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Street Fighter: The Roleplaying Game

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Table of Contents
For entries A - M click here for Page One.
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O: Overdrive
P: Pit / Plant Communion / Poison Cloud / Poisonous Strike / Pool / Precognition / Promised Renewal / Psychic Assault / Psychic Crush / Psychic Lock / Psychic Poison / Psychic Rage / Psychic Storm / Psychic Vise / Psycho Crusher (original) / Psycho Crusher (improved version) / Psychokinetic Channeling / Psycho Warp / Punishing Thorns / Push / Pyrokinesis
Q: Quicksand
R: Raging Earth / Raging Storm / Reflecting Barrier / Reflecting Wall / Regeneration / Repeating Fireball / Repeating Ice Blast / Reverse Gravity
S: Sakki / Seismic Force / Sense Element / Shadow Chain / Shadow no Jutsu / Shadow Pool / Shadow Spheres / Shared Chi / Shared Eyes / Shared Life / Shock Bolt / Shock Treatment / Shroud / Shrouded Moon / Silver Claws / Slow Fall / Smoke Step / Sonic Blade / Sonic Boom / Sonic Sight / Sonic Wave / Soul Bond / Speed of the Mongoose / Split Shadow / Spontaneous Combustion / Stone / Stone Form / Stone Touch / Stunball / Stunning Shout / Summon Chaya / Sword Eater
T: Telekinesis / Telekinetic Boost / Telepathy / Teleport Slide / Tenshin Glide / Thermal Vision / Thunder Clap / Tornado Blitz / Toughskin / Twin Thunder
V: Vacuum / Venom
W: Wall / Water Walking / Weight / Willow Mind / Withering Stare
Y: Yoga Flame / Yoga Teleport
Z: Zen no Mind

Overdrive
Cost: 2 Chi, 2 Willpower
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus *****, Focus Rage
Power Points: Ler Drit 4, Mystic, Bando 5
School System Power Points: Mystical, Ler Drit, Dirty Fighting, Boxing, Kickboxing 5
Description: Rumors abound of a Shadoloo experiment to create fighters so consumed with rage that they would continue to fight until they died of sheer exhaustion. A tiny handful of Street Fighters on the circuit who carry on past what would incapacitate most other fighters give the rumor credence.
System: This maneuver can only be activated while Focus Rage is active although once purchased it is always considered Ďoní while Focus Rage is and needs only to be triggered to have itís full effect. The Chi and Willpower costs are paid when triggered.

When reduced to 0 health or less the fighter may roll Focus (these dice may not be re-rolled or affected by Willpower or Chi in any way). Each success allows the fighter to remain conscious for one wound level into aggravated. Every round spent in this state must be spent attacking. The fighter cannot block, wait, use non-damage maneuvers, or move unless no target is in range (if they possess a maneuver that would reach a target that maneuver must be used). If there are no conscious enemies the raging fighter immediately turns on anyone who happens to be nearby.

The ability to remain standing lasts for a number of rounds equal to Focus. Afterwards the fighter collapses and may not make stamina rolls to recover consciousness for a number of turns equal to the Focus roll (10 rounds = 1 turn). Even Chi Kung Healing cannot restore the fighter to consciousness before this time elapses.

Once Overdrive is triggered healing cannot force the fighter out of their rage although it does restore lost health. They are also immune to all mind-altering effects.

Source: editor

Pit
Cost: 1 Chi
Speed: -1
Damage: +1
Move: -1

Requirements: Focus ***, Wall
Power Points: Elemental: Earth 3
School System Power Points: Elemental: Earth 3
Description: A gaping hole is torn out of the earth beneath the elemental's opponent. The ground compresses and collapses under the target as structural integrity is lost. Once created a pit is permanent. Use of this ability under a structure can eventually cause said structure to collapse.
System: In order to be effective the elemental must select a hex as the target for the pit. Any fighter who ends her turn on this hex falls into the pit. Use the modifiers below for damage from the fall. The pit is five feet deep plus one additional foot per dot in the elemental's Focus technique. Fighters who fall into the pit must spend their next action climbing out. Treat this action as a Move maneuver at -4 Speed.

This power will not work if the fighter is not in contact with the ground; even thin wooden planks will negate this maneuver. Using Pit in an arena will result in the loss of one temporary Glory renown because of the damage it causes. Fighters will often be asked to make reparations.

Source: Playerís Guide

Plant Communion
Cost: 1 Chi
Speed: none
Damage: none
Move: none

Requirements: Focus **
Power Points: Elemental: Wood 2
School System Power Points: Elemental: Wood 3
Description: Through touch a nature elemental may psychically contact plants and share information. Since plants lack the ability to see, hear, or think rationally this information comes in the form of emotional impressions and physical sensations. The elemental could sense minute changes in air pressure and temperature, pick up vibrations through the ground, feel insects and animals as they scurry over the plant, detect fluctuations in chi, and any other information the GM would consider pertinent.
System: This is not an attack and indeed would have little use in the ring on itís own. However it may be combined with Telepathy to provide the elemental with an enhanced awareness of the area.

Source: editor

Poison Cloud [hybrid maneuver]
Cost: 1 Chi
Speed: +0
Damage: see desc
Move: 1

Requirements: Focus ***
Power Points: Animal Hybrid 4
School System Power Points: Inhuman 4
Description: The hybrid releases a cloud of noxious, toxic chemicals from their body. This cloud is heavier then air and gradually sinks but not before inflicting those who come into contact with it with all manner of ailments. The most common form of this cloud is not life-threatening but severely irritates the eyes, noses, and throats of itís victims. Some hybrids effect the nervous system which can lead to paralysis.
System: The cloud fills the hybridís hex and all six adjacent hexes. Gradually it disperses outward as the cloud breaks up. The cloud will travel with a strong breeze.

When purchased the hybrid must specify what the cloud does. If it irritates the eyes then all who enter the cloud will be effectively blinded for a number of rounds equal to the hybridís Intelligence + Focus or until they take the time to wash the poison away. Combatants who wish to fight must do so using Blind Fighting.

A paralytic causes a temporary loss of 1 Dexterity to all whom are affected. Multiple rounds spent in this cloud are cumulative as more and more poison is inhaled. Anyone who drops to 0 Dexterity or is affected a number of times exceeding their Stamina becomes paralyzed and unable to move or act. This effect recedes at a rate of 1 point per hour of rest.

Source: editor

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

Requirements: Focus **
Power Points: Animal Hybrid 3, Any 4 (see below)
School System Power Points: Inhuman 3, Any 4
Description: Hybrids who have been mixed with poisonous animals like snakes and scorpions can inject their feral sideís toxic brew with their teeth or claws. Poisonous Strike is not an attack played on itís own. It must be combined with a bite or claw strike.
System: The hybrid must specify when using a piercing attack if they wish to use this modifier. Anyone affected by the poison suffers a -1 penalty to Stamina and Strength for one hour. There is no roll to resist unless the target has a resistance to poison. In that case they may use a generic base Stamina roll or use the rules outlined in an applicable defensive ability. A hybrid generally has enough poison for 1 injection per two points of Stamina they themselves possess - if going by mass (the default).

Poisonous Strike can also be used as a generic venom attack from non-hybrid sources: poisoned blades, poison darts and pills, etc. If used in combat the strike uses the speed, damage, and movement ratings of whatever maneuver is being used to administer the assault.

Source: editor

Pool
Cost: none
Speed: +1
Damage: none
Move: -2

Requirements: Focus ****
Power Points: Elemental: Water 3
School System Power Points: Elemental: Water 3
Description: The body of the fighter dissolves into a pool of clear water which cannot be damaged by physical attacks or projectiles. The Street Fighter is able to move underneath and around thin obstacles, such as crates and poles, or under doors that are not watertight.
System: Physical maneuvers will not affect the character who can still move although Focus-based maneuvers like Ice Blast and Fireball will still damage him.

Source: Playerís Guide

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

Requirements: Focus *****
Power Points: Mystic, Kabbaddi 5
School System Power Points: Mystical 5
Description: The most reclusive gurus of the mystic arts seem to a knack for knowing things before they happen.
System: To activate Precognition the fighter must meditate undisturbed for 30 minutes. Afterwards they pay 1 Chi and gain +1 speed for all maneuvers and +2 to all Alertness rolls. This is a continuous effect and requires an upkeep of 1 Chi per hour. All Chi spent to maintain Precognition can only be recovered by complete rest.

Source: editor

Promised Renewal
Cost: 2 Chi
Speed: -2
Damage: none
Move: none

Requirements: Focus *****, Chi Kung Healing, Regeneration, Heal
Power Points: Mystic, Kabbaddi 5
School System Power Points: Mystical 5
Description: A mystic who has mastered using their Chi to restore the life force of themselves and others can then begin to understand the deeper mysteries of how to maximize the bodyís regenerative abilities. This is achieved by allowing Chi to flow through the targetís body gradually to gain a larger net effect.
System: Promised Renewal can be used on any target adjacent to the mystic. The user rolls Focus and then subtracts that number from 10 (minimum 2). This is the number of rounds that pass before Renewal has any discernible effect. The mystic can opt to ignore this roll or any number of successes.

When the time period has elapsed the target of Promised Renewal makes a Focus roll and recovers that much health plus 2. For every two rounds that the mystic chose to delay the effect add an additional point of restoration. There is no discernible effect on the fighter while this technique is working until the very end when they feel a sudden rush of energy through their body. To outside observers it appears as though the healed fighter used Regeneration.

If the target of Promised Renewal uses Regeneration or receives Chi Kung Healing delay the healing from Promised Renewal by two additional turns with no additional healing benefit. This power continues ticking down while a fighter is unconscious and heals aggravated damage first at no penalty. This ability can only be used once per day per target and does not stack with itself.

Source: editor

Psychic Assault
Cost: 1 Chi
Speed: +0
Damage: +2
Move: 0

Requirements: Focus ***
Power Points: Ler Drit 3
School System Power Points: Ler Drit 3
Description: By directing their malevolence and psychokinetic forces directly into the mind of an opponent the Ler Drit practitioner assails them mentally. The force of these blasts can render the weak-willed unconscious in short order.
System: This is a projectile attack and can be dodged as such by those who score at least two successes on a Perception check to see the pale, barely-visible blast as it moves through the air. This attack is soaked using Intelligence instead of Stamina.

