element from which it was born: earth elementals shamble, air and light elementals levitate, water elementals flow, fire elementals dance, etc. Because the creature has no mind of its own it is completely immune to mental attacks, Mind Reading, and equivalent effects. It does not feel fear nor anger and cannot be bargained with.

Each round after it forms the creature responds telepathically to its creator’s will by attacking and defending as they wish - requiring casual concentrate to maintain the link and simple commands. It can use simple Focus maneuvers using half their creator’s mental attributes (rounded up) for speed and damage. It can use all the basic maneuvers and any special maneuvers its creator decides to impart it with that they know at the time the elemental is created.

All guardians automatically have Elemental Renewal and Elemental Skin which they regenerate at the beginning of each round. Neither of these maneuvers cost Chi to use. The Guardian lasts for up to an hour or until it is dismissed or destroyed.

Source: editor

Elemental Renewal
Cost: 2 Chi
Speed: +0
Damage: none
Move: none

Requirements: Focus *****, Regeneration
Power Points: Elemental: Any 4
School System Power Points: Elemental: Any 4
Description: The elemental has such mastery and rapport with their primal force that they can absorb such energy into their bodies and use it to heal their wounds.
System: The elemental requires physical contact with a sizable amount of the element to which they are aligned in order to use this ability. This technique requires complete concentration. The elemental begins the ability at Speed +0 and cannot opt to delay it or abort out once it begins. This ability may not be used with Zen no Mind.

At the time the ability is activated the elemental recovers 1 health level and rolls their Focus. For each success an additional wound level is restored at a rate of 1 point per speed beyond the initial + 0 until the end of the round. This ability first heals bashing damage and is less efficient with aggravated damage for which every two successes heals one such damage.

Source: editor

Elemental Skin
Cost: 1 Chi, 1 Willpower
Speed: -2
Damage: see desc
Move: none

Requirements: Focus ***
Power Points: Elemental: Any 5
School System Power Points: Elemental: Any 5
Description: The elemental is able to coat her body in the elemental essence in which she specializes. The effects vary but always last for a short time during which the fighter usually closes with her luckless opponent.
System: The following modifiers apply to combat against elementals of the different types. These effects last for a number of rounds equal to the elemental's Focus.

Element Description
Air The elemental is surrounded by a shifting airmass that attempts to deflect everything away from them. All aerial maneuvers against the air elemental suffer a -2 damage penalty. All projectile attacks such as fireballs cause one fewer Health Level of damage.
Darkness The writhing mass of black shadows makes the elemental look like living darkness. All attempts to strike the elemental are done at +2 difficulty. When moving in darkness the elemental cannot be seen by normal means.
Earth The elemental's skin is covered by a tough rocklike formation that seems to root them to the ground. All punching or kicking attacks aimed at the elemental suffer a -2 damage penalty. When in this form the elemental cannot be thrown and is unaffected by knockdowns. If the elemental also uses San He their Block technique is considered 1 point higher for the purposes of soak.
Fire Heat radiates from the elemental's body and their skin is covered in a bright layer of flickering red and orange chi. When struck the elemental rolls damage to the striking foe using his Focus technique minus the defender’s Stamina. All punching, grabbing or kicking attacks by the elemental have an additional +1 damage modifier. Anyone staying near the elemental for an extended period of time while this power is in use will become dehydrated and risk heat exhaustion.
Ice The elemental rolls Intelligence + Focus and this becomes the “health” of the ice covering their skin. This skin absorbs its health rating in damage for a number of blows equal to the elemental’s Focus. For every strike except the last all damage above this rating carries on to hurt the fighter. The last hit, which shatters the skin, absorbs the full damage of whatever destroyed it. This skin also functions like Maka Wara when struck.
Kinetic The fighter’s skin gleams with an iridescent sheen. Whenever this skin is struck the elemental may roll their Focus technique and reflect an amount of damage equal to successes back at their attacker. If the fighter uses this in conjunction with Energy Reflection they may add successes from the Focus roll above to their attempt to reflect the attack.
Light The elemental emits a soft light at all times lighting the area around them and preventing blindness (even the Blindness maneuver).Any technique that restores their health has +1 effectiveness and the elemental may add their Focus a second time to rolls to resist mental attacks directed against them. Once per four rounds the elemental may use the Light Flash maneuver as a free action.
Lightning Electricity crackles from the elemental’s skin. This functions like it’s fiery cousin outlined above except that the damage it deals is nullified if the opponent is well-grounded (Earth elemental skin is sufficient).In addition the charge can be carried across conductive surfaces.
Metal The elemental’s skin takes a greyish, metallic tone as it hardens against attack. While in this form the elemental’s movements are restricted resulting in a temporary loss of 1 Dexterity but any attack that inflicts aggravated damage instead inflicts only bashing damage. If the elemental is Blocking they may add their Focus technique to their soak total for the duration of the round at no additional cost.
Sonic The elemental becomes immune to things that would deafen them as a low-intensity low frequency soundwave emanates from their body. Anyone who enters the same hex as them suffers as though they were struck with Ear Pop using the elemental’s Focus + Intelligence for Ear Pop damage with a +0 damage modifier.
Water The elemental’s skin gleams with a thin layer of semi-translucent water. Any attack that successfully damages the elemental in this form subtracts one success from the damage done. Opponents trying to grab the elemental have +1 difficulty to do so. In addition when using Hydrokinesis defensively the elemental may add up to one half of their Focus technique again if they can make physical contact with the water being contested.
Wood An elemental closely aligned with plants and nature can change their skin to a dark greenish tinge with what appears to be vines and thorns over their limbs. Whenever the elemental comes into full body contact with another – most grabs and some athletics moves - the razor-sharp thorns inflict damage via a Stamina + Focus roll minus the defender’s stamina. Anyone attempting to grab the elemental in this form automatically suffers one point of damage as they willfully impale themselves.

Source: Player’s Guide

Elemental Stride
Cost: see desc
Speed: +1
Damage: none
Move: see desc

Requirements: Focus ***
Power Points: Elemental: Any 4
School System Power Points: Elemental: Any 4
Description: Similar to the Yoga Teleport except that the elemental melds into his element and travels through it to appear magically in another place. The same element must also be in this second area. Thus a water elemental may dissolve into one pool of water only to appear suddenly out of another the next round.
System: This power has a range limit with regard to combat hexes equal to Focus + Stamina. Striding fighters reappear at the end of the same round they disappeared. Outside of combat the elemental may move invisibly through their element at a rate of Stamina + Focus miles per hour. The cost of this maneuver likewise changes between 1 Chi per round in combat and 1 Chi per hour traveled out of combat.

