Orochi as Background or Style

Orochi can also now be purchased as a Background Style, like Psychic Combat. Although there are 8 sub-styles (work in progress) and the Magatama style in the main Compendium, some fighters will want another style in addition to Orochi (or - if you will - merely to add some Orochi flavor to an existing style). If learned as a Background, the first dot costs 9 XP, and the following dots follow the cost of a Technique. As a Background, you have access to less Maneuvers than you would had you learned it as a Style.

Only if chosen as a Style will you have the Initial Will & Chi. Non-background Orochi styles also grant access to Manuevers from one of the Orochi elements. With the Background, you can have access to the Orochi elemental Maneuvers if you use the alternate method for Orochi Background which follows the Maneuver list (you'll get less Maneuvers but get control over which ones you get).

It is possible to be a sleeping Orochi. This means the dragon blood is in such a state of slumber that the Orochi cannot use any of their Orochi abilities and cannot undergo the Riot of Blood. This is represented by the Orochi not having any dots in Orochi Style or Background. Once the player/character actively pursues their Orochi heritage, the blood stops sleeping.

Being an Orochi means you have Orochi Dice equal to your dots in Orochi. 
How Orochi Dice Work
When you are at half Health or below, immediately roll your Orochi dice. Consult the table below against your permanent Willpower. If there is no effect, repeat this roll for each time an attack/maneuver causes you damage - until you are above half health again.
Note: You may spend a Willpower to take a success away from the Orochi dice.

Botch: Don't roll the Orochi dice again for this scene and for 15 minutes after.
No Successes: No effect.
1 Success: If your Willpower is 4 or less, you enter a Berserk rage.
2 Successes: If your Willpower is 6 or less, you enter a Berserk rage.
3 Successes: If your Willpower is 8 or less, you enter a Berserk rage.
4 Successes: If your Willpower is 10 or less, you enter a Berserk rage. If it is 6 or less, you enter the Riot of Blood.
5 Successes or more: Riot of Blood.

In between rounds, you may attempt to break out of Berserk or Riot of Blood if you spend 1 Willpower. Roll your permanent Willpower. If you exceed the roll of the Orochi dice, you break free from the Orochi.

Orochi Power Pool
An Orochi has an extra pool of temporary points equal to their Orochi dice. It can be used for either Willpower or Chi, and you regain it at the same rate you regain Chi (whenever you get back Chi, the pool is restored by the same amount). When Berserk or Riot of Blood, the pool can be freely used except for break-out rolls for either condition.
An Orochi can attempt to use the pool in other conditions. For every point of the pool used, make the following roll. Roll your permanent Willpower. If you match or exceed 5 successes, you don't go Berserk. If you don't, you do. If you Botch, you enter the Riot of Blood.

Having the Orochi Background grants access to the following maneuvers.

Punch 
Buffalo Punch (1)
Finger Slash (2) 
Maul (4) 

Kick 
Lightning Leg (3) 
Outrage (2) 
Outrage (Leaping) (2)

Block 
None Specific 

Grab 
Chest Blast (2)
Decide (5) 
Explosive Slam (5) 
Godpress (2) 
Gorefest (2) 
Power Smash (3) 
Power Stomp (2)
Skull Cracker (4)
Soul Shock (2)

Athletics 
Shoulder Buck (2)

Focus 
Extendible Limbs (4) 
Summon Rage (2) 
Voltaic Launcher (4) 

Alternate way of running the Orochi Background
    For every dot, you gain access to Maneuvers available to Orochi. The first two dots each grant access to one Maneuver. Dots 3-5 each grant two Maneuvers (total maneuvers: 8). When selecting Maneuvers, the PP cost cannot be more than your current dots in Orochi and you must pick the Maneuvers for the last dot before purchasing a new dot. (You can buy more than 5 dots in this for more maneuvers, but if you want more maneuvers than 8, it would be more cost effective just to buy a non-Background Style.)
    You must still follow the Multiple Style rules on learning these Maneuvers and must still pay for each one you learn. If you select any powers from a specific Orochi element, they must all be from the same element.
Note: Element-specific Orochi Maneuvers do not have an Any cost.

