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Revised Background Table for After the Bomb

01-15% Feral Background


16-38%Raised on the Frontier
39-42% Gatorland Ninja Operative/Independent Martial Artist
43-65% Villagers & Townies
66-70% Border Area Character
71-75% Elite Militia
76-80%Guerrilla Warrior
81-85% Raised by Bandits
91-100% One of the Academic Underground

Gatorland Ninja Operative/Independent Martial Artist Back Ground:


Created by: Rob Stevens
Most of the Ninja background and a lot of prices for ninja weapons is content barrowed from AtB Warehouse.
http://atbwarehouse.blogspot.com/2006/08/revised-background-table-for-after-bomb.html
Posted Tuesday, August 15, 2006

Many mutants in Gatorland, as well as small schools throughout the rest of the known world, are
taught the ancient art of Ninjitsu, and taught how to act like the famed ninja from before the
Crash. These characters tend to be highly trained in the arts of stealth, combat, and guerilla
warfare. Gatorland Ninja Operatives are recruited and trained by the Teenage Mutant Ninja
Turtles, err, Gang of Four, to perform a variety of tasks for the Gatorland government (such as it
is). Independent Ninja are often found alone or in small groups trained by sensei who have
mastered the art.
For at least eight years the character has trained under a ninja sensei in the ways of Ninjitsu. The
character has learned how to use the weapons, equipment, and methods of a ninja. They are
skilled at silently performing any number of missions, ranging from simple scouting and
intelligence gathering to more complex subterfuges and sabotage. Many ninja use their skills to
perform assassinations. A ninja works from the shadows, and no one may know their true
identity, consequently, any ninja who operates openly as a ninja, continually goes masked and
disguised, so no one will know their true identity. Other ninja, more adept at concealing
themselves, will opt for simple disguises, often appearing as simple farmers, craftsmen, warriors,
bandits, or rogues.
Gatorland Ninja Operatives fulfill a variety of roles including operating trade missions,
embassies, acting as the military and administrative officers of Gatorland, and keeping tabs on
Gatorland's neighbors (and more importantly any threats to Gatorland). These ninja primarily
concentrate on the military and spying aspects of Ninjitsu training. The Gang of Four often
employs single operatives and small, commando-style groups as mercenaries, lent out through
black market channels to act as bodyguards, scouts, and explorers (and it is rumored, assassins
and enforcers) throughout the known world.
Independent Ninja and Martial Artists are often trained by sensei in solitary schools that may be
found anywhere from remote wilderness locations, to small villages or even hidden among a
burgeoning metropolis. Ninja/Martial artists trained in this manner are often independents who
act in a variety of ways, typically traveling the land like the Japanese Ronin of old. Occasionally,
gangs of these Ninja/Martial Artist may join together, either for increased opportunities for
power (through theft, looting, assassinations, or simply selling the services of the group to the
highest bidder) or for protection (of themselves, their sensei, or a group or community)

Apprenticeship: None
Primary Skills: Choice of Hand to Hand; Ninjitsu, Karate, or Jujitsu. Wilderness Survival,
Intelligence, Land Navigation, Acrobatics, Prowl, Fencing (if Ninjitsu is selected), Three Rogue
& Thief Skills, and Four Weapon Proficiencies
Secondary Skills: Select any eight.
Special Bonuses: See individual hand-to-hand bonuses
Money: 3D6 times 20 bucks.
Equipment: A set of basic traveling clothing/everyday wear, one custom ninja/martial arts suit,
as well as one good quality ancient weapon of choice and one other ancient weapon.
Relatives & Connections: If a Gatorland Ninja Operative, the character has contacts with the
Gatorland ninja organization, Cardania's Scouts, Rodent Cartel, and other rogue elements on the
Eastern Seaboard. Independent Ninja/Martial artists often only have contact with their sensei
and/or the sensei's other students, and with a few rogues or locals from their homeland.

