Now, four-and-a-half months later, I finally bought the WoD Combat book, which borrows heavily from the ideas presented in SF, but doesn't make them so cartoonish. So, with the Combat book as a base, I have endeavored to make a new game out of what I liked in SF (mainly Focus and such), combined with what's listed in the Combat book (other maneuvers, etc.). And this game is called Warrior.
However, these rules have not been play-tested yet. They have been through numerous revisions, and several characters have been designed and pitted against other WoD creatures, but no actual play-testing has occured. So, if you do play-test them, then please send me mail and tell me what works and what doesn't. That way, I can correct the major problems, re-release it, and everyone can be happy. You can find my address at the end of this document.
The "World Of Darkness" and "Storyteller" series of role-playing games are published by White Wolf Inc. "Street Fighter" is a registered trademark of Capcom.
Rachel could hear her pursuers catching up to her. Street urchins, she thought, out looking for a gang-bang. She tried to evade them, but the city was unfamiliar to her, especially at night. Nonetheless, she felt that they would certainly catch her if she didn't do something soon, so she picked a random street, and turned the corner.
She hadn't gone five feet when she realized the mistake that she had made. The alley dead-ended into a brick wall after about 20 feet, and there was nothing she could see to hide behind. She spun around, hoping to make it out before the gang caught up to her, but they cut her off at the entrance. For the first time she could clearly see them. There were three of them -- two were dressed in leather and face-paint, with fairly decent builds and guns strapped on their sides. It was the middle one, though, which really caught her attention. Although he just seemed like another Goth, with pale skin, jet black hair, a leather jacket, and army boots, something seemed inherently odd about him. He was overly tall, moved surprisingly gracefully, and carried himself with an aura of superiority that she had never seen before.
Franticly, she scanned the walls, searching for a fire escape or ladder, but it was to no avail. As she backed towards the end of the alley, she began wondering why she had even returned to this city after all these years. After all, it was in an alley just like this that her parents had been killed so many years before, and if Master Cho hadn't been there, she would have undoubtedly joined them.
Master Cho -- the name alone brought up a reservoir of strength and courage in her. He had trained her how to live, how to think, and, when necessary, how to fight. So, focusing on her enemies, she took a deep breath and readied herself for battle.
The two thugs walked towards her, making comments about how much fun they were going to have, while the tall one just watched. The one on her left tried to grab her arm, but she spun quickly, delivering a right hook straight to his face. As he staggered, the one on her right ran behind her and tried to grab her with both arms. Just when he got a hold, she kicked off with both of her legs, throwing herself back towards the wall, and smashing her assailant into the bricks. The stun broke his grip, and gave her a clear look at the other thug, who was pulling the gun from its holster. Thinking quickly, she spun, grabbing the arm of the stunned thug, and hurtled him towards his accomplice, who accidently shot him dead. As the thiug with the gun tried to figure out what had just happened, she leapt into the air, focusing her entire body weight into her foot, and landing on his head, snapping his neck.
She turned to face the leader, but he was gone. Suddenly, she heard him speak from right behind her. "That was amazing." She jumped forwards, spinning around to face him in a battle ready stance. He smiled lightly. "Now, try me on."
She thought she was ready for anything, but he moved so fast that she didn't even see his fist coming as it landed suqarely in her chest, sending her careening back into the wall. "What -- are -- you," she asked, gasping for air. He bared his fangs, letting out a growl. "I'm the predator, and you're the prey."
Rachel stared at the ground, one hand clutching her chest, the other barely keeping her on her knees. She knew she couldn't beat him with just her hand-to-hand skills. She could feel the hate welling up inside of her as she knew that it was time to use the power. She used all of her hate and all of her anger and focused them into her fists until they were literally burning with rage. Now she was ready.