Riot of Blood
The power of the Riot of Blood depends on Orochi's access to our world. Hopefully, the Seals are in place to prevent his return. The seal created by twin Kaguras lasts for 1800 years. For the first 900 years, Orochi is Descending. For the latter 900, Orochi is Ascending.

The Riot of Blood lasts for hours equal to dots in Orochi Style/Background. A Willpower may be spent between rounds to break the Riot. Roll permanent Willpower equal to a die pool of twice the dots you have in Orochi.

While in the Riot of Blood, you are consumed by bloodlust for all life except other Orochi. Riot of Blood operates as Berserk; however, you can Block and play Abort maneuvers to avoid attacks. And although you still have the same level of intelligence, you need to spend 1 Willpower if you wish to break away from combat (you will still be filled with bloodlust but can retreat to logically and rationally plot and scheme). Riot of Blood also increases your Dizzy threshold. Calculate the damage needed to Dizzy you as if you had twice your Stamina.

Orochi Descending
The Orochi gains 3 dots to add to any attributes. Once chosen, this is their Riot of Blood form and cannot be changed.
Any of the eight Orochi Kings will instead gain 4 dots.

Orochi Ascending
The Orochi gains 6 dots to add to any attributes. Once chosen, this is their Riot of Blood form and cannot be changed.
Any of the eight Orochi Kings will instead gain 8 dots. If one of the eight and not in your true form, you will awaken into your true Orochi form.

Orochi Merits

Orochi Blood (1 point) (Merit and Flaw)
You have Orochi blood and can now follow (buy) an Orochi Background or Style. This is a Merit/Flaw and as such does not grant or cost points. However, it must either be taken during character creation or "earned" during gameplay (and by earned, I mean victimized by).

Tempered Orochi (3)
You are not subject to going Berserk due to low Health.

Reincarnated Orochi (4)
Though possessed of a minor role, you were an important part of Orochi's forces.
You are not subject to going Berserk due to low Health.
If you want to draw upon your Orochi power pool, you need only 4 successes on a Willpower roll to avoid the Berserk/Riot consequences.
When you go Riot of Blood, your past life's evil personality surfaces.

Major Orochi (7)
You had a major role in one of Orochi's past plots. Your Riot of Blood has the power of one of the Eight Kings.
You are not subject to going Berserk due to low Health.
If you want to draw upon your Orochi power pool, you need only 3 successes on a Willpower roll to avoid the Berserk/Riot consequences.

When you go Riot of Blood, your past life's diabolical personality surfaces, and you do not need to make a Willpower roll to be fully in control unless you wish to contest this other personality - in which case it is treated as a standard Riot of Blood.

This is the same merit that the Orochi King's possess. However, some of them only have the past-life's personality and are not subject to the Riot of Blood (any of the bonuses or penalties).

For a few that can fall victim to it, they instead transform into their "true Orochi self," and are only subject to it while Orochi is Ascending and under specific unique circumstances. However, they [Yashiro, Shermie, Chris] do not actually possess this merit or any dots in Orochi. It is part of their Dark Fate Flaw (5 point).

The Kings that can fall victim to the Riot of Blood are:
    Leona
    Yamazaki
    Mature (as reborn dual-soul clone)
    Vice (as reborn dual-soul clone)

Not subject to the Riot of Blood:
    Goenitz
    Mature
    Vice

Riot of Blood brings forth Hidden True Self:
    Yashiro
    Shermie
    Chris

Rites of the Orochi Kings

Maneuvers

Note: Element-specific Orochi Maneuvers do not have an Any cost. The Elements are: Wind, Fire, Earth, Lightning, Thunder, Shadow, Light*, and Water*. *Not all of the elements have specific Maneuvers.
 

Wind Halo
Prerequisites: Levitation
Power Points: Orochi Wind 3
Description: You are surrounded by a near invisible halo of wind which helps to carry you.
System: Adds +1 to all Movement. Figured into your Athletics. The halo can be called and dismissed at will. It does not cost any Will or Chi to use. This is not compatible with Balance or Light Feet because it will throw off the preciseness of Balance and sometimes not fully let your feet touch the ground.