Source: editor

Psychic Crush
Cost: 2 Chi
Speed: -1
Damage: +4
Move: 0

Requirements: Focus *****, Psychic Vise, Psychic Assault
Power Points: Ler Drit 5
School System Power Points: Ler Drit 5
Description: The Psychic Crush (not to be confused with Psycho Crusher) is an advanced and more deadly form of the Psychic Vise. The Ler Drit stylist launches a painful and devastating attack upon the mind of his victim trying to bring it crashing down in a flood of mental and spiritual agony.
System: In order to fully employ the Psychic Crush the victim should optimally be devoid of Willpower. Thus this ability is most often reserved until multiple applications of Psychic Vise have stripped the target of their capacity to resist.

Using this ability requires a full round of complete concentration. At the end of the round the attacker rolls for damage ignoring the defenderís Stamina. The defender then rolls to soak this agony using their Intelligence + temporary Willpower. If the attacker could not direct his complete attention to the psychic assault the base difficulty on the damage roll becomes 7.

If the defender suffers any damage from this maneuver it is considered aggravated damage which cannot be Regenerated or Chi Kung Healed. Outwardly there are no signs of injury but a successful Psychic Crush damages the mind and soul of itís victim and leaves terrible mental scars. Until the aggravated damage is healed the victim is considered to have a permanent Willpower equal to their normal value minus the damage received. Thusly, a fighter with 6 permanent Willpower who suffers 2 damage from the Psychic Crush will function as if their permanent Willpower was only 4. This cannot reduce someone below 1 permanent Willpower.

Source: editor

Psychic Lock
Cost: 1 Chi
Speed: +0
Damage: +1
Move: 0

Requirements: Focus *****, Psychic Vise
Power Points: Ler Drit 4
School System Power Points: Ler Drit 4
Description: Tapping into their foeís deepest fears and darkest memories the Ler Drit fighter unleashes a flood of psychic trauma from deep within the subconscious. This flood overwhelms the senses with a haze of mortal agony which seems to have neither a beginning nor an end. To say it is torture would be an understatement. Victims feel as if their whole body has been set on fire as every nerve fires in an orgy of pain.
System: The Psychic Lock is considered a sustained hold that uses a contest of Intelligence instead of Strength to maintain and lasts for a maximum number of rounds equal to the attackerís Focus. Each round the defender is limited to a single hex of movement, in addition to damage, as they struggle under the weight of psychic pain. In addition, the damage from this maneuver is soaked using the defenderís Intelligence or Focus technique, whichever is lower, as it is not physical trauma.

Source: editor

Psychic Poison
Cost: 2 Chi
Speed: -1
Damage: see desc
Move: 0

Requirements: Focus ****, Psychic Vise
Power Points: Ler Drit 4
School System Power Points: Ler Drit 4
Description: By infusing the target with Psycho Energy the subversive Ler Drit stylist can infect them with the chaos that dwells in the heart of madness. This touch of poisonous chi gnaws at the opponentís soul long after the fight is over inflicting harm and wreaking havoc.
System: In order for the Psychic Poison to have any effect the attacker must defeat the defender in a contest of permanent Chi. If successful the attacker injects one point of poison into the victimís chi per success over the defender. The attacker then rolls Intelligence + Focus, difficulty 7, to determine how long the poison lingers according to the table below. If the defender has the Eidolon background reduce the attacker's Intelligence + Focus dice pool by that value (minimum 1).

1 Success = 3 rounds of combat
2 Successes = 3 turns of combat (30 minutes)
3 Successes = 1 hour
4 Successes = 12 hours
5 Successes = 1 day
Each success thereafter is an additional day that the poison lingers in the victim's system.

The effects of Psychic Poison remain until the timer expires or the victim is able to purge the poison. Multiple uses of Psychic Poison stack but no character can have more then half their Chi tainted by this maneuver. For as long as the poison remains the victim has a number of ďtaintedĒ chi points equal to the injection successes. Which points out of the pool that are tainted are randomly determined. When the Chi is used the poison causes the desired effect to backfire. Thusly offensive maneuvers will automatically fail, attempts to heal harm instead, using passive abilities produce inverse and generally harmful effects to the victim. The poison may have no mechanical effect on the game (other than consuming Chi) and can be used purely for story purposes.

This, in and of itself, is debilitating but the fighter can never be certain when they call upon their chi whether or not it is poisoned until it is too late. Each time chi is restored the taint is reshuffled and replenished. For those who fall prey to this ability the nerve wracking it causes far outweighs the actual damage.

Source: editor

Psychic Rage
Cost: 1 Chi
Speed: -2
Damage: see desc
Move: see desc

Requirements: Focus ***
Power Points: Ler Drit 4
School System Power Points: Ler Drit 3
Description: Also called the Poison Haze this is the dreaded power of the Revenants. Psychic Rage pushes honorable fighters into fits of berserk battle fury. In this fury the fighter is capable of delivering devastating damage but he will also give absolutely no thought to his own safety and precious little consideration to the morality of his actions. Victims of Psychic Rage have been known to turn on their own teammates.
System: The Ler Drit stylist using Psychic Rage selects an opponent. The victim must be within a number of hexes equal to the attacker's Focus + Wits. The fighter must then defeat their opponent in a contested roll of permanent Chi. If the fighter is successful the opponent enters a berserker fury.

The victim will only be able to play their highest damage maneuvers. They will spend Chi and Willpower as needed until they run out and then switch to Fierces and Roundhouses. Furthermore, they will be incapable of playing any movement or Block maneuvers and will not gain the benefits from combos and team abilities.

After each round the victim has suffered Psychic Rage (not counting the first) the victim can attempt a contest of permanent Honor against the attacker's Manipulation to try to break free of the rage. This effect will automatically end if the attacker or the victim are knocked unconscious.

Victims still lose Honor from any actions they take during Psychic Rage even if the rage forces them into dishonorable acts. The remorse and self-doubt will plague the victim long after the rage finally subsides.

Source: Secrets of Shadoloo

Psychic Storm
Cost: 2 Chi
Speed: -2
Damage: +5
Move: 0

Requirements: Focus ****, Psychic Assault
Power Points: Ler Drit 4
School System Power Points: Ler Drit 4
Description: This area effect blast of intense negative psychokinetic energy originates with the Ler Drit stylist and spreads out to impact anyone and everyone around them. Although a potent attack it is draining for the user.

System: This maneuver inflicts damage to everyone within Wits + Focus hexes of the user. In order to see the flood of energy before it strikes (and thus able to get out of its way) requires a Focus check with a minimum of two successes. This attack is soaked using Intelligence instead of Stamina.

For every two points of damage inflicted each defender loses a point of speed, damage, or movement to all their maneuvers for the next hour - defender's choice. Movement values cannot be reduced below zero in this way. Point losses cannot be allocated to negative movement or to affect values for maneuvers for which the value doesn't apply. For example you cannot penalize the damage rating of Regeneration because that maneuver doesn't have a damage value to begin with.

In the round following this maneuver the user cannot use any Chi-driven maneuvers and has a -1 speed penalty. This maneuver does not stack with itself.

Source: editor

Psychic Vise
Cost: 1 Chi, 1 Willpower
Speed: +0
Damage: see desc
Move: 0

Requirements: Focus ****
Power Points: Ler Drit 4
School System Power Points: Ler Drit 3
Description: This fearsome power literally strips the energy from an opponent, demoralizing and disheartening her. Often M. Bison can be seen staring into the eyes of a would-be opponent. Energy crackles from the mad dictator's eyes and his opponent's resolve crumples before the fight begins.
System: The victim must be within a number of hexes equal to the attacker's Focus + Wits. The attacker rolls damage using the opponent's Intelligence instead of Stamina to determine the victim's soak total (Psychic Vise ignores blocking techniques for purposes of soak). For each damage success the opponent loses one temporary Willpower point and is also at -1 Speed for their next maneuver. If the victim loses a number of Willpower points greater than their Intelligence in a single attack the victim is mentally stunned (treat this as a Dizzy).

Victims reduced to zero Willpower points can still be slowed down and stunned with repeated uses of the Psychic Vise.

Source: Secrets of Shadoloo

Psycho Crusher (original version)
Cost: 2 Chi
Speed: -1
Damage: +5/1 (see desc)
Move: +6

Requirements: Focus *****, Athletics ***, Psychokinetic Channeling
Power Points: Ler Drit 5
School System Power Points: Ler Drit 5
Description: To date, M. Bison is the only individual alive who is known to possess this awesome power (although it is rumored that he has one promising student who has learned it as well). When executed the warrior is surrounded by crackling blue psychic energy as he hurdles through the air at his opponents. The Psycho Crusher actually allows the Fighter to fly, up, down or across the ground, changing direction rapidly during flight and always leaving a comet-like trail of blue energy.
System: The Psycho Crusher deals damage as the fighter moves into the same hex as his opponent. While flying the fighter may turn or even double back as much as he desires in order to ram as many opponents as possible with one use of the Psycho Crusher. However, no opponent can be hit by the Crusher more than once even if the attacker reverses or loops around to enter his victim's hex again.

If the victim is not blocking then they are consumed in the attacker's psychic fire taking full damage from the attack (use the +5 Damage modifier) and suffers knockdown as they are thrown into a hex adjacent to the one where they were standing (the victim chooses which hex).

If the opponent is blocking then they are knocked back one hex from the direction the attacker flew at them and takes one die of damage (a botch on this damage roll brings the Psycho Crusher to an immediate end). The attacker can continue to push the blocking opponent back and do an additional die of damage for every hex left in his movement up to a maximum of five damage tests after which the attacker continues moving past his opponent.

Source: Secrets of Shadoloo

Psycho Crusher (Improved Version)
Cost: 2 Chi
Speed: -1
Damage: +5/+1 (see desc)
Move: +6

Requirements: Focus *****, Athletics ***, Psychokinetic Channeling
Power Points: Ler Drit 5
School System Power Points: Ler Drit 5
Description: This is an improved and revised version of the Psycho Crusher that can be used in place of the normal version listed above.
System: This Psycho Crusher always travels in a straight line. If the fighter impacts a defender who is not blocking that victim suffers damage using the +5 modifier below and is knocked back one hex. The attacker then continues forward and continues dealing damage and causing knockback using the +1 listed modifier If the attacker fails to damage the defender they can opt to lose one die off of their damage pool to pass through the defender and keep moving. All damage rolls from this point onward use the new minimum damage rating.

