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Medium Athletic Special Moves

by tjedge1

Medium Athletic Special Moves. Here's a few more. I have a few that require tails. I'm not sure what intelligent races have tails that could use these, but I'll be looking into it when I develop the actual styles.

Name: Backflip
Prerequisites: Athletics 3
Manoeuvre Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +3
Damage Bonus: None
Round Movement: +10'
Description: This athletics manoeuvre provides a warrior with an excellent retreating defensive move. A well-trained fighter using a backflip can avoid nearly any attack. The Backflip manoeuvre is actually a series of back-handsprings that can take a competent gymnast halfway across an arena while he dodges projectiles and other attacks.
System: While executing this manoeuvre, the fighter can only move in a straight line away from his foe. While executing this manoeuvre, the fighter cannot be harmed by any attack that he succeeds in a Dexterity roll against.

Name: Esquives
Prerequisites: Athletics 2, Block 1
Manoeuvre Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: None
Damage Bonus: None
Round Movement: 10'
Description: An evasion technique similar to certain Aikido moves. The fighter simply sidesteps away from the attack, placing himself out of harm's way. As with Boxing, Savate strategies depend a lot upon avoiding an adversary's blows.
System: The fighter must succeed in a Dexterity roll to interrupt his attacker. As the opponent attacks, the fighter using Esquives simply moves in any one direction up to 10'. This move is similar to Displacement, except that the fighter may not initiate a counterattack with this move.

Name: Jumping Shoulder Butt
Prerequisites: Athletics 2, Jump
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: -5'
Description: The fighter jumps up and into an opponent, ramming his shoulder into the unfortunate victim.
System: The Jumping Shoulder Butt can be used against a standing opponent or against an opponent who is aerial. The move can also be used to dodge a projectile, just like the regular Jump Manoeuvre.

Name: Kick-Up
Prerequisites: Kippup, Kick 1
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +0
Round Movement: None
Description: Some fighters learn that a basic Kippup is not always enough. When the enemy is already upon him, it is better to come off the ground while delivering a kick to the opponent, than to simply get up.
System: This is a normal Kippup, with one difference. After a knockdown, the fighter can choose to delay his Kippup until next round. As the fighter Kippups, he lashes out with his feet.

Name: Rolling Attack
Prerequisites: Athletics 3
Manoeuvre Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: +20'
Description: Gravity-defying! A fighter executing this amazing move leaps forward through the air and tucks into a somersault. The fighter then rolls through the air as far as his momentum will take him, or until he slams into an opponent. This is a tough move to learn, and, like any move where a fighter uses his own body as a projectile, the Rolling Attack takes a bit of a Kamikaze attitude to use in combat. Besides attacking, Rolling Attack is good for moving across' a battlefield quickly, making long jumps, or smashing through the window of a getaway carriage.
System: The character must travel in a straight line and will stop at the first 5' space occupied by a target, which can be a character or any sizeable object. After damage is applied to the target, the rolling character will bounce off the target and land 10' in front of the target. The Rolling Attack is an aerial move.

Name: Thunderstrike
Prerequisites: Athletics 2, Jump
Manoeuvre Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +5
Round Movement: -5'
Description: No one said Atruaghin Wrestling wasn't tough. Fighters aren't opposed to a little full-body contact. A wrestler employing the Thunderstrike leaps right into his opponent, striking him with a shoulder, knee, or whatever. Usually the fighter sweeps his arms back as he jumps, to emulate a bird of prey.
System: The fighter's opponent must be standing in the same or an adjacent 5' space when the fighter executes the move. The fighter moves into the opponent's space, rolls the attack and damage for the Thunderstrike, and then finishes his movement. Thunderstrike is an aerial manoeuvre and enables the user to avoid projectile attacks like a Jump move.

Name: Upper Tail Strike
Prerequisites: Athletics 3
Manoeuvre Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: +2
Round Movement: +5'
Description: By twisting his hips, the fighter may use his tail to strike at the head of an opponent directly in front of him. The ferocity of such an attack often takes fighters by surprise, especially ones trained to watch only the hands, feet and eyes of an opponent.
System: This attack uses the modifiers above. Airborne or jumping opponents will suffer a knockdown if any damage is inflicted. This manoeuvre requires the fighter to have a thick or strong tail, of course.