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Even Stronger Punch Manoeuvres

by tjedge1

Name: Boshi-Ken (Thumb Drive)
Prerequisites: Punch 3, Shika-Ken
Manoeuvre Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +2
Round Movement: +0'
Description: The thumb-drive fist, or Boshi-ken, is like a regular punch, except that the thumb protrudes along the front of the fist and is used for striking the opponent. Typically the force of the punch is directed at the nerve clusters of an enemy's muscles for maximum effectiveness.
System: An opponent struck with this punch will suffer numbness during the following round. If any damage is inflicted, the opponent suffers a -10' to Move and -1 To-Hit during the next round. If no damage was scored by the Ninja, it is assumed that the strike missed the targeted nerve cluster and doesn't slow the target appreciably.

Name: Dashing Punch
Prerequisites: Punch 4, Athletics 1
Manoeuvre Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +4
Round Movement: +20'
Description: When the fight starts, the boxer dashes forward and blast his opponent with a knockout punch before the opponent realized the fight had begun. The move was considered by many to be a typical cheap shot, but it has won lots of fights.
System: Use the modifiers above.

Name: Dashing Uppercut
Prerequisites: Dashing Punch
Manoeuvre Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +4
Round Movement: +20'
Description: This move is a slight adaptation of the Dashing Punch. The difference is that the fighter delivers an uppercut punch instead of a straight punch at the end of the dash.
System: The Dashing Uppercut can hit opponents in the air just above the fighter. Against such opponents, it scores a Knockdown in addition to damage, and forces the victim to miss a round of combat while recovering.

Name: Hundred Hand Slap
Prerequisites: Punch 5
Manoeuvre Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: -2
Damage Bonus: +0
Round Movement: 10'
Description: In formal sumo wrestling matches, sumotori are not allowed to strike with a closed fist, only with slaps and palm heel strikes using an open hand. This restriction has led sumotori to develop an awesome technique that utilizes open hand slapping. With the Hundred Hand Slap, the sumotori creates a blurringly fast flurry of strikes to overwhelm an opponent. The strike's name derives from the fact that sumotori who train to perfect this special move practice by striking a large wooden post 100 times as fast as they can. A fighter is timed on how fast he can deliver the blows with his open hand to the wooden post; over years of training, he is expected to reduce this time to under two seconds! Even the thickest posts often crack under the torrent of hammering blows.
System: A fighter who uses Hundred Hand Slap in combat gets to roll three attacks against one opponent, using the modifier given for each strike.

Name: Hyper Fist
Prerequisites: Punch 4, Power Uppercut
Manoeuvre Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +0
Round Movement: 10'
Description: Fighters who master the Hyper Fist are able to throw a flurry of uppercut punches that pound their opponents with multiple hits.
System: The fighter gets to roll three attacks against the victim of the Hyper Fist.

Name: Shuto (Sword Hand)
Prerequisites: Punch 3, Shika-Ken
Manoeuvre Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3 or +4
Round Movement: -20'
Description: The arm is swung in a wide arc toward the target. At the last moment, the Ninja's fist unclenches, and the fingers form a line 90 degrees from the palm. The lower edge of the fingers strikes the target with a force similar to that imparted by a sword or club.
System: This punch ignores the targets AC that comes from armour or shields For example humans would have AC 9, while a Kobold would still have an AC of 7. A target without such protection suffers an additional +1 to damage.

Name: Widowmaker
Prerequisites: Punch 3, Jump, Haymaker
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -3
Damage Bonus: +5
Round Movement: 20'
Description: This move is similar to the Haymaker, except that the fighter makes a short jump to increase the damage inflicted. Gravity and the punishing mass of the fighter propel the attacker's fist directly onto the target's head. This move is slow, but when it connects, it will often end a fight.
System: The fighter may jump up to 20' toward an opponent before inflicting damage. Any target hit by the Widowmaker suffers a knockdown, and must spend 1 round recovering. Because of the overhand strike involved with this move, a target that is airborne will not be hit, as the punch doesn't develop any real force until the swing is completed.