Source: editor

Psychokinetic Channeling
Cost: 1 Chi
Speed: (see desc)
Damage: (see desc)
Move: (see desc)

Requirements: Focus ***
Power Points: Ler Drit 3, Any 5
School System Power Points: Ler Drit 3, Karate, Inner, Military 4, Any 5
Description: Through force of will the Street Fighter manages to channel the mind's potential into a frighteningly effective compliment to any attack. Blue psychic energy crackles around the fighter's hands and feet as tremendous Chi energy is released upon the impact of a kick or punch. Currently M. Bison has been teaching some promising operatives the secrets of this technique. Its mastery lies primarily in the hands of those studying Ler Drit. However, some masters speculate that under the right circumstances others could learn to harness and channel these energies as well.
System: This power is played along with any of the six basic punches or kicks. When played this way, Psychokinetic Channeling adds +2 damage to the attack.

Source: Secrets of Shadoloo

Psycho Warp
Cost: 2 Chi
Speed: +4
Damage: none
Move: see desc

Requirements: Focus *****
Power Points: Ler Drit 4
School System Power Points: Ler Drit 4
Description: This power, made infamous by none other than M. Bison himself, enables the character to disappear and reappear in a manner similar to a Yoga Teleport only they must reappear instantly.
System: When this maneuver is used the character is instantly moved to another location which can be up to (Focus + Intelligence) hexes away. This may be used as an abort maneuver.

Source: Warriorís World

Punishing Thorns
Cost: 1 Chi
Speed: see desc
Damage: see desc
Move: 0

Requirements: Focus **
Power Points: Elemental: Wood 2
School System Power Points: Elemental: Wood 2
Description: The elemental covers part of their body, typically a limb, in thorny vines which damage those who come into contact with them. These thorns are tremendously painful as they easily break off and dig into the victimís flesh.
System: The elemental must specify upon activation which limbs will be armored. This maneuver only functions on exposed flesh (both to create and to inflict damage with). Every two limbs costs 1 Chi. If the arms are covered then only punches and select grab maneuvers will be modified. Likewise with the legs and kick maneuvers. Armoring the main body increases damage for full-body contact and inflicts an automatic, unsoakable health level of damage every round to anyone attempting to maintain a sustained hold by contact via the protected area.

Strikes with this modifier active inflict an additional two damage. In addition, the damage from the thorns cannot be healed until the fighter takes at least three full rounds per time they suffered damage from the thorns themselves to remove the offending irritants. This maneuver lasts for twice the elemental's Focus in rounds and the thorns regenerate at the beginning of each round as needed.

Source: editor

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

Requirements: Focus ***, Air Blast
Power Points: Elemental: Air 3
School System Power Points: Elemental: Air 3
Description: Clasping both hands together and pushing forward the fighter funnels a hurricane-strength gust of wind toward the target. Unprepared opponents have been thrown dozens of feet by the winds produced.
System: This produces a blast of air with a width in hexes equal to the character's Focus technique. The wall of wind starts one hex-line in front of the character and continues forward for three hexes striking everyone in itís path even if they are aerial.

Any fighter who suffers damage is thrown back a number of hexes equal to damage received unless they were blocking. Aerial opponents will suffer a knockdown as well and an additional damage test from falling using the elementalís Intelligence + Focus for base damage and a modifier of +1 per hex fallen.

Source: Playerís Guide

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

Requirements: Focus *****, Flame Fist
Power Points: Elemental: Fire 4, Mystic 5
School System Power Points: Elemental: Fire 4, Mystical 5
Description: The mystic uses their chi to create fire just by touch.
System: Pyrokinesis is used alongside any punch, kick, or weapon maneuver to burn the intended victim and set them on fire. When rolling for damage add two extra damage dice. The opponent is automatically set on fire and if they do not take a turn putting out the flame they suffer an additional damage test each turn equal to the mysticís Focus. This damage cannot be soaked. This effect does not stack with Elemental Skin.

This ability can be used without a chi cost to achieve cosmetic effects like setting a piece of paper alight. To be used as part of a combo Pyrokinesis must be specified as modifier at the time moves for the combo are purchased.

Source: editor

Quicksand
Cost: 2 Chi +1 per hex
Speed: -1
Damage: none
Move: none

Requirements: Focus ***, Pit
Power Points: Elemental: Earth, Elemental: Water 3
School System Power Points: Elemental: Earth, Water 3
Description: The elemental creates a dangerous bed of watery quicksand. The normally solid earth is broken up into a fine clay substance and water is introduced from below. This disrupts the groundís ability to support weight above it. Until weight is introduced the ground appears normal but as soon as that happens the clay begins to compress forcing water out as the source of the weight sinks.
System: It takes two full rounds to create the quicksand field plus an additional two rounds for each additional hex the elemental wants it to occupy. If there is more than one elemental working in consort this time is cut in half. The field is effectively permanent as long as there is water to drive the engine. The elemental can create a field in depth up to feet equal to their Focus technique.

Any being attempting to step onto the field will immediately begin sinking. There is no Strength check to escape as the act of resisting only increases the speed with which they sink. Because quicksand is mostly water humans will float once the water level reaches mid-chest level. In order to escape the victim must relax for a full round. Afterwards they may make one Strength check each round to free each trapped limb and finally crawl up onto the surface. Once on the surface movement is limited to one hex per turn of crawling although the victim may use Focus maneuvers to aid their movement.

Anyone crossing the field using aerial maneuvers or who has Water Walking or Center active will not be affected unless they are knocked into the quicksand.

Source: editor

Raging Earth
Cost: 2 Chi
Speed: -1
Damage: +3/+2
Move: 0

Requirements: Focus ****, Pit
Power Points: Elemental: Earth 3
School System Power Points: Elemental: Earth 3
Description: The elemental sends a roaring surge of energy through the ground tearing it apart violently and damaging anyone in contact with it. Victims caught in the surgeís path are battered both by flying debris and sharp stone spikes under their feet.
System: In addition to damage anyone caught in this destructive wave is knocked down. The elemental targets a hex up to Focus + 1 hexes away from them. The surge then travels in a straight line to the target using the +3 damage listed modifier This attack will not hit an aerial opponent. Anyone knocked down suffers a second damage portion using the +2 listed modifier

Source: editor

Raging Storm
Cost: 2 Chi
Speed: -2
Damage: +4/+2/+0
Move: 1

Requirements: Focus ****
Power Points: Elemental: Air, Native American Wrestling, Aikido 3, Any 6
School System Power Points: Elemental: Air 3, Inner 4, Any 6
Description: With a thunderous cry the fighter strikes the ground with both fists clenched and unleashes a raging torrent of chi from the ground. These destructive waves of force donít travel far but they pack a colossal punch as they tear through anyone unfortunate enough to be caught in them. Victims of the Raging Storm will feel as though they are being torn asunder.
System: The storm will only damage those it comes into direct contact with. In order to be effective the fighter must get dangerously close to their foe and enter their hex. In this case there are three damage tests using the modifiers below. Anyone occupying that hex, other then the fighter using this ability, will be damaged, thrown back two hexes and suffer an unpreventable knock down. Additional damage may be applicable depending on where the force of the storm carries itís victims.

This is a persistent effect and lasts from the time it is first created until the end of the round. Anyone attempting to attack the fighter or jump over their hex Ė unless they are at least 10í above the fighter Ė suffers damage at the +2 modifier and are likewise knocked back two hexes and knocked down.

Source: editor

Reflecting Barrier
Cost: 1 Chi
Speed: +2
Damage: see desc
Move: 1

Requirements: Focus ****, Energy Reflection
Power Points: Mystic, Kabbaddi 3
School System Power Points: Mystical 3, Inner, Karate 4
Description: This power enables the character to create a small wall of energy in front of them. This can be used to reflect energy attacks or it can be slammed into opponents to inflict damage.
System: The Reflecting Barrier creates an invisible wall protecting the fighter from the front and two adjacent hexes in an arc. It causes any projectiles that strike it to bounce back usually at the attacker (the defender must make a Wits + Block roll; otherwise it will reflect normally). The reflecting barrier will always counter such attacks (due to its size) unless they are delivered from behind. A Reflecting Barrier lasts for one round.

A Reflecting Barrier can also be used offensively by slamming it into the opponent. Just before the character would impact with an opponent they create the barrier which smashes into the foe as it forms. This inflicts Intelligence + Focus +3 damage and otherwise uses the modifiers listed below.

Source: Warriorís World

Reflecting Wall
Cost: 1 Chi +1 per round
Speed: +2
Damage: +1
Move: 0

Requirements: Focus ****, Reflecting Barrier
Power Points: Tai Chi Chuan, Kabbaddi 2, Baraqah 3
School System Power Points: Mystical 3, Inner, Karate 4
Description: The fighter shapes their Chi into a frontal-only protective barrier. This maneuver is quite fast as far as barriers go and is intended to ward off aggressors while the fighter regroups.
System: Unlike Reflecting Barrier the Reflecting Wall is effective against both physical objects and energy. It automatically has a number of health levelís equal to the fighterís Focus technique plus an additional level for each Chi beyond the first the fighter wishes to pour into it (optional) and cannot be passed through unless destroyed. Anything coming into contact with it suffers damage as per a Focus technique using the listed damage modifier and are knocked back one hex. At the end of the round the wall dissipates harmlessly unless the fighter maintains full concentration.

Source: editor

Regeneration
Cost: see desc
Speed: +0
Damage: none
Move: none

Requirements: Focus ***
Power Points: Kabbaddi 1, Kung Fu, Ler Drit, Native American Wrestling, Dirty Fighting 2, Any 3
School System Power Points: Mystical, Kung Fu, Grappler, Dirty Fighting 2, Any 3
Description: Some warriors are able to command their Chi to flow through injured areas of their body thereby healing themselves almost instantaneously. This discipline is difficult to learn - requiring in-depth study of how Chi flows through the body as well as the mental discipline to be able to route one's Chi properly in the midst of battle.
System: When using this power a fighter stops moving for a round to focus their Chi. The fighter may then spend points of Chi to restore lost Health Levels. Each Chi point spent enables the fighter to regain one Health Level. In one round a character can restore a number of Health Levels equal to their Focus rating. For example, a fighter with a Focus rating of 3 could spend up to three Chi to restore three Health Levels in one use of Regeneration.