Source: Player’s Guide

Entrancing Cobra
Cost: 1 Chi
Speed: +2
Damage: none
Move: -1

Requirements: Focus **
Power Points: Ninjitsu 4
School System Power Points: Hunter 4
Description: By gesturing with this particular hand sign the Ninja can confuse an opponent. The intricate weaving of the Ninja's fingers through the air baffles the target with its grace and complexity. Simple-minded opponents will stare for hours at the writhing hands of a Ninja master or at least until the Ninja returns them to their senses with another attack.
System: The Ninja must succeed in a contested roll of his Dexterity + Focus versus the target's Wits + Mysteries. If the Ninja wins treat the target as if she is dizzied next turn. Outside of combat this pattern can be maintained as if it were a sustained hold.

Source: Player’s Guide

Envelop
Cost: 1 Chi
Speed: -2
Damage: +1/-2
Move: -2

Requirements: Focus ***, Grab **, Drench
Power Points: Elemental: Water 3
School System Power Points: Elemental: Water 3
Description: This power produces two fists similar to those produced by the Drench power. Both fists attempt to grapple the target and, if successful, will cover him completely. An Enveloped fighter will begin to drown. Most elementals will only sustain this hold until their target passes out. Truly evil elementals will sustain it longer.
System: Envelop functions as a Grab maneuver that uses the elemental’s Intelligence + Focus technique instead of Strength + Grab. It is a sustained hold that can be used on anyone in an adjacent hex and envelops the entire hex (multiple fighters sharing the affected hex are checked separately to see if they are held). Neither Grappling Defense nor Disengage are effective against this technique.

Each round the elemental must maintain concentration to sustain the hold. Any damage the elemental suffers requires a Focus roll to maintain this power. The elemental cannot move but can drop the hold at any time at no penalty. For each point of damage scored in each round after the first victims in the hold need one success on a Stamina roll or they inhale water and begin drowning. Each subsequent round spent drowning increases the difficulty of the Stamina roll by 1 until the victim has spent a number of rounds drowning equal to Stamina and loses consciousness. Fighters who succeed the Stamina roll can attempt to break out using their Strength + Athletics versus the elemental’s Focus + Intelligence.

A defender using Hydrokinesis can pay 1 Chi to prevent drowning for the duration of the hold and each round may pay more chi to attempt to gain control of the water. This is in addition to the break check. If at any time the elemental loses the contest of Wits + Mysteries the hold is broken and the water splatters to the ground.

Source: Player’s Guide

Extendable Limbs
Cost: none
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus ****
Power Points: Kabbaddi 4, Silat 5
School System Power Points: Mystical 4
Description: This remarkable power is acquired only after long and intense meditation by Kabbaddi masters. They study unsolvable riddles of dimensional space, expanding their minds to understand the true nature of distance. In the end, the Kabbaddi master acquires the superhuman ability to stretch her limbs far beyond their normal length. The limb actually appears to telescope out into space.

Kabbaddi masters make great use of this ability in combat, extending their limbs to attack opponents from a safe distance or kicking aerial opponents out of the sky before they can close with the Kabbaddi master. Outside of combat, the ability proves useful for all manner of things: reaching otherwise unattainable objects, grabbing ledges far overhead, snaking an arm through a tight squeeze to grab jail keys or even extending a finger down a drain pipe to collect a lost article.
System: Fighters who possess this ability can use it at any time without penalty. The power is simply combined with any of the six basic maneuvers (Jab, Strong, Fierce, Short, Forward, or Roundhouse) to give the attack extra range. The character can extend his limbs a number of hexes equal to his Focus rating. So for example, Dhalsim, with an amazing Focus rating of 6, can extend his limbs to hit an opponent six hexes away. He can stand in one hex and hit an opponent almost 20 feet away!

The only drawback to the maneuver is that the fighter's extended limbs are vulnerable to attack. If any opponent interrupts the fighter's stretching attack with a higher-Speed attack the opponent can damage the stretching character by hitting him in any hex through which his limbs extend (including hitting the fighter's extending fist or foot).

Source: Core Rulebook

Fireball
Cost: 1 Chi
Speed: -2
Damage: +2
Move: 0

Requirements: Focus ***
Power Points: Aikido, Kabbaddi, Shotokan Karate 3, Kung Fu, Lua, Majestic Crow Kung Fu, Silat, Thai Kickboxing, Wu Shu, Hapkido 4, Any 5
School System Power Points: Mystical, Inner, Karate, Kung Fu, Wu Shu, Kickboxing, Military 4, Any 5
Description: Some Street Fighters have harnessed their internal Chi to such a degree that they can explode this energy out of their bodies as fiery projectiles. The fighter must undergo rigorous mental and spiritual training to harmonize his body's flow of Chi until this attack can be called upon instantly.

Most fighters project the fiery blasts from their palms, but Kabbaddi stylists are known for launching the fire from their mouths. These yoga masters concentrate their Chi into their stomachs until their very vitals heat red-hot and then they vomit the energy toward their opponent as a fireball projectile.

Fireballs can be used to ignite combustible objects like paper, dry wood, gasoline, etc. They also make decent light sources. If a character launches a fireball straight up the immediate area will be dimly lit for a couple of turns.
System: Fireballs have a range equal to the projecting character's Wits + Focus. For example, Ken has a Focus of 5 and a Wits of 4, so his fireballs have a range of nine hexes. As with all projectile attacks the attacker must have an unobstructed line-of-sight on his intended victim.

To evade a fireball with an aerial maneuver requires a contested roll between the attacker’s Wits + Focus and the defender’s Dexterity + Athletics. If the defender fails they were unable to get out of the way in time and are struck.

Source: Core Rulebook

Fire Strike
Cost: 1 Chi
Speed: -1
Damage: +3
Move: 0

Requirements: Focus **, Flaming Fist
Power Points: Elemental: Fire 3
School System Power Points: Elemental: Fire 3
Description: A long gout of flame extends from the elemental's hands setting ablaze anything in its path. Most elementals shoot the flame from their hands but it can come from any part of the body. The flame extends in a straight line from the fighter.
System: The character uses the modifiers below to produce a long gout of flame that is in effect a "line of death" on the arena floor. The fighter uses her Focus technique to determine the length of the flame in hexes. The Fire Strike must travel in a straight line and like the Yoga Flame occupies the hexes for the duration in rounds equal to the fighter’s Focus. Damage is applied to any character standing or entering the affected hexes over the duration.

