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Stronger Punch Moves

by tjedge1

Name: Fist Sweep
Prerequisites: Punch 3
Manoeuvre Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +3
Round Movement: -20'
Description: Nobody told the boxers on the streets that they couldn't hit below the belt. Not to be outdone by other styles, some boxers developed a low, powerful punch that takes the legs right out from under their opponents.
System: Victims of a successful Fist Sweep suffer a knockdown in addition to normal damage, which forces them to miss a round of combat while getting back to their feet. The Fist Sweep is a crouching move that improves the boxers AC by 1 for that round.

Name: Knife Hand Strike
Prerequisites: Punch 3
Manoeuvre Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: -1 (1 min)
Round Movement: -10'
Description: The fighter straightens his hand so that it's rigid and strikes fingers first at an unprotected part of an opponent's body. The effect is a quick deadly strike which can incapacitate an unsuspecting foe.
System: Use the modifiers above to perform this strike. Unless an opponent is blocking, damage is doubled if successfully hit. A victim can make a saving throw vs death ray to avoid double damage.

Name: Triple Strike
Prerequisites: Punch 2, Kick 1
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -2
Damage Bonus: 0
Round Movement: None
Description: The fighter pulls back into a tight position, almost as if he were blocking, and then lashes out with two fists and a kicking foot at any one target next to him.
System: The fighter makes separate to hit rolls for each of the three strikes.

Name: Heart Punch
Prerequisites: Punch 3, Focus 1
Manoeuvre Cost: 5 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: See System
Round Movement: -20'
Description: The Heart Punch is a blow designed to stun an opponent, leaving him vulnerable to the fighter's next blow. A quick powerful blow is delivered to the opponent's chest. This move is considered a cheap shot and can result in the loss of honour, depending upon the circumstances under which it is applied.
System: No damage is done by this attack. However, an opponent must make a successful saving throw vs paralysis if hit. If the victim fails, all attacks the next round will receive a +5 to hit against the victim. The victim also suffers a -5 penalty to any attack rolls it makes.

Name: Lunging Punch
Prerequisites: Punch 3, Athletics 1
Manoeuvre Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +0
Damage Bonus: +1
Round Movement: +10'
Description: The Fighter dashes forward and delivers a low sweeping punch that catches his opponent off-guard. Legs and shoulders play a big role in executing this manoeuvre as the Fighter must dash several feet forward and remain close to the ground.
System: Use the modifiers above. The Lunging Punch is considered a crouching move, which improves the attacker's AC by 1 for the round.

Name: Turn Punch
Prerequisites: Punch 4
Manoeuvre Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: See Below
Damage Bonus: See Below
Round Movement: 20'
Description: This heavy punch is one of the most potent moves available to the boxer. The boxer craftily works his way around the opponent, setting up his opponent for a powerful overhand blow. The boxer actually turns his torso away from his opponent and then twists all the way forward as he throws the punch. This turning body motion gives the punch its name and its power.
System: At the beginning of any round, a player can announce he is using the turn punch. This shows that his character is beginning to size up his opponent in preparation for the special move. During that same round, the player can use any other manoeuvre he wants, but the move has a -1 penalty to To-Hit, Damage, and -10' to Movement because the boxer is concentrating on setting up the Turn Punch. This can continue for up to four rounds total. The player continues to use any manoeuvre he chooses, but all manoeuvres have the penalties included. At any time, including during the very first round he announced the Turn Punch, he can choose to execute the Turn Punch instead of using some other attack. The modifiers for the Turn Punch depend on how many rounds the boxer was allowed to prepare the Turn Punch:
Combat Rounds/To-Hit/Damage
1 / -1 / +4
2 / -1 / +5
3 / +0 / +6
4 / +1 / +7
For example, the boxer executes the Turn Punch the first round it is played. The modifiers are-1 To-Hit, +4 Damage, Movement 20'. Another example would be if the player announces the Turn Punch in a round, and blocks that round (at the modifier penalties), a Punch on the next round (again, each move is at the modifier penalties), a no combat movement on the third round, another Punch on the fourth round, a Block on the fifth round, and finally, on the sixth round, instead of using another attack, the player announces the Turn Punch to be used this round. The Turn Punch's modifiers would be +1 To-Hit, +7 Damage, and Move 20'. After the end of any turn, before any attacks, the player can choose to stop the Turn Punch, having never used it and no Chi spent.

Name: Groin Punch
Prerequisites: Punch 2, Athletics 2
Manoeuvre Cost: 3 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: +6 males/+2 other
Round Movement: None
Description: The fighter does the splits, moving quickly downward, and punches his victim in the groin area.
System: The opponent must make a Saving Throw vs. Paralysis or be stunned 1d6 rounds for males and 1d2 rounds for others. If the saving throw is successful then the victim is only stunned for half the roll.

Name: Head Knocker
Prerequisites: Punch 2, Grab 2
Manoeuvre Cost: 2 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: -1
Round Movement: -1
Description: The fighter grabs the heads of 2 opponents standing adjacent and bangs their heads together.
System: The fighter must have two opponents adjacent to both him and to each other. The fighter reaches forth, grabs both their heads, and knocks them together. Both opponents take damage. This moves goes ignores Blocks. The fighter must make a successful To-Hit roll for each opponent. The opponents AC is ignored and treated as 6, regardless of what it normally is.

Name: Leaping Rake
Prerequisites: Punch 2, Athletics 1, Jump
Manoeuvre Cost: 3 Any Style
Usage Cost: 1 Chi
To Hit: +1
Damage Bonus: +1
Round Movement: +1
Description: This manoeuvre was developed by Rakasta warriors. The fighter leaps past or over his opponent, raking him with his claws as he passes.
System: This manoeuvre only works if the attacker has enough movement to jump past his opponent; if he can only leap as far as his opponent, this manoeuvre cannot be used. If the manoeuvre hits successfully, then the victim must make a Save Throw vs. Death Ray or be blinded for 1 round.

Name: Lunging Head butt
Prerequisites: Punch 2, Athletics 1, Head Butt
Manoeuvre Cost: 4 Any Style
Usage Cost: 1 Chi
To Hit: -1
Damage Bonus: +4
Round Movement: +1
Description: This is basically a Head Butt performed while the fighter quickly rushes a step forward, adding his momentum to the force of the blow.
System: Use the modifiers above.

Name: Sonic Fist
Prerequisites: Punch 3, Focus 2
Manoeuvre Cost: 3 Any Style
Usage Cost: 3 Chi
To Hit: -2
Damage Bonus: +4
Round Movement: +0
Description: A sort of middle ground halfway between a normal punch and a Sonic Boom. The fighters fist actually breaks the sound barrier as it rushes toward its opponent.
System: Use the modifiers above.