Source: Core Rulebook

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

Requirements: Focus *****, Fireball
Power Points: Any 4
School System Power Points: Kung Fu 4, Any 5
Description: Not happy with one large, flaming projectile some fighters prefer to focus their Chi into several smaller flaming projectiles. Certainly the Repeating Fireball is handy when a fighter must face several opponents at once.
System: The fighter can throw a number of small fireballs equal to their Focus. Thus, a fighter with a Focus of 5 could throw a volley of five fireballs. They can target them at any opponent in range (e.g., two at one opponent and one at each of three different opponents). Each target must be in the fighter's line-of-sight.

A targeted opponent who uses a Jump or any other special maneuver capable of dodging fireballs must make a dodge test against each fireball targeted at him.

Range for Repeating Fireballs is the same as for a regular Fireball (Wits + Focus).

Source: Core Rulebook

Repeating Ice Blast
Cost: 2 Chi, 1 Willpower
Speed: -3
Damage: +1
Move: +0

Requirements: Focus *****, Ice Blast
Power Points: Elemental: Ice 4, Any 5
School System Power Points: Elemental: Ice 4, Any 5
Description: The fighter fires multiple quick icy blasts. These blasts can be directed at one person or several.
System: Repeating Ice Blast allows the fighter to fire a number of Ice Blasts equal to Focus Ė2. Each blast requires line of sight to hit itís target and has a maximum range of Wits + Focus -1. Each blast functions like a normal Ice Blast except that if more than one hits the same target the strength of the ice coating that target becomes the highest result on all the Focus + Intelligence rolls.

Source: editor

Reverse Gravity
Cost: 2 Chi
Speed: -1
Damage: see desc
Move: 0

Requirements: Focus ******
Power Points: Elemental: Earth 5, Any 6
School System Power Points: Elemental: Earth 5, Any 6
Description: By creating a brief but powerful and localized fluctuation in gravity the elemental can hurl people and objects high up into the air then bring them crashing back down. The flux is brief but devastating to suffer.
System: The elemental targets a hex for this area of affect ability. The target plus a ring including all hexes up to two spaces away will be affected. The two Chi expended are needed to generate two gravitational centers. One is in the ground under the target hex and creates the initial upthrust to nullify natural gravity. The second is in the air over the target and becomes the attracting force which pulls everything towards it.

Everything caught in the flux is ripped upwards into the air at a maximum height of five feet per point the elemental possesses of Focus technique. The elemental may choose to maintain the field for as long as they have the Chi to do so at a cost of two points per round. Movement while suspended in mid-air is impossible without the aid of special maneuvers.

When the flux ends everything caught in it plummets back to the ground. The elemental then rolls for damage with a damage modifier equal to the number of hexes fallen (1 hex = 3 feet). Round fractions down.

Source: editor

Sakki
Cost: none
Speed: +0
Damage: none
Move: Focus + Athletics (only to avoid a surprise attack)

Requirements: Focus *****, Awareness
Power Points: Ninjitsu, Dirty Fighting 3
School System Power Points: Hunter 4, Dirty Fighting 5
Description: This power does not require the elaborate hand signs that other Saiminjutsu powers do. Sakki allows the Ninja to read others' intentions and react to them. The Ninja is able to sense the emotions of those around her. Any intention to harm her is perceived as a distinctly unpleasant sensation escalating to intense discomfort in cases of strong hatred or imminent danger. A sleeping Ninja with this power is aware of her surroundings at all times and any aggression directed at her will trigger the Sakki whether it is an assassin standing over her with a drawn sword or a sniper across the alley from her home.

The attack must be directed specifically at the Ninja. She would be able to sense a bomb planted in her own car but not one planted in her friend's car. An unsuspected blow aimed at her head can be easily avoided while she would have little idea that her associates were also targets. Sakki is never taught to non-Ninja.
System: During combat with only one visible opponent this skill is of little value unless the Ninja is blinded somehow. Outside of the ring Sakki has many applications. The Storyteller must tell the Ninja that something "bad" is going to happen. The Ninja can take her next action protecting herself or she can try to warn and save those nearby. If she does this and innocents who would otherwise perish are thereby saved the Ninja gains a temporary Honor point.

This power is always in effect - even when a character is sleeping. It has a maximum range equal to Wits + Focus times twenty feet. Anyone entering this field will trigger a feeling of unease in the ninja who can attempt to guess the direction and distance with a Wits + Insight roll whose difficulty depends on how far away the threat is and if the ninja can see it (if it originates from a person).

Source: Playerís Guide

Seismic Force
Cost: 2 Chi
Speed: -2
Damage: +4/-2
Move: +0

Requirements: Focus ****, Air Smash, Ground Fire
Power Points: Any 4
School System Power Points: Any 4
Description: Itís bad enough being crushed under an Air Smash but one that strikes with enough force to cause a localized earthquake is even worse.
System: When the fighter lands they release a rolling wave of chi along the ground in every direction. There are two damage tests. The first is the Air Smash which is Strength + Athletics + 4. Then roll damage using Intelligence + Focus Ė2 against everyone in the hex where the fighter landed and all six adjacent hexes. This maneuver will not damage aerial opponents.

Source: editor

Sense Element
Cost: none
Speed: none
Damage: none
Move: none

Requirements: Focus *
Power Points: Elemental: Any 1
School System Power Points: Elemental: Any 1
Description: The elemental can intuitively sense the presence, amount and composition of his chosen element provided it is nearby. Earth elementals can discern the composition of the soil, the structure of a ledge, or the weak spot in a natural stone wall. Air elementals can sense any pollution in the air (including the air inside someone's lungs), detect the presence of air behind sealed doors, and sense subtle shifts in air pressure and temperature. Water elementals can discern the composition of nearly any liquid, sense any moisture buildups, and gauge an opponent's fatigue level through his level of dehydration. Finally, fire elementals can calculate the temperature of any object or area, gauge their opponent's body temperature, and discern any object's combustion point.

While this power may not be all that helpful in the ring many elementals find Sense Element to be an invaluable tool in other circumstances.
System: The character rolls Perception + Elemental Background to discern information about her chosen element. There is no cost to activate this power; the elemental is acutely aware of her chosen element at almost all times.

Source: Playerís Guide

Shadow Chain
Cost: 1 Chi
Speed: +0
Damage: -1
Move: 0

Requirements: Focus ***
Power Points: Elemental: Darkness 3
School System Power Points: Elemental: Darkness 3
Description: Drawing upon their Chi, the fighter shapes it into a black or misty dark-grey blast that looks vaguely like they are firing barbed wire or chains of darkness from their hands. The blast has little bite but saps strength right from the victimís soul.
System: This blast travels in a straight line from the elemental to itís target up to a maximum range of Wits + Focus in hexes. The chains have no effect on non-living material. For every point of damage inflicted the victim is at Ė1 speed for a number of rounds equal to the elementalís Focus. This effect degrades by 1 point per combat round. Multiple uses do not stack: they overwrite in that the largest negative Speed effect with itís attached timer takes preference.

Source: editor

Shadow no Jutsu
Cost: 2 Chi
Speed: -2
Damage: see desc
Move: 0

Requirements: Focus ****
Power Points: Ninjitsu, Elemental: Darkness 3
School System Power Points: Hunter, Elemental: Darkness 4
Description: The ninja makes a weaving pattern of hand gestures through the air focusing their chi as they do so to take form in their shadow on the ground. When the pattern is complete an inky, semi-translucent clone of the ninja rises from the ground. This shadow follows the ninja and mimics his movements.
System: On the round that the fighter uses this ability they can do nothing else but concentrate on creating the clone. Afterwards the clone follows its creator but always stays one hex behind creating a delay between when the fighter strikes and when the clone follows up. The shadow can only repeat one physical action at a time (it cannot copy non-physical abilities) and cannot use special modifiers nor gain bonuses from combos.

The copy exists for a maximum number of rounds equal to the fighterís Focus. It is immune to physical damage but if it suffers any amount of energy damage it is destroyed instantly.

Source: editor

Shadow Pool
Cost: 2 Chi
Speed: +0
Damage: none
Move: 0

Requirements: Focus ****
Power Points: Elemental: Darkness 4
School System Power Points: Elemental: Darkness 4
Description: By touching the ground the elemental releases a small fragment of their own Hado forming an inky black pool that looks and acts much like quicksand formed out of pure shadow. The pool spreads outward from the elemental sucking down any living creature it comes into contact with. Forming the pool requires 1 round of complete concentration.

# of Rounds Caught
Difficulty Modifier
Successes Needed
1
+0
1
2
+0
2
3
+1
2
4
+1
3
5
+2
3
6+
+2
4

System: When created the pool's radius begins as a 6 hex circle centered on the creator and spreads outward depending on how much Chi is spent to create it. Each chi beyond the first two expands the pool by one hex in every direction along the ground. The pool has an effective Strength equal to the creating elemental's Intelligence + Focus which it uses to pull creatures into it in a contest of Strength. Anyone caught in it enters into an extended contest of Strength with the pool itself and cannot move out of pool-occupied hexes until they can free themselves.

The pool can be maintained for as many rounds as the elemental wishes as long as they maintain complete concentration. It drains an additional Chi every 3 rounds + 1 per additional size modifier. For each round beyond the first that an opponent is trapped they must pass a Willpower roll or begin panicking. Modifiers and successes for the Willpower roll are listed in the chart.

The pool's depth begins at one vertical hex (3') and increases in depth at 3' increments depending on how much Chi was spent to create it.†Victims sucked into the depths will be pulled down 1 hex each turn that they fail the extended Strength test and can suffocate once fully submerged. When the maneuver ends anyone still trapped inside finds themselves mired in loose dirt and a fine black powder.

Source: editor

Shadow Spheres
Cost: 2 Chi
Speed: +0
Damage: +4
Move: 0

Requirements: Focus *****, Shadow Chain or Light Flash
Power Points: Elemental: Darkness, Elemental: Light 5
School System Power Points: Elemental: Darkness, Light 5
Description: Drawing all the ambient light from the space surrounding them the elemental briefly plunges into darkness. As light rushes back in to illuminate the area the elemental reshapes the energy in their hands and fires it outward as twin glowing blue spheres with black, pulsating cores.
System: Each sphere can be launched up to the elementalís Wits + Focus in hexes Ė including up and down to hit opponents above and below them. Both spheres are fired at the same time and in the same general direction and will end up within five hexes of one another. Both endure from the time they are created until the end of the round.