Source: Player’s Guide

Flaming Fireball
Cost: 1 Chi
Speed: -3
Damage: +5
Move: 0

Requirements: Focus ****, Fireball, Improved Fireball
Power Points: Shotokan Karate 3
School System Power Points: Karate, Inner 4
Description: 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 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 an Improved Fireball it will score a knockdown on any opponents it hits.

Source: Warrior’s World

Flaming Fist
Cost: 1 Chi
Speed: see desc
Damage: +3
Move: see desc

Requirements: Punch *, Focus *
Power Points: Elemental: Fire, Dirty Fighting 2
School System Power Points: Dirty Fighting, Inner, Elemental: Fire 2
Description: The fire elemental can surround her hands with flames for brief periods of time, causing her foes additional damage or setting things on fire. Her fist blazes for a moment before she strikes her opponent and then dies down once the blow has landed.
System: Add the damage modifier below to any basic Punch maneuver. The player must select a basic Punch and play the Flaming Fist with it. The Flaming Fist does not affect the speed or move of the maneuver only the damage.

Source: Player’s Guide

Flight
Cost: 1 Chi
Speed: +1
Damage: none
Move: see desc

Requirements: Focus ****, Athletics *
Power Points: Elemental: Air 2
School System Power Points: Elemental: Air 4
Description: Air elementals can summon the winds to propel themselves through the air. Usually this is accompanied by a gust of wind that whips any loose objects hither and yon. The possessor of this skill can also fly without creating the associated disturbance (though few do - the wind blast is wonderfully dramatic).
System: Outside of combat this power allows the fighter to fly without tiring at a speed equal to (Focus + Dexterity) x 10 miles per hour. He can lift any amount of weight he would normally be able to carry on the ground. Out of combat this technique drains 1 Chi per hour. Otherwise this affect lasts for a number of rounds equal to Intelligence + Focus or until the elemental is knocked out of the air. The elemental may attempt to use Aerial Recovery to avoid this affect.

While in Flight the fighter is never completely still. The winds which support them cause a constant bobbing effect. The fighter must move (or at least attempt to move) one full hex each round to stay aloft. This includes vertical movement.

In combat the player must stand still for a full round while activating the Flight power. They may block but cannot initiate any offensive attacks. The following round the fighter will be treated as an airborne target and may attack and move using Focus instead of Athletics as base movement. Furthermore they are only affected by aerial maneuvers or by projectile attacks.

Source: Player’s Guide

Flying Fireball
Cost: 1 Chi, 1 Willpower
Speed: -2
Damage: +2
Move: +0

Requirements: Focus ****, Fireball, Jump
Power Points: Shotokan Karate, Wu Shu 2, Kabbaddi, Kung Fu, Majestic Crow Kung Fu 3
School System Power Points: Karate, Wu Shu, Kung Fu, Mystical 3, Any 4
Description: Veteran Street Fighters have begun to develop methods of keeping their high-jumping opponents from leaping over fireballs. These veterans are taking the battle to the sky - jumping up and launching their fireballs in midair.
System: The Flying Fireball is identical to the standard Fireball power except that opponents cannot dodge the Flying Fireball with Jump or similar aerial maneuvers unless they can get out of the line of fire. The fighter jumps into the air and fires the fireball in a straight line parallel to the ground. Dodging this fireball in mid-air with an aerial maneuver is only possible with the Femina Synthesis modification to Femina Wind (unless the aerial maneuver is a basic jump) and is difficulty 9 for the defender. If the defender is hit they are knocked down.

The fighter can choose to fire their blast downwards to the ground instead of directly in front of them with the same line of fire rules applying. When fired in the air like this the fighter must choose what hex on the ground they are targeting – which cannot be an adjacent hex. The fireball travels in a straight line to it’s destination and may sail over the heads of opponents as it moves. The height at which the fireball was fired is important in this case. Crouching opponents sharing the same hex as the fighter when they fire the fireball cannot be hit.

Source: Core Rulebook

Flying Ice Blast
Cost: 1 Chi, 1 Willpower
Speed: -3
Damage: +3
Move: +0

Requirements: Focus ****, Ice Blast, Jump
Power Points: Elemental: Ice 3, Any 4
School System Power Points: Elemental: Ice 3, Any 4
Description: This Ice Blast, taking a cue from Fireballs launched from mid-air, is also fired from mid-jump. Ice-wielding Street Fighters aren’t known for letting their fiery cousins get ahead of them.
System: Flying Ice Blast functions as a regular Ice Blast except that it is fired like a Flying Fireball from mid-air (see that maneuver for more information). If used against an aerial opponent it knocks them down.

Source: editor

Focus Rage
Cost: 1 Chi, 1 Willpower
Speed: none
Damage: none
Move: none

Requirements: Focus ***
Power Points: Ler Drit 3
School System Power Points: Ler Drit, Hunter 3
Description: This is the ability to form rage in oneself from nowhere. Doing this requires that the fighter stand completely still and concentrate. The more permanent Chi the fighter has the more spectacular the charging effect is as energy ripples over their skin.
System: The fighter using Focus Rage may attempt any punch, kick, or grab on the same round at –4 speed as long as they only move 1 hex. Otherwise they must wait until the next round. This rage gives the fighter an extra two dice of damage but robs them of clarity in thought – any honor rolls automatically fail and the fighter will attack regardless of the circumstances.

While active opponents attempting to use Cobra Charm, Mind Control, and Calm Minds must make two separate checks: once to break through the wall of anger and again to overcome the mind underneath. The technique lasts for a number of rounds equal to Focus or until the fighter is knocked unconscious.

Source: Warrior’s World

Fog
Cost: 1 Chi
Speed: see desc
Damage: none
Move: 0

Requirements: Focus ****
Power Points: Elemental: Water 3
School System Power Points: Elemental: Water 3
Description: Fog and mist form when water droplets become suspended in the air because they are bound to airborne particles via friction. These tiny droplets scatter light and impede visibility. In order to use this power the elemental needs a source of water and airborne dust. Normally 10 cubic feet of mist can be created at a time by use of this power. If the elemental first uses Hydro Storm or raises the fog during precipitation the created mass increases to one hundred cubic feet per use.
System: The fog bank requires five minutes to fully form. This time can be halved if more then one elemental aids in its formation. The fog bank is heavier then air and will sink to fill low lying areas. Visibility inside the mist is limited to 50' or less depending on the prevailing weather conditions. Once created the fog is essentially permanent and will remain until natural forces dissolve it.

