Athletics Maneuvers
Athletics Maneuvers are based upon the skill "Athletics". The mostly involve acrobatic type moves.
Note: Except for the "Jump" maneuver, Garou in Hispo and Lupus forms may not use Athletics Maneuvers.
BACKFLIP
Prerequisite: Athletics 3
Power Points: 4
System: While executing this maneuver, the fighter can only move in a straight line away from his foe, but while doing so, he cannot be harmed by any attack. However, he will be vulnerable to attack both before and after this maneuver is executed.
Cost: 1 Willpower
Initiative: +3
Accuracy: None
Damage: None
Move: +2
BREAKFALL
Prerequisite: Athletics 1
Power Points: 3
System: Automatic. Whenever character takes damage from a maneuver that causes Knockdown, this allows them to reduce damage by one point for each success on a Dexterity + Athletics roll. (Note: Applies to maneuvers that only cause damage when person hits ground. Applies to all throw moves, but not punches that cause knockdown.)
Cost: None
Initiative: See above
Accuracy: See above
Damage: See above
Move: See above
DRUNKEN MONKEY ROLL
Prerequisite: Athletics 2
Power Points: 2
System: Good all-purpose evasive technique. Crouching maneuver. Can also be used to interrupt and evade projectile attacks (use same rules as for Jump).
Cost: None
Initiative: +3
Accuracy: None
Damage: None
Move: +2
GROUNDFIGHTING
Prerequisite: Athletics 4
Power Points: 3
System: Envoked when a fighter falls down, is thrown, is knocked down or otherwise prone. Does not have to rise back up to fight (although if so, suffers -2 Initiative penalty unless he has Breakfall or Kippup). When fighting from ground, may use and Basic or Advanced Maneuvers other than the hip-derived torquing maneuvers, Aerial Maneuvers, or other moves that the Storyteller rules simply cannot be used while prone.
Fighters who don't have this move are at a -3 Initiative and -3 damage when they try to use a maneuver from ground, even if opponent is also on ground.
Cost: 1 Willpower
Initiative: See above
Accuracy: See above
Damage: See above
Move: See above
JUMP
Prerequisite: Athletics 1
Power Points: 1
System: Character can jump 3 feet high or 3 feet forward for every dot in Athletics. In combat, Jump adds +1 to Move when by itself (not with any combat move).
Can play a Jump along with any of the Basic Maneuver attacks, with any Advanced Maneuver that has it as a prerequisite, or just by itself. If played alone, it indicates that fighter is moving across battlefield by jumping. When used alone as a move, can be an Abort action. Also an Aerial Maneuver.
When played with a Basic Maneuver, it means the fighter is jumping on the opponent to deliver the punch or kick. It makes it an Aerial Maneuver, but keeps the Basic move's modifiers, but doesn't add the +1 Move from the Jump.
For Combinations, fighter must know between a Basic and a Basic with Jump. Must know this when Combination is being made.
If fighter plans to make a jump to dodge a projectile attack, he must wait for opponent to declare he is the target. If fighter's Initiative is higher than the attack's, then he can interrupt the attack and try to dodge, jump over it, or dodge away from it (if Initiative of attack is higher than the fighter's Jump, then doesn't work). Two fighters make a resisted roll, comparing attacker's projectile attack Technique to jumping fighter's Dexterity + Athletics. If attacker wins the roll, then jumper is hit by missle and must immediately end his turn.
If fighter uses Jump with a Basic, he can try to dodge a projectile and then still deliver attack.
Garou in Hispo and Lupus forms can use this maneuver.
Cost: None
Initiative: +3
Accuracy: None
Damage: None
Move: +1
KIPPUP
Prerequisite: Athletics 2
Power Points: 1
System: Fighter jumps back to his feet. Those who know it only suffer a -1 Initiative penalty the turn after he suffers a Knockdown (instead of -2 standard penalty). It's effect is automatic.
Cost: None
Initiative: +0
Accuracy: -1
Damage: +2
Move: -1