Each sphere completely fills the hex it occupies damaging anyone in comes in contact with using the modifiers below. Each sphere has a strong but short-ranged gravitational pull to it. Anyone passing through an adjacent hex Ė including above and below Ė needs two successes on a Strength check not to get sucked in. Anyone damaged by this is knocked one hex back.

Source: editor

Shared Chi
Cost: none
Speed: none
Damage: none
Move: none

Requirements: Focus ***, Animal Companion ***, Shared Eyes
Power Points: Any 3
School System Power Points: Any 3
Description: This maneuver enables the character to draw on his animal companion's chi and vice versa. Doing so requires the companion to be within 50' and line of sight.
System: Animals are considered to have chi points equal to their Stamina plus one. A character with this maneuver may draw on the chi of their animal companion as though it were their own. If used at range this requires a Focus + Empathy roll, difficulty 6. If the fighter instead touches their animal companion no roll is necessary (an automatic success is implied by their strong connection). Animal companions regenerate one chi per hour of rest.

Source: Warriorís World

Shared Eyes
Cost: 1 Chi
Speed: none
Damage: none
Move: none

Requirements: Focus **, Animal Companion **
Power Points: Any 4
School System Power Points: Any 3
Description: This maneuver enables the character to see through his animal companion's eyes and vice versa. The companion must be within line of sight to use this ability. While active the user's own vision is disconnected and they cannot see anything through their own eyes.
System: The character can see whatever their animal companion is seeing and vice versa. Remember that most animals have monochromatic (colorless) vision. The fighter using this makes a Focus + Empathy roll at activation. The number of successes controls how long the connection lasts and clarity of vision. The first success gives a duration of five rounds. Each additional success adds an additional turn. (10 rounds = 1 turn)

Source: Warriorís World

Shared Life
Cost: 1 Chi
Speed: none
Damage: none
Move: none

Requirements: Focus **, Animal Companion *****
Power Points: Any 3
School System Power Points: Any 3
Description: As an expression of the ultimate bond this maneuver allows the character to temporarily meld their life force with that of their animal companion. The two must be within 10' of each other.
System: The character and their animal companion can exchange health levels between one another once per round. Damage can thus be shifted from the fighter to their pet or vice versa. This lasts until the end of the scene or until one falls unconscious.

Source: Warriorís World

Shock Bolt
Cost: 1 Chi
Speed: -1
Damage: +3
Move: 0

Requirements: Focus ****, Shock Treatment
Power Points: Any 2
School System Power Points: Elemental: Electrical 3, Any 4
Description: This is an advanced version of the infamous Shock Treatment. The fighter charges electricity into their hands and fires it as a lightning bolt.
System: The range of the bolt is (Wits + Focus)/2 (round down) and everybody in its path will be affected. The bolt travels in a straight line between the fighter firing it and the targeted hex. For each opponent struck the damage is reduced by one die due to part of the electrical charge flowing into the ground. A dizzied opponent suffers a knockdown. Aerial opponents who fail to evade suffer a knockdown too even if not dizzied.

Source: S.A.Sh.- HQ

Shock Treatment
Cost: 2 Chi
Speed: +0
Damage: +7
Move: 0

Requirements: Focus ***
Power Points: Any 4
School System Power Points: Elemental: Electrical 3, Any 4
Description: Some Street Fighters have developed the ability to amplify their body's natural electrical field to astounding levels. The human body's nervous system runs on minuscule electric charges, and martial artists who have mastered their Chi and this technique can create powerful electric fields around their bodies. The air around the fighter pulses and crackles with electricity as it burns into ozone.

The power can also be used to short out electrical equipment such as computers and televisions. Furthermore, while using this power, the Street Fighter is himself practically immune to electric shock. For example, a character could grab high-voltage wires without suffering damage, so long as he maintains this power.
System: This special power affects anyone standing in the fighter's hex or in an adjacent hex (friend and foe alike get shocked). Everyone takes damage and suffers a knockdown as the electricity courses through their bodies. A blocking character is not knocked down, but still suffers damage. A fighter can decide when he buys Shock Treatment whether or not it is a crouching maneuver.

Source: Core Rulebook

Shroud
Cost: 2 Chi
Speed: -2
Damage: none
Move: see desc

Requirements: Focus **
Power Points: Elemental: Darkness 2
School System Power Points: Elemental: Darkness 2
Description: Banishing light in a small area the elemental creates a patch of inky blackness. In order to use this ability the area in question must not be directly illuminated by a bright light source.
System: The difficulty to create the Shroud is reduced by 1 if the area is already in shadow. The elemental can affect up to five cubic feet with this ability. Once created the Shroud expels all visible light. Thus nothing can be seen within even with supernatural light sources. Infrared and ultraviolet light is unaffected by the Shroud. The darkness remains as long as the elemental is conscious and maintains concentration within.

Source: editor

Shrouded Moon
Cost: 1 Chi
Speed: +0
Damage: none
Move: -1

Requirements: Focus **, Athletics *
Power Points: Ninjitsu 2
School System Power Points: Hunter 2
Description: This power allows the Ninja to slip away into shadows. As this is a Focus-based maneuver and has nothing to do with the actual blackness of the shadow it may be utilized in broad daylight.
System: An opponent must succeed in a resisted test in order to see the Ninja. The opponent rolls Perception + Alertness against the Ninja's Focus + Stealth to spot the Ninja. If the Ninja cannot be spotted no attack can be made. An opponent can blindly attack a hex at random; if she chooses the wrong hex however her next action is taken at -2 Speed.

The Ninja may move up to the maneuver's full movement without being seen only to reappear the next turn. If they remain unspotted their next action is at +1 Speed.

Source: Playerís Guide

Silver Claws
Cost: 2 Chi
Speed: -2
Damage: see desc
Move: +0

Requirements: Focus ***, Metal Warp
Power Points: Elemental: Metal 3
School System Power Points: Elemental: Metal 3
Description: A metal elemental with a source of metal can bend and reshape the material over their arm protecting the elemental and arming them at the same time. Although silver is the most visually-appealing material most pragmatic elementals will use harder metals like iron or steel.
Description: Forming the claws takes a full round of concentration per arm to be armored in this way. Once formed the claws are considered normal weapons and may be used as such. They can be used to strike and parry like any weapon. The standard Silver Claws has an effective stamina of 4 and a hardness of normal metal. The material itself is considered armor so blows to the protected limb do damage only after the material itself soaks. The claws can be destroyed through uses of Tamashiwara and The Art of Destruction. Once created the Silver Claws are effectively permanent objects.

Source: editor

Slow Fall
Cost: 1 Chi per round
Speed: +2
Damage: none
Move: none

Requirements: Focus ****, Air Blast
Power Points: Elemental: Air 4
School System Power Points: Elemental: Air 4
Description: The elemental uses a rising cushion of air to provide increased wind resistance as they fall. This slows their descent and can even prevent all damage the elemental would otherwise sustain.
System: This is an area of effect ability. The elemental creates a strong updraft with a width and length in hexes equal to Focus. While in effect anyone falling through the updraft does so at a rate of only 3 hexes per combat round. This ability may be maintained for as long as desired at a cost of 1 Chi per round. When used alongside Breakfall the elemental adds their Focus technique as additional soak against falling damage. (See Breakfall for more details on falling damage.)

Source: editor

Smoke Step
Cost: 1 Chi
Speed: +3
Damage: see desc
Move: +2

Requirements: Focus ****
Power Points: Mystic 4
School System Power Points: Mystical, Elemental: Electrical, Fire, Water, Earth, Ice 4
Description: The mystic quickly dashes forward leaving a trail of fire/ice/electricity/etc in their wake as they move. This move was originally developed as an escape maneuver used by monks to scorch the feet of their pursuers Ė hence the name.
System: The monk rolls their base Focus and anyone caught in the trail takes that much damage. This damage cannot be soaked. The trail of elemental chi lasts for one full round before dissipating.

Source: editor

Sonic Blade
Cost: 1 Chi, 1 Willpower
Speed: -2
Damage: +3
Move: 0

Requirements: Focus *****, Sonic Boom
Power Points: Elemental: Sonic 4, Any 5
School System Power Points: Elemental: Sonic 4, Any 5
Description: The knowledge of this move is believed to have died with Charlie Nash. Since his untimely death no one has replicated it, not even his best friend Guile. Although many have tried it seems he took itís secret with him to the grave.
System: The fighter fires three Sonic Booms in rapid succession. Each Sonic Boom has a range equal to Wits + Focus and requires a clear line of fire. Each Boom can be directed at a different target or any combination of targets.

Source: editor

Sonic Boom
Cost: 1 Chi
Speed: -3
Damage: +4
Move: 0

Requirements: Focus ***
Power Points: Elemental: Sonic 4, Any 5
School System Power Points: Elemental: Sonic 4, Any 5
Description: This move has been made famous by Guile, who is one of the few people in the world known to possess it. The Sonic Boom is a projectile attack like a Fireball except that the fighter focuses her Chi to blast a ripple of concussive sonic energy at an opponent. The sonic blast creates a very loud cracking sound just before the fighter releases it and an even louder boom when it's released into the air. Dee Jay is the only other prominent Street Fighter who has mastered the sonic energy attack. His Max Out move appears very similar to Guile's Sonic Boom but it sounds more like intense amplifier feedback when it's released.

System: Like a Fireball a Sonic Boom's range is equal to the fighter's Wits + Focus. Itís damage is calculated as Intelligence + Focus + 4. The attacker must have a clear line-of-sight to their opponent.

Source: Core Rulebook

Sonic Sight
Cost: 1 Chi
Speed: none
Damage: none
Move: none

Requirements: Focus ***
Power Points: Mystic, Animal Hybrid, Elemental: Sonic 3
School System Power Points: Mystical, Inhuman, Inner, Elemental: Sonic 3
Description: Being able to see purely by sound has itís advantages for the blind. Although most come to navigate proficiently based on sound one who has mastered this ability can visualize the world around them based on sound waves bouncing around.
System: Sonic Sight is not an attack. It is activated by paying 1 Chi and from then on is always considered to be active unless the fighter consciously wishes for it not to be. Sonic Sight takes the place of any normal eyesight the fighter has. The fighter can only be surprised by things that are insubstantial or which can disrupt sound vibrations. Extremely loud noises (foghorns, Ear Pop, Stunning Shout, etc.) will confuse the fighter to the point where they are effectively blind. This does not stack with other sight-modifying abilities.