Source: editor

Force Shout
Cost: 1 Chi
Speed: +2
Damage: none
Move: -2

Requirements: Focus ***, Stunning Shout
Power Points: Shotokan Karate, Sumo Wrestling, Animal Hybrid, Elemental: Sonic 2, Ler Drit, Majestic Crow Kung Fu 3, Any 4
School System Power Points: Hunter, Grappler, Inhuman, Ler Drit, Kung Fu, Elemental: Sonic 3, Any 4
Description: This is an advanced form of the Stunning Shout which enables the character to yell with such power that they can actually physically knock over opponents.
System: A Force Shout must be directed at one opponent. The victim must make a Stamina roll against a difficulty equal to the attacker's permanent Chi. If they do not roll at least two successes they will suffer a knockdown.

Source: Warrior’s World

Gadouken (Short Fireball)
Cost: 1 Chi
Speed: +0
Damage: +1
Move: 1

Requirements: Focus **
Power Points: Shotokan Karate, Bando 2, Any 3
School System Power Points: Grappler, Inner, Karate, Kickboxing 3, Any 4
Description: This is basically the same as the typical Fireball move except that its range is extremely limited. Dan is the first fighter of any renown to use this maneuver.
System: This is an short-range fireball that can only affect opponents in the same or adjacent hex. It can be used against someone holding the fighter in a sustained hold due to its extremely short range. It can also be used as a touch attack or in other close quarters situations.

Source: Warrior’s World

Ghost Form
Cost: see desc
Speed: +1
Damage: none
Move: +0

Requirements: Focus *****
Power Points: Kabbaddi, Native American Wrestling, Elemental: Light, Elemental: Air, Elemental: Darkness 5
School System Power Points: Mystical, Elemental: Light, Air, Darkness 5
Description: Tales are told of crypts found in ancient temples amid the Himalayas. There the bones of ancient monks can be found imbedded in walls of solid rock. How the monks' remains became thus interred remains a mystery to all but a few Kabbaddi masters. These masters know of the disciplines practiced at the temples - disciplines that led to the deaths of many monks but also to the mastery of mind over matter. The monks gained the power to turn their bodies into an insubstantial, ghostly, form allowing them to pass through any solid object unharmed and then solidify their bodies back to normal.

It is rumored that the very first monks who perfected this technique actually became trapped in their ghost forms, unable to transform their bodies back into solid matter. The same rumors purport that these ancient masters still roam the world.
System: Activating Ghost Form drains 2 Chi and an additional Chi per round the fighter remains incorporeal. Nothing solid will affect a character in Ghost Form. Energy like fire and electricity will still affect them but bullets, ice blasts, fists and kicks will pass harmlessly through their body. The character cannot attack or use any other maneuvers while in Ghost Form but they can move and pass through walls, floors, and even people. Ghost Form can be played during a round that the character is caught in a sustained hold allowing the character to walk right out of the hold. The character's clothing and personal possessions of small size can be turned insubstantial and follow the character in Ghost Form.

Source: Core Rulebook

Glacier Strike
Cost: 2 Chi
Speed: -2
Damage: +5
Move: 0

Requirements: Focus *****, Ice Blast
Power Points: Elemental: Ice 3, Any 4
School System Power Points: Elemental: Ice 3, Any 4
Description: This enhanced version of an Ice Blast is relatively new to the circuit but it’s effectiveness cannot be disputed. Fighters with this power can generate mind-bogglingly huge amounts of ice from the water vapor around them.
System: Glacier Strike functions as a regular Ice Blast except that it’s modifier are better and it will knock down anyone damaged by it.

Source: editor

Glare
Cost: 1 Willpower
Speed: +0
Damage: none
Move: 0

Requirements: Focus *, Intimidation **
Power Points: Any 3
School System Power Points: Ler Drit 1, Hunter 2, Any 3
Description: The user locks their gaze with one target and holds them in a contested stare down. The Glare delivers a shock directly to the mind of the accused. It is common for Mrigankan instructors of Ler Drit to use this ability just before ordering their students to fight each other and see who is strong enough to ignore the mental command.
System: This ability requires an unobstructed line of sight between the attacker and the target with a maximum range of Intelligence + Focus in hexes. If the defender loses the contested roll their action for the round is forfeit. The two engage in a contest of Manipulation + Intimidation vs. Willpower. This can be held as an extended action over successive rounds by either side if they fail their roll by paying 1 Willpower. The defender may continue to move and act normally in each round provided they continue to win the willpower check. If the attacker wins the defender cannot take any offensive action for the next 10 rounds but may defend themselves.

Source: editor

Ground Fire
Cost: 1 Chi
Speed: -2
Damage: +2
Move: 0

Requirements: Focus ***, Fireball or Gadouken
Power Points: Any 3
School System Power Points: Any 3
Description: The fighter fires a chi blast that travels along the ground in a straight line just like a fireball.
System: The blast has a maximum range equal to Wits + Focus and cannot hit aerial opponents. If it scores any damage the opponent is knocked down. When this maneuver is learned the fighter may choose whether they go into a crouch to fire the blast and thus end their round that way.

Source: editor

Ground Ice
Cost: 1 Chi
Speed: +2
Damage: none
Move: 0

Requirements: Focus ****, Ice Blast
Power Points: Elemental: Ice 3, Any 4
School System Power Points: Elemental: Ice 3, Any 4
Description: The user coats the ground in front of them with a thick layer of ice.
System: The fighter can coat a number of hexes equal to Focus + 3 which must begin in an adjacent hex and all occupy hexes adjacent to each other. When used the fighter rolls Intelligence + Focus. Every character in an ice-coated hex must score more successes on a Dexterity + Athletics roll or be knocked down and suffer a –3 speed penalty on their next move. At the end of each round repeat this check until the ice melts. Characters may use aerial maneuvers to pass over the iced hexes without penalty.

The ice lasts for a number of rounds equal to the user’s Focus in an average temperature area. By GM discretion it can melt more quickly or slowly depending on the temperature and other character’s maneuvers. The Intelligence + Focus roll also determines how much “health” the ice has – which can be damaged by maneuvers such as Inferno Strike or Spinning Piledriver. Of course there's nothing preventing the fighter using this maneuver from slipping and falling on their own miniature ice rink.