A list of Ninja Weapons and Equipment


Information copied and modified from Rifts GMG

Aikuchi/Tanto. Curved Japanese daggers that can be thrown. The Tanto has a hilt. The Aikuchi does not have
a hilt. Cost: 30 bucks; varies according to the weapon's quality and beauty. S.D.C. Damage: 1D6 points. W.P.
Category: Knife.

Bisento. A large spear with a broad, curved blade, considered to be a kind of pole arm. Cost: 300 bucks. S.D.C.
Damage: 3D6+4 points. W.P. Category: Polearm.

Blow Gun. Essentially a small pipe through which darts are fired by air pressure. A favorite weapon of the
ninja despite its short range of 50 feet (15.2 m). Cost: 15 bucks. SDC Damage: None, the dart stings, but
causes no damage unless coated with poison or drugs (which they usually are). W.P. Category: Archery &
Targeting.

Bokken. A wooden version of the samurai's katana, often used in practice or competition. It is still a deadly
weapon in the right hands, which will be more than capable of taking down an armed opponent. Cost: 30 bucks.
S.D.C. Damage: 2D4. W.P. Category: Sword.

Daisho. The word Daisho literally means, "the long and the short," and refers specifically to the pair of swords
known as the Katana and Wakizashi. The Katana is the long killing sword, up to 3 feet (0.9 m) in length. The
Wakizashi is a short sword (Westerners might consider it a long knife), and is frequently used with the larger
blade, one in each hand, as paired weapons. The Daisho is the symbol of the samurai caste; only samurai can
carry them. "True" Daisho or Samurai swords are treated with reverence for, according to ancient beliefs, each
"True" Samurai sword possesses a soul and is a living thing. Cost: 200 bucks for a normal Katana, 1000 bucks
higher for a high quality Katana, 100 bucks for a normal Wakizashi, 1000 or higher for a high quality
Wakizashi. S.D.C. Damage: Katana: 3D6; Wakizashi: 2D6 S.D.C. W.P. Category: Sword. Note: Authentic
samurai swords are considered priceless, and are usually passed on from generation to generation of samurai.

Jitte or Sai. These weapons look like oversized, three-pronged forks and are generally designed to be used as a
pair, one in each hand. Both weapons are modified farming tools originally designed by the ninja to counter the
samurai sword (parry and pin swords). A skilled user can entangle an opponent with one hand and attack with
the Sai in the other (requires paired combat skill). Cost: 60 bucks per pair. S.D.C. Damage: 1D6. Bonus: +2 to
disarm. W.P. Category: Knife.

Kusari-Fundo. A larger, more deadly version of the Manriki-Gasser. The chain is heavier and from 2 Vi feet to
4 feet (0.76 to 1.2 m) long. Cost: 10 bucks. S.D.C. Damage: 2D6. W.P. Category: Chain. Bonus: +2 to
disarm. Note: This weapon can be used only by those trained in hand to hand martial arts, assassin, Ninjitsu or
W.P. Chain. All others are -2 to strike and parry and each attack counts as two melee actions.

Kusari-Gama/Kyoketsu-Shogi. Another ninja favorite is the combination of a chain with a weight on one end
and a sickle weapon on the other. The Kyoketsu-Shogi is a similar weapon but is made with rope attached to an
iron ring on one end and a double blade on the other. Both weapons can be used to entangle with one end while
the other can still be used for striking. Cost: The Kyoketsu-Shogi costs 40 bucks, the Kusari-Gama costs 50
bucks. S.D.C. Damage: Kyoketsu-Shogi: ID8 or 2D4; Kusari-Gama: 1D10 or 2D4+2 S.D.C. Bonus: +1 to
disarm. W.P. Category: Chain. Note: These weapons can be used only by those trained in hand to hand
martial arts, assassin or Ninjitsu. All others are -2 to strike and parry and each attack counts as two melee
actions.