Source: editor

Sonic Wave
Cost: 2 Chi
Speed: -1
Damage: +6
Move: 0

Requirements: Focus *****, Sonic Boom, Force Shout
Power Points: Elemental: Sonic 4
School System Power Points: Elemental: Sonic 4
Description: The Sonic Wave is an even more powerful and concentrated form of Force Shout. Like the Sonic Boom the userís attack breaks the sound barrier.
System: This is considered an aerial projectile maneuver which will hit crouching foes. The fighterís blast of sonic force will strike everyone in a straight line up to Focus Ė1 hexes away. Anyone damaged by this attack is knocked down.

Source: editor

Soul Bond
Cost: see desc
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus *****
Power Points: Ninjitsu, Ler Drit, Mystic, Kabbaddi 5
School System Power Points: Hunter, Ler Drit, Mystical 5
Description: The exact origins of this technique have been lost and most people discount itís very existence as pure fantasy. For those few who find itís secrets it becomes a route to nigh invulnerability. In most tournaments using this technique would almost certainly result in instant disqualification.
System: This is not a maneuver that can be used in combat. It only affects willing targets Ė victims of Mind Control can make a resisted Willpower roll (Cobra Charm cannot compel someone to partake in this maneuver). The user can have a number of bondees equal to their Focus rating but all must remain within a radius equal to the bonderís Focus times 20 feet at all times or the effects of this technique end immediately.

To use this the bonder and all other participants must meditate together for no less than 30 minutes. At the end of this time the bonder rolls Intelligence + Mysteries (difficulty 7) and must score 3 successes for each bondee they wish to take on. Each participant pays 3 Chi while meditating. The bonder can continue making attempts every 30 minutes of meditation for an additional Chi. The affects of each check are cumulative.

The affect of Soul Bond is to transfer non-aggravated damage the bonder suffers to the bondees. Because the bonder still suffers the physical shock of each hit this maneuver provides no protection from being dizzied. When a bondee reaches 0 hit points they fall unconscious and their link to the bonder is severed. The bonder may be susceptible to effects that befall the bondees at the GMís discretion.

Soul Bonding lasts for a number of days equal to Focus or until broken. Soul Bond cannot be used with animals, only humans, and while active Share Life cannot be called upon from animal companions.

When used in conjunction with Delay Damage only the bonder can delay any damage while this technique is in effect. The damage that has been delayed is only applied to the bondees at the time specified under Delay Damage and cannot force them under 0 health.

Source: editor

Speed of the Mongoose
Cost: 1 Chi
Speed: +2
Damage: none
Move: -2

Requirements: Focus ***
Power Points: Ninjitsu 3
School System Power Points: Hunter 3
Description: The Ninja must concentrate on the form of her body's Chi and the method in which she wishes to tap it. By forming the intricate and secret hand sign of the Mongoose she may draw on its power to increase her natural speed.
System: The Ninja may only move this combat round and cannot block or attack. The following round she may choose to add +4 to her Speed or +6 to her Move (the latter must be in a straight line and cannot be a jumping maneuver). This cannot be stacked with Center or Wind Dash.

Source: Playerís Guide

Split Shadow
Cost: 1 Chi per round
Speed: +0
Damage: none
Move: 0

Requirements: Focus ****
Power Points: Ninjitsu 4
School System Power Points: Hunter 4
Description: An ancient technique developed in ninjitsu, a warrior learns to use his ki to form illusions of his mirror image. When activated it looks as though there are multiple clones of the fighter. However these images are not perfect and the clones have a defect in their appearance which will become apparent if enough time is taken to study them.
System: The fighter must spend one round to activate Split Shadow. Itís effect lasts a number of rounds equal to their Chi. Opponents attacking the ninja lose 3 successes when rolling to hit unless they may spend one full round studying the ninja. The aggressor makes a Wits + Perception roll against the ninja. If the ninja is fighting from darkness they may contest the roll using their Stealth. If a fighter using Split Shadow is actually hit then the effect ceases as does the Chi cost.

Cost: 1 Chi per round Speed: +0 Damage: none Move: none

Source: New Legends

Spontaneous Combustion
Cost: 2 Chi, 1 Chi per round after
Speed: +0
Damage: +5/+2
Move: -2

Requirements: Focus ***, Heatwave
Power Points: Elemental: Fire 4
School System Power Points: Elemental: Fire 4
Description: With this awesome power the elemental can make his opponentís skin, hair, and clothes literally burst into flames. Unsuspecting or unfocused opponents will suffer horribly as they burn uncontrollably. Victims of this attack will continue to burn until they either extinguish the flames or the elemental allows them to go out.
System: The elemental must defeat the defender in a contested Focus roll. If the elemental succeeds the defender bursts into flames taking the damage listed below. Each round thereafter the elemental can continue to expend Chi to keep the fire burning. The affected character can counteract this expenditure of Chi by spending one action rolling on the ground and putting the fire out. Unfortunately it is not always wise to do this in the middle of combat: any character who rolls out a fire suffers a -2 Speed penalty on her next action.

Spontaneous Combustion can be countered by both Pyro and Hydrokinesis. The defender must defeat the attacker in a contested Wits + Mysteries roll to extinguish the fire and is thereafter protected from further combustion attempts for a number of rounds equal to their Focus.

Source: Playerís Guide

Stone
Cost: 1 Chi
Speed: -2
Damage: Strength + Focus
Move: 0

Requirements: Focus **, Punch **, Wall
Power Points: Elemental: Earth 2
School System Power Points: Elemental: Earth 2
Description: The elemental may form earth touching them into a boulder and launch it at their opponent. This power provides structure and cohesion to the accumulated earth.
System: This is a projectile attack very similar to a Fireball or Ice Blast. The more Focus the elemental has the larger the stone is. Because the stone is thrown this Focus maneuver uses Strength instead of Intelligence to determine the damage inflicted.

Source: Playerís Guide

Stone Form
Cost: see desc
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus *****, Elemental Skin: Earth, Regeneration
Power Points: Elemental: Earth 4
School System Power Points: Elemental: Earth 4
Description: The earth elemental harnesses the power of the earth transforming their body into a statue. Although rendered immobile the elemental can not be detected by any normal means as a living creature. They become completely blind and deaf but can vaguely sense movement through the ground. The elemental may use Stone Form in conjunction with Elemental Stride to create a statue that is melded partially into any earthen formation.
System: Activating Stone Form expends two Chi. The elemental may remain in this form for as long as they wish but entering or exiting the form requires one full round of complete concentration. While in this form the elemental adds twice their Focus technique to their soak totals and is impervious to earth elemental damage.

Each hour spent in Stone Form is as if the elemental had slept for two and they do not require food, water, or oxygen while in this state. In addition the elemental may make a Stamina roll every hour to recover aggravated damage at difficulty 9. Each success negates one point of damage. While in this form they may use Focus abilities that do not require movement, eye contact or speech.

Source: editor

Stone Touch
Cost: 1 Chi
Speed: see desc
Damage: +0
Move: see desc

Requirements: Focus ***
Power Points: Elemental: Earth 3
School System Power Points: Elemental: Earth 3
Description: The earth elemental focuses the strength of the earth through their hands inflicting their opponent with a paralyzing burst of chi that makes their entire body feel as though it has been turned to stone.
System: Stone Touch is a modifier played in conjunction with any basic punch, grab, or throw. In addition to the damage roll the elemental rolls dice equal to their Focus technique. The victim then suffers a speed penalty to their next move equal to the number of successes.

Source: editor

Stunball
Cost: 1 Chi or 1 Willpower
Speed: -1
Damage: +2 (see desc)
Move: 0

Requirements: Focus **
Power Points: Any 2
School System Power Points: Any 2
Description: This is a very low-powered fireball which does no physical damage but can stun opponents. Being stunned breaks combos.
System: This works exactly the same as a normal fireball except that the opponent must make a Stamina roll (difficulty 8) to resist its effects. If the attacker gets more successes the defender is effectively dizzied and cannot act during the next combat turn.

Source: Warriorís World

Stunning Shout
Cost: 1 Chi
Speed: +2
Damage: see desc
Move: -2

Requirements: Focus **
Power Points: Shotokan Karate, Sumo Wrestling, Animal Hybrid, Elemental: Sonic 2, Ler Drit, Majestic Crow Kung Fu 3, Any 4
School System Power Points: Karate, Inhuman, Grappler, Ler Drit, Elemental: Sonic 2, Wu Shu, Inner, Kickboxing, Hunter 3, Any 4
Description: Some martial arts styles emphasize using the voice as a weapon in its own right. Ancient masters could focus their Chi through their voices creating shouts so loud and powerful that they could knock opponents over and unnerve them in battle.
System: A fighter must direct the Shout at one opponent (at the Storyteller's discretion, a whole group of minor thug opponents could be simultaneously affected). The victim of the Shout must make a resisted roll between the victim's permanent Willpower rating and the fighter's permanent Willpower rating. If the victim scores more successes the Stunning Shout has no effect.

If the fighter scores more successes one of two things happens to the victim depending on whether or not they have acted in the current combat turn. If the victim has not yet acted they lose all remaining Move and attacks for that turn. Completely unnerved and stunned by the force of the yell they must spend the remainder of the turn recovering.

If the victim has already finished their action that turn each extra success the fighter rolled on the Willpower test subtracts one Speed point from the victim's next maneuver. For example, a fighter using Stunning Shout bests their opponent's successes by four. That opponent will have -4 Speed to their maneuver next turn.

Source: Core Rulebook

Summon Chaya
Cost: 2 Chi
Speed: none
Damage: none
Move: 0

Requirements: Focus ******
Power Points: Mystic, Kabbaddi, Kung Fu, Baraqah, Majestic Crow Kung Fu 5
School System Power Points: Mystical, Kung Fu 5
Description: This technique was developed several centuries ago by Hindu monks to aid them in their battles against the malevolent spirits that roamed the land. The Chaya is a shadow woven of pure chi to mimic the form and function of its creator. As a temporary being it has the simplest sort of mind and is unable to plan or rationalize. It is an extreme manifestation of the monk's yin or yang chi and can only act according to its nature as such.
System: The ethereal clone requires a complete round of concentration to build and appears within any adjacent hex. The user must specify if they are creating an active, aggressive clone (yang) or a defensive, passive one (yin). Once created the Chaya lasts for five rounds or until it is destroyed or dispelled. It has ten health levels. The clone has no Chi or Willpower and can only use maneuvers that require neither. It has dice pools equal to its creator as applicable.

