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Punch Special Moves

by tjedge1

Name: Elbow Smash
Prerequisites: Punch 1
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +2
Damage Bonus: +2
Round Movement: 10'
Description: By firmly planting his feet, the fighter can deliver a quick powerful elbow smash to a nearby opponent. Many deaths are caused in Thai Kickboxing rings by the lethal power of these elbow strikes.
System: Use the modifiers listed above.

Name: Haymaker
Prerequisites: Punch 1
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +4
Round Movement: -20'
Description: The fighter actually winds up like a baseball pitcher to deliver this crude yet powerful punch. He first reaches as far down the to ground as he can without overbalancing himself. Then he whips his fist in a wide arc over his own head and directly onto his opponent's. The momentum imparted by the wide overhead swing imparts tremendous force to this manoeuvre. Because of the windup required, it is hard to move while executing this manoeuvre.
System: The Haymaker is used like any other punching manoeuvre, with the modifiers above.

Name: Head Butt
Prerequisites: Punch 1
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: -20'
Description: When the knuckles won't do, some fighters use their heads. Many styles practice head butt strikes as part of their close-range fighting arsenal of manoeuvres. Fighters have to undergo gruelling training to perfect this move. Training involves conditioning a fighter's forehead to take the punishment of the hit. The fighter bangs his head on padded wood, then bare wood, then bricks, then stone. This gradually toughens the fighter's head until he can crack just about anything with one solid blow from his head.
System: Use the modifiers above.

Name: Power Uppercut
Prerequisites: Punch 1
Manoeuvre Cost: 1 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: 10'
Description: This move is relatively basic as Special Manoeuvres go, but more than one Boxer has won a tournament with bread and-butter moves like the Power Uppercut. This powerful punch starts low and ends high above the fighter's head. By using his leg and back strength, the fighter can deliver some fierce power with this punch. The total commitment to the punch usually lifts the fighter slightly off his feet as he punches upward.
System: If the Power Uppercut is used to attack an opponent jumping or flying above the fighter, the Power Uppercut will also cause a knockdown (if it scores a hit), knocking the opponent out of the sky and forcing a missed round of combat while regaining it's feet.

Name: Buffalo Punch
Prerequisites: Punch 2
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +5
Round Movement: 10'
Description: The fighter clenches both hands together into one big fist above his head and swings both arms down on top on his opponent's head. It is said that some Atruaghin wrestlers could stun a full-grown buffalo with this slow but powerful punch.
System: Use the modifiers above.

Name: Ducking Straight
Prerequisites: Punch 2
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +4
Round Movement: None
Description: The fighter crouches low and delivers a short powerful blow to her opponent's midsection. This punch often catches unsuspecting opponents off-guard.
System: This attack combines a Punch attack with a deceptive crouching move. Use the modifiers above as well as improve AC by 1.

Name: Ear Pop
Prerequisites: Punch 2
Manoeuvre Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: -4 (1 min)
Round Movement: -10'
Description: The big wrestlers of Thyatis, Northlands and Atruaghin Clans could not find many punching techniques that would seriously slow other fighters of their style, until they developed the Ear Pop. This nasty move is held to be dishonourable under some tournament rules. The fighter slaps both sides of his opponent's head with his hands slightly cupped. This causes incredible air pressure to rush into the opponent's ear's, stunning him and possibly causing loss of hearing (which is why the move is held to be dishonourable by some).
System: This strike lowers the opponent's AC by 4 due to striking the head specifically. An opponent that is struck must make a successful Saving Throw vs. Paralysis or be stunned for 1d2 rounds.

Name: Monkey Grab Punch
Prerequisites: Punch 1, Grab 1
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +1
Round Movement: +0'
Description: This relatively simple manoeuvre originates from Monkey Kung Fu. The fighter lunges forward, grabbing and pulling away an opponent's blocking arm with one hand, then delivering a quick punch with his remaining hand.
System: The Monkey Grab Punch works just like the Punch, but it is slower and ignores Block and Parry. If the fighter's target Blocks, he does not get to use his Block Move to absorb the damage from the Monkey Grab Punch.