Manriki-Gusari. A chain wepon with a solid blunt weight on each end. It is used in the same style as a Kusari-
Gama, entangling with one end, striking with the other. The weapon is also easy to disassemble and conceal.
The materials to make a Manriki-Gusari are readily available. Cost: 8 bucks. S.D.C. Damage: 1D8 or 2D4.
Bonuses: +1 to entangle, +1 to disarm. W.P. Category: Chain. Note: This weapon can be used only by those
trained in hand to hand martial arts, assassin, Ninjitsu or W.P. Chain. All others are -2 to strike and parry and
each attack counts as two melee actions.

Naginata/Yari. Long spear, difficult to conceal. The difference between the two is that the Naginata blade is
curved while the Yari is straight. Cost: 150 bucks. S.D.C. Damage: 2D6. W.P. Category: Spear.

Ninja-to/Ninja Short Sword. A short sword, similar to the Wakizashi but with a straighter blade, used by the
Ninja. Because of its small size the weapon is easier to conceal. Cost: 80 bucks. S.D.C. Damage: 2D4. W.P.
Category: Sword.

No-Dachi. A huge, curved, two-handed sword, 5 to 6 feet (1.5 to 1.8 m) long. Typically the weapon is pulled
from a scabbard slung over the back or shoulder. Cost: 500 bucks. S.D.C. Damage: 3D6+4. W.P. Category:
Sword.

Nunchaku. These weapons consist of two lengths of wood or iron connected by a short chain. Originally an
agricultural flail, the Nunchaku have been adopted for martial arts use as paired weapons for striking. One of
the main advantages of Nunchaku is for entangling. This can only be done if one weapon is used with two
hands. Cost: 20 bucks. S.D.C. Damage: 1D8 or 2D4. Bonus: +1 to disarm. W.P. Category: Chain. Note:
This weapon can be used only by those trained in hand to hand martial arts, assassin, Ninjitsu or W.P. Chain.
All others are -2 to strike and parry and each attack counts as two melee actions.

Shinobi-Zue. A hollow wooden staff which contains a weighted length of chain. Cost: 40 bucks S.D.C.
Damage: 1D10 or 2D4+2 S.D.C. W.P. Category: Staff.

Shikomi-Zue. This is a staff with a concealed blade which is spring loaded and released by a trigger stud that is
pressed or turned. The weapon is a favorite of Ninja who often disguise themselves as blind men. The Shikomi-
Zue can be used as a somewhat fragile (S.D C. 50) Bo Staff or Spear. Cost: 45 bucks. S.D.C. Damage: 1D8.
W.P. Category: Staff or Spear

Shuriken. The famous "throwing stars" of the ninja designed for concealment and to distract the enemy (when
thrown) rather than for deadly effect. To discourage pursuit, the ninja often threw these weapons, covering their
retreat. Shurikens are often covered with poison or drugs. Any of the chemicals/toxins/poisons described in the
various Palladium titles may be applicable if approved by the G.M. Cost: 30 to 50 bucks. S.D C. Damage:
1D4. W.P. Category: Archery & Targeting.

Tonfa. A short wood weapon ideal for parrying and close combat. It is similar in appearance to the nightstick.
Cost: 20 bucks. S.D.C. Damage: 1D6. W.P. Category: Blunt.

Traditional Ninja Equipment


Information copied and modified from Rifts World Book 9: Japan

The ninja still uses many of the ancient weapons and devices that have been used by ninja clans for centuries.
These items are often provided or made available for trade/purchase by the ninja clan or built by the ninja
himself. Ninja equipment is not available to the general public.

Ninja Clothing & Boots: Available in standard black for night work, white for winter operations, and red or
camouflage for outdoor infiltration during the day. Consists of jacket, pants, hand gauntlets, tabi socks, double
belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed
for concealing shuriken and other ninja items. Also comes with a two-part hood. The boots come in the same
colors as the clothing, lace up to the knee and have thick rubber soles for use in rough country. Cost: 50 bucks.

