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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 exhanges 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.

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