Ignite Orochi Blood 
Prerequisites: Cosmic Waking
Power Points: Orochi (any element) 3
Description: Wake the sleeping dragon.
System: Awakens blood in an Orochi. Opposed Roll: Your Int. + Focus vs. target's permanent Will. If you roll higher, the Orochi suffers the Riot of Blood. If the Orochi True Self is locked away, this will unlock it (applicable to future Orochi who do not yet have any dots in Orochi).
Cost: 1 Chi 
Speed: -2
Damage: Special
Move: None

Wanpyuu Mametsu
Prerequisites: Focus 5
Power Points: Orochi Wind 3
Description: From an outstretched hand, slicing arcs of wind buffet an opponent. Goenitz uses the back of his hand as if bored.
System: Focus. Three damage tests. Reach of One.
Cost: 1 Chi 
Speed: +0 
Damage: +0 (x3)
Move: None

Tornado Hold 
Prerequisites: Flight, Yoga Teleport
Power Points: Orochi Wind 5
Description: Also called Yamidoukoku (translation "Gloom Accompany"). The victim is grabbed by the throat, engulfed by a rending vortex, and spat out.
System: Grab, Throw (knockdown). Damage is based on Intelligence + Focus +4 + Focus. The victim is then thrown Hexes equal to your Focus.
Cost: 2 Chi 
Speed: -1 
Damage: +4 + Focus
Move: One

Snake Wind
Prerequisites: Yonokaze
Power Points: Orochi Wind 5
Description: This blast of wind engulfs an opponent and traps them in twisting currents of air.
System: Focus. Range = Wits + Focus. Sustained Hold. After this blast hits, it holds the opponent in a Sustained Hold that does not consume any of your future actions. The Snake Wind has a Strength equal to your Focus.
Cost: 1 Chi 
Speed: -1 
Damage: +3
Move: None

Slaughtering Wind
Prerequisites: Yonokaze
Power Points: Orochi Wind 3
Description: A blast of wind concentrated so as to be armor piercing.
System: Focus. Range = Wits + Focus. Aggravated Damage. This attack uses half the final Soak of the target (round down).
Cost: 1 Chi 
Speed: +0 
Damage: +0
Move: None

Flight
Prerequisites: Wind Halo
Power Points: Orochi Wind 3
Description: You fly on the wind currents.
System: You cannot play any other card or take other actions while using Flight. Duration is equal to hours equal to Focus. If you do, Flight automatically switches to Levitation and will expire in that many rounds (though your Movment becomes Focus +3). For normal Flight speed, you can use whichever is faster of the two Movements listed below. If you're attacked by a Maneuver that permits a dodge with Jump, you may make the dodge roll as a free action.
Cost: 2 Chi 
Movement: (Focus +3) x4 or Wind Current

Tranquility
Prerequisites: Focus 8
Power Points: Orochi Wind 8
    Air is frozen in place. Though, the air becomes a stagnant pool is a more fitting description. Molecules in the air become completely inert and cease all chemical reactions and become highly resistant to motion. You can wave your hand in the air, but the molecules will only move enough so you can move your hand. No wind is produced. And not only is it highly unlikely that the act of drawing breath will be sufficient to draw in air, the terrifying truth is that the reactions that should take place within your lungs and blood will not occur with the inert molecules should you be able to breathe them.
    System: Focus. Roll your Int + Focus with a minimum of one success to activate this power. Effect: The area of the scene (or an area stretching (Wits + Focus) x 4 from all sides of the Orochi) The effect is not blocked by anything that blocks LOS and remains centered on the hex the Orochi was standing when the power was activated. The area becomes effectively airless and all within it must hold their breath or suffocate. Duration is equal to your Focus and you are immune. Other Wind Orochi or Wind Elementals may roll their Int+Focus versus the successes used to activate this power (must exceed the original roll) to breathe the stilled air.
Cost: 2 Chi
Speed: -2
Damage: None
Move: None

Wind Servants (Environmental Effect)
Prerequisites: Focus 6
Power Points: Orochi Wind 8
Description: The air becomes an extension of your evil mind.
System: The local environment now has attacks per round equal to your Focus. It will emit blasts/explosions of wind that cause Knockdown. It will only act to prevent attacks upon you. The Chi cost is to activate this power which lasts for the scene. You don't have to spend anymore actions on this for the remainder of the scene. Each hostile action towards you will provoke only one of the blasts (the servants will detect any hostile intent and feel anything moving in the air). If you wish, you can use your action to command the Wind Servants to attack specific targets (and link yourself into the wind's elemental sensory powers) although this will cost 1 Chi per turn you do this.
Cost: 2 Chi 
Speed: +2 
Damage: +0
Move: Irrelevant

