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Kick Special Moves

by tjedge1

Name: Double-Hit Kick
Prerequisites: Kick 2
Cost: 1 Chi
To Hit: -2
Damage Bonus: +1
Round Movement: -5'
Description: Many styles feature combination kicks that use one leg to deliver two kicks in rapid succession without the kicking foot touching the ground in between. Usually, the first kick lands low and the second kick lands high.
System: The Kick attacks twice using the modifiers above. Opponents in the air will only be hit once.

Name: Double-Hit Knee
Prerequisites: Kick 2
Cost: 1 Chi
To Hit: +0
Damage Bonus: +0
Round Movement: -10'
Description: This is a close-in move popular with Capoeira dancers. The fighter leaps into the opponent, allowing his knee to smack the victim's stomach and continue into the opponent's chin.
System: Roll two for using the modifiers above when using this move.

Name: Foot Sweep
Prerequisites: Kick 2
Cost: 1 Chi
To Hit: -2
Damage Bonus: +3
Round Movement: -10'
Description: This low, powerful kick is intended to knock an opponent off his feet and send him crashing to the ground.
System: Victims of a successful Foot Sweep suffer a Knockdown in addition to normal damage.

Name: Heel Stamp
Prerequisites: Kick 1, Athletics 1
Cost: 1 Chi
To Hit: +2
Damage Bonus: -4 (1 min)
Round Movement: +5'
Description: The Heel Stamp is designed to increase the distance between a Ninja and an enemy who is pressing the Ninja too hard. The Ninja raises his leg in front of him and lashes out, slamming his heel into the closing opponent's chest or blocking arms. The two warriors are propelled directly away from each other.
System: The Ninja causes very little actual damage with a Heel Stamp; the manoeuvre is primarily used to gain breathing room or to set up a more offensive move for the next round (or to knock the opponent off a cliff, into a vat of sulphuric acid, etc.). The Ninja moves back one hex, while the target moves in the opposite direction. The target is moved a distance in feet equal to the (Ninja's Strength + Athletics Skill) minus the target's Strength.

Name: Knee Strike
Prerequisites: Kick 2
Cost: 1 Chi
To Hit: +2
Damage Bonus: +1
Round Movement: None
Description: In this somewhat vicious manoeuvre, the fighter stands close to his opponent and jumps up to knee him in the stomach, chest, or face, using the momentum of the jump to increase the damage.
System: To use this manoeuvre the attacker must be in the same 5' space as the opponent. The victim of a Knee Strike will suffer a knockdown unless he succeeds in a Save Throw vs. Death Ray.

Name: Scorpion Kick
Prerequisites: Kick 1, Athletics 1
Cost: 1 Chi
To Hit: -3
Damage Bonus: +2
Round Movement: 5'
Description: The fighter leans forward, he brings a foot up from his back side and down onto an opponents head behind him.
System: Use the modifiers above.

Name: Spinning Thrust Kick
Prerequisites: Kick 2
Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: -1
Description: The fighter spins and then thrust-kicks at the opponent, using the momentum from the spin to increase the power of the kick. Sometimes the fighter will hit his opponent with his heel as his foot whips around. The fighter can do this on purpose, but can only make one kick per use of this manoeuvre.
System: Use the modifiers above.

Name: Baby Scorpion Kick
Prerequisites: Kick 2, Athletics 1
Cost: 1 Chi
To Hit: +2
Damage Bonus: -4 (1 min)
Round Movement: 5'
Description: This is a discouraging technique used on opponents coming from behind. The fighter leans forward, bringing up a heel in an upward kick. This can be used on any point of the body, but is usually targeted on the groin.
System: Used on the groin, this results in an stun for a male victim for 1d4 rounds. A successful Save Throw vs. Paralysis will half the time stunned. Use the modifiers above.

Name: Double Kick
Prerequisites: Double Hit-Kick, Jump
Cost: 1 Chi
To Hit: +0
Damage Bonus: +1
Round Movement: -10'
Description: Double Kick allows two normal kicks which could be delivered on one or two enemies.
System: Both legs deliver a snapping Kick (two attack rolls). The manoeuvre is aerial because the fighter must jump to kick.