The Vampire slowly reached down and, grabbing her hair, pulled her to her feet. At that moment, she reached up with her burning fists and grabbed his head by the hair, setting it ablaze. He grabbed his head, trying to put out the fire, but instead catching his hands on fire too. She backed away from him, channeling her rage into a huge ball of fire which she then threw at the burning creature. The heat proved to be too much for him and, as the fireball hit him, he exploded into tiny, flaming pieces all over the alley.
"Prey on that, asshole," she said, before finally turning and walking away.
What is a warrior? There are many different ideas for who a warrior is. Some characters are trained fighters who've spent their lives in temples, always learning that they can be better. Some are ex-soldiers, veterans who train all of their lives to defend their country, only to find they don't know how to live outside of the military when they quit. And some never wanted to fight in the first place -- unfortunate characters born with freakish deformities and wondrous powers.
Deciding what kind of warrior a player wants to play is the first step in character creation. As with all Storyteller games, nature and demeanor are the next things to decide, and these are almost always heavily influenced by the warrior's concept. Regardless, because of the diversity of warriors, a player can choose virtually any concept, nature, or demeanor for his character.
The stats for warriors differ slightly from those of standard WoD games. Their beginning stats are:
Attributes: 7/5/3
Regular Abilities: 9/7/4
Combat Abilitiy Points: 8
Focus: 1
Backgrounds: 7
Chi / Willpower: 7
Power Points: 2 x Combat Rating
Focus Points: 2 x Focus Rating
Freebie Points: 17
All warriors study one main style, and all of their beginning combat maneuvers must come from this style (Note: After the game has begun, a character can learn from anyone who is willing to teach him, and can learn any style he can find a mentor for). The only exceptions to this are weapon-based fighters, who may choose both an "unarmed" and "armed" style to begin with. The only styles that cannot be learned are Do, Kailindo, Kibatsumejutsu, and Klaive Dueling, except in rare instances (see below).
Trait | Cost per dot |
Focus Rating: | 8 |
Attributes: | 5 |
Attributes: | 5 |
Combat Abilities: | 4 |
Non-Combat Abilities: | 2 |
Willpower: | 1 |
Chi: | 1 |
Backgrounds: | 1 |
All characters begin with the 8 Basic combat maneuvers listed in the WoD Combat book at no cost. Past that, they have to spend points to get Advanced maneuvers. Also, since some styles are punch-based, while others are kick- or grab-based, when the player chooses what style his warrior will use to fight, he can also choose a "favorite attack." This favorite attack should be one of the categories of Brawl (namely, either Punch, Kick, Grab, or Throw). Every time he buys a maneuvers that uses his favorite attack, the point cost is one less than that listed, never going below 1. (i.e. Ralph wants his warrior to fight with Kung Fu. Since there are many forms of Kung Fu, he chooses "grab" to be his warrior's favorite attack. As a result, he will have to pay normal costs for all his kick- and punch-based maneuvers, but his grab-based maneuvers will cost one less than listed).
Focus based maneuvers are treated the same way, except that a warrior using any style can buy any Focus maneuver, as long as all other prerequisites are met (minimum Focus rating, additional powers, etc.). Use the costs listed on the Master List of Additional Maneuvers or see the Maneuver Creation Chart to make your own, both at the end of this document.
Most combat is treated just like it is in the WoD Combat book (look there for information on stun damage vs. regular damage). Only the differences will be listed here.
Below is a listing of the regular experience points necessary to increase various traits:
Trait | Cost |
New Ability | 3 |
Willpower | current rating |
Chi | current rating |
Abilities | current rating x 2 |
Attributes | current rating x 4 |
Focus | current rating x 8 |
Incorporating Warrior into your current WoD game should be fairly simple. Just like everything else in WoD, warriors have their own agenda, and their own battles to fight. Listed below are some important things to keep in mind when mixing supernaturals and warriors.
Garou: They fight for the earth by killing off all those who would save it. Avoid at all costs.
Kindred: They treat us like meat, and slaughter us at their whim. We should return them to their graves.
