ATTACK & ESCAPE MOVES (17)
This includes both Attack Moves and Escape Moves, some new, some revisions to the originals.

Air Roll: This maneuver is a cross between Roll with Punch/Fall/Impact and a Leap. It can be used to move into or out of combat range. This move uses a separate bonus. Doing an air roll counts as one melee attack/action.
Air Roll -- Defensive. When used in place of a Dodge or Parry, it means the character must roll over the attacker's Strike, and uses only the Air Roll bonuses. Success means avoiding the attack and moving out of combat range. Failure to beat the Strike means taking full damage, however the character still has a chance to Roll with Punch/Fall/Impact.
Air Roll -- Escape. If used in place of a Strike (when it's the air rolling character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the air rolling character the initiative.
Air Roll -- Attack. If used in place of a Strike (when it's the air rolling character's turn to Strike at his opponent), the air roll moves the character back into combat range.

Back Flip: The back flip has been in Palladium systems before, but not as a combat maneuver. It involves throwing oneself backwards, with the arms and shoulders, and flipping the legs completely up and over, and coming back down onto the ground in a standing position. The result is that one quickly moves backwards by a full body. Doing a back flip counts as one melee attack/action. Dodge, P.P, and/or other bonuses do NOT work with this Back Flip. The back flip counts as one melee attack/action.
Skill Bonuses to Back Flip: On another note, since physical skills such as Acrobatics and Gymnastics incorporate Back Flip as a skill, it may be wise to consider what effect this has on bonuses to performing the Back Flip in combat. The skill percentage (if both Acrobatics and Gymnastics are known, use the higher score only) is divided by 10 (rounding down) and the result becomes the bonus to Back Flip.
Back Flip -- Defensive. If used in place of a Dodge, the character must roll above (or equal) the opponent's Strike roll using only the bonus to back flip (not dodge). Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Success means avoiding the attack and escaping from combat (moves out of immediate, range requiring the opponent to use up an attack/action to close ranks).
Back Flip -- Escape. If used in place of a Strike (when it's the back-flipping character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the back flip character the initiative.
Back Flip -- Attack. Once the opponent is detected in the rear, if used in place of a Strike (when it's the back-flipping character's turn to Strike at his opponent), the back flip moves the character back into combat range.
Back Flip -- Combined Strike. This is especially useful against someone attempting some kind of back-strike. An attack back flip is used as a combined Strike against an opponent to the rear of the character when used with either an Axe Kick, Snap Kick, or Backhand Strike. If striking with a Back Flip use only the bonus to Back Flip. Must be used as the first attack in a melee round. Cannot be used with Death Blow or Knockout/Stun.

Backward Turn: An escape maneuver used to get out of combat range. Can be used instead of a Parry or Dodge to avoid damage completely. Use 'Turn' bonus.
Backward Turn -- Defensive. If used in place of a Dodge, the character must roll above (or equal) the opponent's Strike roll using only the bonus to Turn (not dodge). Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Success means avoiding the attack and escaping from combat (moves out of immediate, range requiring the opponent to use up an attack/action to close ranks). Does not work against rear attacks.
Backward Turn -- Escape. If used in place of a Strike (when it's the turning character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the character the initiative.

Ballestra (Combination Kick Feint/Lunge) - Attack: In this combination, a faked standard or snap kick move is used to force the defender out of position while the real attack comes from a lunge. If the defender chooses to parry against this move, the attacker can strike with a Lunge and the defender cannot defend without using a melee round action to defend against the Lunge. If a Dodge or Escape Move is used to defend against the attack, the attacker can still perform a Lunge against the target, but the defender can defend normally. Uses up one melee attack/action.

Cartwheel: Holding the body rigidly extended, the character rolls like a wheel by using the arms and legs as spokes. Doing a cartwheel counts as one melee attack/action.
Cartwheel -- Attack. This maneuver can be used to move quickly into combat range.
Cartwheel -- Combined Strike. An Attack Cartwheel can also be used as a part of a combined Strike against an opponent to the rear of the character when used with either an Axe Kick, Wheel Kick or Knife Hand. If striking with a Cartwheel, use only the Cartwheel bonus. Must be used as the first attack in a melee round. Note: Cannot be used with Death Blow or Knockout/Stun.

