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GURPS Martial Arts - Home

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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

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