These powers aid you in mobility and defence.
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Path of the Tightening Coils:
EYES OF THE SNAKE- Focus 3, Frames 1
For the rest of the sequence, all attacks against you by Mooks take one extra frame.
Requires: Nothing
SLITHER OF THE SNAKE- Focus x, Frames 1
For the rest of the sequence, X mooks find it so hard to keep track of you that they will not attack you unless you are their only target.
Requires: Eyes of the Snake
STRIKE OF THE SNAKE: Focus 3, Frames 0
Make a Martial Arts attack. If that Martial Arts attack normally takes 3 frames, it takes one instead. Inflates
Requires: Slither of the Snake
COIL OF THE SNAKE: Focus x+1, Frames 0
Make a Martial Arts attack when it is not your time to act. X is the amount of frames that need to go by before you act again- so if you are acting again on frame 4 and this is frame 7, x is 3. Inflates.
Requires: Strike of the Snake
LUNGE OF THE SNAKE: Focus 3, Frames 0
Use this at the start of a sequence. Add 3 to your available frames that sequence. Restricted.
Requires: Coil of the Snake
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Path of the Storm Turtle:
WILLOW STEP- Focus 1, Frames 1
This is a Defensive Action that increases your Defence by 1. It becomes your defensive action against ALL attacks against you by opponents on the frame number you used it on- so you could use this to defend against all attack on frame 6, or all on frame two, and so on. Inflates
Requires: Nothing
WALK OF A THOUSAND STEPS- Focus 3, Frames 1
All your Active Dodges become worth 3 points to your defence instead of 2 until the end of the sequence.
Requires: Willow Step
CLOTHED IN LIFE- Focus 1, Frames 1
Until the end of the sequence, all hits done to you by opponents with a Fu stat lower than yours do two less damage
Requires: Nothing
ARMOURED IN LIFE: Focus 3, Frames 3
For the rest of the sequence, your toughness is increased by 3 for the purpose of reducing damage.
Requires: Walk of a Thousand Steps and Clothed in Life
SHIELDED IN LIFE- Focus X+1, Frames 1
This is a Defensive Action you can take AFTER being hit. It cannot be used if you already took a Defensive Action against this attack. Reduce the damage by X as you slip away at the last moment.
Requires: Armoured in Life
FOREWARNED IN LIFE- Focus 1, Frames 0
Activate any power that lasts until the end of the round, paying both costs as normal. This can be Called. Using this to activate such a focus power counts as using one power, not two. Restricted.
Requires: Shielded in Life
KING ON THE WATER- Focus 3, Frames 3
This is a Defensive Action that can be used against any attack. If your Charisma stat is higher than the attacker's, that attack misses.
Requires: Walk of a Thousand Steps
SHELL OF THE TURTLE- Focus 2, Frames 1
This is a Defensive Action that can be used against any Guns attack. It increases your defence by 3. Inflates
Requires: None
NATURAL ORDER- Focus 3, Frames 1
This is a Defensive Action that can be used against any Gun attack. That Gun attack misses, without any roll being made. This defensive action can be used whilst Prone. Inflates
Requires: Shell of the Turtle
WISDOM OF THE TURTLE- Focus 3, Frames 1
Increase your defence against a gun attack by two. This is not a Defensive action, it can be called at any point during the attack- including after it hits, which may make the attack miss. Inflates.
Requires: Natural Order
LAUGHTER OF THE TURTLE- Focus 4, Frames 2
For the rest of the sequence, all gun attacks against you get -1 to hit.
Requires: Wisdom of the Turtle, King on the Water (restricted)
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Path of the Leaping Storm:
Basic Level:
PRODIGIOUS LEAP- Focus 1, Frames x
Make a jump twice times your agility in metres. This is a move action. It does not make you move any faster than running (and hence takes as many frames as however it would have taken to run there would). This power also allows you to run along walls for the same distance.
Requires: None
FLYING WHIRLWIND KICK- Focus 4, Frames 5
Jump into the air and make a huge series of kicks on your opponent. Make a kick attack- if you hit, you get a bonus attack. If that hits, you get another bonus attack, and so on until you miss. Predictable.
Requires: Prodigious Leap
ABUNDANT LEAP- Focus 2, Frames x
Make a jump four times your agility in metres. This is a move action. It does not make you move any faster than running (and hence takes as much exertion as however it would have taken to run there would). This power also allows you to run along walls for the same distance.