Source: http://www.dragonslayergames.com/streetfighter/id49.htm

Guided Fireball
Cost: 1 Chi + base cost
Speed: -1
Damage: -1
Move: 1

Requirements: Focus ****, Fireball or Improved Fireball (see below)
Power Points: Kabbaddi, Mystic, Tai Chi Chuan 3, Baraqah, Lua, Ler Drit 4
School System Power Points: Mystical, Inner, Karate, Ler Drit 4, Any 5
Description: This maneuver allows the character to actually guide the paths of their projectile attacks. Guiding any such fireball requires complete concentration from the fighter so this ability will fail if concentration lapses.
System: Guided Fireball is not an attack on it’s own. It is a modifier applied to a normal or Improved Fireball (which must be specified for comboes). This ability, because of the preciseness in control, increases the dice pool for determining if it hits by two dice and also allows the fireball to turn corners and such. A fireball can stay active for a number of rounds equal to the character's Focus before dissipating and drains an additional Chi each action. Controlling it’s course counts as an action and it may be reaimed once per round. The modifiers listed below are in addition to those of the projectile attack used.

Source: Warrior’s World

Heal
Cost: see desc
Speed: -1
Damage: none
Move: -1

Requirements: Focus ***
Power Points: Elemental: Any 4
School System Power Points: Elemental: Any 4
Description: By drawing upon the Earth's essence and power the elemental may transform her own internal energies into a healing aura. This is very similar to Kung Fu's Chi Kung Healing ability, but it may also be used to heal animals and environmental damage.
System: The character must be able to touch the person or animal to be healed. One Health Level is restored per point of Chi the character spends. This power also extends to plants and animals - which Chi Kung Healing will not affect.

Source: Player’s Guide

Heatwave
Cost: 1 Chi
Speed: +0
Damage: +2 (see desc)
Move: +0

Requirements: Focus **
Power Points: Elemental: Fire 3
School System Power Points: Elemental: Fire 3
Description: The fire elemental can suddenly raise the temperature around a person or object - making the air difficult to breathe and disorienting an opponent. A person affected by this feels as though she's suddenly stepped inside an oven. Dizziness and nausea often follow.
System: The elemental rolls damage but only for the purposes of calculating a dizzy. The opponent actually takes no damage. This maneuver bypasses any bonuses the opponent gets from blocks. This is considered a projectile and can be dodged as such.

Source: Player’s Guide

Hydro Blast
Cost: 1 Chi
Speed: -1
Damage: +3
Move: 0

Requirements: Focus ***
Power Points: Mystic, Elemental: Water 3
School System Power Points: Elemental: Water 3
Description: The elemental condenses water vapor in the air and blasts it from their hand. This blast strikes the unfortunate victim as if a high pressure hose had just been unleashed. Not to mention it drenches anything it comes in contact with.
System: Hydro Blast must have a clear line of sight to the target. The range of the blast equals the character's Intelligence + Focus in hexes. The target is knocked back a number of hexes equal to half the elemental’s Focus rounded down.

Source: editor

Hydro Storm
Cost: 2 Chi
Speed: -3
Damage: +0
Move: 0

Requirements: Focus *****, Hydro Blast, Hydrokinesis
Power Points: Mystic, Elemental: Water 4
School System Power Points: Elemental: Water 5
Description: The mystic can condense water in the air around them creating a number of different affects. They can cause a brief but seemingly torrential rainfall, pelt the area around them with small water blasts, or use the water to batter nearby opponents.
System: The elemental can create a number of watery projectiles equal to their Focus. These projectiles form above the elemental from where they are then deployed against any target or targets the elemental wishes using the damage modifier below if they strike anything. For the next three rounds after the Hydro Storm the ground will be coated in water making it difficult to keep one’s footing. Any maneuver that requires movement over the water is difficulty 7.

Source: editor

Hydrokinesis
Cost: 1 Chi
Speed: -1
Damage: +0
Move: +0

Requirements: Focus *****
Power Points: Elemental: Water 4, Mystic 5
School System Power Points: Elemental: Water 4, Mystical, Karate 5
Description: A mystic attuned to the element of water can control it using only their mind. This control is limited to touch and cannot affect the water contained in another living creature’s body.
System: When making any punching or kicking maneuver the mystic can cover their limb with a layer of water. After each strike the water lashes out at the victim in a phantom blow. The mystic rolls their base Focus, minus the defender’s Stamina, after each strike for additional damage.

Hydrokinesis provides the mystic with protection from having the water in contact with their skin being manipulated by others. The two fighters make a contested Wits + Mysteries roll. Whoever wins has “dominion” over the water for that round. If used to resist a damaging maneuver successes on the Wits + Mysteries roll reduce the damage received.

This ability can be used without a chi cost to achieve cosmetic effects like causing water droplets to form from the air or dousing small to medium fires. To be used as part of a combo Hydrokinesis must be specified as a modifier at the time moves for the combo are purchased.

Source: editor

Ice Blast
Cost: 2 Chi
Speed: -2
Damage: +3
Move: 0

Requirements: Focus ***
Power Points: Elemental: Ice 3, Any 4
School System Power Points: Elemental: Ice 3, Any 4
Description: No one knows from what martial style this attack comes. Its origins are so secret, and the maneuver is seen so rarely, that many believe it to be a superhuman mutant power rather than a trained ability.

Fighters who are able to project the Ice Blast can throw a wave of frost, snow, and sharp ice particles from their hands. Kung Fu masters say that the Ice Blast fighter uses negative Yang Chi to super cool the air into the icy projectile. Characters who have mastered the Ice Blast are seldom uncomfortable even in very cold climates. They can sleep in meat freezers and wake up refreshed. To other people the character's skin is always cold to the touch.
System: The Ice Blast is similar to other projectile attacks. It has a range equal to the character's Wits + Focus and can be dodged by aerial special maneuvers such as Jump. The attacker must have line-of-sight on his victim.

A victim who suffers damage is encased in sheets of thick ice that freeze him in place. The attacker rolls Intelligence + Focus and this becomes the “health” of the ice. At the beginning of each round the encased victim makes a Strength roll. Successes inflict damage on the ice. If the victim is attacked while they are encased the ice coating will absorb all the damage from the attack. Once the ice is reduced to 0 “health” it shatters.

For example, a Strength 3 character is hit by the Ice Blast which results in having 4 health levels of structural integrity. After the combat turn is over, he rolls three dice (his Strength) versus difficulty 6 and scores two successes. He is still frozen stiff through the next turn. After that second turn, he rolls again, scoring two more successes. He now breaks free of the ice.