Mages: These sorcerers are more powerful than anyone knows -- including themselves. This is especially true for the Akashic Brothers, although they hardly appear to be Mages at all.
Immortals: Who?
Wraiths: The dead should stay that way.
Changelings: Insane and useless.
Scanners: Very powerful, but far too temperamental.
Kindred: They taste better than regular mortals. Fit only to be drank from and discarded.
Akashic Brotherhood: Many of them have trained with us. They are among the most honorable of all.
Other Mages: Maybe they should just join the brothers.
Immortals: Who?
Wraiths: Some of us have spoken with them, while others have fought them. Our paths rarely cross, though, as we are dead and they are not.
Changelings: They're too serious. BO-RING!
Scanners; They do with their bodies what we do with our minds.
Totally up to the individual GM, but I don't like them. They seem to be too powerful, and if you want to play a character here to save the earth, I'd just use Garou.
Cyborg
If a character wants to be 'borged (like Kano or Jax), that is a superficial item. It does not alter point costs in any way, it merely becomes part of that character's concept. If the player wants his 'borged warrior to be able to launch missiles from his underarms, treat them like fireballs, and have at it. In order to get an extra Health Level, one must take the Reinfoced Body merit (see below) Additionally, cyborgs who wish to learn Tooth and Claw maneuvers must take the Tooth and Claw merit (see below).
Hybrid
If a player wants to play a half-gila-monster/half-human, then so be it. But, just like Cyborgs, it does not alter point costs in any ways. It merely becomes part of that character's concept. Additionally, hybrids who wish to learn Tooth and Claw maneuvers must take the Tooth and Claw merit (see below).
Code of Honor (1 pt.), Higher Purpose (1 pt.)
Mental
Common Sense (1 pt.), Concentration (1 pt.), Lightning Calculator (1 pt.), Eidetic Memory (2 pt.), Iron Will (3 pt.), Self Confident (5 pt.)
Awareness
Acute Senses (1 pt.)
Aptitudes
Animal Magnetism (1 pt.), Ambidextrous (1 pt.), Computer Aptitude (1 pt.), Crack Driver 1 pt.) Mechanical Aptitude (1 pt.), Perfect Balance (3 pt.), Jack-of-All-Trades (5 pt.)
Supernatural
Past Life (1 - 5pt.), True Love (1 pt.), Medium (2 pt.), Danger Sense (2 pt.), Faerie Affinity (2 pt.), Spirit Mentor (3 pt.), Companion* (3 pt.), Luck (3 pt.), Unbondable (4 pt.), Spark of Life (5 pt.), Guardian Angel (6 pt.), True Faith (7 pt.)
Martial Arts Ties
(Mage Ties that can be redirected at Martial Artists) - Boon (1 - 3pt.), Prestigious Mentor (1 pt.), Reputation (2 pt.)
Mortal Society
Black Market Ties (1 - 5pt.), Judicial Ties (2 pt.), Mansion (3 pt.), Media Ties (2 pt.), Nightclub (2 pt.), Church Ties (3 pt.), Corporate Ties (3 pt.), Entertainment Ties (3 pt.), Police Ties (3 pt.), Political Ties (3 pt.), Underworld Ties (3 pt.), Coporation CEO (5 pt.)
Physical
Double-Jointed (1 pt.), Huge Size (4 pt.)
*Only characters with Vampire Companion may learn Kibatsumejutsu. Only characters with Werewolf Companion may learn Kailindo and Klaive Dueling.
Only characters with Mage Companion (Akashic Brother) may learn Do.
Curiosity (2 pt.), Addiction (1 - 3pt.), Complusion (1 pt.), Dark Secret (1 pt.), Intolerance (1 pt.), Nightmares (1 pt.), Phobia - Mild (1 pt.), Overconfident (1 pt.), Shy (1 pt.), Speech Impediment (1 pt.), Sadism / Masochism (2 pt.), Obsession (2 pt.), Vengeance (2 pt.), Flashbacks (3 pt.), Driving Goal (3 pt.), Hatred (3 pt.), Lifesaver (3 pt.), Phobia - Severe (3 pt.)