Ninja Emergency Kit: This is an assortment of items that a ninja might need in case of trouble. Most ninja
will keep several of these kits hidden in various places. Included in a small cloth bag would be 6 shuriken, 6
eggshell bombs, 12 caltrops, a knife, a 3 foot (0.9 m) towel, a small cooking pot, paper and pencil, matches or
lighter, first-aid kit (bandages, disinfectant, small scissors, painkiller), lock picks, and a set of spare clothing.
Enough rice, soybean curd and tea would be included for 7 days of tight rations. Cost: 120 bucks

Ninja Hang Glider: Called a hito washi, the glider comes disassembled in a small bundle of rods and cloth,
weighing about 25 pounds (11.3 kg). When assembled, it allows the character to drop from great heights, even
from an airplane, and glide to the ground or treetop. Cost: 250 bucks
Climbing Claws: Also called tekagi or shuko. There is usually a metal or leather band that wraps around the
palm between the thumb and fingers. The inside surface has from two to six spikes that are helpful in climbing
wood and stone surfaces. Adds +10% to climbing skills. Cost: 55 bucks/pair. Damage: 1D4 S.D.C.

Climbing Spikes: These are spiked claws that are attached to the soles of the feet for climbing. Note that
normal walking or running is impossible while wearing these. Add +10% to climbing skills. Cost: 45
bucks/pair.

Eggshell Bomb: This is an eggshell filled with pepper, metal shavings and other secret substances. When
tossed, it will shatter and a small cloud of blinding, irritating smoke will come out. Does no damage, but all
victims must save against non-lethal poison gas (16 or higher). A failed roll means the character is temporarily
blinded: -6 to strike, parry and dodge. Cost: 5 bucks each Range: 10 ft (3.0 m) diameter of effect. Maximum
throwing range is about 60 feet (18.3 m).

Ippon-Sugi Nobori: A special tool used ONLY for climbing trees and telephone poles. A short length of
spike-studded wood with ropes attached to each end. This is used much like a lumberjack's or lineman's leather
climbing belt. Add 25% to climbing skill. Cost: 25 bucks

Kawanga: A Ninja devised combination of rope and grapple used both for climbing and fighting. When used
as a weapon, the Kawanga requires WP Chain. Cost: 25 bucks. Damage: 2D4 S.D.C.

Rope Ladder: This Ninja rope ladder has loops knotted into it every two feet or so (depending on the height of
the owner). There is a 3 pound (1.4 kg) weight attached to the bottom end. The top end is often tied to a
grappling hook. This item is easy to use and conceal. Cost: x1.5 cost of normal rope.

Tetsubishi: Ninja caltrops come in a variety of styles. All are designed so that metal barbs will point upwards
no matter how they land on the floor. Damage is rarely more than one S.D.C. point, but someone with a caltrop
in their foot isn't likely to continue walking until they pull it out. Cost: 5 bits each

Ninja Gimmick Clothing


Information copied and modified from Rifts World Book 9: Japan

Basic, ordinary looking clothing, ranging from simple work clothes to high fashion, with special properties or
gimmicks. Some of the most common are listed below.

Concealed Body Armor (light): The outfit has an inner or concealed mesh that gives it an A.R. of 14 and 50
S.D.C. Average Cost: 500 bucks.

Concealed Pockets: The clothing has cleverly concealed inner pockets to hold a number of small objects
(shurikens, eggshell bombs, hand grenades, tools, knives, etc.), as well as loops, elastic holders and hooks to
hold larger concealed weapons, equipment and booty. Large pockets can be put into bulky clothing like capes,
cloaks, robes, kimono, and overcoats. Cost: 5 bucks per concealed pocket. A jacket or shirt can only hold about
six small pockets and six loops without looking conspicuous. Overcoats and cloaks 10 small pockets, 4 large,
and as many as two dozen loops and/or hooks. Hats can have 3 to 5 small pockets depending on the style.