Source: Core Rulebook

Improved Fireball
Cost: 1 Chi
Speed: -1
Damage: +4
Move: 0

Requirements: Focus *****, Fireball
Power Points: Shotokan Karate 3, Kabbaddi, Kung Fu, Majestic Crow Kung Fu, Wu Shu 5
School System Power Points: Karate, Mystical, Kung Fu, Wu Shu 5
Description: While Ken went on to master the Dragon Punch above and beyond what Gouken had taught him Ryu took Shotokan Karate's Fireball and further perfected it into a faster, more destructive attack.
System: The Improved Fireball is the same as a regular Fireball except that its modifiers are better and it will score a knockdown on any opponent it damages unless the opponent blocks.

Source: Core Rulebook

Inferno
Cost: 5 Chi
Speed: see desc
Damage: see desc
Move: 0

Requirements: Focus ******, Improved Fireball, Pyrokinesis
Power Points: Elemental: Fire 5, Mystic 6
School System Power Points: Elemental: Fire 5, Mystical 6
Description: A maximum number of plumes equal half the mystic's Focus, rounded down, can be created in any adjacent hex. The mystic is immune to the damaging effects of this maneuver. The fire lasts for one full round and sets anything it touches on fire.

This maneuver always has a speed of 0 (any moves with negative speed still go first) and requires complete concentration to activate. If at any time during the round the mystic is knocked down, dizzied, or put into a sustained hold no chi is spent and the technique fails. It cannot be played as part of Zen No Mind.

Damage is calculated using Intelligence + Focus + the number of dots in Mysteries as the damage modifier. After the first round any character who does not take time to put out the flames suffers additional damage tests starting at -5 and increasing in damage by 1 point per round as their clothing, skin, and hair continue to burn. The fire columns also produce a sucking effect as they draw in air to feed the flames. Anyone adjacent to a fire column or sharing a hex must score three successes on a Strength test or be pulled in. A check must be made for every column the character is adjacent to and multiple failures result in multiple damage tests.

Source: editor

Inferno Strike
Cost: 2 Chi
Speed: -2
Damage: +4
Move: 0

Requirements: Focus *****, Improved Fireball
Power Points: Elemental: Fire 4, Kabbaddi, Shotokan Karate 5
School System Power Points: Elemental: Fire 4, Mystical, Karate 5
Description: Instant bonfire! The Inferno Strike takes the basic Fireball and elevates it to a whole new level of destructiveness. Instead of sending a flaming projectile at an opponent the master of Inferno Strike emits a meteor-size, flaming boulder that obliterates a large area and anyone in it.
System: The fighter must choose any line-of-sight hex within range. Range is calculated as Wits + Focus like other Fireball maneuvers.

The Inferno Strike hits in the targeted hex and explodes into the six hexes adjacent to the targeted hex. Anyone in any of the hexes affected suffers damage using the modifier below. Any one using a Jump or similar special maneuver that can dodge Fireballs can also attempt to dodge the Inferno Strike.

Source: Core Rulebook

Invisibility
Cost: 1 Chi per turn
Speed: -1
Damage: none
Move: see desc

Requirements: Focus ****
Power Points: Elemental: Light 5
School System Power Points: Elemental: Light 5
Description: By bending light around them the elemental prevents it from striking and reflecting off their bodies. This renders the elemental effectively invisible in the normal visible light spectrum. However the effect is purely optical. The elemental can still be heard, smelled, and touched.
System: Unless an observer can see into the infrared or ultraviolet spectrums they cannot see the elemental. Using this technique requires complete concentration although the elemental may move and run normally. While running and jumping the light bending field lags slightly behind resulting in a faint shimmer which can be spotted via a successful Perception + Alertness roll.

Source: editor

Iron Will
Cost: 1 Chi
Speed: see desc
Damage: none
Move: see desc

Requirements: Focus ****, Willpower ******
Power Points: Any 4
School System Power Points: Any 4
Description: Harnessing the foundations of their fortitude some fighters can shake off the stunning effect of some blows and carry on.
System: When the fighter is damaged by an attack that dizzies them they may make a Stamina + Focus roll versus the amount of damage that caused the dizzy. Each success on this roll negates one damage for the purposes of being dizzied. This maneuver doesn’t negate actual damage, only the physical shock.

Source: editor

Kaiser Wave
Cost: 2 Chi
Speed: -2
Damage: +4
Move: 0

Requirements: Focus ******, Improved Fireball
Power Points: Any 5
School System Power Points: Any 5
Description: The fighter claps their hands together in front of them at full extension and as they do a tremendous wave of chi is released into the air. This wave, which immediately spreads out, can reach heights of up to 10’.
System: Kaiser Wave is a massive, spread-force fireball. When fired it occupies two hexes horizontally and as many feet vertically as the fighter has in Focus. The wave travels for a maximum number of hexes equal to the fighter’s Wits + Focus damaging anyone it encounters along the way and loses strength in damage equal to the Block technique of anyone blocking in it’s path as it passes through them. Anyone not blocking who suffers damage from it is thrown one hex back and knocked down.

Source: editor

Lambent Flame
Cost: 1 Chi
Speed: +0
Damage: none
Move: -1

Requirements: Focus *
Power Points: Elemental: Light 1, Any 3
School System Power Points: Elemental: Light 1, Mystical, Inner, Karate 2, Any 3
Description: Focusing chi into the palm of their hand the elemental creates a small sphere, no bigger than a softball, of pure pulsating light. The sphere emits light at roughly the same intensity as your average flashlight.
System: The light source created must remain in contact with the elemental at all times or it will sputter out of existence. The elemental may move normally while carrying it. In a pinch the elemental can momentarily blind an opponent by throwing the Flame into the opponent's face. On contact the sphere explodes automatically blinding the target and everyone within 10' for three rounds.

Source: editor

Last Blessing (Gill’s Revival)
Cost: see desc
Speed: -5
Damage: none
Move: 0

Requirements: Focus ******, Promised Renewal
Power Points:Mystic, Kabbaddi 5
School System Power Points: Mystical, Inner, Karate 5
Description: Like a phoenix rising from the ashes a handful of masters can recover from what should have been incapacitating injuries to fight on.
System: In order to build the life-giving reservoir prior to use the mystic must meditate undisturbed for a minimum of three hours and pass a Stamina + Meditation roll. This costs the fighter 3 Chi and 2 Willpower. Afterwards Last Blessing waits until the activation requirements have been met or one week passes - whichever comes first. The three stored Chi can be drained and break the hibernating effect but only if the fighter has no other Chi to draw from.

