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Strong Athletic Special Moves

by tjedge1

Name: Flying Body Spear
Prerequisites: Athletics 3, Jump
Manoeuvre Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: +5'
Description: Fighters seem to find an unending variety of ways to use their bodies as weapons. This manoeuvre involves the fighter jumping into the air and twisting his body into a rotating human torpedo as he descends on his opponent. Some fighters like to cruise down feet first; others lead with their fists or even heads. Because the fighter has his full weight behind him, the Body Spear inflicts a fair amount of damage.
System: The Flying Body Spear is an aerial Manoeuvre that acts like a Jump, enabling the user to dodge missile attacks. The fighter can then spiral down and smash into any opponent within his Move range. The fighter must travel in a straight line and end the move in the 5' space in front of the victim.

Name: Ground Fighting
Prerequisites: Athletics 4
Manoeuvre Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: Most fighting styles prepare a contender for fighting on his feet, but once his back hits the ground, he is at a disadvantage. Fighters from other styles are better prepared for this eventuality, while Pankratiasts train at fighting while grounded. Many Pankratiasts are even known to take their opponent to the ground to take advantage of their contusion.
System: This manoeuvre is simply invoked when the character falls down, has been Thrown, or is otherwise prone. The fighter does not have to rise from the ground to continue fighting (although if he does, he suffers from the standard knockdown penalties when rising). Likewise, he many continue fighting from the ground, using any basic or special manoeuvre that does not require hip-derived torque or momentum or any aerial manoeuvres. This requires some DM discretion on what can or cannot be performed. For instance, a Double Dread Kick would be impossible while a Slide Kick could still be accomplished. Fighters who do not have this manoeuvre may attempt to fight while on the ground, but at -3 To-Hit and -3 Damage to their own attacks. Individuals fighting ground-based warriors have a number of their own disadvantages. Unaccustomed to fighting someone so low to the ground, any physical strike will be at -2 Damage and -2 To-Hit.

Name: Pounce
Prerequisites: Athletics 3, Jump
Manoeuvre Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: +2
Round Movement: +20'
Description: The fighter drops into a crouch and explodes into a mighty leap at his prey. The ferocity of this manoeuvre often takes opponents by surprise. Experienced fighters may be tipped off by the low crouch of the fighter as he concentrates on the upcoming leap.
System: The fighter hurls himself at his opponent. This is considered an aerial manoeuvre and can be used to avoid projectiles. The fighter lands on top of his opponent; if any damage is scored, the opponent also suffers a knockdown.

Name: Tail Sweep
Prerequisites: Athletics 1, Upper Tail Strike
Manoeuvre Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: +1
Round Movement: None
Description: By crouching low to the ground and spinning around, the fighter may strike with his tail. Of course, the fighter must possess a tail. The tail sweeps out in a circle, smashing into the feet of all opponents in the spaces surrounding the fighter. All targets will suffer damage and a knockdown if hit. Because this is a crouching Manoeuvre, jumping or airborne targets will not be hit.
System: Anyone in the adjacent spaces surrounding the fighter will be attacked and (if damage is done) suffer a knockdown. This includes allies of the fighter who stray too close when the Tail Sweep is used. The Tail Sweep is a Crouching Manoeuvre.

Name: Vertical Rolling Attack
Prerequisites: Athletics 3, Jump
Manoeuvre Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: +0'
Description: This move is almost identical to the Rolling Attack, except the fighter leaps up in the air instead of forward. The move is good for knocking down high-jumping opponents or for vaulting over fences or onto roofs. A character using Vertical Rolling Attack can somersault 5' into the air for every level in Athletics (15 feet at Athletics 3, 20 feet at Athletics 4, etc.)
System: This manoeuvre counts as a Jump move for purposes of avoiding and dodging a projectile attack. It will inflict a knockdown on opponents who are aerial. The Vertical Rolling Attack is an aerial manoeuvre.

