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Epic Grab Special Moves

by tjedge1

Name: Storm Hammer
Prerequisites: Grab 5, Athletics 3, Jump
Manoeuvre Cost: 7 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +7
Round Movement: 5'
Description: Unfortunate souls who anger big Atruaghin wrestlers in the midst of combat are in for a disorienting, bone-crushing experience as they unleash their Storm Hammer throw. The wrestler grabs his opponent's head in one huge hand, leaps into the air, spins his arm (opponent included!) in a big circle and then crushes the opponent's face into the arena floor. Very few opponents get back up.
System: As with all Grab Special Manoeuvres, the fighter must move into the same space as his opponent. The fighter can choose to land up to 15' away. The opponent suffers a Knockdown in addition to damage. Fighter and opponent end the turn in the same space.

Name: Spinning Pile Driver
Prerequisites: Grab 4, Athletics 3, Jump, Pile Driver
Manoeuvre Cost: 7 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +7
Round Movement: 10'
Description: This advanced version of the regular Pile Driver has carried Norwold wrestlers to the title of World Champion (often over the mangled bodies of their opponents). Norwold wrestlers perfected this move when they wrestled wild bears. Finding that the regular Pile Driver was not forceful enough to stun the hard-headed Norwold bears, they grabbed them, upended them into the Pile Driver position and then jumped high into the air. The added force from the fall proved sufficient to stun the most ferocious bears. When Norwold wrestlers entered tournaments, they continued to use the Spinning Pile Driver to finish their opponents. They added the spin into the move to please the Norwold crowds and disorient their victims.
System: The victim suffers a Knockdown in addition to regular damage, and is bounced 10' away (attacker's choice which direction) after impact.

Name: Jaw Spin
Prerequisites: Grab 4, Athletics 3, Tearing Bite
Manoeuvre Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +5
Round Movement: None
Description: Truly a terrifying tactic. The fighter assumes a crouching stance (apparently a Block Manoeuvre) and waits for her opponent's attack. When the attack is launched, the fighter jumps, grips his assailant's limb in his jaws, and begins to shake and spin violently.
System: To be successful, the fighter must actually allow the opponent to attack first. Once the blow has landed (assuming the fighter is still on his feet), he then executes the Jaw Spin.

Name: Dragon Drop
Prerequisites: Grab 3, Athletics 2, Kick 1
Manoeuvre Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +4
Round Movement: 5'
Description: In a seemingly impossible chain of movement, the fighters grabs hold of his opponent and flings himself up and over him, doing a 180 degree turn while directly above him. On his descent, he uses his now forward momentum to slam a powerful kick to back of his opponents head or back.
System: Use the modifiers above. Opponent is forced forward for as many feet equal to attackers strength.

Name: Spinning Neck Lock
Prerequisites: Grab 2, Kick 2, Athletics 2
Manoeuvre Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +2
Round Movement: 5'
Description: The fighter leaps into the air, hooking a leg around his opponent's neck, and then takes him down. The opponent is then caught in the fighter's leg lock.
System: This is a Sustained Hold that knocks down both fighters.

Name: Twirl and Hurl
Prerequisites: Grab 4, Athletics 2
Manoeuvre Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: -2 stand adjacent/+2 thrown
Round Movement: 10'
Description: This move is famous among bar-frequenting Heldanners as an excellent way to clear an area for fighting properly in, and all it needs is one willing person lying nearby to pull it off.
System: The victim of the T & H must be already knocked down. The fighter seizes the victim by the legs (need not move into the same space to perform this Grab) and swings the poor fellow around a few times before throwing him through the air. During the swinging around, anyone in a ring of spaces around the fighter is attacked as written above and is knocked down, unless a successful Save Throw vs. Paralysis is made. The swinging continues for quite a while, until the end of the combat round (such that anyone walking into the ring during this time will also be affected by the attack and knockdown.) At the end of the combat round, the fighter lets go, sending the victim a number of straight-line spaces in the direction of the fighter's choice, a distance equal to the fighter's Strength score. The thrown victim is knocked down upon landing.

Name: Improved Pin
Prerequisites: Grab 3, Athletics 2, Pin
Manoeuvre Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +2/+1
Round Movement: +5'/10'
Description: This is simply a refinement of the Pin technique.
System: The fighter may use an Improved Pin on any one target in their hex or an adjacent hex, regardless of whether the target is Knocked Down or Dizzy, using the modifiers above. In all other ways, it acts exactly like a Pin.

Name: Joint Break
Prerequisites: Grab 5, Joint Lock
Manoeuvre Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +2
Round Movement: +0
Description: The fighter grabs one of his opponent's limbs and twists it violently in a manner it was not meant to be, breaking the joint.
System: If the victim takes any damage from this manoeuvre, the limb is broken, until it is healed (Chi Kung healing can fix the broken arm if as many hit points are restored as the Joint Break inflicted). This manoeuvre does Kill damage only (though, at the DMs option, victims might pass out from the pain).

Name: Multi-Arm Pummel
Prerequisites: 3+ Grabbing Limbs, Strength 18+, Grab 5
Manoeuvre Cost: 6 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +2
Round Movement: 5'
Description: The incredibly strong fighter takes two arms and grabs his opponent, picking him up off the ground. He then uses his other arm(s) to pummel the opponent in rapid succession.
System: Use the modifiers above. The attacker makes three attack rolls.