Yang Chaya use their creator's stamina in half for soaking attacks and cannot defend. As an expression of aggression and energy this Chaya must always be moving. Indeed, if a Yang Chaya cannot move or attack in a given round it suffers an automatic health level of damage. A Yang Chaya adds an additional die to all of its damage rolls. When this clone is destroyed it explodes inflicting one health level of unsoakable aggravated damage to everyone within 15' of it. The creator can dispel the Chaya as an action by entering its hex and making a Stamina + Focus roll. Each success inflicts one health level of damage to the clone while restoring one point of temporary Willpower for the creator up to the clone's remaining health.

Yin Chaya lose two dice on all their damage rolls but double their stamina for the purposes of soaking. They are defensive and will try to protect their creators using block maneuvers. Every time it successfully blocks an attack (meaning the clone wasn't knocked down, dizzied, or destroyed while using a block maneuver) the Chaya gains a point of temporary Chi. They suffer an automatic health level of damage at the end of any round in which they are not defending. When destroyed it melts into a blue mist that drains one point of temporary Chi and Willpower from everyone within 15'. The creator can dispel the Chaya as an action by entering its hex and making a Stamina + Focus roll. Each success inflicts one health level of damage and drains a point of temporary Chi from the Chaya which then becomes one level of healing for its creator.

Source: editor

Sword Eater
Cost: 1 Chi
Speed: +0
Damage: none
Move: 0

Requirements: Focus ***
Power Points: Elemental: Metal 2
School System Power Points: Elemental: Metal 2
Description: An elemental with this ability can devour and derive nourishment from metals which would otherwise prove highly toxic. The fighter uses their chi to break down the object and filter out harmful substances.
System: This ability may be used in combat to destroy weapons if the elemental wishes. They may also choose to swallow small objects and not digest them so as to regurgitate them later. Thus an elemental of this kind could swallow a key and later recover it in a manner which would be difficult to detect.

Source: editor

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

Requirements: Focus ****
Power Points: Kabbaddi, Tai Chi Chuan 3, Any 4
School System Power Points: Mystical, Inner 3, Any 4
Description: The art of Telekinesis is the ability to control matter using only the power of the mind. Training to master this ability is hard. It requires long hours of meditation and practice controlling one's own chi and directing it outward through force of will alone. Most of those who try to master this power find it is too much for them.
System: Telekinesis can be used to lift up to 4 lbs per Focus point and move it at walking speed. This drains 1 Chi when activated plus an additional chi per minute when used out of combat. During combat the increased strain of fighting drains Chi faster and the telekinetic loses 1 Chi every round instead. The fighter cannot Telekinetically control more then one object at a time. To throw such an object with this power requires a Wits + Focus roll to hit and does damage equal to successes on an Intelligence + Mysteries roll. This damage is soaked normally but if the number of successes is high enough the object will shatter as it too suffers the same amount of damage.

There is an inherent danger in using this power that many of its users fall into given sufficient time. This comes about because it is possible to overclock the speed and weight limits by making a successful Chi roll, difficulty 8. Each success doubles the weight limit for one round. However, should this or any other roll required of Telekinesis botch while overclocking the effects are disastrous for the user. Energy surges out of control and rebounds back upon its user inflicting unsoakable damage equal to the user's permanent Chi.

Source: S.A.Sh.- HQ

Telekinetic Boost
Cost: 1 Chi
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus *****, Telekinesis
Power Points: Mystic 5
School System Power Points: Mystical 5
Description: This power, which very few fighters seem capable of mastering, is a refinement in the application of Telekinesis. Using this the master is able to direct bursts of energy to assist their body. It cannot be used in the same round as Psychokinetic Channeling.
System: Telekinetic Boost is played as a modifier to a physical maneuver. It can be used to increase the user's movement rating - so long as the value isn't 1 or none, a knockback value, or throwing range or speed by their Focus technique. It can increase the movement speed of Flight and Levitation. When augmenting throwing speed, for example to throw a dagger at higher velocity, add the user's Focus technique to their damage rating.

Source: editor

Telepathy
Cost: 1 Chi per turn
Speed: none
Damage: none
Move: none

Requirements: Focus ***
Power Points: Kabbaddi, Ler Drit 2, Any 3
School System Power Points: Mystical, Ler Drit 2, Inner, Hunter 3, Any 4
Description: Some yoga masters have perfected a form of communication beyond the spoken word. They are able to link their thoughts directly to another person's mind enabling them to communicate directly with another person.
System: A character using Telepathy can link a number of additional people up to her rating in Focus. So, a character with a Focus technique of 3 could telepathically link herself and three other people. Each individual must be within a range equal to the telepath's Wits + Focus in hexes and must stay within that range to maintain the link.

In between each combat turn the telepath can decide which characters will be part of the telepathic link for the upcoming turn. Those players can then discuss combat strategy among themselves without anyone else being able to hear them.

Maintaining a telepathic link costs one Chi point per round.

Source: Core Rulebook

Teleport Slide
Cost: 1 Chi
Speed: +2
Damage: +1
Move: see desc

Requirements: Focus ****, Yoga Teleport, Slide Kick (see below)
Power Points: Ninjitsu, Ler Drit, Mystic 1, Kabbaddi 2
School System Power Points: Mystical, Ler Drit 3
Description: The user teleports mid-slide in the blink of an eye. This maneuver is customarily combined with a Slide Kick or Forward Slide Kick.
System: Teleport Slide functions much like Yoga Teleport. The fighter begins the port at the speed of this maneuver and finishes at the end of the round to deliver any damage if applicable. The fighter may move up to Wits + Focus in hexes and does not declare their destination until they are about to appear. Obviously as this is a teleport it will ignore obstructions (barriers, walls, people, etc.).

Source: sfrpg.com

Tenshin Glide
Cost: 1 Chi
Speed: +0
Damage: none
Move: 2

Requirements: Focus ***, Athletics **
Power Points: Kung Fu, Silat, Ninjitsu 3
School System Power Points: Mystical, Inner, Kung Fu, Hunter 3
Description: Ashura Warp has been made famous by a few prominent fighters but little attention is paid to itís less powerful cousin. The fighter performs a cartwheel and seems to fade slightly away as they move allowing objects and blasts to pass harmlessly through them. Ninjas skilled in this technique make it seem as though they roll around the punches and kicks directed against them.
System: Once activated the fighter makes a contested Wits + Mysteries roll against anyone and everyone attempting to damage them as they move. If they score more successes they glide silently through the attack unfazed. The fighter may move two hexes in any direction they wish and becomes vulnerable again as soon as they stop moving. Unlike Ashura Warp there is no speed bonus for this maneuver. This may be used as an abort maneuver.

Source: editor

Thermal Vision
Cost: 1 Chi
Speed: none
Damage: none
Move: none

Requirements: Focus **
Power Points: Ninjitsu, Mystic, Animal Hybrid 2
School System Power Points: Hunter, Inhuman 2
Description: The eyes of some hybrids are attuned to detect heat instead of reflected light. The hybrid sees the world around them as forms of hot and cool masses. The hotter an object is the brighter it becomes.
System: This is not an attack. Once activated Thermal Vision takes the place of other forms of vision (with which it does not stack). This does not grant X-Ray vision as some movies would like to claim. Heat obstructed by objects such as trees and walls renders their sources just as invisible as one would expect with normal sight.

The effectiveness of Thermal Vision will vary depending on the environment. For example, seeing a hot car in the desert during the day would be difficult because of heat radiating from the desert floor. At night when the desert cools such a vehicle could be easily spotted from a great distance. For this reason most animal hybrids who see exclusively via this method are nocturnal.

Source: editor

Thunder Clap
Cost: 1 Chi
Speed: +0
Damage: -3
Move: 0

Requirements: Focus ***, Punch *
Power Points: Native American Wrestling 4
School System Power Points: Grappler, Karate 4
Description: Powerful magic. The warrior claps his hands together and unleashes the sound of thunder. The tremors caused by the Thunderclap are powerful enough to shatter windows and stun the warrior's opponents. The sound can be heard for miles.
System: The Thunderclap inflicts damage on everyone within three hexes of the warrior. The damage is Intelligence + Focus - 3.

Source: Core Rulebook

Tornado Blitz
Cost: 1 Chi
Speed: -1
Damage: +3
Move: 0

Requirements: Focus ****, Air Blast
Power Points: Elemental: Air 3
School System Power Points: Elemental: Air 4
Description: The elemental can generate small vertical blasts of air by sheer force of will. These bursts start at the ground and fire up with sudden force ripping everyone in itís way off their feet.
System: This maneuver requires a clear line of sight to the target. This is a targeted effect and the desired hex must be in range equal to the character's Focus in hexes. Everyone in the targeted hex will suffer itís effects. This micro burst is not a projectile but can be dodged like one. 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. If it does any damage it causes knockdown and throws victims back one hex.

Source: editor

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

Requirements: Focus **
Power Points: Bando 1, Sumo Wrestling, Dirty Fighting 2, Boxing, Thai Kickboxing 3, Any 4
School System Power Points: Boxing, Grappler, Kickboxing, Dirty Fighting 3, Any 4
Description: Sumotori are renowned for their armor-like skin. One of the style's lesser-known special maneuvers is itís practitioners' ability to focus their Chi into their skin and surface muscles making their already tough skin rock-hard.
System: The character can use Toughskin along with any other maneuver in a combat turn. The character's Soak total is increased by two for the duration of the round.

Source: Core Rulebook

Twin Thunder
Cost: 2 Chi
Speed: -2
Damage: +4
Move: 0

Requirements: Focus *****, Shock Bolt, Ground Fire
Power Points: Mystic 3, Any 4
School System Power Points: Mystical 3, Any 4
Description: This combination of Lightning and being able to fire projectiles along the ground has taken more then one fighter by complete surprise. It is difficult to learn but quite deadly in the right hands. The mystic charges electricity in both hands and releases their dual charge as two surging blasts that travel along the ground in straight lines.
System: The fighter must choose two separate hexes in front of them to release the electrical blast. The range of each bolt is (Wits + Focus)/2 (round down) and everybody in its path will be affected unless they are aerial. Each blast travels in a straight line from the hex in which it is released. Anyone dizzied by this attack is also knocked down.