Last Blessing is automatically triggered when the fighter reaches 0 bashing health levels. Up to 10 health levels of aggravated damage are instantly restored and the user rolls Focus. These dice may not be re-rolled nor may Willpower or Chi be spent to affect the outcome. One health level is restored plus one per success on the Focus roll. Every three points recovered beyond the first drains an additional point of Chi. This effect is instantaneous and if the fighter hasn't acted that turn they may choose a new maneuver to use at a -5 speed penalty. The fighter is also knocked down but suffers no additional modifiers for that.

This technique does not stack with Promised Renewal. When triggered the chi from Promised Renewal is rapidly consumed and produces no additional healing.

Source: editor

Lasting Breath
Cost: 1 Chi per 3 rounds
Speed: none
Damage: none
Move: none

Requirements: Focus ***
Power Points: Mystic, Kabbaddi 2, Baraqah 3, Tai Chi Chuan 4
School System Power Points: Mystical, Inner, Karate, Kung Fu, Wu Shu, 3, Any 4
Description: By employing this technique a fighter can hold their breath for an extended period of time. Exercises utilized in learning it include a number of slow breathing techniques intended to maximize the efficiency of each breath.
System: Any fighter can hold their breath for a number of rounds equal to their Stamina without penalty. At the end of that time Lasting Breath can be used to continue holding their breath at a cost of 1 chi every three rounds. While active the fighter cannot be stunned or dizzied by maneuvers that deny them oxygen (ex. Sleeper, Lariat). On the round that Lasting Breath is activated another maneuver can be used at –1 speed as long as it is not a Focus maneuver.

Source: editor

Leech
Cost: see desc
Speed: +0
Damage: see desc
Move: 0

Requirements: Focus ***, Grab **
Power Points: Kabbaddi, Ninjitsu 3, Kung Fu 4
School System Power Points: Mystical, Hunter, Grappler, Kung Fu 4
Description: No one knows what ancient order developed this power although a few Kabbaddi masters speculate that it descended from the Mongol Empire. They believe that this ability was researched by the wise men of Genghis Khan's court in a futile attempt to discover immortality. Khan believed that the life energies of his foes would be able to sustain his life throughout the centuries.

Leech is similar to the Regeneration power except that each Chi spent allows a combatant to drain one Health Level from his opponent and transfer it to himself. To use this power the fighter must be able to touch his opponent.
System: No other actions may be initiated once Leech has begun. A fighter may attack and then use Leech but not the other way around. For each Chi spent one Health Level will be transferred from the target to the attacker. The maximum number of Chi that may be spent equals the attacker's Focus. An attacker may not increase his Health Levels beyond his maximum.

A target must be successfully grabbed in a sustained hold before Leech may be used. The hold is treated as still being in effect for purposes of the target breaking the hold except that damage is allocated as above instead of by the original hold's modifiers.

Source: Player’s Guide

Levitation
Cost: 1 Chi
Speed: +0
Damage: none
Move: see desc

Requirements: Focus ****
Power Points: Baraqah, Kabbaddi, Ler Drit 3, Kung Fu, Lua, Shotokan Karate, Silat, Tai Chi Chuan, Wu Shu 4
School System Power Points: Mystical, Kung Fu, Karate, Ler Drit 3, Wu Shu 4
Description: By intense concentration and inner control the practitioner may lift her body from the ground, usually sitting in the lotus position - legs crossed, back straight, palms together in front of the chest.
System: The practitioner may move up to their Focus in hexes per combat turn in any direction they choose (up, down, sideways). This is a sustained power with an upkeep of 1 Chi keeping the fighter in the air for a number of rounds equal to their Focus. If the fighter is hit with knockdown they may attempt an Aerial Recovery to not have Levitation canceled.

While levitating the fighter may use basic punches and kicks as they wish using Focus instead of Athletics as base movement in addition to Focus maneuvers that do not require contact with the ground. The fighter is considered an aerial target for the duration of this maneuver.

Source: Contenders

Light Flash
Cost: 1 Chi
Speed: -2
Damage: 1
Move: 0

Requirements: Focus ***, Lambent Flame
Power Points: Elemental: Light 2, Any 3
School System Power Points: Elemental: Light 2, Mystical, Inner, Karate 3, Any 4
Description: The fighter emits a blast of light to blind their enemies. Obviously this maneuver is ineffective against the blind.
System: Light Flash has a Range of Wits + Focus in hexes and is centered on the elemental. Everyone caught in the blast will be affected. Victims may make a base Dexterity check to try to shield their eyes in time. This is not a concussive blast and it only does 1 damage from the intense retinal pain inflicted (which cannot be soaked, negated, or reflected). The blindness lasts for a number of rounds equal to Focus + Dexterity - 3. During this time blinded fighters must make Blind Fighting rolls to determine their effective technique scores per round - up to their normal maximum.

Using Light Flash in a tournament is not forbidden except in the most traditional of venues but attacking a blind opponent usually means -1 temporary honor. Light Flash is frequently used to get some space between the fighter and their opponent and light elementals usually use it when they need to make a hasty exit.

Source: S.A.Sh.- HQ

Lightness
Cost: 1 Chi
Speed: +1/+2
Damage: none
Move: +1/+3

Requirements: Athletics **, Focus ****, Flight
Power Points: Elemental: Air 3
School System Power Points: Elemental: Air 3
Description: This power reduces the weight of the target (which doesn't need to be the elemental) allowing him to jump quicker and farther than normal. The elemental must have line of sight with their target to use this technique.
System: The affected fighter may add +1 to his Speed and +3 to his move for all aerial, Jump-based maneuvers starting on the next round. This does not require concentration freeing the elemental to move and attack normally. Lightness lasts for a number of rounds equal to the elemental's Focus.

This technique does not stack with Wind Dash, Center, Speed of the Mongoose, or Gazelle Step. A fighter who uses any of those while Lightness is in use immediately ends Lightness. An elemental attempting to use Lightness on a fighter while they are using any of the above finds that they cannot alter the target’s weight and uses no Chi.

Source: Player’s Guide

Magnetic Repulsion
Cost: 1 Chi + 1 Chi per 5 rounds
Speed: -2
Damage: none
Move: see desc

Requirements: Focus ****
Power Points: Elemental: Metal 4
School System Power Points: Elemental: Metal 4
Description: Mastery of metal includes mastery of the intrinsic properties of the metal itself including magnetics. A skilled elemental of this magnitude can generate strong electromagnetic fields to defend themselves with or just wreak a little havoc.
System: Once created the field extends two hexes in every direction around the elemental and moves with them. Being a magnetic field it only affects metals that have been magnetized. The field has either a positive or a negative charge. It repels fields of its same charge and attracts those of the opposite charge. The elemental may, once per round, change the field's polarity.

