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Vaulting and Diving<br />
Anybody can crawl under a table, clamber over the hood of<br />
a car, etc., in two turns, as explained under Jumping During<br />
Combat (p. B352). To bypass such an obstacle without stopping,<br />
you must run at least two yards toward it to build<br />
momentum, have one or more movement point left, and<br />
attempt an Acrobatics roll. This roll is at -4 to dive through a<br />
window, or to tuck and roll between a high obstacle and a low<br />
one, such as two pipes or laser beams.<br />
Success means you tumble under, vault over, or dive past<br />
the obstacle. This costs one movement point – but if you have<br />
any movement left, you can keep moving. You can try this<br />
stunt again on the same turn, but at a cumulative -2 per<br />
attempt after the first.<br />
Failure means you fall down under or atop the obstacle but<br />
manage to avoid collision damage. Of course, falling “onto”<br />
flame or deadly lasers still hurts! Critical failure means you<br />
collide with the barrier, suffer collision damage (see Collisions<br />
and Falls, p. B430) if it’s solid, and end your turn lying down in<br />
front of it.<br />
MOVE AND ATTACK<br />
You can use this maneuver with any melee attack – bite,<br />
grapple, kick, shield bash, etc. – not just a strike with an empty<br />
hand or a melee weapon. If your attack delivers thrusting damage,<br />
you may substitute slam damage (HP ¥ velocity/100), if<br />
that would be better. For instance, a centaur with ST 18, HP<br />
18, and Move 12 thrusts for 1d+2 but slams for 2d, so her Move<br />
and Attack with a spear (thr+3 imp) would inflict 2d+3 imp.<br />
For extra realism, modify the defense limitations on Move<br />
and Attack as follows:<br />
Active Defense: If you attacked using an arm, you cannot<br />
use that arm to parry (if the attack involved a fist, elbow, or<br />
weapon) or block (if you used a shield or cloak). If you used<br />
any other body part (foot, head, knee, mouth, shin, etc.) to<br />
attack, you cannot dodge. You can use any other defense, but<br />
you cannot retreat. These restrictions take effect after you<br />
make your attack roll. If someone uses a Wait to interrupt your<br />
maneuver before then, you may defend normally and then finish<br />
your maneuver.<br />
The GM should consider extending the -2 for “trying to do<br />
two things at once” to all success rolls except defense and<br />
resistance rolls against enemy attacks. For instance, it would<br />
modify DX rolls to evade or to keep someone from evading you<br />
(see Evading, p. B368), Fast-Draw rolls, rolls to stay standing<br />
after suffering knockback (see Knockback, p. B378), and Sense<br />
rolls to notice something in combat.<br />
Most melee attack options (e.g., hit location) are compatible<br />
with Move and Attack. Assess penalties for these before<br />
applying the effective skill limit of 9. Rapid Strike and<br />
Combinations aren’t allowed, however. Neither is Deceptive<br />
Attack, unless you’re making an attack that removes the skill<br />
cap (such as a slam or a cinematic technique like Flying Jump<br />
Kick), as it requires a final effective skill of at least 10. Certain<br />
uses of extra effort in combat are also forbidden, including<br />
Flurry of Blows, Mighty Blows, and Giant Step.<br />
This maneuver is unfavorable in realistic melee combat due<br />
to its penalties and limits. In cinematic games, special techniques<br />
exist that make it more attractive.<br />
Acrobatic Attack<br />
You can use any of the special tricks described under<br />
Acrobatic Movement (pp. 105-106) as the movement portion<br />
of a Move and Attack. The benefits and drawbacks of Move<br />
and Attack “stack” with those of your acrobatic feat. You<br />
have an additional -2 on both your attack roll and any roll<br />
required to pull off the stunt – the price of doing two things<br />
at once!<br />
Example: Manfred wishes to swing 10 yards on a rope<br />
and cut down one of the Black Duke’s bodyguards with his<br />
saber as he passes. Consulting Swinging (pp. 105-106), he<br />
sees that a 10-yard swing requires an Acrobatics roll at -4,<br />
which becomes -6 with the extra -2 for an Acrobatic Attack.<br />
His attack has the usual -4 for Move and Attack, plus another<br />
-2 for his stunt; it, too, is at -6. Since this is a Move and<br />
Attack, Manfred’s adjusted attack roll cannot exceed 9, and<br />
he cannot parry or retreat afterward . . . and thanks to his<br />
swing, his next dodge counts as an Acrobatic Dodge, but he<br />
could end up in the wrong spot or even fall down.<br />
When creating a technique based on Acrobatic Attack,<br />
you must specify the particular acrobatic movement option<br />
it uses. Its basic default is -6: -4 for Move and Attack plus an<br />
extra -2 for Acrobatic Attack. Add an extra -1 to ignore the<br />
skill cap of 9. Remember that all rolls for the movement portion<br />
of the technique are at -2.<br />
Flying Attack<br />
Somewhat less risky than an Acrobatic Attack is a Flying<br />
Attack: a Move and Attack with a jump for extra distance<br />
(not to avoid an obstacle, evade a foe, etc.) just before the<br />
attack. You must run, then jump, and then attack. You cannot<br />
change the order; you need an uninterrupted run to<br />
build momentum for the jump, and a successful jump to<br />
attack.<br />
First, run as far as you plan to. This can be any distance<br />
up to your full Move. In fact, this option gives little benefit<br />
unless you run your full Move!<br />
Next, make a running broad jump. This requires a DX or<br />
Jumping roll. Success gives extra movement equal to your<br />
jumping distance at the end of your run. Add the bonus for<br />
running, but halve the final distance for jumping in combat.<br />
Your jump carries you in the direction you were running.<br />
Failure means you fall down and you turn ends; you cannot<br />
attack. See Jumping (p. B352) for details.<br />
Finally, launch your attack. You can attack anyone you<br />
can reach from your landing point. This is at -5 instead of<br />
the usual -4 for Move and Attack. The usual restrictions on<br />
Move and Attack still apply, such as the maximum adjusted<br />
skill of 9.<br />
Many cinematic techniques are Flying Attacks. These<br />
often time the jump to improve damage, and focus so<br />
sharply on offense that they lack the usual skill cap on Move<br />
and Attack. See Creating New Techniques (pp. 89-95) to learn<br />
how to design techniques like this. Such moves have dire<br />
consequences if they fail, though – the attacker is so committed<br />
to attacking that he needs a successful hit to brake!<br />
For an example, see Flying Jump Kick or Flying Lunge<br />
(pp. 83-84).<br />
COMBAT 107