By: Danzig
Created on: June 3, 1999
I personally do not like the way supernatural HTH damage is calculated in Palladium games. I prefer to have supernatural damage work in basically the same way as normal P.S. damage.
This is the first part of a set of tables. This covers hand strike damage for normal, extraordinary, superhuman, and supernatural P.S. Let me know what you think.
Attack | Normal | Extraordinary | Superhuman | Supernatural |
---|---|---|---|---|
Back Hand | 1D4 | 1D6 | 1D8 | 2D6 |
Black Tiger Claw | 1D6+4 | 1D8+4 | 1D10+4 | 2D8+4 |
Claw Hand | 1D6 | 1D8 | 1D10 | 2D8+4 |
Combination Grab/Head Bash | 2D6 | 2D8 | 3D6 | 5D6 |
Crane Fist | 1D8 | 1D10 | 2D6 | 3D6 |
Double-Fist Punch | 2D4 | 1D10 | 2D6 | 3D6 |
Double-Knuckle Fist | 1D8 | 1D10 | 2D6 | 3D6 |
Duo-Claw Strike | 2D6 | 2D8 | 3D6 | 5D6 |
Duo-Knuckle Strike | Stun | Stun | Stun | Stun |
Eagle Claw Hand | 2D6 | 2D8 | 3D6 | 5D6 |
Fingertip Attack | 1 | 1D2 | 1D4 | 1D6 |
Fore-Knuckle Fist | 1D6 | 1D8 | 1D10 | 2D8 |
Gou Combination | 3D6 | 4D6 | 5D6 | 1D4x10 |
Gou Grip | 1D4 | 1D6 | 1D8 | 2D6 |
Gou Strike | 2D6+2 | 2D8+2 | 3D6+2 | 5D6+2 |
Human Fist (untrained) | 1D4 | 1D6 | 1D8 | 2D6 |
Knife Hand | 1D6 | 1D8 | 1D10 | 2D8 |
Knife Hand Knock-Out | Knock-Out | Knock-Out | Knock-Out | Knock-Out |
Lau | 1D4 | 1D6 | 1D8 | 2D6 |
One-Hand Choke | 1D6 | 1D8 | 1D10 | 2D8 |
Overhead Fore-Knuckle Fist | 1D10 | 2D6 | 2D8 | 4D6 |
Palm Strike | 1D6 | 1D8 | 1D10 | 2D8 |
Power Block/Parry/Claw | 1D6 | 1D8 | 1D10 | 2D8 |
Power Punch | 1D10 | 2D6 | 2D8 | 4D6 |
Push Open Hand | 1D6 | 1D8 | 1D10 | 2D8 |
Rotary Palm Strike | 1D6 | 1D8 | 1D10 | 2D8 |
Roundhouse Strike | 1D8 | 1D10 | 2D6 | 3D6 |
Strike (punch) | 1D4+1 | 1D6+1 | 1D8+1 | 2D6+1 |
Two-hand Push | Stun | Stun | Stun | Stun |
Uppercut | 1D8 | 1D10 | 2D6 | 3D6 |
Attack | Normal | Extraordinary | Superhuman | Supernatural |
---|---|---|---|---|
Axe Kick | 1D10 | 2D6 | 2D8 | 4D6 |
Backward Sweep | 0 | 0 | 0 | 0 |
Crescent Kick | 1D10 | 2D6 | 2D8 | 4D6 |
Flying Jump Kick | x3 | x3 | x3 | x3 |
Flying Reverse Spinning Kick | 2D6 | 2D8 | 3D6 | 5D6 |
Flying Reverse Turn Kick | x4 | x4 | x4 | x4 |
Jump Kick | x2 | x2 | x2 | x2 |
Kick Attack | 1D8 | 1D10 | 2D6 | 3D6 |
Roundhouse Kick | 2D6 | 2D8 | 3D6 | 5D6 |
Shin Kick | 1D6 | 1D8 | 1D10 | 2D8 |
Snap Kick | 1D6 | 1D8 | 1D10 | 2D8 |
Sweep Kick | 1D4 | 1D6 | 1D8 | 2D6 |
Tripping/Leg Hook | 0 | 0 | 0 | 0 |
Wheel Kick | 1D10 | 2D6 | 2D8 | 4D6 |
Butjapgo Chagi (hand/kick) | 1D6/2D6 | 1D8/2D8 | 1D10/3D6 | 2D8/5D6 |
Attack | Normal | Extraordinary | Superhuman | Supernatural |
---|---|---|---|---|
Body Block/Tackle | 1D4 | 1D6 | 1D8 | 2D6 |
Body Flip/Throw | 1D6 | 1D8 | 1D10 | 2D8 |
Choke | 1D6 | 1D8 | 1D10 | 2D8 |
Chuk | 2D6 | 2D6 | 2D6 | 2D6 |
Crush/Squeeze | 1D4 | 1D6 | 1D8 | 2D6 |
Elbow | 1D4 | 1D6 | 1D8 | 2D6 |
Forearm | 1D4 | 1D6 | 1D8 | 2D6 |
Knee | 1D6 | 1D8 | 1D10 | 2D8 |
Neck Hold/Choke | 1D4 | 1D6 | 1D8 | 2D6 |
Pistol Whip | 1D8 | 1D10 | 2D6 | 3D6 |
Note on 2D6: Palladium suffers a lack of 1D12 usage. Personally, I recommend using 1D12 in place of 2D6 for martial arts attacks.
Rifts note: In Rifts, or other magic-rich areas, beings with Superhuman P.S. inflict M.D. equal to the damage listed for Normal P.S., plus their damage bonus from high P.S. ( i.e., a superhuman P.S. of 20 provides a +5 M.D. bonus ). Supernatural P.S. inflicts M.D. using the damage listed for Superhuman P.S., plus the damage bonus from a high P.S. ( 20 P.S. grants +5 M.D. )
Hand-To-Hand-Damages.php -- Revised: January 27, 2021.