Cob's Traverse - Escape: Also known as "The Ninth Parry" it is more commonly known as "Running Away." If used in place of a Strike (when it's the character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to try and run after the fleeing character in an attempt to move back into range and also gives the fleeing character initiative. Uses up one melee attack/action.

Handspring: This is a maneuver where one starts off from a standing position and turns the body forward or backward in a complete circle, landing first on the hands and then the feet. Doing a handspring counts as one melee attack/action.
Handspring -- Defensive. If used in place of a Dodge, the character must roll above (or equal) the opponent's Strike roll using only the bonus to Handspring and P.P. (not dodge). Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Success means avoiding the attack and escaping from combat (moves out of immediate, range requiring the opponent to use up an attack/action to close ranks). The Handspring counts as one melee attack/action. Does not work against rear attacks.
Handspring -- Escape. If used in place of a Strike (when it's the hand-springing character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the handspring character the initiative.
Handspring -- Attack. If used in place of a Strike (when it's the hand-springing character's turn to Strike at his opponent), this allows the character to move into combat range.

Handstand: The character flips over and stands on his hands. Doing a handstand counts as one melee attack/action.
Handstand -- Escape. If used in place of a Strike (when it's the hand-standing character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the handstand character the initiative.
Handstand -- Attack. If used in place of a Strike (when it's the hand-standing character's turn to Strike at his opponent), this allows the character to move into combat range.
Handstand -- Combined Strike. An Attack Handstand can also be used as a combined Strike against an opponent to the rear of the character when used with either a Kick Attack, Snap Kick or Axe Kick. If striking with a Handstand, use only the bonus to Handstand, not the bonus to Strike. Must be used as the first attack in a melee round. Cannot be used with Death Blow or Knockout/Stun.

Horse Stepping - Attack: This attack move also acts as an escape move. Similar to the Pass, except this attack move works by moving around the opponent in a circular arc, which acts as an Escape Move for the purposes of forcing the opponent to spend an attack to close the combat range. Like most attack moves, this cannot be used with Death Blow or Knockout/Stun.

Leap: This can be used to dodge, move into, or out of combat range. Doing a leap counts as one melee attack/action. Note: A bonus to leap can be used for either a leap attack, dodging with a leap (do not add the dodge bonus), leaping into combat, or leaping out of combat.
Leap -- Defensive. If used instead of a Parry or Dodge, it means the character must roll over the attacker's Strike, and use only the bonus to Leap. Success means avoiding the attack and leaping out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch. Also called a Leap Dodge.
Leap -- Escape. If used in place of a Strike (when it's the leaping character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the leap character the initiative.
Leap -- Attack. Not to be confused with a Leap Attack. If used in place of a Strike (when it's the leaping character's turn to Strike at his opponent), the leap moves the character into combat range.
Determining Leap Distance
: Round all results down (unless you really want to calculate the inches/centimeters distance).
Standing Broad Jump: Roughly one-third foot (3.6 inches/9cm) for every P.S. point. (Quick math: P.S./3=feet)
Standing High Jump: Roughly one-sixth foot (1.8 inches/4.5cm) for every P.S. point (Quick math: P.S./6=Feet)
Running Long Leap: A half foot (six inches/15 cm) for every P.S. point. (Quick math: P.S./2=Feet)
Running High Leap: One quarter foot (three inches/7.5cm) for every P.S. point. (Quick math: P.S./4=Feet)

Note: For our purposes (and to keep things simple) jumps are done from a standing start, leaps are done from a running start.

Lunge (Allungo or Distesa) - Attack: This attack move can only be performed as a Combined Strike against an opponent. By leaping forward on one foot, the character closes the range as he thrusts into his opponent. Unlike other attack moves, this one can be performed at any time in combat and closes the range in addition to a standard Strike. Unlike other attack moves, this can be used with a Death Blow (but not a Knockout/Stun attack).