When a magnetized metal enters the field it becomes much harder for its wielder to control as the elemental exerts their influence. The difficulty of attacks against an elemental with Magnetic Repulsion in play using an affected weapon increase by 1. In addition, the elemental's soak total against metal projectiles increases by their Focus technique. During any round, before acting, the elemental may opt to forego any other actions and fully concentrate on directing the electromagnetic field. This doubles their soak bonus against projectiles and raises the difficulty of other affected attacks to 10.

Source: editor

Metal Meld
Cost: 1 Chi per turn
Speed: -1
Damage: none
Move: none

Requirements: Focus ***, Metal Warp
Power Points: Elemental: Metal 4
School System Power Points: Elemental: Metal 4
Description: In an inversion of Elemental Stride the elemental merges metal with their flesh temporarily. An object affected in this way will appear to melt at the point of contact and flow into the elemental’s skin.
System: There are no set abilities for this maneuver as the effects will depend on the point of contact, originating substance, and desired outcome. An elemental using this ability could root themselves to an iron girder, attach a blade to their arm, or simply warp the object in question. When the maneuver ends the elemental can opt to pay an additional Chi to restore the metal to it’s previous form or simply allow it to melt off of them and drip to the ground.

Source: editor

Metal Warp
Cost: 1 Chi
Speed: -3
Damage: see desc
Move: 0

Requirements: Focus **
Power Points: Elemental: Metal 3
School System Power Points: Elemental: Metal 3
Description: Directing their will through metal the elemental can reshape and remold it to suit their own needs. This power is limited to touch.
System: One cubic inch of material can be affected at a time. The edges between the original structure and the area the elemental is reworking are soft and pliant as long as truly drastic changes or contortion are not forced upon them. Non-metal impurities will not be affected. As the metal contorts it releases energy as heat. Objects affected in this way will be warm (or even hot) to the touch for some time thereafter.

Source: editor

Mind Control
Cost: 2 Chi
Speed: -3
Damage: see desc
Move: 0

Requirements: Focus *****, Psychic Vise, Mind Reading
Power Points: Ler Drit 5
School System Power Points: Ler Drit 5
Description: After shattering an opponent's resolve M. Bison can directly control his actions. His every command must be obeyed. No one but M. Bison has ever been seen wielding such power but there are persistent rumors of a promising student who is every bit as dark as M. Bison and has apparently learned this secret as well.
1 Success = 1 round of combat
2 Successes = 3 rounds of combat
3 Successes = 5 rounds of combat
4 Successes = 10 rounds of combat
5 Successes = 1 hour

System: This power can be used to exert control over any opponent who has no Willpower left. The victim must be within a number of hexes equal to the attacker's Focus + Wits. A contested roll of Intelligence versus Intelligence is made. If the attacker gains more successes than their opponent on the resisted roll they take control over that opponent's actions. The duration of the psychic control depends upon the number of successes gained but the user must maintain at least partial concentration.

It is rumored that M. Bison has several servants who are permanently under his control in this fashion. This type of conditioning is possible, but it would take a considerable amount of time and repeated uses of the Mind Control power.

Any individual with a permanent Honor of 10 cannot be affected by this power. In addition a victim of Mind Control can make a resisted roll between their permanent Honor and the controller's Willpower in order to resist a command that goes against their own moral code or survival instinct (such as attacking friends or jumping off a cliff). If the victim is successful they resist the command but are still under Mind Control. This power may only be used against a single opponent a number of times in one day equal to half the fighter’s Focus, rounded down.

Source: Secrets of Shadoloo

Mind Reading
Cost: 1 Chi
Speed: none
Damage: none
Move: none

Requirements: Focus ****, Telepathy
Power Points: Kabbaddi, Ler Drit, Hapkido 3, Any 4
School System Power Points: Mystical, Ler Drit 4, Any 5
Description: How can you survive against an opponent who knows your next move before you make it? Such is the mental power of some mystic martial artists that they can scan the thoughts of their opponents and predict their next moves.
System: The Mind Reading special maneuver is not played as a technique. Instead the player announces in between combat turns that her character is using Mind Reading. The character spends one Chi and selects one opponent as the target of the mental scan. The two characters then perform a resisted roll using their permanent Willpower ratings.

If the Mind Reading character wins the resisted roll the opponent must reveal two of their maneuvers to the player of the Mind Reading character. The opponent must use one of the two on the next combat turn.

The victim must be within a number of hexes equal to the mind reader's Wits + Focus. When Mind Reading is used in noncombat scenes the Storyteller can decide what information a character gains from a successful Mind Reading. The more successes on the resisted roll the better. The victim will not realize that his mind is being read unless the mind reader botches her Willpower roll.

Source: Core Rulebook

Musical Accompaniment
Cost: none
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus **
Power Points: Capoeira 1, Any 2
School System Power Points: Capoeira 1, Any 2
Description: Many Capoeira stylists like fighting to the rhythm of music. Their dance like fighting style is in its prime when music accompanies their fight. Music allows a fighter to put his soul and energy into the combat. A few other styles also like to work out to heavy rock tunes or, in Dee Jay's case, some steel-drumming reggae.
System: If there is background music that fits the fighter's particular training preference, she gets a +1 bonus to either Speed, Damage, or Move each turn. At the beginning of the turn, the player must declare the modifier to which she is applying the +1 bonus that turn. She can change each turn.

Source: Core Rulebook

Mystic Circle
Cost: 2 Chi
Speed: -4
Damage: none
Move: 0

Requirements: Focus ******, Reflecting Barrier, Levitation
Power Points: Ninjitsu, Mystic 5
School System Power Points: Mystical, Inner 5, Hunter 6
Description: The mystic calls upon the boundless life of the universe to form into a protective shell around them. They levitate and the barrier forms as a sphere of gleaming white energy around them.
System: In order to form the Circle the mystic must first be Levitating. Contact with the ground will prevent the barrier from taking shape. When fully formed the Circle completely negates all damage from maneuvers that do not use Chi or Willpower. Using such a maneuver and a modifier that consumes Chi or Willpower only inflicts damage equal to the modifier. This barrier consumes 1 Chi per round and vanishes at the end of the round if the mystic has no Chi left to power it.

While the Circle is in effect the mystic cannot attack physically and must rely on Focus maneuvers or projectiles to damage their foes.

Source: editor