Martial Arts: Bicycle Kick Technique
Bicycle Kick*
Hard
Defaults: Karate-1.
Prerequisite: Karate; cannot exceed prerequisite skill.
Bicycle Kick is a special option for All-Out Attack (Determined) (p. B365) and Dual-Weapon Attack (p. B417). Use the rules below instead of the normal ones for that maneuver and that combat option.
To execute a Bicycle Kick, you have to move make a DX or Jumping roll. You may move up to half your Move, but you can only move forward. If you fail it, you fail to execute the attack and waste your turn; you can defend, but cannot retreat. If successful, roll twice against your level with this technique to hit. If you hit, you inflict your usual kicking damage. You can only target a standing opponent's upper body (skull, eyes, face, neck, torso, vitals, arms, and hands). Both of your kicks must target the same opponent and the same hit location. The opponent defends at -1, as his attention is divided. If your damage causes knockback, you can move forward along with the opponent for as long as you haven't moved more than your Basic Move this turn. If your opponent is within the reach of your kick on your next turn, you can execute a Bicycle Kick again without making the initial DX or Jumping roll, as you do not land back on the ground.
If you fail a roll for your attack – or if your target successfully dodges – you land on the ground on your feet one yard away from the opponent.
You may not make any active defenses after you execute a Bicycle Kick until your next turn.
Under the Hood:
Based on kicking - default -2;
Based on All-Out Attack (Determined) - default +4;
Based on Dual-Weapon Attack - default -4;
Special Drawback (upper body only) - default +1;
Special Drawback (must hit the same target) - default +1;
Special Drawback (requires a Jumping or DX roll) - default +1;
Special Benefit (can keep going) - default -1;
Special Benefit (no DX roll to fall) - default -1.
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