Jump Kick
TechniqueBasic Set: Characters · p.231
Open source p.231Hard Default Karate-4.
Prerequisite: Karate; cannot exceed Karate skill.
This technique lets you leap into
the air and kick at full extension,
increasing range and damage. It is a
showy but dangerous move! Roll
against Jump Kick to hit. Add one
yard to reach and +2 to damage. Your
target parries at -2. However, if you
miss – or if your target successfully
defends – you fall down unless you can
make a DX-4 or Acrobatics-2 roll. Hit
or miss, a Jump Kick leaves you at -2
on all your active defenses until your
next turn.