Skill Cost: Equivalent to Hand to Hand: Karate, Jujutsu, or Commando. It costs
one more "other" skill than Hand to Hand: Martial Arts. Not suggested for any
genre besides Rifts, but it counts as four secondary skills or one skill from
the Physical skill program and one secondary skill if used.
Bonuses: +1d6+2 S.D.C., +1 to P.P., and +1d6+2 to Spd.
LEVEL ADVANCEMENT BONUSES
Skill Requirements: Must have the Physical: Gymnastics skill.
Attribute Requirements: P.P. of 12 or more.
Techniques Known at First Level: Automatic parry, dodge, pull punch (or in this
case, pull kick), roll with punch/fall/impact, back flip, and break fall.
Attacks include a punch (1d4 damage), snap kick (1d6 damage, a low and fast
kick), kick attack (2d4 damage), wheel kick (2d6 damage, a swinging of the leg
completely around the body results in a strong kick that can only precede and
follow either a snap kick or kick attack, normally cannot precede or follow any
kicks but this martial art form is a little different), crescent kick (2d4+2
damage, a swivel hipped kick that sends the foot in a sweeping arc) and a
tripping/leg hook (no damage, causes knockdown, and must be dodged). Maintain
balance is part of the training of this combat form, and the character does not
lose a melee action like others normally do. The character can also use their
gymnastics skills (back flip and cartwheel) to supplement their combat
abilities.
Limitations: Due to the emphasis of the martial art form on kick attacks, no
more than one-third of the character's melee attacks may be used to attack with
the hands or hand weapons. This means the character is limited in the number of
times a gun can be fired or an axe can be swung. Secondly, if the character is
carrying more than one-fourth of his maximum carrying weight reduce the attacks
by two and the character suffers a -2 penalty to strike, damage, and dodge. Also
apply these penalties if the character is big and bulky, like a borg, or is
wearing heavy armor or power armor with less than superior reaction speed.
Lastly, whenever hand strikes are delivered halve all bonuses to strike and to
damage.
Level 1: Three attacks per melee, +3 to parry, +3 to dodge, and +2 to maintain
balance.
Level 2: +2 to pull punch, +2 to roll with punch/fall/impact, +1 to back flip, and
+1 to cartwheel.
Level 3: Automatic dodge, +2 to strike, and +1 to damage.
Level 4: Backward sweep (no damage, causes knockdown, must be dodged, and can only
be used against someone behind the character) and +1 attack per melee.
Level 5: +1 to break fall and +1 to damage.
Level 6: Critical strike on an unmodified roll of 18 to 20 and knockout/stun on an
unmodified roll of 18 to 20.
Level 7: Backhand (1d6 damage), +1 to strike, and +1 on initiative.
Level 8: Power kick (double the damage from a kick and add P.S. bonuses, but it
takes two attacks to do), +1 to back flip, and +1 to cartwheel.
Level 9: Jump kick (special - does triple damage plus P.S. bonuses, can be done
with an axe kick, roundhouse, snap kick, or karate kick, causes knockdown,
must be the character's first attack, and the jump kicker cannot attack for
the rest of the melee), +2 attacks per melee, and +2 to damage.
Level 10: +1 to parry, +1 to dodge, +1 to pull punch, and +1 to roll with
punch/fall/impact.
Level 11: +2 to strike, +1 on initiative, +2 to break fall, and +2 to maintain
balance.
Level 12: Axe kick (2d6 damage, a kick that goes up over the opponent's head or
shoulder and comes down, must precede and follow either a snap kick or a
kick attack, normally cannot precede or follow any kicks) and roundhouse
(3d6 damage, causes knockdown, a total turning of the body and hips to
deliver a powerful kick, and the only other kicks performed in a melee can
be snap kicks and kick attacks, normally it can be the only kick used in a
melee).
Level 13: Triple kick - this is a special attack, where the character delivers
three rapid kicks to one or two targets standing close. The character gets
no strike bonuses (natural roll) and the damage bonus is halved, but the
victim's bonus to defend is cut in half due to the speed. The first kick
must be a snap kick. The second (and third, if desired) kick can be either a
snap kick or a karate kick. The last kick can be an axe kick, crescent kick,
power kick, or wheel kick but the special rules for those kicks still apply.
This can only be done once per melee, and cannot be combined with a death
blow or knockout/stun attack.
Level 14: +1 attack per melee, +1 to pull punch, and +2 to maintain balance.
Level 15: Death blow (counts as two melee attacks, this is commonly a kick so
strong it crushes the skull, breaks the neck, or caves in the rib cage of
the victim), +1 to strike, and +2 to damage.