Mental
Amnesia (2 pt.), Confused (2 pt.), Absent-Minded (3 pt.)
Awareness
Color Blindness (1 pt.), Hard of Hearing (1 pt.), Bad Sight (2 pt.), Deaf (4 pt.), Blind (6 pt.)
Aptitudes
Age (1 pt.)
Supernatural
Throwback (1 - 5pt.), Cursed (1 - 5pt.), Bard's Tongue (1 pt.), Primal Marks (2 pt.), Haunted (3 pt.), Psychic Vampire (5 pt.), Dark Fate (5 pt.)
Martial Art Ties
Enemy (1 - 5pt.), Infamous Mentor (1 pt.), Insane Mentor (1 pt.), Mentor's Resentment (1 pt.), Twisted Apprenticeship (1 pt.), Diabolical Mentor (2 pt.), Notoriety (3 pt.)
Mortal Society
Ward (3 pt.), Hunted (4 pt.)
Physical
Allergic (1 - 4pt.), Asthma (1 pt.), Short (1 pt.), Disfigured (2 pt.), Child (3 pt.), Deformity (3 pt.), Lame (3 pt.), One Arm (3 pt.), Mute (4 pt.), Parapalegic (6 pt.)
This warrior has spent his entire life training in the martial arts. Therefore, he only pays 1/2 of the listed costs to improve all combat abilities (he doesn't start with any more, they just increase faster). There is a downside to this merit. Living in a temple does not make for a socially-well-developed person, and he may have trouble fitting in with other warriors. For a good example of how a dedicated Martial Artist might react, watch the old TV show, Kung Fu.
Reinforced Body (4 pt.)
This merit means that the warrior has an extra health level of damage, and his similar to Huge Size. The player must find some kind of justification for why his warrior has an additional health level, be it cybernetic enhancements, mutant healing factor, or multiple internal organs. Regardless, this merit cannot be combined with Huge Size.
Tooth and Claw (4 pt.)
The warrior with this merit possesses teeth and claws. Although these do not do aggravated damage, they always do kill damage. Also, characters with this merit may learn Tooth and Claw maneuvers, although they have to justify why they have teeth and/or claws.
With this skill a warrior may, upon watching an opponent, figure out what fighting style that opponent is using, as well as know a little bit about that style.
* | Student: You know not to let a Sanbo fighter grab you. |
** | College: You can tell the difference between Kickboxing and Kung Fu. |
*** | Masters: You know about each styles' different beliefs. |
**** | Doctorate: You could teach a class in the principals of martial arts. |
***** | Scholar: A wise man atop a mountain. |
Meditation (skill)
Admittedly, it's not new, but it does do new things for a warrior. A warrior with this skill may add a number of dice equal to his rating in this skill to his Focus roll when attempting to recover chi after meditating for an hour.
Changeling Warriors Changelings cannot be warriors (not that any have ever tried, but...). Warriors do occasionally scuffle with the Fae (usually Redcaps), however.
Maneuvers
All page numbers are WoD Combat
Athletics: Jump (1, pg. 25), Shoulder Smash (2, pg. 26)
Brawl: Punch Disarm (3, pg. 26), Ducking Punch (2, pg. 26), Ear Pop (3, pg. 27), Elbow Smash (2, pg. 27), Eye Rake (2, pg. 27), Haymaker (2, pg. 28), Head Butt (1, pg. 28), Two-Fisted Smash (3, pg. 30)
Grab Backbreaker (2, pg. 33), Bear Hug (2, pg. 30), Choke Hold (4, pg. 30), Dislocate Limb (3, pg. 34), Fighting Hold (4, pg. 34), Knee Basher (3, pg. 35)
Throws: Flying Tackle (3, pg. 37), Throw (1, pg. 37)
Dodge: Evasions Evasion (2, pg. 42)
Weapon Maneuvers: Bash (1, pg. 47), Disarm (2, pg. 47), Fleche (2, pg. 47), Great Blow (1, pg. 47), Smash (2, pg. 48)
Suggested Techniques: Blunt Weapons, Fist Loads, Blades (short), Flexible Weapons
Appendix A is a list of many different maneuvers for warriors to learn. If a player wants his character to use one that is not listed, there are two ways it can be handled.
