Acrobatics
By Mephisto

(NOTE: Does not provide any extra attacks per melee!)

Ariel feats of agility and strength, such as walking a tightrope, high wire, trapeze, and stunts performed above ground. Other physical abilities include rolls, somersaults, leaps, and falls. Note that these abilities can be combined with martial art styles that allow them into their systems.

Requirements: Must be part of a Skill program or if using an O.C.C. system, an O.C.C. related skill. Secondary skills can not be used to acquire Acrobatics.
Character Bonuses: +1 to P.S., +2 to P.P., +1 to P.E., +1D6 to S.D.C. Also provides a special bonus of +2% per level when the character is using the Climb skill to climb a rope. This bonus is cumulative with Gymnastics.
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Maintain Balance, Sense of Balance (*******), Kick Attack (2D4), Somersault, Back Flip, Back Flip - Escape, Leap, Leap - Escape.

Level Advancement Bonuses:
1st: +1 Maintain Balance, +1 Sense of Balance.
2nd: +1 Roll with Punch/Fall/Impact, Add Leap - Defense.
3rd: Add Somersault - Defense, Add four feet to Leap distance.
4th: +1 Sense of Balance, Add Roll - Defense.
5th: Add Back Flip - Defense.
6th: Add Somersault - Escape, +1 Leap (All Leap moves).
7th: Add four feet to Leap distance.
8th: +1 Sense of Balance, Add Leap - Attack.
9th: +1 to P.P., +1 Leap (All Leap moves).
10th: Add Somersault - Attack.
11th: +1 Sense of Balance.
12th: Add Back Flip - Attack, +1 Leap (All Leap moves).
13th: Add Leap Attack.
14th: +1 Roll with Punch/Fall/Impact, add four feet to Leap distance.
15th: +1 Maintain Balance, +1 Sense of Balance.

(*******) Sense of Balance: This ability is much more inclusive than what is provided in either Heroes Unlimited Second Edition or Revised Ninjas and Superspies. Basically the character must roll a Sense of Balance for any situation that he or she will find him or her self in where balance is important. This includes being on top of a building in a windy area, walking a tightrope between buildings, walking on an edge of a building, and many other environments. P.P. Strike bonuses apply to this roll along with Sense of Balance bonuses. The roll is based on the degree of difficulty set by the GM. The Sense of Balance roll must beat the degree of difficulty roll assigned by the GM: Easy (Beat a roll of 4), Moderate (Beat a roll of 8), Challenging (Beat a roll of 14), and Difficult (Beat a roll of 17). Note that a roll should be made every melee round and making a roll does not use up any melee actions.

(********) Sense of Strength: This ability is more useful, at least in my opinion, than "Work Parallel Bars and Rings." What these exercises or skills provide is the strength to endure uncomfortable situations such as maintaining an iron cross, lifting a motorcycle, or holding up the side of a shed. Like the Sense of Balance, the Sense of Strength has to beat a certain difficulty measure. P.S. damage bonuses apply to this roll along with Sense of Strength bonuses. GM's can up this difficulty rating past 17 based on the weight and trajectory/angle of the attempted move or inherent difficulty. The Sense of Strength roll must beat the degree of difficulty roll assigned by the GM: Easy (Beat a roll of 4), Moderate (Beat a roll of 8), Challenging (Beat a roll of 14), and Difficult (Beat a roll of 17). I use this because I'm lazy and don't always want to consult a chart to determine the exact amount of weight a character can carry or lift and for how many minutes it can be sustained. Note that a roll should be made every melee round and making a roll does not use up any melee actions.

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