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Super Kick Manoeuvres

by tjedge1

Name: Lightning Leg
Prerequisites: Kick 4, Double-Hit Kick
Cost: 2 Chi
To Hit: -2
Damage Bonus: +1
Round Movement: None
Description: Victims who have experienced this manoeuvre firsthand report hearing a loud rustling sound as their attacker's foot rushed through the air, hitting them from all sides. This sound, the victims continue, was quickly replaced by loss of consciousness. Fighters who have the ability to use Lightning Leg have honed their kicking ability to near-perfection. They can split the air with dozens of kicks in the blink of an eye.
System: When using this move, the Fighter must remain standing in one place as he selects one opponent on whom to unleash his flurry of kicks. The attacker makes three consecutive attack rolls using the modifiers above.

Name: Stepping Front Kick
Prerequisites: Kick 4, Double-Hit Kick
Cost: 2 Chi
To Hit: +0
Damage Bonus: +1
Round Movement: +5'
Description: This kick requires some fancy footwork and powerful legs. The fighter takes a skipping step toward his opponent and unloads with a rising knee. This drives the opponent back, allowing the fighter's kneeing leg to extend into a forward snap kick. The opponent is thus struck twice.
System: The fighter must move into the his opponent, then roll one attack for the knee. The force of the knee will knock the opponent back 2 1/2'. The fighter can then roll for the second attack as the snap kick connects. If the fighter does not have enough movement to reach his opponent's space, he can still hit with the front snap kick if he can reach a space adjacent to his opponent.

Name: Tiger Knee
Prerequisites: Kick 3, Athletics 2, Jump
Cost: 3 Chi
To Hit: +3
Damage Bonus: +2
Round Movement: +0'
Description: The fighter begins by crouching down, like a tiger preparing to pounce on its prey, and then springing forward and up, driving knee-first into an opponent. The Tiger Knee is insanely quick and hits hard.
System: The Tiger Knee will cause a knockdown and can also hit an opponent caught in the middle of the air. The only way to avoid the knockdown is to make a successful dexterity roll.

Name: Backflip Kick
Prerequisites: Kick 2, Athletics 2, Backflip
Cost: 1 Chi
To Hit: +0
Damage Bonus: +2
Round Movement: 10' backward
Description: This move combines acrobatics and a powerful kick into a special move that can rattle an opponent and simultaneously tumble the attacker to safety.
System: The fighter waits for an opponent to close, and then interrupts with a sudden backflip (Capoeira teaches a back hand spring), kicking the would-be attacker as the fighter's feet sweep up and through in the back flip. The fighter flips away, landing 10' straight back from the opponent and thus preventing the opponent from striking back.

Name: Flash Kick
Prerequisites: Kick 3, Athletics 2, Focus 2
Cost: 3 Chi
To Hit: -1
Damage Bonus: +7
Round Movement: None
Description: A fighter who has mastered this move crouches down before springing into an aerial back flip. As his body flips over, his foot sweeps a deadly arc in front of him. Energy trails after the kicking foot, adding sizzle to the kick. Fighters throw arcs of flame or electricity behind their kicking feet. The Flash Kick is a tough move to learn. It requires a combination of athletics to execute the back flip, Chi focusing to release the energy, and kicking talent to plant the foot under an opponent's jaw.
System: Use the modifiers above. The Flash Kick will also inflict a knockdown against opponents who were in the air.

Name: Hurricane Kick
Prerequisites: Kick 4, Athletics 3
Cost: 3 Chi
To Hit: +0
Damage Bonus: +1
Round Movement: -5'
Description: By embracing the raw power of the hurricane, the fighter lifts himself into the air and spins like a cyclone. As the fighter spins, his outstretched foot carves a deadly path through his opponents, mowing them down like wheat before a scythe.
System: A character executing this move can move up to his full movement, but must travel in a straight line. Each time he enters a new 5' space, he attacks anyone occupying that new space or any of the spaces adjacent to it. The fighter must roll a separate attack for each person in range. After all attack rolls and damage are resolved, the attacker can move again. For each space moved, damage rolls and attacks are calculated again. This process continues until the character chooses to stop moving or uses up his movement. Opponents who block can continue to use their Block against each damage roll.

Name: Scissor Kick
Prerequisites: Kick 3, Athletics 3, Jump
Cost: 2 Chi
To Hit: +0
Damage Bonus: +3
Round Movement: +15'
Description: With this manoeuvre, the fighter can cover tremendous distances and deliver two stunning and deadly blows to his opponent. The fighter actually leaps towards his opponent and performs a front flip in the air so that his feet follow out of the flip into a rapid one-two strike, hitting his opponent first high, then low. The Scissor Kick is both deceptive and fast.
System: Use the modifiers listed above. The Scissor Kick is a powerful leaping attack. This warrior can make two attacks against his opponent using the modifier listed above.

Name: Rising Jaguar
Prerequisites: Kick 3, Knee Strike, Jump
Cost: 2 Chi
To Hit: +0
Damage Bonus: +5
Round Movement: -10'
Description: In this powerful kickboxing manoeuvre, the fighter leaps upward, slamming his knee into the opponent.
System: This functions in effectively the same manner as a Dragon Punch.

Name: Silhouette Kick
Prerequisites: Kick 4, Focus 3
Cost: 2 Chi
To Hit: +4
Damage Bonus: +0
Round Movement: +0
Description: Tapping into the arcane secrets of the shadows, a fighter lashes out with a kick as he glides swiftly and silently across the ground.
System: Silhouette Kick can only be dodged with a -2 penalty. It passes through blocks, ignoring them completely.

Name: Somersault Shell
Prerequisites: Kick 3, Athletics 2, Focus 2
Cost: 3 Chi
To Hit: +0
Damage Bonus: +7
Round Movement: None
Description: The Somersault Shell is basically a reversed flash kick; rather than flipping backwards, the fighter flips forwards. This works exactly the same as the Flash Kick, except that it's faster.
System: Use the modifiers above. The Flash Kick will also inflict a knockdown against opponents who were in the air.

Name: Bicycle Kick
Prerequisites: Kick 4, Athletics 4
Cost: 2 Chi
To Hit: +0
Damage Bonus: +1
Round Movement: +20'
Description: The fighter jumps and flies at his opponent in a series of kicks that happen in a bicycle-like motion.
System: A bicycle kick must travel in a straight line in any direction. When an opponent is encountered, the fighter does not stop but pushes his opponent back one 5' space. For each space an opponent is pushed back, the opponent suffers one attack using the modifiers above. The fighter may end his turn in any space he likes along his line of travel or he runs out of movement.

Name: Flurry Kick
Prerequisites: Kick 4, Athletics 4
Cost: 1 Chi
To Hit: +0
Damage Bonus: -2 (1 min)
Round Movement: +2
Description: The fighter launches himself forward at the opponent, and lashes out with three fast snap kicks using the same leg by not withdrawing after each kick.
System: Make three separate attacks using the modifiers listed above.