1) the player can just change the look and feel of a given manuever, but keep the listed statistics for it (i.e. Bob wants his warrior, NightDeath, to throw cosmic energy at his opponents. The GM rules that this is similar to both Sonic Boom and Fireball, and tells Bob that he can choose the statistics for either one to use for NightDeath's attack). The easiest way to remember what the maneuver is, is to write down both that warrior's version of it ("Cosmic Attack") followed by the maneuver's real name ("Fireball").
2) The other option is for the GM to allow his players to design their own maneuvers using the point system listed below. The GM should always approve of the maneuver first, though, as a low-cost, high-potency maneuver could easily upset game balance and ruin everyone's fun.
Effect | Cost in Power Points |
Initiative | 1 point per +1 Initiative |
Accuracy | 1 point per +1 Accuracy |
Damage | 2 points per +1 Damage |
Move | 1 point per +1 Move |
Abort Maneuver | 1 point |
Aerial Maneuver | 1 point |
Crouching Maneuver | 1 point |
Mulitple Hits | 2 points for 2 hits, 3 points for 3 hits |
Causes Knockdown or Knockback | 1 point |
Sustained Hold | 2 points |
Cannot be blocked | 2 points |
Does special damage (i.e. Atemi Strike) | 1 point |
Automatic effect (i.e. Maka Wara, Breakfall) | 1-3 points |
Distance Maneuver (i.e. Fireball) | 1 point |
Does kill damage | 1 point |
Area Effect (i.e. Shockwave) | 1 point |
Initiative | -1 point per -1 Initiative |
Accuracy | -1 point per -1 Accuracy |
Damage | -1 point per -1 Damage |
Move | -1 point per -1 Move |
Cost (Willpower, Chi, etc.) | -1 point per point that must be spent |
High PreRequisites | Varies (Storyteller's Discretion) |
Focus maneuver that does stun damage | -1 point |
Focus maneuver can only be used with weapon | -1 point |
I would like to thank the following people for their unwitting contribution to this supplement:
Athletics Maneuvers | ||||||||
Maneuver | PreReqs | Pts | I | A | D | M | Cost | Special |
Air Smash | Ath. 1, Jump | 2 | -1 | +0 | +2 | -1 | None | Aerial |
Bicycle Kick | Ath. 3, Kick 3 | 3 | -1 | +0 | +2 | +1 | 1 Will | Not Aerial |
Cannon Drill | Ath. 5 | 4 | +1 | +0 | +2 | +1 | 1 Will | Not Aerial |
Flying Body Spear | Ath. 3, Jump | 4 | +0 | -1 | +3 | +1 | 1 Will | Aerial |
Flying Heel Stomp | Ath. 3, Kick 2, Jump | 3 | +0 | -1 | +1 | +2 | 1 Will | Aerial |
Rolling Attack | Ath. 3 | 4 | -1 | -1 | +2 | +3 | 1 Will | Not Aerial |
Brawl Maneuvers - Punches | ||||||||
Maneuver | Prerequisite | Pts | I | A | D | M | Cost | Special |
