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Chart 5-4: KICKING TECHNIQUES cont’d
Ki Exp. Points
TECHNIQUES DESCRIPTION EFFECTS Energy to Purchase
To Use Technique
Flying Side A jumping side kick that travels +2 STR; Odds & Evens roll for
farther than a normal jump kick. Status Effect: Knocked Down
Prerequisite: Side Snap or Side 8 30
(Recharge) Thrust Kick and Jump
In-heel A kick that moves diagonally +2 STR
from inside to outside, in order Prerequisite: Front Snap and 6 27
to strike a target. Thrust Kick
(Recharge)
Hook Kick A kick aimed off target and +2 STR; Odds & Evens roll for
pulled back toward the target. Status Effect: Stunned 4 23
(Recharge) Prerequisite: Side Thrust Kick
Back Snap A kick attacking to the back im- +2 STR
pacting with the ball of the foot. Prerequisite: Front Snap Kick 2 20
(Recharge)
Back Thrust A kick attacking to the back im- +3 STR; Odds & Evens roll for
pacting with the heel of the foot. Status Effect: Knocked Down 3 22
Prerequisite: Front Thrust Kick
(Recharge)
Side Snap A quick kick from the side im- +2 STR
pacting with the blade of the Prerequisite: Front Snap Kick 2 20
foot.
(Recharge)
Side Thrust A kick from the side impacting +3 STR; Odds & Evens roll for
with the bottom of the foot. Status Effect: Knocked Down 3 22
(Recharge) Prerequisite: Side Snap Kick
Chart 5-5: SPECIAL TECHNIQUES
C
h Ki Exp. Points
a TECHNIQUES DESCRIPTION EFFECTS Energy to Purchase
p to Use Technique
t
e Spin A quick twist of the body either +1 STR applied to technique
r 180˚ or 360˚. used
1 10
Prerequisite: N/A
(Recharge)
Jump Propelling self into the air for a +1D4 MOV or +1 to STR ap-
brief time. plied
1 10
(Recharge) Prerequisite: N/A
Quick Step A short fast step to aid in escape or +1 MOV to move through 1
combat. Rng. forward or backward in
1 melee without die roll
3 40
(Recharge) Prerequisite: MOV 6 or higher
Eagle Eye The ability to see objects from far +2 AWA Points when target is
away. more than 20 ft. away 3 35
Prerequisite: AWA 4 or higher
(Recharge)
Camouflage Curling into a ball and remaining +2 to STE
motionless to appear as a stone. Prerequisite: STE 3 or higher
5 25
(Recharge)
Diversion I Distract guards by starting a small Causes guards to leave a post
fire away from a planned point of or pace route to investigate fire
entry for 1D6 melee rounds 2 30
(Recharge) Prerequisite: MOV 4 or higher
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