Martial Arts Special Moves


 
Moves Listing
Type of Special MoveFrequencySpeed FactorDamage# AttacksPrereq.Declared?Melee/RangedAttack/DefenseSpecial
Body - Auto. Flip/Throw1/rd.N/Ad40Basic HoldNMeleeDefenseAs Flip/Throw. -2 to success. Throw distance is 5 ft.​
Body - Block/TackleUnlim.N/Ad41NoneYMeleeAttackActs as a Charge. Once damage is resolved, the attacker and victim make a Dexterity check (-2 for victim) or become prone. ​
Body - Flip/ThrowUnlim.N/Ad42Basic Hold or Grab AttackYMeleeAttackOpposed Strength check. Victim thrown 5-10 ft., prone.​
Body - PressUnlim.N/A01NoneYMeleeAttackStrength check. The victim, once a successful Grappling Attack has occured, is lifted above the head of the attacker. The next special move adds 1d6 damage and 10 ft. distance, if applicable. Holds or locks are released.​
Body - Slam
Body - Takedown1/rd.101NoneNMeleeAttackAttacker makes and opposed Strength check. If successful, target is prone.​
Auto. Roll with Punch/Fall/ImpactUnlim.N/A00Roll with Punch/Fall/ImpactNMeleeDefenseAs per Roll with Punch/Fall/Impact but with a -2 to success. ​
Backward Turn1/rd.N/A01NoneYMelee & RangedDefenseAs Parry. If successful, may move up to 15 ft. defensively. ​
Body Carry1/rd.101+moveNoneNMeleeAttackThe attacker makes an opposed Strength roll. If successful, the victim is lifted up and carried for the attacker's full movement rate (as adjusted by encumberence).​
BreakfallUnlim.N/A00NoneNMeleeDefense​Dexterity check. if successful, removes d6 points (you may not gain any hit points) of falling/throwing damage. ​
Chum1/EncounterN/A00NoneYMeleeAttackOpposing Dexterity checks. If successful, victim loses 1 attack. A chum is a specific dance, ritual, series of movements that a fighter will use to prepare for combat and to set his opponent off balance.​
CriticalUnlim.3Real0Any attackYMeleeAttackStrength check, add 3 to speed factor of move. If successful, damage is real.
Crush/SqueezeUnlim.0d4+11NoneYMeleeAttackA grappling attack must have been successful (they can be in a Hold or Lock as well). For each attack the character forfiets per round, they may add +d4 damage any other grappling damage given that round.​
Death Blow1/rd.N/AallallNoneYMeleeAttackOpponent is killed on a natural 20. Must be specialized to different creature groups. Bonuses applied to this skill reduce the needed roll. ​
Double Gore1/rd.N/A2d41NoneYMeleeAttackDamage added if using a Demon Suit (2d6+2), Constitution check for second strike (-5) ​
Fake AttackUnlim.N/A01NoneYMeleeAttack​Charisma check. If successful, it looks like full damage is being done to opponent. ​
Feint1/rd.N/A01any attackYMeleeAttackOpposed Intelligence (target) and Charisma (attacker). If successful, attacker adds 3 to initiative of any attack that round. ​
Gore (Head Butt)1/rd.N/Ad41NoneYMeleeAttackDamage added if using a Demon Suit (1d6+2)
Great Throw1/rd.N/A2d4allBasic HoldYMeleeAttackMust have maintained a Basic Hold/lock for 1 round. Victim is thrown 10 ft. +1 ft./level and is prone (Dex. Check -10 to negate). ​
HurlUnlim.N/Ad21Grab AttackYMeleeAttackRequires a successful Grappling Attack. Opposed Strength check. If successful, target thrown 1-5 ft. (save vs. Dexterity or prone) ​
Impact SpongeUnlim.N/A00NoneYMelee & RangedDefenseCharisma check. If successful, it looks like full damage is being done to character. ​
IncapacitatorUnlim.N/A01StrikeYMeleeAttackSuccessful Strike causes limb to be useless for 24 hours. Save vs. paralyzation to negate. Called shot required to chose a specific limb, however, it can also be determined randomly.​
K.O./StunUnlim.N/A00Any AttackYMeleeAttackInstead of doing damage with a move, the attacker may choose to try for K.O. for each point of damage that would have been done, add a 5% cumulative chance of K.O. or stun (1d6 rds. Each) ​
Manipulate Body1/rd.101NoneNMeleeAttackWhen an attacker attempts to manipulate a body, they forgo any damage that would have been done to cause as much pain as possible to their opponent (without doing any real damage). The opponent must make a System Shock roll each round they are manipulated or lose conciousness. They victim has a 5% penalty per successive round (cumulative) they endure a Manipulate Body.​
Paralyzing TouchUnlim.N/A01Any AttackYMeleeAttack​Taken with a specific move. Successful attack paralyzes opponent for 2d4 rounds. Save vs. Paralyzation at -2 to negate. ​
Pull PunchUnlim.N/Avaries0NoneNMeleeAttackDexterity check to reduce dmg. (amount of reduction is chosen). ​
Roll with Punch/Fall/Impact1/rd.N/A01NoneYMeleeDefenseDex. Check, if successful damage from 1 attack is reduced by 50% (excluding slashing/piercing but including area of effect). Must move 1-3 squares, attacker may follow. ​
Spinning Evasion1/rd.N/A0allNoneYMelee & RangedAttackAs per Dodge. May be used against, up to, 3 attacks in a round. Character may also move 25% of their total move for each attack they attempted to avoid. ​
Stagger1/encounterN/A01NoneYMeleeAttackVictim makes a Wisdpom Check (-4). If failed, victim loses initiative. Check is made before the combat round begins.​
Turn with Punch/Fall/Impact1/rd.N/A01NoneYMeleeDefenseAs per Roll with Punch/Fall/Impact but damage reduced by 75%

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