Name: Wall Spring
Prerequisites: Athletics 3, Jump
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: None
Damage Bonus: None
Round Movement: +0'/+2'
Description: This move is similar to the regular Jump special move, but it incorporates some wall-bouncing action to give the fighter even greater range and height. Springing off a wall can be used to add 10 more feet to a vertical jump.
System: The character can jump normally, up to his full Move. Additionally, if he aims for a wall, he can actually bounce off the wall with a good push of the legs and travel another full movement plus 10' away. The fighter must bounce off the wall at the opposite angle he jumped into it, unless he jumped straight at the wall, in which case he springs straight back. Like a regular Jump, Wall Spring can be played with either basic punch or kick. Use the basic move's To-Hit and Damage modifiers, but use the Wall Spring's Movement modifiers. So, a fighter can jump into and spring off a wall, but end with a kick or punch. The Wall Spring is an aerial manoeuvre of the highest order.

Name: Butterfly Cartwheel
Prerequisites: Athletics 4, Jump
Manoeuvre Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: This is an aerial cartwheel performed without hands. Using sheer strength and a twist of the torso, the fighter launches himself in any direction and lands feet first.
System: This manoeuvre gets a bonus +2 to the Dexterity roll to avoid any attacks. This is an aerial manoeuvre and can be used to dodge projectiles.

Name: Cannon Drill
Prerequisites: Athletics 5
Manoeuvre Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +2
Damage Bonus: +2
Round Movement: +10'
Description: To execute the Cannon Drill, the fighter throws his body into a low airborne trajectory. The fighter's body actually twists like a horizontal tornado as he flies across the field to strike his opponent feet first. The move is very quick, has a vicious hit, and moves the fighter quite a distance.
System: Because it flies so low to the ground, the Cannon Drill does not count as an aerial manoeuvre.

Name: Diving Hawk
Prerequisites: Athletics 3, Focus 1, Jump
Manoeuvre Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +5
Round Movement: +10'
Description: The ultimate cure for projectile blues. The Diving Hawk manoeuvre allows a fighter to soar over incoming projectiles and then dive down to crush the missile-throwing opponent. The fighter jumps straight up into the air, then positions his body into a gliding position, emulating a hawk diving at prey. He then soars down to strike his chosen victim with a full-body collision.
System: The Diving Hawk is an aerial manoeuvre. It starts as a vertical Jump (and can dodge projectiles just like a Jump). The fighter subsequently uses his movement to enter his opponent's hex and deal damage.

Name: Flamingo Stance
Prerequisites: Athletics 3, Kick 2
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: The fighter adopts a kicking stance, perched on one leg, and spreads out his arms to either side.
System: A fighter may assume the Flamingo Stance at any time. While in this stance, all rolls to hit with regular kicks are at +4 To-Hit and +2 Damage added to the normal kick. Disadvantages include that a fighter may not make any other attacks other than kicks while in a Flamingo Stance. If a fighter takes Damage he must spend a Chi point to stay upright.

Name: Flying Head Butt
Prerequisites: Athletics 3, Head Butt, Jump
Manoeuvre Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +4
Round Movement: +15'
Description: This move is similar to the Flying Body Spear, except that the fighter leaps horizontally at an opponent, ramming his head first. Because the fighter does not jump up first, the move is a little quicker than the Flying Body Spear, but the low-flying head butt doesn't give the fighter a chance to dodge oncoming missiles.
System: The Flying Head Butt is an aerial manoeuvre. The fighter must travel in a straight line.

Name: Light Feet
Prerequisites: Athletics 4, Jump
Manoeuvre Cost: 5 Any Style
Usage Cost: See Below
To Hit: See Below
Damage Bonus: See Below
Round Movement: See Below
Description: The fighter is adept at leaping and moving quickly- more so than other fighters. The fighter's nimble feet enable him to cover greater distances than most other fighters in the Arena.
System: This Special Manoeuvre gives +5' movement to all of the fighter's manoeuvres. The fighter can also elect to spend one Chi point during a fight to move an additional 15' as part of an action.