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Block Special Moves

by tjedge1

Name: Kick Defence
Prerequisites: Block 2
Cost: None
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: A fighter who can guess his opponent's next move always has a distinct advantage! Kick Defence incorporates many movements that help defend the fighter against an opponent's foot and knee attacks.
System: This operates with a standard Block Move, except that the fighter can absorb +4 points against kicks (including large creature kicks). This is a passive modifier and is added to the fighter's normal Blocking skill.

Name: Punch Defence
Prerequisites: Block 2
Manoeuvre Cost: 1 Any Style
Usage Cost: None
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Similar to Kick Defence, Punch Defence incorporates a variety of ducking, bobbing, and deflecting movements that defend a fighter against punches.
System: This operates with a standard Block Move, except that the fighter can absorb +4 points against punches (including large creature punches). This is a passive modifier and is added to the fighter's normal Blocking skill.

Name: Maka Wara
Prerequisites: Block 4
Manoeuvre Cost: 5 Any Style
Usage Cost: None
To Hit: See Below
Damage Bonus: See Below
Round Movement:
Description: Both Rakasta and Ochalean martial arts incorporate training methods for turning a fighter's body surfaces and bones as hard as iron. This training, called Maka Wara in the Rakasta language, involves the fighter striking his hands, forearms, shins, etc. into progressively harder surfaces: padded wood, bare wood, bricks, stone, and finally metal. The repeated blows causes the fighter's bones to harden over time until they become like rods of iron. The training is facilitated by a secret herbal formula called dit da jow in Ochalea. The herbal remedy helps heal the bruises that form on the fighter's arms and legs, allowing him to train again the next day. No one likes to punch or kick a rod of iron, but that is essentially what an opponent must do to overcome a Maka Wara master.
System: Character who possess Maka Wara invoke the power whenever they use a Blocking Technique and an opponent strikes them with a punch, kick or using another part of their body (tails, tentacles, head, etc). The Maka Wara fighter takes damage as normal, but immediately rolls damage against his opponent, who has just injured himself by striking the iron-hard arms or legs of the Maka Wara fighter. The fighter rolls damage using half of the attackers roll (For example: If the attacker rolls 1d4, then the defender uses 1d2, Attacker uses 1d6 then 1d3, etc), all bonuses the attacker gets to his die roll, such as strength or martial arts, is also halved as the die roll is. If the defender is attacked with a weapon or Grab Technique manoeuvre, the attacker does not take damage.

Name: Missile Reflection
Prerequisites: Block 4
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: -5'
Description: Martial artists who have studied the intimate details of evasion and deflection motions are able to snatch arrows out of the air and catch thrown knives between clapped hands. Often the fighter will return the missile weapon to its sender in one fluid catch-and-throw motion.
System: When this Special Manoeuvre is used, the fighter poises himself to intercept any objects thrown or fired at him. If any missile attacks are directed at him, he has a chance to catch them and even return them toward their sender or in any other direction. The fighter must make a Dexterity roll with penalties (-1 for thrown items or weapons/-3 for bows, crossbows or slings) to catch a missile successfully. If the missile is reflected at another party, the deflecting fighter rolls to-hit the new victim, which suffers the same damage that the missile would have inflicted upon the fighter who caught and returned it. The fighter can deflect any number of missiles targeted at him during the same turn. Yes, any number, but only one can be reflected at another opponent.

Name: Roll With the Hit
Prerequisites: Block 4
Manoeuvre Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: The fighter lessens damage by "going with" the incoming attack.
System: This manoeuvre may be played in conjunction with any manoeuvre, except for Grabs. If the character using this manoeuvre is attacked while Blocking, he may double his Blocking absorption. If he was attacking, he cannot add his Blocking mastery, but he still absorbs 2 points of damage. If the character was using a manoeuvre that is an attack, the character makes the attack as usual.

Name: Weapon Block
Prerequisites: Block 4
Manoeuvre Cost: 2 Any Style
Usage Cost: None
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: This manoeuvre allows the character to block melee weapons without being hurt by them as much.
System: This operates with a standard Block Move, except that the fighter can absorb +4 points against melee weapons (including large creature weapons). This is a passive modifier and is added to the fighter's normal Blocking skill.

Name: Deflecting Kick
Prerequisites: Block 3, Kick 1, Kick Defence
Cost: 1 Chi
To Hit: +1
Damage Bonus: +1
Round Movement: None
Description: This countermove works just like the Deflecting Punch. The defender blocks with his thigh than delivers a snapping kick into the abdomen of his opponent.
System: The Deflecting Kick uses the same rules as the Deflecting Punch. The Damage is calculated with Kick technique.

Name: Wooden Dummy
Prerequisites: Block 4, Deflecting Punch
Manoeuvre Cost: 4 Any Style
Usage Cost: 3 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Derived from Wing Chun, the Wooden Dummy technique allows a fighter to block an opponents strike and then retaliate with a flurry of blows.
System: While blocking, the fighter makes attack rolls against his opponent. If the fighter fails the rolls, then no damage is done. If the fighter succeeds, however, then he makes a number of physical attacks equal to half of how many points of damage was absorbed. Example: Ragnar attempts to punch Leonine. Leonine decides to counter with a Wooden Dummy. After succeeding with a basic Block, and absorbing 4 points, Leonine makes two attacks, using either Punch or Kick moves to determine to-hit and damage.