Attack |
Normal |
Extraordinary |
Superhuman |
Supernatural |
Axe Kick |
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Backward Sweep |
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Crescent Kick |
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Flying Jump Kick |
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Flying Reverse Spinning Kick |
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Flying Reverse Turn Kick |
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Jump Kick |
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Kick Attack |
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Roundhouse Kick |
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Shin Kick |
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Snap Kick |
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Sweep Kick |
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Tripping/Leg Hook |
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Wheel Kick |
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Butjapgo Chagi ( hand/kick ) |
*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. )