Dawning Star
Prerequisites: Focus 7
Power Points: Orochi Light 5
 Ambient light is amplified by magnitudes such that it rivals the sun.
System: Focus. The area of the scene (or an area stretching (Wits + Focus) x 4 from all sides of the Orochi) becomes bright. This effect is not restricted to LOS though it is centered on the Orochi. The brightness Blinds anyone who uses light to see and does not possess polarized vision. Attempting to see in the brightness can cause permanent blindness so all opponent will likely try to use Blind Fighting. The brightness lasts rounds equal to Focus, and the area stays in place, not moving with the Orochi. This maneuver grants the Orochi the Merit: Polarized Vision (vision automatically adjusts to changes in brigthness).
Cost: 2 Chi
Speed: -1
Damage: None
Move: None

Hologram
Prerequisites: Focus 7, Aura Illusion
Power Points: Orochi Light, Succubus* 8 (*thrown in for Morrigan, no real succubus style)
 A duplicate is created of the Orochi that performs every action she performs. It has no physical body yet all actions it takes produces actual physical effects. This is a mirror image, and appears opposite a point on the map chosen by the Orochi (or opposite an opponent chosen by the Orochi).
System: Focus. The hologram remains in effect for rounds equal to Focus following the use of this power. It does not need to spend temporaries to mimic powers used by the original.
Cost: 3 Chi
Speed: -2
Damage: None
Move: None

Invisibility
Focus 7
PP: Orochi Light 5
You can actually bend light around you or another location, causing the target to appear as if it were not there. To see through a cocoon of light waves around yourself, you unbend two eyeholes. With sufficient successes, someone perceptive can locate the eyeholes.
System: If this power is used on a hex, it is stationary. If placed onto a specific target, it moves with that target. The affected target considers anything trying to locate or interact with it Blind (so use Blind Fighting). Duration is equal to your Focus. If you want to affect multiple hexes, each additional point of Chi you spend doubles the number of hexes you can affect. To affect multiple entities, you must use this power separately for each.
Cost: 2 Chi
Speed: -1
Damage: None
Move: -2

Light
Prerequisites: Focus 4
Power Points: Orochi Light 1
 Soft light shines forth from the Orochi.
System: Focus. The area of the scene (or an area stretching (Wits + Focus) x 4 from all sides of the Orochi) is brightened to the level that most living creatures can see. The effect is blocked by anything that blocks LOS and remains centered on the Orochi. This power can create light where there was none. Duration is equal to Focus.
Cost: 1 Chi
Speed: -1
Damage: None
Move: None

Dim
Prerequisites:
Focus 5
Power Points: Orochi Shadow 1
 Mood lighting.
System: Focus. The area of the scene (or an area stretching (Wits + Focus) x 4 from all sides of the Orochi) is darkened to the brightness of a single flickering candle. People will be able to see, but all Perception tests have +2 Difficulty as all is cloaked in shadows. The effect is not blocked by anything that blocks LOS and remains centered on the hex the Orochi was standing when the power was activated. This power cannot increase a light level. Duration is equal to Focus.
Cost: 1 Chi
Speed: -1
Damage: None
Move: None

Constrictor
Prerequisites: Decide
Power Points: Orochi Shadow 3
Description: Your extendible arm reaches out and wraps around your opponent so that you can squeeze the life from him.
System: Grab. Reach equals Focus. This is a Sustained Hold. 
With each damage test, you cand drag the victim closer to you (Hexes equal to half your Strength, round down).
You can choose to continue to hold your victim on following rounds while still playing cards for your other arm, but you do not get to make follow-up damage tests (or drag) for the Sustained Hold. Remember the -2 dice penalty for using the off-hand.
Note: This will be the basis for the whip maneuver "lasso" which I have not yet created.
Cost: 1 Chi 
Speed: -1 
Damage: +3
Move: None

