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Super Punch Manoeuvres

by tjedge1

Name: Dragon Punch
Prerequisites: Punch 4, Jump, Power Uppercut
Manoeuvre Cost: 7 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +6
Round Movement: -20'
Description: This high flying uppercut is quite dangerous and is spectacular to see. It is very difficult to find a Grand Master to teach this manoeuvre.
System: The Dragon Punch is a leaping uppercut. The fighter chooses any one ground or aerial opponent within his movement range to suffer the Dragon Punch's wrath. Opponents struck in the air suffer a knockdown. The force of the punch carries the fighter high into the air. The Dragon Punch can be used like the Athletics special move Jump to reach high areas without climbing.

Name: Rekka Ken
Prerequisites: Punch 4, Athletics 2
Manoeuvre Cost: 7 Any Style
Usage Cost: 2 Chi
To Hit: +3
Damage Bonus: +0
Round Movement: +0
Description: The Rekka Ken manoeuvre combines the speed of Wing Chun Kung Fu punching with new concepts of footwork. The Rekka Ken is essentially a special kind of punching combination. First, the fighter dashes forward and delivers a blindingly fast punch. This first punch is followed by advancing steps and up to two more consecutive punches. The rapid three-punch combination can devastate an opponent in mere seconds.
System: During the first round of the Rekka Ken, the player uses his Rekka Ken as a super fast Punch. The punch is resolved normally, but the Rekka Ken gives it +3 extra To-Hit. For up to two subsequent rounds, the player can continue using the Rekka Ken without using additional Chi, and receive the +3 To-Hit bonus to each punch. Each punch must be used on the same opponent for up to three consecutive hits. A special showmanship always accompanies the Rekka Ken. If a fighter uses the Rekka Ken for three consecutive rounds against an opponent, the fighter is obligated to take a moment to strut his stuff, posing and howling in overconfident zeal. Obviously if the fighter misses one of the punches of the Rekka Ken, then the Chi must be used again if started over.

Name: Shockwave
Prerequisites: Punch 4, Focus 2
Manoeuvre Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +0
Round Movement: None
Description: Atruaghin warriors can strike the earth with a mighty fist, causing it to tremble and quake. The force of the strike sends a shockwave straight across the ground; this tremor can topple objects and people. The Shockwave Manoeuvre can even cause some walls to buckle and crack as their supports vibrate.
System: The character chooses a straight line down which to send the shockwave. The shockwave extends for a number of 10' increments equal to the character's Strength, beginning with the space adjacent to the character. Anyone standing in the affected area suffers damage and is knocked down. Note that Shockwave knocks everyone down, even if an opponent was blocking or didn't suffer any damage from the manoeuvre. Opponents can avoid falling if the make a successful dexterity roll.

Name: Spinning Knuckle
Prerequisites: Punch 3, Athletics 1, Spinning Back Fist
Manoeuvre Cost: 4 Any Style
Usage Cost: 2 Chi
To Hit: -1
Damage Bonus: +1
Round Movement: +3
Description: This move is an advanced version of a Spinning Back Fist. Instead of taking one step forward and spinning into a back fist, the fighter actually dances forward, taking several body-turning cross-steps before delivering the attack. The Spinning Knuckle uses the fighter's advancing motion to add power to the blow. Furthermore, the fighter actually delivers two back fists at the end.
System: The fighter gets to roll two attacks, as the fist connects twice. Additionally, the fighter's dancing, turning steps allows him to evade projectile attacks improving his AC by 1 for those types of attacks this round only.

Name: Art of Breaking
Prerequisites: Punch 3, Focus 3
Manoeuvre Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: -3
Damage Bonus: See Below
Round Movement: See Below
Description: Tamashiwara, or the "Art of Breaking", can more or less be described as practice in board breaking. A character with this manoeuvre will have learned how to use nearly any part of their body to break wood, ice, glass, and stone, by breaking the Chi of the object.
System: This power can be used on nearly any non-living object. Make a To-Hit roll against any moving targets, otherwise if the object is inanimate then the attack automatically hits. Roll 1d10 after striking and add the level of the Punch skill to the roll. Each type of material has a difficulty rating that must be met to succeed in breaking the object. Some difficulty ratings are here for the DM's use, but the Dm may decide what ratings to use for objects in his campaign. Examples of difficulties: Ice: 4, Wood: 5, Stone/Brick: 7, Metal: 8, Hardened Metal (Steel): 9. You cannot use Art of Breaking on living things. If the roll is successful, the item shatters. This can be used to break down doors and split shields on opponents arms.

Name: Double Punch
Prerequisites: Punch 3, Athletics 3
Manoeuvre Cost: 2 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +0
Round Movement: +0
Description: Double Punch allows two simultaneous attacks on one or two opponents in the same round.
System: Both fists deliver a punch. The performs a basic punch, twice. If the fighter attacks two enemies both must be adjacent to each other and the fighter.

Name: Banishing Punch
Prerequisites: Punch 4, Athletics 3, Focus 3
Manoeuvre Cost: 6 Any Style
Usage Cost: 2 Chi
To Hit: +1
Damage Bonus: See Below
Round Movement: -5'
Description: Heldann wrestlers, never to be left behind, developed this manoeuvre to deal with opponents' projectile attacks; the fancy fireballs, lightning bolts, and so on of opponents had always been a problem for them, so they improved their mental control a little bit, and was able to develop a glowing punch that could obliterate incoming projectiles. Since then, they have taught this to other Heldann fighters.
System: In combat, the fighter throws a punch at the incoming projectile, treating it's AC as 2. If he successfully hits the projectile, the projectile attack is cancelled out. When the banishing punch is used against an opponent directly, it inflicts damage as per the normal punch, +2/ + Strength bonus as normal/ + Wisdom bonus. For example: If Ragnar uses the banishing punch on a hobgoblin, and successfully makes a hit, he will add his bonus for strength (+3) and wisdom (+1) and the +2 for the move to whatever his roll totals to.

Name: Dragon Hand
Prerequisites: Punch 4, Focus 4, Monkey Grab Punch
Manoeuvre Cost: 5 Any Style
Usage Cost: 2 Chi
To Hit: +0
Damage Bonus: +6
Round Movement: 10'
Description: The fighter makes an engulfing move with one of his arms to break the guard of his opponent, holding one of his arms ( mostly like the monkey grab punch), he then focuses his chi in his second arm, and strikes the opponent right in the chest with the palm of his hand, extending fully his arm and releasing the chi . The opponent is then propelled away several meters, and generally lands on his back.
System: The fighter uses the modifiers above. This manoeuvre ignores Blocks unless the opponent is using Punch Defence. However, the fighter will still be able to attempt to damage his foe if they are using that defence: their Block is simply not ignored in such a case and they can absorb damage as normal. This manoeuvre cannot be used against an aerial opponent. If an opponent is damaged by this manoeuvre, the victim is knocked back an amount of feet equal to the damage caused to the victim, and the victim suffers a knockdown as well.