ladyabaxa: (Default)
This is the original form of Flying Fireball as found in the basic rulebook:

Flying Fireball

Prerequisites: Focus ****, Fireball, Jump
Description: Veteran Street Fighters have begun to develop methods of keeping their high-jumping opponents from leaping over fireballs. These veterans are taking the battle to the air, jumping up and launching their fireballs in midair.

System: The Flying Fireball is identical to the standard Fireball power, except that opponents cannot dodge the Flying Fireball with Jump or similar Aerial Maneuvers. Line-of-sight restrictions still apply.

Cost: 1 Chi, 1 Willpower Speed: -2 Damage: +2 Move: +0

The vagueness of this makes puppies weep. Seriously. This is one of those maneuvers where it's every use includes a 15 minute argument about what the writers meant and what you can or cannot do with it. It should be abundantly clear to anyone who's been following my edits at all that I hate vagueness. I like my rule systems to be clear and concise. So, with that in mind, here is the version I think I'm going to roll with:

Flying Fireball

Prerequisites: Focus ****, Fireball, Jump
Power Points: Shotokan Karate, Wu Shu 2, Kabbaddi, Kung Fu, Majestic Crow Kung Fu 3
Description: Veteran Street Fighters have begun to develop methods of keeping their high-jumping opponents from leaping over fireballs. These veterans are taking the battle to the sky - jumping up and launching their fireballs in midair.

System: The Flying Fireball is identical to the standard Fireball power except that opponents cannot dodge the Flying Fireball with Jump or similar aerial maneuvers unless they can get out of the line of fire. The fighter jumps into the air and fires the fireball in a straight line parallel to the ground. Dodging this fireball in mid-air with an aerial maneuver is only possible with the Femina Synthesis modification to Femina Wind (unless the aerial maneuver is a basic jump) and is difficulty 9 for the defender. If the defender is hit they are knocked down.

The fighter can choose to fire their blast downwards to the ground instead of directly in front of them with the same line of fire rules applying. When fired in the air like this the fighter must choose what hex on the ground they are targeting – which cannot be an adjacent hex. The fireball travels in a straight line to it’s destination and may sail over the heads of opponents as it moves. The height at which the fireball was fired is important in this case.

Crouching opponents sharing the same hex as the fighter when they fire the fireball cannot be hit.

Cost: 1 Chi, 1 Willpower  Speed: -2  Damage: +2  Move: +0
Source: Core Rulebook

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