Source: editor

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

Requirements: Focus ****, Air Blast
Power Points: Elemental: Air 3
School System Power Points: Elemental: Air 3
Description: Perhaps the most dangerous of all elemental powers. The wielder may temporarily remove the air in any given area. When this power takes effect there is a loud crack similar to thunder as the surrounding atmosphere rushes to fill the vacuum. Any target in the area affected will feel the air sucked out of his lungs while almost simultaneously the air around him smashes into every part of his body.
System: This maneuver is a targeted area of affect ability. The user of this power designates one hex as the target hex. Any fighter in that hex or an adjacent hex must succeed in a Stamina test versus the damage scored, difficulty 8, or be automatically dizzied the following round (a botch indicates serious shock which knocks the victim unconscious). They also suffer damage using the +2 modifier below as intense air pressure squeezes them. Air elementals are unaffected by this power. A target with a higher speed may interrupt and move out of the affected area before the vacuum forms.

Source: Playerís Guide

Venom [hybrid maneuver]
Cost: 1 Chi
Speed: +1
Damage: +2 (see desc)
Move: -2

Requirements: Focus **, Athletics **, Grab **, Bite
Power Points: Animal Hybrid 2
School System Power Points: Inhuman 2
Description: The fighter has fangs which allow him to inject a mild poison into his target. The poison will paralyze small animals but only serves to slow, burn, and irritate tougher Street Fighters.
System: On a successful attack the target suffers damage according to the modifiers below. For the next turn (10 rounds = 1 turn) plus a number of rounds equal to the hybridís Focus the victim will act at -1 speed and lose one additional Health Level per 3 rounds of the poison's effect. Although this damage is not aggravated it can only be healed through complete rest at a rate of 1 Health per day. Venom may not be used in conjunction with other biting attacks - although it may be worked into an effective combination with other biting attacks. Multiple bites do not stack. This poison does not work in conjunction with Poisonous Strike.

Source: Playerís Guide

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

Requirements: Focus **
Power Points: Elemental: Earth, Elemental: Water 2
School System Power Points: Elemental: Earth, Water, Ice 2
Description: This is a simple yet effective concept. The elemental causes a solid wall of earth or water - depending on the elemental - to erupt from the ground.
System: The elemental selects a hex other than their own and fills it with the wall. It has a height and length can be up to the elementalís Focus in hexes. The range of this power is Perception + Focus. Anyone in this hex at the time the power is evoked suffers the damage listed below as it rises out of the ground and throws them back.

The wall has a number of Health Levels equal to the elemental's Intelligence + Focus and a Stamina equal to their (Intelligence + Stamina)/2. If this power invokes a wall of water it lasts for one full round before dissolving. Otherwise an earthen barrier lasts for a number of rounds equal to Focus before crumbling back into the ground.

Source: Playerís Guide

Water Walking
Cost: 1 Chi per turn
Speed: none
Damage: none
Move: see desc

Requirements: Focus *****, Center
Power Points: Ninjitsu, Ler Drit, Mystic 3, Kabbaddi 4
School System Power Points: Hunter, Ler Drit, Mystical, Inner, Karate, Kung Fu 4
Description: The monk has learned how to control their chi and mass distribution to the point that he can stand and walk on the surface of water without falling in. The water must be at least 2í deep to support the monk. Running water or one churned by strong waves will not have sufficient surface tension.
System: At any time the monk can choose to end this technique by stepping onto a solid object or diving under. While moving over the water the monk has a Ė1 penalty to all movement speeds (minimum 1) due to the care that each step must be taken with.

Source: editor

Weight
Cost: 1 Chi
Speed: -2
Damage: none
Move: -1

Requirements: Focus ***, Wall, Stone, Pit
Power Points: Elemental: Earth 3
School System Power Points: Elemental: Earth 3
Description: The very essence of the planet is at earth elementals' beck and call. This includes gravity! The elemental may force the planet itself to root the target to the earth for a short period of time. Affected fighters are surrounded by a bizarre effect similar to waves of heat from a hot highway. The opponent suddenly feels as if her weight has been doubled - then tripled.
System: This is a projectile attack and may be dodged as such. Otherwise the target will not be able to jump for the following five rounds and suffers -2 speed and -4 movement penalties to all their maneuvers. This also means the fighter cannot use Breakfall, Aerial Recovery, or Bushin Step while under the effects of Weight.

An opponent attempting to counteract this effect with Center, Lightness, Wind Dash, or Speed of the Mongoose must first defeat the elemental in a contested roll of permanent Chi. If the elemental is defeated the two maneuvers cancel each other out. Against an opponent attempting to use Levitation or Flight (including similar maneuvers) the elemental must defeat them in a chi roll each round they maintain their ability in order to root them. This technique has no effect against an insubstantial target such as a fighter in Ghost Form.

Source: Playerís Guide

Willow Mind
Cost: 1 Chi per hour
Speed: -1
Damage: none
Move: +0

Requirements: Focus ***, Telepathy
Power Points: Baraqah 1, Kabbaddi, Ler Drit, Mystic 2, Native American Wrestling 3
School System Power Points: Mystical, Ler Drit, Kung Fu 2, Grappler, Karate 3
Description: Those with weak wills and simple thought processes are easily deceived into following simple telepathic suggestions that lead them on wild goose chases. This technique has since been picked up by M. Bison's disciples and shaped into another tool in their arsenal of oppression.
System: This ability requires line of sight but has no limit on range. The telepath can implant suggestions in someone miles away via a video link although the difficulty of this increases with distance. Thus with the rise of the internet has a new method of manipulating world events opened for Shadoloo.

This is not an attack per se. The telepath manipulates sensory information as it is processed by the brain, particularly sight. Although this power cannot force the person to see whatever the telepath wants (see Dementia for that ability) the user can cause things that are seen and heard to be misinterpreted. Signs can change meaning, hazy images appear on the horizon, words are mistaken for things that sound similar, landmarks are not what the tracker expects to find, etc. Maintaining the telepathic link requires full concentration.

A victim of this power may attempt to see through the deception with Perception + Awareness. They need more successes then the telepath scored on Wits + Focus to instill the distortion. Seeing through one lie does not break the link but it does clue the victim in on the charade.

Source: editor

Withering Stare
Cost: 1 Willpower, 1 Chi per round after
Speed: -2
Damage: see desc
Move: none

Requirements: Focus ****, Intimidation *****, Glare
Power Points: Ler Drit 3, Silat 4
School System Power Points: Ler Drit 3, Mystical, Boxing, Kickboxing, Grappler 4
Description: This deadly, dread ability is the gift of mentally and spiritually wearing down an opponent through but an angry stare. If looks could kill, indeed. In some cultures this power is known as the "evil eye" although the legends have greatly exaggerated its power. In Ler Drit this ability is used to punish students who fail to conform to expectations.
System: This ability requires an unobstructed line of sight between the attacker and the target. The attacker establishes the visual lock with a contest of Manipulation + Intimidation which the defender counters with Willpower. If the attacker wins the defender is gripped in searing pain as nigh-supernatural fury rips across their body. Each round the lock is held the victim suffers one health level of aggravated damage. Movement under the Stare requires a contest of Willpower between the two fighters.

Maintaining the Stare requires complete concentration. Taking any other action immediately breaks the hold. It also ends when the attacker runs out of Chi.

Source: editor

Yoga Flame
Cost: 2 Chi
Speed: -2
Damage: +7
Move: 1

Requirements: Focus ****, Fireball
Power Points: Kabbaddi 3
School System Power Points: Elemental: Fire, Mystical 4
Description: Not content to throw small balls of fire Kabbaddi stylists have perfected the ability to create a deadly geyser of flame which they can breathe from their mouths.
System: The Kabbaddi master must choose in which direction to breath the flames. The inferno erupts in a conical flame that fills any one hex adjacent to the fighter and the three hexes beyond it. The fighter rolls separately for damage against anyone standing in the affected hexes. Once the Yoga Flame begins the fire lasts until the end of the current round so anyone foolish enough to enter the four fiery hexes also suffers damage. The Yoga Flame is even hotter than a Fireball and thus more prone to ignite nearby flammable materials.

Source: Core Rulebook

Yoga Teleport
Cost: 2 Chi
Speed: +3
Damage: none
Move: see desc

Requirements: Focus *****
Power Points: Kabbaddi 5
School System Power Points: Mystical 5
Description: It has been called magic and indeed it must be. Witnesses claim to have seen yoga masters who could literally disappear from one location and reappear in another. How this power is learned no one can or will say. One thing is certain; the knowledge is coveted by any Street Fighter who has had to face Dhalsim in combat.
System: When executing this move a player simply announces that her character has disappeared. At any point during the rest of the combat turn the player can choose to have her character reappear on the map anywhere within her character's Intelligence + Focus in hexes away from his original position. For example, Dhalsim uses Yoga Teleport at the appropriate Speed. The player removes Dhalsim from the hex map and can have him reappear anywhere within Dhalsim's Focus (6) + Intelligence (6) = 12 hexes away. Usually a player will wait until the very end of the turn, after all other characters have finished moving, before deciding where the teleporting character reappears.

Source: Core Rulebook

Zen No Mind
Cost: 1 Willpower
Speed: see desc
Damage: see desc
Move: see desc

Requirements: Focus ***
Power Points: Tai Chi Chuan 2, Aikido, Baraqah, Jeet Kune Do, Jiu Jitsu, Kung Fu, Silat, Thai Kickboxing 3, Any 4
School System Power Points: Inner 2, Karate, Mystical, Kung Fu, Kickboxing 3, Any 4
Description: Masters of Zen philosophy are able to act faster than thought. The master becomes part of the natural flow of the world so that his actions do not merely respond to some outside force but spring into being as they are required.
System: The player can select three maneuvers from the character's pool. The character must then wait until everyone else has performed movement and attacks that turn. At the very end of the turn, the player can select one of the three maneuvers and immediately use it as the character's action. This maneuver cannot be used with conjunctions.

Source: Core Rulebook