Jump Kick
TechniqueMartial Arts · p.74
Open source p.74Prerequisite: Karate; cannot exceed Karate skill.
Hard
Default: Karate-4.
Prerequisite: Karate; cannot exceed Karate skill.
This showy, dangerous move lets you leap into the air to
increase range and damage with a kick. Some sources claim
it was used to unhorse riders! It’s a special option for
Committed Attack (pp. 99-100) and All-Out Attack
(p. B365). The rules below replace the standard ones for
those maneuvers.
As a Committed Attack, a Jump Kick involves a short
jump forward or sideways that ends in a sharp kick. You
must take two steps toward your foe; this effectively gives an
extra yard of reach. Roll against Jump Kick to hit. A hit does
thrust+1 crushing damage – or thrust at +1 per two dice, if
better – plus Karate bonuses. Afterward, you cannot dodge
or retreat until next turn, and have -2 on all other active
defenses. On a miss, make the usual DX roll to avoid a fall;
see p. B274.
An All-Out Attack involves hurling your body at your
opponent foot-first. You must move at least half your Move
(minimum 2 yards) forward. Roll against Jump Kick to hit.
Your target parries at -2. A hit inflicts thrust+2 – or thrust at
+1 per die, if better – plus skill bonuses. 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, you have
no defenses at all until next turn!
These rules are intended for Martial Arts campaigns.
The GM is free to use the less-realistic version on p. B231 in
games that don’t focus on the martial arts.