Dragon Coils
Prerequisites: Constrictor
Power Points: Orochi Shadow 2
Description: You can grant your arms some of your own intelligence.
System: You can do one of two things with this. You can play it as Constrictor and now have your arm continue to make damage tests even if you play cards for your other arm. Or, you can make one Constrictor attack with both arms (either on the same opponent or on two separate opponents). If an opponent is held by two Constrictors, this is the true Dragon Coil attack, and the opponent must now make two break-out tests per round. Each arm is treated as a separate hold.
Cost: 2 Chi 
Speed: -1 
Damage: +3
Move: None

Dragon's Lair
Prerequisites: Decide
Power Points: Orochi Shadow 2
Description: Your extendible arm lashes out and yanks your opponent towards you.
System: Grab. Reach equals Focus +2. The victim loses his action this round, has a -2 Speed penalty next round, and is placed placed adjacent to you (on your hex side that he was facing).
Cost: 1 Chi 
Speed: +1 
Damage: -1
Move: None

Devouring Oblivion 
Prerequisites: Focus 6, Dim
Power Points: Orochi Shadow 8
Description: You open a portal of shadows that consumes one victim. Dark tendrils reach out and snatch them away.
System: Grab. Range equals Wits + Focus. You target a hex with this, and once you do, it will remain there for the round. This attack is a contested roll. Roll your Int + Focus against Dex + Athletics. If the opponent cannot exceed your roll, he is pulled into a shadow realm and is lost. If you do not win the roll but score successes, the portal has the opponent in a Sustained Hold. The portal's strength is your Focus. If the opponent fails any break-out rolls, they are pulled in and lost.
Anyone physically helping the person grabbed and anyone helping them are attacked by the portal in the same manner, even if not in the same hex. The portal attacks anyone foolish enough to enter its hex.
The portal only closes when the original target escapes or is devoured (at the end of the round where one of these conditions is met).
Victims devoured by the portal are not dead. They are just ... no longer in this world.
Cost: 2 Chi 
Speed: -2
Damage: Special
Move: None

Guillotine
Prerequisites: Grab 4, Athletics 4, Kick 2
Power Points: Orochi Shadow 5
 Yamazaki (or you) leap forward, grab the victim by the throat, push them along the ground, stop, and stomp on them repeatedly.
System: Jumping, Grab, Knockdown. Last three hits are based on Kick. After you have grabbed the victim and done damage with the Grab, you may Move again up to your Athletics. You then deliver three stomps and both characters remain in the same Hex. If the Grab fails to do damage, the Maneuver ends immediately.
Cost: 2 Will
Speed: +0
Damage: Grab: -1, Kick: +2 (x3)
Move: +0

Nightmare...and madness
Prerequisites: Grab 5, Extendible Limbs
Power Points: Orochi Shadow 5
 Yamazaki (or you) bites into the victim, throws them to the ground (with the teeth), and proceeds to flay the victim alive using arms like whips.
System: Grab, Knockdown. Place victim adjacent. If the bite does damage, the victim is knocked down and placed into an adjacent Hex. You may then make three damage tests based on Punch while the victim is on the ground. If the Grab doesn't do damage, you may still do the Punches so long as the victim is adjacent or closer.
Cost: 1 Will, 1 Chi
Speed: -1
Damage: Grab: +0, Punch: +2 (x3)
Move: One

Shadow Walk  
Prerequisites: Focus 6
Power Points: Orochi Shadow 2
 You can step into one shadow and exit from another.
System: With Shadow Walk, you step into one shadow and exit another shadow within LOS that is not farther away than your (Wits + Focus) x4. If it is farther away, you must spend an additional Chi for each additional range increment. 
If you in an area that is not entirely shadowed, you can determine if there is a suitable "exit" shadow present by rolling your Sense Element (Roll Perception + Dots in Orochi) as part of this action (though you must have Sense Element) before you do any other part of this Maneuver. Simply pick a hex and make the roll (you need 2 successes). If it fails, pick an adjacent hex and try again. If that fails, pick another adjacent hex and try again (forming a straight line from the original hex). For each retry, you need one additional success. When the target becomes 5 successes, you automatically fail to find "exit" shadows. If you fail, you don't need to spend the Chi for the Shadow Walk, and may either Abort to another Maneuver or take the movement of the Shadow Walk (it has Athletics based Movement - presumably, for you walk into the first shadow).
Cost: 1 Chi
Speed: +3
Damage: Per Basic -1
Move: +0