Concealed Tools: Tiny objects like a length of fine wire, needles, razor blades, tiny lock picking tools, and so
on, can be inconspicuously sewn into the seams, zipper or cuffs of clothing or built into a belt buckle. Cost: 5
bucks per item, typically limited to four small items per shirt or pair of trousers, 8 for an overcoat, cloak or
robe.

Expanding Straps and Belts: Straps and belts on clothing can be pulled off, and additional material pulled out
of a concealed seam, quadrupling the length of the material (typically around one to one and a half feet per
strap/0.3 to 0.45 m). This strap or belt can be used to bind prisoners, to strangle (garrote style) an opponent, or
to be tied together as a short length of cord (rarely exceeds 10 ft/3 m total combined length). Cost: 5 bucks per
length of concealed strap. A shirt will rarely have more than two shoulder straps, an ordinary jacket typically
has four (shoulder and wrists; but can have as many as 10), while a cloak or overcoat can have as many as seven
without looking unusual (includes the waist belt).

Fake Wounding: Plastic or animal skin sacks filled with fake blood are placed in the outfit. Each has a small
explosive designed to rupture the outer fabric and spew out the "blood" to fake battle wounds. Cost: 150 bucks
each.

Reversible Clothing: This outfit has been modified so that a complete change of color and appearance is
available simply by turning the clothes inside out. For example: A jacket may be leather on one side, and
canvas or fur on the other. Cost: Double the usual cost for that article of clothing.

Shoe, Sandal or Boot Compartment: The bottoms of sandals, shoes and boots can also have a hidden
compartment or concealed tool or weapon. These items are usually worn by ninja as a disguise (they wear tabi,
split-toed boots made of soft leather or cloth without gimmicks, to move silently and maintain balance). Cost:
35 bucks per pair.

New Hand-to-Hand skills


Information copied and modified from Rifts GMG

Hand-to-Hand: Ninjitsu
The art of Ninjitsu has come to be identified as the art of the Japanese Assassin.

Attribute Bonuses: +2 to M.A., +1 to P.S., +1 to P.E., +1 to P.P. and +4 to Spd.

1: Four attacks/actions per melee round to start; snap kick (1D6 damage), knife hand (2D4 damage); +2 to roll
with punch/fall/impact, +2 on initiative, +1 parry, +2 to dodge, and +2 to pull punch. Paired Weapons: Training
in the use of two weapons, one in each hand, to strike and parry simultaneously. Basic Moves and Special
Techniques: Maintain balance, back flip, body block/tackle, body flip/throw, holds, roll with punch/fall/impact,
pull punch, drop kick, kick attack (2D4 damage), knee and elbow strikes (1D6 damage), paired weapons, and
the usual strike, parry and dodge.
2: +1 to strike, cartwheel (attack), back flip (escape), back flip (defensive), and back flip (attack).
3: +1 additional attack/action per melee and palm strike (2D4 damage).
4: Leap attack, axe kick, and +2 to strike when performing any back flip or cartwheel.
5: Tripping/leg hook and backward sweep kicks and +2 to damage.
6: +1 additional attack/action per melee and roundhouse kick (3D6).
7: Critical Strike on the roll of a natural 18-20, or from an attack from behind; Death blow on a natural 20.
8: +1 on initiative, +1 to strike and parry, +1 to roll with punch/fall/impact and +2 to maintain balance.
9: Death blow!
10: +1 additional attack/action per melee round and +2 to pull punch.
11: Art of Vanishing, Hiding and Evasion
12: +1 on initiative and +2 to roll with punch/fall/impact.
13: +2 to damage and +1 to disarm.
14: Jump kick, +2 to back flip/cartwheel, and +2 to damage.
15: +1 additional attack/action per melee round.