Requires: Prodigious Leap
VERTICAL DODGE- Focus 3, Frames 1
This is a defensive action you may take if you are next to a vertical surface. Run off it and flip away to make an impressive dodge. It becomes your defensive action, worth 2 points to your defence, against ALL attacks against by opponents on the frame number you use it on- so you could use this to defend against all attack on frame six, or all on frame two, and so on. Inflates
Requires: Abundant Leap
VERTICAL KICK- Focus 1, Frames 3
This is a move action. Run along a vertical surface to power up a Kick you will make after using this. You can move as you take this action. That Kick must be a charge. If you take this Kick, it will do +3 damage if it hits. Note, this power improves your next Kick, it does not create the Kick in of itself, hence that Kick may be one using a Focus power.
Requires: Vertical Dodge
FLYING WEAPON- Focus 3, Frames 3
Make a jumping weapon attack, flying through the air, weapon outstretched. This can only be used as a charge, and only once per combat on the same person. This attack does double your Agility in damage- double your opponent's Toughness subtracts.
Requires: Abundant Leap
WATER WEAPON- Focus 1, Frames 1
Twirl your Weapon around in a display that makes it hard to see. Your next atack with that weapon is Accurate. Inflates.
Requires: Flying Sword
VERTICAL CHARGE- Focus 3, Frames 3
This acts like Vertical Kick, but with a Weapon.
Requires: Flying Sword
GATHERING OF THE CLOUDS- Focus 1, Frames 0
Use this when making a Continuous action (e.g. moving and firing) to negate the extra frame cost for that action.
Requires: None
AWESOME DOWNPOUR- Focus 1, Frames 3
Make a Martial Arts attack on two nearby named (i.e. non-mook) opponents. You make a single roll against both. The higher of the skills of the two opponents is the difficulty to hit. Both opponents take the same amount of damage. Inflates
Requires: Gathering of the Clouds
RAIN OF FURY- Focus 2, Frames 0
Use this when you have just Hit a Mook but failed to kill him. Attack that Mook again. Inflates.
Requires: Awesome Downpour
TORRENT OF FURY- Focus 8, Frames all
Spend all of your frames to enter a beserk frenzy. Attack an opponent. If you hit that opponent, you may immediately charge and attack another. You may repeat this until you miss or are in some way prevented from moving (e.g. sent prone by a Reflex attack). Inflates. Cannot be modified. Restricted.
Requires: Rain of Fury
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Path of the Clever Fox:
Basic Level:
THE FOX'S RETREAT- Focus 2, Frames 1
This is a Defensive Action you may use on a Close Combat attack. It increases your defence by 3. Inflates
Requires: None
TAIL OF THE FOX- Focus 2, Frames 0
Use when hit by a melee weapon. You twist out of the way at the last moment, reducing the damage taken by the amount of extra damage the weapon does. This is a modifier, and it can be Called. Inflates
Requires: The Fox's Retreat
EYE OF THE FOX: Focus 1, Frames 3
Make a barehanded attack on an opponent with a gun. If successful, you take the gun and also smash the opponent with the butt, doing strength +2 damage with a small gun or +3 if a large gun, acting as if you had hit with an outcome equal to a single die roll. You may keep or dispose of the weapon as you choose, at no cost. Predictable
Requires: Tail of the Fox
LAUGHTER OF THE FOX- Focus 2, Frames 3
Make a barehanded attack on an opponent with a gun. If successful, you take the gun and shoot him with it, firing the maximum practical bullets as if you had just hit him with the outcome of a single die roll. You may keep or dispose of the weapon as you choose, at no cost. Predictable.
Requires: Eye of the Fox
LUCK OF THE FOX- Focus 1, Frames 3
For the rest of the sequence, you may use Focus points as fortune points. However, each time you do so, add five to your damage taken! Restricted.
Requires: Laughter of the Fox
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Path of the Crouching Monk:
SPINNING MONK RECOVERY- Focus 2, Frames 1
This is a Defensive Action you may use whilst Prone. Add 2 to your defence. Inflates
Requires: None
WHIRLING MONK RECOVERY- Focus 3, Frames 2
This is a Defensive action you may use whilst Prone. Add 3 to your defence. Inflates.
Requires: Spinning Monk Recovery
IMPRESSIVE MONK DEFENCE- Focus 3, Frames 0
Use when Prone and being attacked by someone using a Focus power, to negate all bonus damage from that power. This is a modifier, and can be Called. Inflates
Requires: Whirling Monk Recovery
RECKLESS MONK RECOVERY- Focus 3, Frames 1
Use when you are sent Prone. Make a Martial Arts Check against difficulty 15. If successful, you are not sent Prone. If you fail, increase your damage taken by the amount you failed by. This is a modifier and can be called. Inflates.
Requires: Impressive Monk Defence
SERENE MONK RECOVERY- Focus 4, Frames 1
Use when you are sent Prone. Make a Martial Arts Check against difficulty 15. If successful, you are not sent Prone. This is a modifier and can be called. Inflates. Restricted.
Requires: Reckless Monk Recovery