Serpent's Nest
Prerequisites: Snake Charmer Riot
Power Points: Orochi Shadow 4
Description: The Orochi laughs wildly as both arms become snakes of destruction.
System: You may make a number of punch attacks equal to your Focus with a reach equal to your Focus. Select one of the three Basic punches and all punches must be that type. You may, of course, attack multiple opponents.
Cost: 1 Will, 1 Chi
Speed: Per Basic with an additional -1 Speed penalty
Damage: Per Basic
Move: None

Snake Charmer  
Prerequisites: Punch 4, Extendible Limbs
Power Points: Orochi Shadow 2
 Your extendible punch strikes both extending and retracting.
System: As Extendible Limbs but you can now make your Basic attacks make two damage tests. Except, each damage test is -1 damage and the reach is +2 hexes. If the opponent is in either bonus Hex of reach, the Snake Arm hits only once.
Cost: 1 Chi
Speed: Per Basic
Damage: Per Basic -1
Move: +0

Snake Charmer Riot
Prerequisites: Snake Charmer, Focus 5, Punch 5
Power Points: Orochi Shadow 5
Description: The Orochi leans back while both arms shoot out, rapidly striking the victim.
System: Punch. This attack makes three damage tests. It may hit an opponent a number of hexes away equal to the Orochi's Focus technique.
Cost: 1 Will, 1 Chi
Speed: +1
Damage: +0
Move: None

Blackened
Prerequisites: Grab 5, Throw
Power Points: Orochi Thunder 3
Description: The victim is slammed down on the ground twice and then hurled upwards into the air.
System: Grab. The first damage test causes Knockdown. The second damage test Juggles the opponent and allows you to Throw the opponent (if you wish).
Cost: 1 Will
Speed: +0
Damage: +2 (two damage tests)
Move: One

Negative Gain
Prerequisites: Thigh Press, Grab 4, Athletics 4
Power Points: Orochi Thunder 4
Description: The Orochi grabs the victim's head between her thighs and immediately does two back flips, each landing on the victim's head. She does one final back flip to land on her feet.
System: Grab. After grabbing the victim, move two hexes straight back in the opposite direction. The Orochi lands one hex farther away. The victim is knocked down. If your have Grab 6 and Athletics 5, you can choose to do three back flips (each doing +2 as the force is spread further out).
Cost: 2 Will
Speed: -1
Damage: +4 (two damage tests)
Move: One

Slayer
Prerequisites: Grab 4, Focus 5
Power Points: Orochi Thunder 5
Description: The Orochi lifts the victim and slams them down on the ground where an exploding column of energy launches them into the air,
System: Grab. The victim is knocked down and thrown 3 Hexes.
Cost: 2 Chi
Speed: -1
Damage: +7
Move: One

Thunder
Prerequisites: Focus 5, Thunderclap
Power Points: Orochi Thunder, Native American Wrestling 4
Description:  Somewhere in the world, there is thunder. This power channels that force to where you are. You calmly draw the energy into yourself and unleash it in a deafening blast.
System: Focus. This attack hits every hex up to your Focus away from your current hex (you can restrict the size of the radius if you wish). If you spend 2 Chi, it causes Knockdown. Anyone who suffers damage is defeaned for a number of rounds equal to the damage suffered. You also have the option to channel it into a narrow beam. If you do this, the beam hits everyone along a straight line of hexes equal to your Wits + Focus and you use the damage modifier in parenthesis.
Cost: 1 (or 2) Chi
Speed: -1
Damage: +2 (or +4)
Move: None

Ankoku Raikou Ken (Dark Lightning Gleam Fist)

Prerequisites: Focus 6, Raijen Ken
Power Points: Orochi Lightning 5 (Heavenly King of Insanely Violent Lightning)
Description: With an upraised fist, the Orochi blasts his enemy with strobing purple lightning that fries his body and soul.
System: Focus. This attack makes 3 damage tests and has a reach of one.
Cost: 2 Chi
Speed: +1
Damage: +1 (three damage tests)
Move: None

