Revised Kick Attacks
By danzig138

Attack

Normal

Extraordinary

Superhuman

Supernatural

Axe Kick

1D10

2D6

2D8

4D6

Backward Sweep

0

0

0

0

Crescent Kick

1D10

2D6

2D8

4D6

Flying Jump Kick

1D10*

2D6*

2D8*

4D6*

Flying Reverse Spinning Kick

2D6

2D8

3D6

5D6

Flying Reverse Turn Kick

2D6*

2D8*

3D6*

4D6*

Jump Kick

1D8*

1D10*

2D6*

3D6*

Kick Attack

1D8

1D10

2D6

3D6

Roundhouse Kick

2D6

2D8

3D6

5D6

Shin Kick

1D6

1D8

1D10

2D8

Snap Kick

1D6

1D8

1D10

2D8

Sweep Kick

1D4

1D6

1D8

2D6

Tripping/Leg Hook

0

0

0

0

Wheel Kick

1D10

2D6

2D8

4D6

Butjapgo Chagi ( hand/kick )

1D6/2D6

1D8/2D8

1D10/3D6

2D8/5D6

*These attacks are automatic Critical Strikes, and inflict twice the listed damage.

OPTIONAL: In my games, the Kicks marked with the * are not separate attacks, but, rather, an enhancement of other kicks.
For example, a Jump Kick would be used with one of the normal kicks, resulting in, say, a Jumping Axe Kick, or a Flying Reverse Wheel Kick.
If this rule is used, the the kicks are not automatic Critical Strikes, but instead gain the following damage multipliers: Flying Jump Kick: x3 listed kick damage, Uses five ( 5 ) attacks
Flying Reverse Turn Kick: x4 listed kick damage, Uses seven ( 7 ) attacks.
Jump Kick: x2 listed kick damage, Uses three ( 3 ) attacks
In some case, this means the attack may not actually be available until the character has enough attacks from gaining levels to execute the attack.

RIFTS NOTE: In Rifts, or other magic-rich areas, beings with Superhuman P.S. inflict M.D equal to the damage listed for Normal P.S., plus their damage bonus from high P.S. ( i.e., a superhuman P.S. of 20 provides a +5 M.D. bonus ).
Supernatural P.S. inflicts M.D. using the damage listed for Superhuman P.S., plus the damage bonus from a high P.S. ( 20 P.S. grants +5 M.D. )

Hosted by www.Geocities.ws

1