Hundred Hand Slap | Brawl 4 | 3 | -2 | +0 | +1 | 1 | None | 3 damage tests |
Spinning Clothesline | Brawl 4, Ath. 3 | 3 | +0 | +0 | +0 | -2 | 1 Will | Attacks all adjacent hexes while moving |
Turbo Spinning Clothesline | Ath. 4 | 2 | +1 | +0 | +0 | +1 | 1 Will | Attacks all adjacent hexes while moving |
Widowmaker | Brawl 3, Jump, Haymaker | 3 | -3 | +0 | +3 | 2 | None | Aerial Haymaker |
Brawl Maneuvers - Kicks | ||||||||
Maneuver | Prerequisite | Pts | I | A | D | M | Cost | Special |
Backflip Kick | Brawl 2, Ath. 2 | 3 | +0 | +0 | +2 | 2 | None | Move back 2 after kick |
Cartwheel Kick | Brawl 2, Ath. 2 | 3 | -1 | -1 | +1 | +3 | 1 Will | Attack while moving |
Double-Hit Kick | Brawl 2 | 1 | -2 | +0 | +1 | -1 | None | 2 damage tests |
Double-Hit Knee | Brawl 2 | 1 | +0 | +0 | +0 | -2 | None | 2 damage tests |
Flying Knee Thrust | Brawl 2, Ath. 1 | 2 | +0 | -1 | +2 | +1 | 1 Will | Aerial |
Forward Flip Knee | Brawl 2, Ath. 2 | 3 | -2 | +0 | +2 | 2 | None | Move 2 over opponent after kick |
Lightning Leg | Brawl 4, Double-Hit Kick | 3 | -2 | +0 | +1 | N | None | 3 damage tests |
Shadow Kick | Brawl 3 | 3 | +2 | +0 | +1 | +0 | 1 Will | does Knockdown |
Slide Kick | Brawl 2, Ath. 1 | 2 | -1 | +0 | +1 | +1 | None | does Knockdown |
Stepping Front Kick | Brawl 4, Ath. 3 | 3 | +0 | -1 | +1 | +1 | 1 Will | 2 damage tests, does Knockdown |
Tornado Kick | Brawl 4, Ath. 3 | 3 | +0 | +0 | -1 | -1 | 1 Will | Attack while moving |
Wounded Knee | Brawl 3 | 3 | -2 | +0 | +3 | -1 | 1 Will | -2 M for 2 turns, -2 I on kicks for 2 turns |
Brawl Maneuvers - Grab | ||||||||
Maneuver | Prerequisite | Pts | I | A | D | M | Cost | Special |
Iron Claw | Brawl 5 | 4 | +1 | +0 | +3 | 1 | 1 Will | Sustained Hold |
Pile Driver | Brawl 3, Ath. 1 | 3 | -2 | +0 | +3 | 1 | None | does Knockdown |
Sleeper Hold | Brawl 3 | 4 | -1 | +0 | +1 | 1 | 1 Will | Sustained Hold, Dazes after 3 rounds |
Suplex | Brawl 1, Ath. 1 | 3 | -1 | +0 | +2 | 1 | None | does Knockdown |
Stomach Pump | Brawl 4 | 4 | -1 | +0 | +2 | 1 | None | does Knockdown |
Thigh Press | Brawl 2, Ath. 2 | 3 | -1 | +0 | +2 | 1 | None | does Knockdown |
Brawl Maneuvers - Throws | ||||||||
Maneuver | Prerequisite | Pts | I | A | D | M | Cost | Special |
Hair Throw | Brawl 3, Ath. 2, Throw | 4 | +1 | -1 | +2 | 1 | None | Aerial |
Focus Maneuvers | ||||||||
Maneuver | Prerequisite | Pts | I | A | D | M | Cost | Special |
Acid Breath | Focus 2 | 2 | -2 | +0 | T | -1 | 1 Chi | 3 damage tests (+3/0/-3) |
Balance | Focus 3 | 3 | N | N | N | +1 | None | +1 Bonus to Aerial Maneuvers, always on |