Chain Lightning

Prerequisites: Focus 6, Improved Fireball
Power Points: Orochi Lightning 8
Description: You send out a purple lightning bolt that after striking one opponent leaps to another opponent. 
System: Focus. As Fireball. After it strikes one target, it leaps to another target within your Wits + Focus. The attack keeps going until a target suffers no damage. It will go after the nearest opponent after you select the initial target, though you may exclude targets from the attack (the lightning bolt is somewhat subject to your will).
Cost: 2 Chi
Speed: -2
Damage: +2 
Move: None

Dance of Realism

Prerequisites: Focus 5, Athletics 4, Kick 4
Power Points: Orochi Lightning 3
Description: With a hop forward, the Orochi twirls as violent lightning surrounds the legs, drilling into an opponent.
System: Athletics. This attack makes 3 damage tests. Not Aerial. You can choose to move into the opponent's hex each time you do a damage test, and if you do, it knocks them back one hex. However, you can just make all three tests from adjacent if you like. (Essentially) After each damage test, you have the option to move one hex of your movement if you have remaining movement - which can be useful.
Cost: 1 Chi
Speed: +0
Damage: +0 (three damage tests)
Move: +0

Insulation

Prerequisites: Focus 5
Power Points: Orochi Lightning 1
Description: Electricity does not harm you.
System: If you are struck by a lightning attack, you suffer no damage and gain the Chi that the attack cost. A real lightning bolt restores 10 Chi.

New Moon Thundercloud

Prerequisites: Focus 6
Power Points: Orochi Lightning 5
Description: The Orochi generates a floating cloud of lightning that hovers in place, impeding or appearing directly on an opponent.
System: Focus. The Lightning cloud is placed in any hex within range. It remains the entire round and attacks anyone in its hex or an adjacent hex. It knocks down. Range is Focus + Wits.
Cost: 1 Chi
Speed: +0
Damage: +2
Move: None

Shukumei, Gen'ei, Shinshi (Fate, Illusion, Sincerity)

Prerequisites: Focus 6, Athletics 5
Power Points: Orochi Lightning 5
Description: The Orochi turns into a lightning bolt and streaks feet first into the opponent. Routing the enemy before the might of the Eight.
System: Athletics. This attack makes 3 damage tests.
Cost: 1 Will, 2 Chi
Speed: -1
Damage: +3 (three damage tests)
Move: +2

Thunder God's Cane

Prerequisites: Focus 5, Athletics 5, Kick 4, Jump
Power Points: Orochi Lightning 3
Description: From the midair forward flip, a heel engulfed in lightning is brought down upon an unfortunate soul.
System: Athletics. Aerial. Overhead. This attack causes knock down.
Cost: 1 Chi
Speed: +0
Damage: +4
Move: +0

Yata Clan's Mowing Whip

Prerequisites: Punch 4, Focus 5
Power Points: Orochi Lightning 5
Description: Slicing the hands back and forth, lightning cuts the enemy and one last slice sends a wave of lightning into the midst of opponents.
System: Focus. This attack makes 3 damage tests. The first two are punches, and the third hit is a Focus blast with a range of Focus + Wits.
Cost: 1 Will, 1 Chi
Speed: +0
Damage: +0, +0, +2 (three damage tests)
Move: One

Fire of Sin that Sweeps Over The Earth

Prerequisites: Focus 6
Power Points: Orochi Fire 5 (Heavenly King of the Flame of Destiny)
Description: Outward from the orochi king, a sheet of fire spreads across the earth.
System: Focus. Affects hexes equal to Focus+Wits around the orochi, including the hex he occupies (though he is immune).
Cost: 2 Chi
Speed: +0
Damage: +5
Move: None

Judging Harp

Prerequisites: Focus 6
Power Points: Orochi Fire 5
Description: Cocooning himself in a bubble of flame, three passing strikes are made.
System: Focus. Make three Passing Strikes in succession. Otherwise identical to Passing Strike.
Cost: 2 Chi, 1 Will
Speed: +0
Damage: +4
Move: +2, +2, +2