Information copied from Ninjas and Superspies Revised:


Art of Vanishing or Sun Shih K'an Chien Chih: From clear view, even in the middle of combat, the
character has the ability to simply disappear! The way it works is resembles sleight of hand magic trick. The
character distracts the observer (good chance to use and Eggshell Bomb) and instantly falls to the ground, rolls
to the side, or otherwise vanishes from sight. Chance of success at vanishing depends on conditions. In darkness
(full night), with many objects to hide behind, the character has a 70% chance plus 1% per level, of success.
However, there is a penalty of —30% in good light, and — 20% on clear, flat, featureless ground (Penalties are
accumulative). For example, let's say two characters are fighting in the middle of a fully lit baseball diamond.
A successful vanish for a first level character would require a roll of 20% or less on percentile, because the area
is well lit and flat with no place to hide. If the roll is successful then the character has just disappeared for an
instant. The art of vanishing lasts only a moment (about 4 seconds or one melee action). To remain invisible the
character must try one of his other skills, like the Art of Evasion or Art of Hiding.
Art of Hiding or Inpo: Training in the art of hiding involves studying the essential characteristics of all kinds
of objects. For example, how does one move when hiding in long grass so as not to be different from the
surrounding blades? The character learns to become "One" with another object, remaining motionless, and
moving imperceptibly when necessary. There is usually no chance that the character will be detected while
hiding. However, if the area is well lit or subject to careful inspection, then the chance of remaining undetected
is 43% + 3% per level. This ability works only as long as the character stays motionless and has something to
hide behind or among. The character can stay motionless for hours, and even days, using this technique.
However, the moment he or she moves to attack, the character is completely visible. The character can not
hide/vanish while in clear view and being watched.
Art of Evasion or Hsing Tsia: Ever play a kid's game where you try to stay behind somebody, turning as they
turn, constantly trying to stay out of view, until they're turning and twisting like a dog chasing its tail? That's
what evasion is all about. This works automatically if the enemy is unaware of the character's presence. If the
enemy knows or suspects that someone is behind him then the character must roll to avoid being seen.
Character's with this skill have a chance of success of 30% + 3% chance per level. This is a particularly deadly
ability if the character uses Critical Strike or Knock-Out from Behind. The character can attack continuously so
long as he can remain unseen. This does not work if the victim has a friend handy who can yell, "look out," or if
the victim backs up against a wall. If the character using evasion is ever sighted by his opponent then there's no
chance of returning to the evasion, unless one can vanish as well (see Art of Vanishing).

Hand-to-Hand: Karate
There are a variety of different styles of karate. What follows is a variation of Japanese Kyokushinkai Karate, or
"the School of Ultimate Truth." The focus of this martial art is on aggressive combat and striking power,
especially the power to break through solid objects, as well as an emphasis on rapid strikes and speed. Training
is very hard and competitive.

Attribute Bonuses: +3D6 S.D.C., +1D4 to P.S., +2 P.E., and +2 to Spd.


1: Four attacks/actions per melee round to start; snap kick (1D6 damage), knife hand (2D4 damage); +1 on
initiative, +2 to roll with punch/fall/impact, +2 to parry, +1 to dodge, +1 to break fall and +2 to pull punch.
Basic Moves and Special Techniques: Break fall, body block/tackle, roll with punch/fall/impact, pull punch,
kick attack (2D4 damage), karate kick (2D6 damage), karate punch (2D4 damage), knees and elbow strikes
(1D6 damage), and the usual strike, parry and dodge.
2: +1 to strike, tripping/leg hook and backward sweep kicks.
3: +1 additional attack/action per melee round and +2 to damage.
4: +1 on initiative, +1 to disarm, and roundhouse kick (3D6 damage).
5: Power punch and palm strike (2D4 damage).
6: +1 additional attack/action per melee round and +2 to pull punch.
7: Power kick, wheel kick, and +1 to strike, parry and break fall.
8: Critical strike on a natural 18-20, critical strike from behind and death blow on a natural 20.
9: +1 additional attack/action per melee round and +2 to damage.
10: Jump kick and leap attacks.
11: +1 on initiative, +1 to parry and dodge, and +1 to strike.
12: +1 additional attack/action per melee and +2 to pull punch.
13: Death Blow!
14: +2 to damage, +2 to pull punch, and +2 to break fall.
15: +1 additional attack/action per melee round.

