Kicks

Axe Kick (damage 3/simple)

The axe kick involves kicking above the target and then bring the heel of the foot down vertically on top of the opponent. It is a very powerful, but difficult maneuver.

Block (dam 5/simple action)

The block simply places the shin of the defender into the path of an on-coming kick. For every two success more than the attacker’s successes, the attacker will receive 1 HP of damage to the their arm.

Back Kick (damage 2/simple)

The back kick is used to attack someone directly behind you. It is a weak attack, but allows you to attack someone you normally would not be able to attack.

Crescent Kick (damage 2/simple)

The Hook kick and the Crescent Kick are very similar. They both involve sweeping the foot in an arc from it’s normal position to the target, as opposed to a straight line. The crescent kick goes from the outside to the inside of one’s body.

Drop Kick (damage 5/complex)

This kick uses both feet to knock a defender down. Resolve this attack with an resisted success test, using the Wgt of the versus the Wgt of the attacker. After the drop kick the attacker will be in a prone position.

Flying Jump Kick (damage 5/complex)

This maneuver involves the character doing a long jump and ending the maneuver by kicking the defender. The character can jump an amount equal to double their MR. This is a complex action.

Foot Stomp (damage 2/simple)

The Foot Stomp is used to stomp on a defender when they are down on the ground. This maneuver can be used while grappled, but still on your feet, without the 2 penalty dice.

Front Kick (damage 2/simple)

The front kick is your standard kick to someone in front of you.

Hook Kick (damage 2/simple)

The Hook kick and the Crescent Kick are very similar. They both involve sweeping the foot in an arc from it’s normal position to the target, as opposed to a straight line. The hook kick goes from the inside to the outside of one’s body. It is a hard kick to parry, so any parry attempt is made at 1 penalty die.

Jump Kick (damage 5/complex)

The Jump kick is done by jumping straight up with one leg and kicking with the other. It is a very powerful attack, but takes a complex action.

Knee Strike (damage 4/simple)

The Knee strike is an attack with the knee of the attacker. It is generally intended after a grapple or aimed at a defender’s vitals. This maneuver can be used while grappled without the 2 penalty dice.

Shin Kick (damage 1/simple)

The shin kick is a nuisance kick designed to keep an opponent away. The shin kick always goes before other maneuvers, so it is a useful defense. If left unblocked each point of damage will add 1 penalty die to the opposition’s attack.

Side Kick (damage 2/simple)

The Side Kick refers to a kick that is delivered sideways in relation to the body of the person kicking. There are two general ways in which a side kick can be delivered. The first involves chambering the kick by bending it and cocking it back (recoiling it, in other words) before you kick.[1] The second involves shooting the leg forward as you would in a front kick and then pivoting and turning so that you actually deliver a side kick.

Spinning Back Kick (damage 4/complex)

To perform this maneuver the character spins 180° to 360° raising both their leg and arm and then striking with a back kick. It has a built-in feint. First roll for a feint, and then resolve the attack normally.

Sweep (0 damage/comples)

The sweep is designed to trip an opponent by sweeping their legs out from under them. If the attacker gets more successes then the defender falls to the ground. Defender’s are at a 2 penal dice if they are currently using any kicking maneuver, but a shin kick or a kick aimed low. This maneuver can only be defended by jumping or dodging.