Name: Shikan-Ken (Ninja Knuckle Fist)
Prerequisites: Punch 2
Manoeuvre Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: +1
Round Movement: +0'
Description: Shikan-ken is very similar to a jab, but the striking surface is significantly different. Most punches are thrown with a clenched fist, which provides a wide area of impact. When throwing a Knuckle Fist, the Ninja does not flex the innermost joints of his fingers. This leaves the bony middle knuckles as the striking surface. The reduced area of impact increases the strength and damage of the punch.
System: Use the modifiers above.

Name: Spinning Back Fist
Prerequisites: Punch 2
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +2
Round Movement: +10'
Description: This punch gets its power from the rotation of the fighter's body. To deliver the Spinning Back Fist, the fighter steps forward with his rear foot, pivoting 180 degrees backward to strike with an outstretched back fist. The move is powerful and allows the fighter to advance on an opponent as he delivers the strike.
System: Use the modifiers above.

Name: Feint Punch
Prerequisites: Punch 1
Manoeuvre Cost: 1 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: The fighter tricks his opponent into thinking he is going to use a powerful punch move. Then halfway through his swing, he uses a different attack.
System: The character starts to make a punch but delivers another attack instead. The character must play this in conjunction with the basic punch manoeuvre. Then, instead of that attack, he switches to any of the basic moves than the original claimed attack, which was a diversion. A Punch Manoeuvre must be either the first (fake) move or the second (real) move used. The second attack is the actual move played, and it is played with a -1 To-Hit. If the hit is successful the defender must make a saving throw vs Death Ray or the attack will do maximum damage without rolling. The second (real) manoeuvre ignores blocks for purposes of damage. If the defender makes a successful save roll then the damage is rolled normally.

Name: Flying Thrust Punch
Prerequisites: Punch 1, Jump
Manoeuvre Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +2
Round Movement: -10'
Description: The fighter thrust-kicks into the air so hard he actually lifts off the ground and rockets into the air fist-first with his body leaning toward the target. One-legged squats are popular training exercises among fighters who wish to develop the strength to do a proper Thrust Punch.
System: Use the modifiers above. Any fighter who is hit is Knocked Down.

Name: Gut Punch
Prerequisites: Punch 2
Manoeuvre Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: +4
Round Movement: -10'
Description: The fighter swings his fist in a wide arc to land deep within the abdominals of his opponent. Very painful, and often takes the wind out of the victim's breath. This is a common move used by brawlers in the Northern Reaches. Sometimes with an axe in hand.
System: Use the modifiers above. The Gut Punch is also of causes a knockdown unless the victim succeeds in a Save Throw vs. Paralysis.

Name: Strike of the Serpent
Prerequisites: Punch 2
Manoeuvre Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: +2
Damage Bonus: -2
Round Movement: +0'
Description: With the speed of a lunging cobra, a fighter strikes twice, one punch after another. Heldann boxers refer to this manoeuvre as the One-Two punch.
System: Fighter rolls to hit for both punches, one after the other. If the first strike hits, then the second automatically hits. If the first strike misses, the second strike is then rolled to se if it hits. Roll damage for each attack separately.

Name: Disarm
Prerequisites: Punch 3
Manoeuvre Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: See Below
Round Movement: See Below
Description: Using this manoeuvre a character may deliver a blow that, if successful, will knock a weapon from an opponent's hands.
System: The fighter makes a To-Hit roll against an opponent, treat as AC 4. If the attacker hits the target, then the defender must make a strength roll with a penalty equal to the attackers strength and dexterity bonuses combined. If the defender fails the roll, the defender's weapon flies 4d6 feet away. If the attacker botches, they fail to disarm the opponent, who can attack normally on his turn.