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Maneuver Card - BOXING
 

BRAWL
Punches

Ducking Punch*
Prerequisit: Brawl 2
Power Points: 2
The fighter crouches low and delivers a short, powerful punch to the opponent's midsection. Or even below the belt.
System: this is a crouching manuver
Cost: none
Initiative:+0
Accuracy:+1
Damage:+1
Move: none

Haymaker*
Prerequisit: Brawl 1
Power Points: 2
This is an all-out punch in which the fighter takes time to "wind up" and impart extra force to the blow. A broad overhead swing of the fist is often used to give the blow extra impact.
System: An opponent struck by a Haymaker must make a resisted Strength roll to determine if the blow sent him stumbling backward. This punch will cause Knockdown to Aerial opponents.
Cost: None
Initiative: -2
Accuracy: -1
Damage: +2
Move: -2

Hyper Fist*
Prerequisit: Brawl 4
Power Point: 4
Fighters who master this maneuver are able to throw a flurry of punches, usually uppercuts and short jabs to the abdomen, that pound their opponent with multiple hits.
System: The fighter gets to roll three damage tests against the victim
Cost: 1 Willpower
Initiative: +1
Accuracy: +1
Damage: -1
Move: 1
 

Power Uppercut*
Prerequisit: Brawl 1
Power Point: 4
This powerful punch starts low and ends high, as the fighter brings his fists up underneithe his opponent's jaw (or into the opponent's stomach if used to interupt an Aerial Maneuver.) By using his leg and back strength, a fighter can do some serious damage with this maneuver. The force with which the blow is thrown will often lift the fighter a few inches off the ground.
System: If used to interrupt an Aerial Maneuver, the Power Uppercut will cause a Knockdown, knocking the opponent out of the air before he can strike his attack.
Cost: None
Initiative: -1
Accuracy: +1
Damage: +1
Move: 1

DODGE
Blocks

Deflecting Punch*
Prerequisits: Dodge 3, Brawl 1, Punch Defense
Power Points: 2
Several fighting styles, including Wing Chun Kung Fu and some varieties of Karate, have developed quick counterpunches that actually deflect an opponent's punch at the same time the fighter himself is attacking. When the fighter sees his opponent punching, he counters with his own punch, deflecting his opponents punch with his arm as his own fist continues on to strike his opponent.
System: The fighter must interrupt his opponents Punch maneuver (the blocking part of this maneuver is only works against punches.) The Opponent rolls damage for his punch even though he was interrupted, the Fighter gets his full Block soak against the opponent's damage. If the opponent uses an attack other than a punch, the fighter just gets to use his normal soak, without any bonuses for blocking (although he can still land his counterpunch)
Once the opponent has delt damage, the fighter immediantly gets to land his counterpunch unless he was Dazed, knocked back or knocked down by his opponent's attack. The fighter calculates damage using his Brawl (or Do.)
Cost: None
Initative: +2
Accuracy: +0
Damage: -1
Move: None
 
 

Punch Defense*
Prerequisits: Dodge 2
Power Points: 1
Similar to Kick Defense, this manuver incorporates a variety of ducking, bobbing and deflective movements that defend a fighter against punches but leaves him open to other attacks
Systems: This operates as the Standard Block maneuver, except that the fighter is +4 to soak punches -2 to soak any other type of manuever. This soak modifer is added to or subtracted the fighter's normal Blocking soak total.
Cost: None
Initiative: +4
Accuracy: None
Damage: None
Move: None


Evasions


Displacement*
Prerequisits: Dodge 2, Brawl 1, Athletics 1, Evasion
Power Points: 3
This maneuver consists of a quick sidestep (allowing the fighter to avoid his opponent's blow), followed by a rapid strike (if the opponent is still in range).
Systems: This maneuver is completely effective only if the fighter is quicker than his opponent and has enough Move to initiate a counterattack. When the opponent begins his attack, the fighter must have a high enough initiative to interrupt the attack; otherwise; the Displacement is ineffective. After interrupting, the fighter may then travel upto his full Move of the left or right of his opponent. Once the opponent's move is completed, the 'displaced' fighter may then move back in and counterattack if he has enough Move left. The fighter's Brawl (not Dodge) technique is used to calculate damage.
Cost: 1 Willpower
Initiative: +2
Accuracy: -1
Damage: -1
Move: +1

Evasion*
Prerequisits: Dodge 1, Athletics 1
Power Points: 2
In this common dodging technique, the fighter simply sidesteps the attack.
Systems: The fighter must have enough Initative to interrupt his attacker. As the opponent attacks, the fighter simply moves out of harm's way upto two feet away.
Cost: none
Initiative: +2
Accuracy: None
Damage: None
Move: 2




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