Chi Kung Healing | Focus 4, Regeneration | 3 | +0 | N | N | N | 1 Chi / SHL | Heals others |
Cobra Charm | Focus 2 | 3 | -1 | +0 | N | -1 | 1 Chi | Sustained Hold |
Death's Visage | Focus 3 | 3 | +1 | N | N | N | 1 Chi | All must roll Will vs. Manip. + (Focus/2) |
Dim Mak | Focus 4, Chi Kung Healing | 4 | +0 | -1 | +3 | +0 | 1 Chi | See WoD Combat Book |
Energy Reflection | ||||||||
Extendible Limbs | Focus 4 | 3 | +0 | +0 | +0 | +0 | None | Length = Focus |
Fire Strike | Focus 2, Flaming Fist | 3 | -1 | +0 | +2 | N | None | Length = Focus / 2 |
Fireball | Focus 2 | 2 | -2 | +0 | +2 | N | 1 Chi | Range = Focus |
Flaming Fist | Focus 2, Brawl 2 | 4 | +0 | +0 | +2 | +0 | 1 Chi | Use with a Basic Punch Maneuver |
Flight | Focus 3, Ath. 1 | 3 | +1 | N | N | T | Text | 1 Chi / Turn or 1 Chi / hour, Move = Stamina |
Flying Fireball | Focus 3, Fireball | 2 | -2 | +0 | +2 | +0 | 1 Chi, 1 Will | Aerial |
Ghost Form | Focus 5 | 5 | +1 | N | N | +0 | Text | Phase through matter - 2 Chi first turn, 1 Chi there after |
Ice Blast | Focus 2 | 4 | -2 | +0 | +2 | N | 1 Chi | Range = Focus, Sus. Hold |
Improved Fireball | Focus 4, Fireball | 3 | -1 | +0 | +3 | N | 1 Chi | does Knockdown |
Inferno Strike | Focus 4, Fireball | 3 | -2 | +0 | +4 | N | 2 Chi | Cluster attack |
Kongjin | Focus 4 | 4 | +1 | +1 | +1 | N | 2 Chi | See WoD Combat book |
Leech | Focus 3, Brawl 2, Regeneration | 4 | +0 | +0 | T | N | 1 Chi / HL | Drains from opponent, heals self |
Regeneration | Focus 1 | 2 | +0 | N | N | N | 1 Chi / HL | Heals self |
Repeating Fireball | Focus 4, Fireball | 4 | -2 | +0 | +0 | N | 2 Chi | # = Focus, range = Focus |
San He | Focus 4, Dodge 4 | 4 | +2 | N | N | N | 1 Chi | Focus/2 + Dodge + Stamina |
Shock Treatment | Focus 3 | 4 | +0 | +0 | +3 | N | 2 Chi | does Knockdown |
Shockwave | Focus 2, Brawl 4 | 3 | +0 | +0 | +0 | N | 1 Chi | does Knockdown, cone effect up to 3 hexes away |
Shrouded Moon | Focus 2, Ath. 3 | 2 | +0 | N | N | -1 | 1 Chi | Perc. + Alert. vs. Stealth + (Focus/2) to see |
Sonic Boom | Focus 2 | 3 | -3 | +0 | +3 | N | 1 Chi | Range = Focus |
Speed of the Mongoose | Focus 3 | 2 | +2 | N | N | -2 | 1 Chi | Only move this turn, +4 to I or +6 to S next turn |
Stunning Shout | Focus 2 | 2 | +2 | +0 | N | -2 | 1 Chi | Sustained Hold |
Teleport | Focus 4 | 4 | +3 | N | N | T | 2 Chi | Can move through Umbra (Focus) hexes |
Thunderclap | Focus 2, Brawl 1 | 2 | +0 | +0 | -3 | N | 1 Chi | Damage to everyone within 3 hexes |
Toughskin | Focus 2 | 2 | +0 | +0 | +0 | +0 | 1 Chi | Use along with another maneuver, adds 2 to Soak |