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Epic Punch Manoeuvres

by tjedge1

Name: Spinning Clothesline
Prerequisites: Punch 4, Athletics 3
Manoeuvre Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +0
Round Movement: -20'
Description: Whirling destruction! The wrestler spins his body like a top. His outstretched arms club any opponent near him. He can wade through a gang of thieves, sending them flying in all directions.
System: When using the Spinning Clothesline, the fighter moves and attacks simultaneously. When he initiates the move, the wrestler attacks all opponents sharing his space or in an adjacent space. The wrestler then moves 10' and repeats the round of attack rolls. He keeps moving and making damage rolls until he uses up his round movement or decides to stop. Anyone nearby who is half the fighters size, crouching or lying down will avoid the attacks.

Name: Dim Mak
Prerequisites: Punch 4, Focus 3, Chi Kung Healing
Manoeuvre Cost: 7 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +0
Round Movement: +0
Description: Dim Mak is the art of the death touch. Masters of Dim Mak possess secret knowledge of how Chi flows within the body. The body's Chi patterns are said to vary according to the time of day, season, and many other esoteric factors. A master of Dim Mak possesses knowledge of all of these factors and utilizes it to pinpoint vulnerable locations on his opponent's body. Thus, a mere finger thrust can disrupt a Chi flow and bring all sorts of misery to the victim of the Dim Mak strike. Legends of Dim Mak say that it is possible for the master to touch a victim and delay the damage to the victim's body by seconds, minutes, days, or even months. Certain pressure point strikes can paralyse the limbs, afflict the victim with specific diseases, and even kill with one blow. The arts of Snake Kung Fu come closest to maintaining the knowledge of Dim Mak, but a qualified teacher is extremely rare.
System: While there are many effects of Dim Mak that a DM should feel free to include for dramatic purposes, use of Dim Mak in combat has certain specific effects. Whenever a fighter strikes an opponent with a Dim Mak touch, damage is rolled normally, but the attacker inflicts two extra effects. The first is that he can decide to delay the damage from the strike for any specified number of rounds. The damage will be applied against the opponent's hit points at the beginning of the specified round. The character does not have to tell his opponent when the damage will be dealt, but the player should tell the DM or write it on a piece of paper. The second effect is that the attacker can temporarily lower one of the victim's Physical Attributes (Strength, Dexterity or Constitution) by one point per successful Dim Mak strike. Physical Attributes cannot be lowered below 1 in this manner. The victim's bonuses for these attributes temporarily drop as his Dexterity, Strength or Constitution is reduced. Any skills involving the affected Attribute must be made using the lower score. The victim can regain these lost points after combat in 4d4 turns, or half of that amount by making a successful Saving Throw vs. Paralysis. Example: A Dim Mak practitioner strikes an opponent. She rolls ten points of damage. The fighter can choose to apply this to the victim's hit points now or wait to apply it any number of rounds in the future. In addition, the fighter chooses to lower the opponent's Strength by one (she has struck a point along the victim's rib cage that leaves his arms feeling numb and weak).

Name: Turbo Spinning Clothesline
Prerequisites: Athletics 4, Spinning Clothesline
Manoeuvre Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +0
Round Movement: -10'
Description: A much faster version of the Spinning Clothesline.
System: This move is identical to the Spinning Clothesline, except that it is quicker and travels farther

Name: Flaming Dragon Punch
Prerequisites: Punch 5, Focus 2, Dragon Punch
Manoeuvre Cost: 6 Any Style
Usage Cost: 3 Chi
To Hit: -1
Damage Bonus: +6
Round Movement: -20'
Description: Just like the Dragon punch, except the fighter concentrates their Chi into their fist causing it, and anything hit by it, to burst into flames.
System: The Flaming Dragon Punch is identical to the regular Dragon Punch, with the following exceptions: Any opponent hit with the Flaming Dragon Punch suffers a knockdown, regardless of whether the opponent is on the ground or in the air. If the Flaming Dragon Punch is used on an opponent standing adjacent to the fighter (the fighter using the Dragon Punch does not have to move in order to be next to the opponent), the Flaming Dragon Punch will hit twice! The player gets to roll two damage tests for his character's punch. For example, during a combat round, a hobgoblin attacks and decides to move next to a Mystic to deliver the attack and hit or misses. The mystic decides to take the Flaming Dragon Punch action on the attacking hobgoblin. Because the hobgoblin is right next to him when he begins his Flaming Dragon Punch action, the mystic gets to hit the hobgoblin twice with the punch.