Mirror Slaying Blaze

Prerequisites: Punch 3, Focus 4, Jump
Power Points: Orochi Fire 4
Description: From the air, a hand engulfed in fire is brought down upon an opponent.
System: Punch. Jumping. Knock down.
Cost: 1 Chi
Speed: +0
Damage: +5
Move: +0

Moon Clipping Blaze

Prerequisites: Punch 3, Focus 4, Athletics 1
Power Points: Orochi Fire 4
Description: With fire in each hand, the king rotates to swing the flames repeatedly into an opponent.
System: Punch. Knock down vs aerial. Every time one hex is moved, the attacker may make one damage test. Every damage test knocks the opponent back one hex.
Cost: 1 Chi, 1 Will
Speed: -1
Damage: +4
Move: +0

Mowing Serpent of Darkness

Prerequisites: Sun Frying Blaze, Focus 6
Power Points: Orochi Fire 5
Description: Tidal waves of fiery darkness are summoned forth to sweep over an opponent.
System: Focus. Range is equal to Focus, and it affects a triangular arc spreading out from the first hex. This attack can possibly make three damage tests. If the first test has successes on the damage roll (not counting will spent by the defender), you may make the second damage test, and the same rule applies for determining if the third may be made.
Cost: 2 Chi, 1 Will
Speed: -1
Damage: +4
Move: -2

Punishment of Blood

Prerequisites: Focus 5, Punch 3
Power Points: Orochi Fire 4
Description: This punch seems innocuous, but from the point of impact, the body then begins to feel as if it is burning from the inside out.
System: Punch.
Cost: 1 Chi
Speed: +0
Damage: +6
Move: +0

Sin of Heaven

Prerequisites: Focus 4, Grab 2, Kick 1, Athletics 1, Throw
Power Points: Orochi Fire 2
Description: Appears to be a normal back roll throw. However as the victim ascends, his body bursts into fire.
System: Grab. Throw victim hexes equal to Kick+Strength behind you (knock down).
Cost: 1 Chi
Speed: +0
Damage: +5
Move: One

Sun Frying Blaze

Prerequisites: Focus 6, Improved Fireball
Power Points: Orochi Fire 5
Description: Sheets of fire spray from the hand.
System: Focus. Range = Wits + Focus. This attack can possibly make three damage tests. If the first test has successes on the damage roll (not counting will spent by the defender), you may make the second damage test, and the same rule applies for determining if the third may be made.
Cost: 1 Chi
Speed: -1
Damage: +2 (multiple tests possible)
Move: None

Earthquake

Prerequisites: Focus 5, Shockwave 
Power Points: Orochi Earth 3
Description: You send out a tremor in every direction with a powerful stomp.
System: Focus. Every hex within your Strength + Focus of your current hex is attacked. Aerial opponents are immune. This attack causes knockdown. Damage is Strength + Focus. Speed is Dexterity. (You have the option to send forth the quake in a single straight line. Speed for the straight line is +0.)
Cost: 1 Chi
Speed: -1
Damage: +0 
Move: None

Howling Earth

Prerequisites: Focus 6
Power Points: Orochi Earth 5 (Heavenly King of the Parched Earth)
Description: The Orochi King bends down and drains the life force of the Earth. With the accumulated power, he sends forth from his fist the agony of the planet.
System: Focus. This attack may be charged. If performed on the second round, the speed penalty does not apply. Also if fired on the second round, the attack ignores all forms of block (except San He which draws upon the Earth for defense). Range is Wits+Focus.
Cost: 2 Chi (on the 1st round)
Speed: -2
Damage: +8 (+16 instead, if fired on the second round)
Move: None


Note: The following maneuvers (statistics not provided) are automatically repelled by the holders of the three sacred relics (Yata Clan Mirror, Kusanagi Sword, Jade Claw): Inverted Vortex, Chain Lightning, Burning Verdict, and Cracks of the Earth.* This is in addition to immunity to the environmental effects caused by the presence of one of the Heavenly Kings.

*These maneuvers have not been detailed. Suffices to say that they are capable of wiping out armies.

Note: See Goenitz under the KOF 96 Bosses Character Menu for the Heavenly King of the Devouring Wind and Three Kings for the other Heavenly Kings.