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• Flying attacks that permit the fighter to eliminate the<br />
-4 to hit for a Move and Attack and -1 for a Flying Attack, and<br />
bypass the skill limit of 9. These also have a default of -6.<br />
• Spinning attacks that allow the martial artist to reduce<br />
the -5 to hit for a Wild Swing and avoid the usual skill cap<br />
of 9. These, too, default at -6.<br />
See Creating New Techniques (pp. 89-95) for details. The<br />
benefits of these techniques are not “free” to everybody with<br />
Trained by a Master or Weapon Master. However, warriors<br />
with one of these advantages, Acrobatics and Jumping at<br />
DX, and at least a point in an offensive technique may<br />
attempt an “acrobatic,” “flying,” or “spinning” version of<br />
their technique at default (-6), with benefits as described<br />
above.<br />
Chambara Defenses<br />
Retreating great distances by flipping and leaping is the<br />
definitive chambara defense! In chambara campaigns,<br />
those with Trained by a Master or Weapon Master should<br />
have access to the expanded rules under Retreat Options<br />
(pp. 123-124), even if other fighters do not, and all of the following<br />
options:<br />
• They get +3 to all active defenses when they retreat –<br />
including blocks and parries that would normally get only<br />
+1.<br />
•They may retreat more than once, and more than a yard<br />
at a time, up to a distance equal to their Move each turn.<br />
These retreats get the usual +3, but there’s a cumulative -1<br />
per retreat after the first. Any retreat that exceeds one step is<br />
at an extra -1 per yard. For instance, a Move 7 fighter could<br />
retreat 3 yards at +0 (+3 for retreating, -3 for 3 yards), 1 yard<br />
two times at +2 and +1 (the basic +3, -1 and -2 for the second<br />
and third retreat), and finally 2 yards at -2 (+3, -2 for 2 yards,<br />
-3 for the fourth retreat).<br />
• They can use Acrobatics to enhance any defense, not<br />
just Dodge. Treat this just like Acrobatic Dodge (p. B375),<br />
except that it also works with Block and Parry. Any number<br />
of defenses can be acrobatic, at a cumulative -1 to<br />
Acrobatics per defense after the first.<br />
Another feature of chambara movies is that attacks from<br />
behind don’t surprise veteran warriors! A fighter with<br />
Combat Reflexes and Trained by a Master or Weapon<br />
Master can sense such an attack. It counts as coming from<br />
the side – not the rear – exactly like a “runaround” attack<br />
(p. B391), giving the defender -2 to active defenses.<br />
Practitioners of any style can learn the Timed Defense technique<br />
(p. 89) to buy off even this penalty.<br />
Lastly, the GM should permit all options that enable or<br />
enhance multiple blocks and parries – notably Multiple<br />
Blocks (p. 123) and the two special rules under Parrying with<br />
Two-Handed Weapons (p. 123). All chambara fighters should<br />
be allowed to learn Dual-Weapon Defense (p. 83), too,<br />
regardless of their style.<br />
Special Feats for Cinematic Skills<br />
Three cinematic skills are essential in chambara campaigns:<br />
Flying Leap (p. B196), Light Walk (p. B205), and<br />
Lizard Climb (pp. 61-62). These have all their usual functions,<br />
plus a few additional ones.<br />
Flying Leap<br />
A triple-powered leap is sometimes overkill in combat. A<br />
jump that merely doubles jumping distance – and ST, for a<br />
Drop Kick, Flying Jump Kick, etc. – is at +5 to skill.<br />
Wuxia movies simulate flying leaps by suspending actors<br />
from wires, giving such jumps a lazy, floating appearance<br />
instead of an aggressive, ballistic one. Within the story, the<br />
explanation is often “lightening the body.” If you leap like<br />
this, you still have double or triple your jumping distance –<br />
but use only your normal jumping distance to work out your<br />
Move in a slam, and your unmodified ST for a Drop Kick,<br />
Flying Jump Kick, etc. This kind of jump is at +5 to skill.<br />
These modifiers only cancel out penalties for hasty use of<br />
the skill – they never give a net bonus. You can combine the<br />
two options for +10 to skill. This negates the -10 to use the<br />
skill instantly and permits a jump for double distance with<br />
no bonuses to ST or slam damage, which is still very useful<br />
when evading or making a Flying Attack.<br />
Flying Leap costs the usual 1 FP per use with these<br />
options, but since they’re both less exhausting than fullpowered<br />
use, success by 5+ means there’s no FP cost at all!<br />
Light Walk<br />
You can use Light Walk to move across almost any fragile<br />
or flimsy surface without falling through, including a<br />
glass skylight (no modifier), tent (-2), hanging laundry (-4),<br />
dense hedge (-6), or canopy of leaves at treetop height (-8).<br />
Roll once per turn. This is a free action. Success lets you<br />
take your turn normally. Failure means you start to fall. You<br />
can still act, but you should probably use your turn to grab<br />
something!<br />
Light Walk also allows feats of balance. This is much easier<br />
than walking on thin ice or treetops, because it’s actually<br />
possible in real life! All such attempts are at +8, plus the<br />
Size Modifier for the thickness of whatever you’re trying to<br />
stand on (see p. B550). For instance, a 1” rail (-11 for thickness)<br />
would require a roll at -3. Once again, roll every turn.<br />
You can even try to leap up and land on an enemy’s<br />
weapon! This requires an Attack maneuver and is all you<br />
can do that turn. Roll against Light Walk to hit, at the standard<br />
penalty for weapon size. Treat failure as a missed kick.<br />
Success means you hit. Your foe can try any active defense<br />
– he may injure your foot if he parries (see p. B376) – but if<br />
he fails, you’re standing on his weapon! He cannot use it to<br />
attack or parry. He can take a Ready maneuver to dump<br />
you off (roll vs. Light Walk to land; failure indicates a fall),<br />
but this unreadies his weapon. If he chooses to fight with<br />
another weapon, kick, etc., he’s at -4 to hit.<br />
In all cases, if you’re knocked back (see Knockback,<br />
p. B378), apply the penalty for the surface you’re balancing<br />
on to your roll to stay standing. You may use the highest of<br />
DX, Acrobatics, Judo, or Light Walk. Perfect Balance gives<br />
its usual +4. If you fail, you fall through or off the surface!<br />
Lizard Climb<br />
You can use this skill for movement in combat. Each<br />
yard of movement along a wall costs +1 movement point;<br />
see Movement Point Costs (p. B387). You can grab walls and<br />
let go multiple times in the space of a turn, but you must<br />
make a new skill roll each time you cling to a wall, with failure<br />
meaning a fall that ends your turn.<br />
COMBAT 129