Lurch - Attack: Your lurching movements let you make one feinting attack in per melee round as a move-equivalent action. You gain a bonus to Strike for moves following a successful Lurch.

Mounted Lance Charge - Attack: When mounted on a horse or other steed, the character can increase the effectiveness of their attack with a lance or spear. A successful Strike results in a Critical Strike and acts as a knockdown attack (or unseats an opponent if used against a mounted opponent).

Pass - Attack: This attack move also acts as an escape move. Similar to the Lunge, this attack works by moving into range of the opponent while attacking. Unlike the Lunge however, this move isn't made in the direction of the opponent, but at an angle, which acts as an Escape Move for the purposes of forcing the opponent to spend an attack to close the combat range. Like most attack moves, this cannot be used with Death Blow or Knockout/Stun.

Pole Vault: This can be used to dodge, move into, or out of combat range. Doing a pole vault counts as one melee attack/action. Note: A bonus to pole vault can be used for either a pole vault attack, dodging with a pole vault (do not add the dodge bonus), pole vaulting into combat, or pole vaulting out of combat.
Pole Vault -- Defensive. If used instead of a Parry or Dodge, it means the character must roll over the attacker's Strike, and use only the bonus to Pole Vault. Success means avoiding the attack and pole vaulting out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch.
Pole Vault -- Escape. If used in place of a Strike (when it's the leaping character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the pole vaulting character the initiative.
Pole Vault -- Attack. If used in place of a Strike (when it's the leaping character's turn to Strike at his opponent), the pole vault moves the character into combat range.
Pole Vault -- Combined Strike/Pole Kick: An Attack Pole Vault can also be used as a part of a combined Strike against an opponent in front of the character when used with a kick attack. If striking with a Pole Vault, use only the Pole Vault bonus. Must be used as the first attack in a melee round. Note: Cannot be used with Death Blow or Knockout/Stun.
Determining Pole Vault Distance:

Roll: This can be used to dodge, move into, or out of combat range. Doing a roll counts as one melee attack/action. Note: A bonus to Roll with Punch/Fall/Impact can be used for either a Roll with Punch/Fall/Impact, dodging with a roll (do not add the dodge bonus), rolling into combat, or rolling out of combat. A bonus to 'Roll' can only be used for dodging with a roll, rolling into combat, rolling out of combat, or with a roll strike of some kind (like the Roll/Knockdown, which often has its own bonus).
Roll -- Defensive. If used instead of a Parry or Dodge, it means the character must roll over the attacker's Strike, and use only the bonus to Roll. Success means avoiding the attack and rolling out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch/Fall/Impact.
Roll -- Escape. If used in place of a Strike (when it's the rolling character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the rolling character the initiative.
Roll -- Attack. if used in place of a Strike (when it's the rolling character's turn to Strike at his opponent), the roll moves the character back into combat range.
Roll - Combined Strike. An Attack Roll can also be used as a combined Strike against an opponent to the rear of the character when used with either a (one attack costing) hand strike, Kick Attack, Snap Kick or Axe Kick. If striking with a Roll, use only the bonus to Roll, not the bonus to Strike. Must be used as the first attack in a melee round. Cannot be used with Death Blow or Knockout/Stun.

Somersault: This is a combat maneuver used to get in or out of combat range. Doing a somersault counts as one melee attack/action.
Somersault -- Defensive. If used instead of a Parry or Dodge, it means that the character must roll over the attacker's Strike, and use only the bonus to Somersault. Success means avoiding the attack and rolling out of combat range. Failure to beat the Strike means taking full damage without a chance to Roll with Punch.
Somersault -- Escape. If used in place of a Strike (when it's the somersaulting character's turn to Strike at his opponent), this removes the character from combat, requiring the opponent to use up an attack/action to move back into range and also gives the somersaulting character the initiative.
Somersault -- Attack. If used in place of a Strike (when it's the somersaulting character's turn to Strike at his opponent), the somersault moves the character back into combat range.

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