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Expanded Martial Arts Kick Attacks

By: danzig 138 (danzig138@zdnetmail.com)


I personally do not like the way supernatural HTH damage is calculated in Palladium games. I prefer to have supernatural damage work in basically the same way as normal P.S. damage. This is the second part of a set of tables. This covers foot strike damage for normal, extraordinary, superhuman, and supernatural P.S.

 

Kick Attacks

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

x3

x3

x3

x3

Flying Reverse Spinning Kick

2D6

2D8

3D6

5D6

Flying Reverse Turn Kick

x4

x4

x4

x4

Jump Kick

x2

x2

x2

x2

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

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. )

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