Hand-to-Hand: Jujitsu
This combat style is very pragmatic, using the philosophy of "whatever works." Techniques range from the
assault of vital points, joint locks and throwing techniques. A trained master can reduce his or her victims into
helplessness even if armed with daggers, sticks and guns. A Jujitsu practitioner, without a second thought of
fairness, will use any advantage that can be gained.

Limitation: Characters of an honorable alignment can not select this skill (i.e. can't be Principled or Aberrant).

Attribute Bonuses: +3D6 S.D.C., +2 to P.S., +1 to P.P.

1: Four attacks/actions per melee round to start; snap kick (1D6 damage), knife hand (2D4 damage), +3 to roll
with punch/fall/impact, +2 parry and dodge, and +2 to pull punch. Basic and Special Moves: Maintain balance,
break fall, disarm, body block/tackle, body flip/throw, holds, roll with punch/fall/impact, pull punch, kick attack
(2D4 damage), knee and elbow strikes (1D6 damage), and the usual strike, parry and dodge.
2: +1 to strike, tripping/leg hook and backward sweep kicks.
3: +1 on initiative and critical strike from behind.
4: +1 additional attack/action per melee round and +2 to damage.
5: Palm strike (2D4 damage) and drop kick.
6: Critical strike on a natural 18-20.
7: +1 to strike, +1 on body flip/throw and +1 to disarm.
8: +1 additional attack/action per melee round and +1 to maintain balance.
9: Critical body flip/throw on natural 17-20.
10: Jump kick and leap attacks.
11: +1 additional attack/action per melee round and +2 to pull punch.
12: +1 on initiative, +1 to parry and dodge, and +1 to strike.
13: +2 to damage, +2 to pull punch, and +2 to break fall.
14: +1 additional attack/action per melee round.
15: Death blow!

Cartwheel (Attack): Holding the body rigidly extended, the character rolls like a wheel by using the arms and
legs as spokes. This maneuver can be used to move quickly into combat range. A cartwheel can also be used as
part of a combined strike against an opponent to the rear of the character when used with either an Axe kick,
Wheel kick or Knife Hand. If striking with a cartwheel, use only the cartwheel bonus. Must be used as the first
attack in a melee round. Note: Cannot be used with death blow or knock out/stun. Wheel Kick: 2D6 Knife
Hand: 2D4

Kick Attacks & Flying Jump Kicks: There are a whole range of foot-based attacks. Each kick attack works
differently and does different amounts of damage.
Kick Attack: This is a conventional, karate-style kick. It starts with bringing the knee, folded, up to chest level,
then the foot is completely extended. Does 2D4 damage.
Snap Kick: A very short, very fast kick. Usually delivered low, striking the opponent somewhere below the
waist. It works well in confined spaces and in grappling range but does relatively little damage; only 1D6
damage.
Roundhouse Kick: By turning the body and swiveling the hips, there's tremendous power packed into this kick.
Can be used only once per melee round, and no other kicks can be used in that melee round. Does 3D6 damage.
Wheel Kick: A damaging kick that involves sweeping the leg completely around the body. Cannot come right
before or right after another kick. Does 2D6 damage.
Crescent Kick: A swivel-hipped kick that sends the foot out on a sweeping arc. Does 2D4+2 damage.
Axe Kick: A very high kick that goes up and over the opponent, coming down on the neck or shoulder. Can't be
used in the same melee round with any other kicks. Does 2D6 damage.
Backward Sweep: Used only against opponents coming up behind the character. Does no damage, it's purely a
knock-down attack. Cannot be parried.

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