You know something is amiss when the original editor of a game system offers an alternate take on a maneuver that he was not there to edit. He offered this version of the maneuver during some email exchanges a while ago.

Cartwheel Kick (Steve Wieck version)
Power Points: Capoeira, Ninjutsu, Wu Shu 2; Any 3
Prerequisites: Kick OO, Athletics OO
Description: The fighter travels in a series of accelerating cartwheels towards his target, ending with a powerful kick.
System: The attacker must move in a straight line to the enemy. Each hex moved by the attacker adds +1 damage to the final kick.
Cost: 1 willpower
Speed: -1
Damage: +1 per hex travelled
Move: +2

This move is a bit more reasonable… the only problem I see with it is the potential for ridiculous damage modifiers if you have the right abilities and a straight line. Now is when you REALLY want to be the Speed of the Mongoose Ninja with Light Feet, Musical Accompaniment and Athletics 5 (damage +17 for 2 willpower if you can line it up). However, in most cases this will not be a problem… rings don’t tend to be THAT huge, and your average "Cartwheel Kick Guy" is not going to be able to line up such a shot very often.

Leave a Reply

*
To prove you're a person (not a spam script), type the security word shown in the picture. Click on the picture to hear an audio file of the word.
Click to hear an audio file of the anti-spam word

© 2009-2012 Howard Collins All Rights Reserved

SEO Powered by Platinum SEO from Techblissonline