Tumbling
By Mephisto

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

This skill builds and strengthens the body for feats of strength, agility, and endurance. Abilities include a variety of gymnastic-type rolls, leaps, tumbles, falls, cartwheels, somersaults, and handstand type exercises. These differ from the acrobat in that they are performed on the ground and involve rigorous exhibitions of speed and strength involving elaborate tumbles, back flips, body throws, and so on. Note that these abilities can be combined with martial art styles that allow them into their systems.
As a side note I found some of the sub-abilities of this physical skill really bizarre to have as part of tumbling. Pole Vaulting and Stilt Walking (!?), I do not consider to be aspects of tumbling and are therefore ignored. Same with the Leaping ability (if one wants to leap why not just learn Acrobatics?). So therefore I focus tumbling on the ground aspects of the skill. I hope you agree with the results.

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 Tumbling.
Character Bonuses: +2 to P.S., +1 to P.P., +1 to P.E., +1D4 to Spd., +2D4 to S.D.C.
Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Maintain Balance, Sense of Strength (********), Body Flip/Throw (1D6), Roll - Escape, Cartwheel, Somersault, Handstand, Back Flip, Back Flip - Escape, Back Flip - Defense.

Level Advancement Bonuses:
1st: +2 Roll (All Rolls including Roll with Punch/Fall/Impact).
2nd: Add Roll - Defense, +1 Back Flip (All Back Flip moves).
3rd: Add Somersault - Escape.
4th: +1 Sense of Strength, Add Handstand - Escape.
5th: +1 Roll (All Rolls including Roll with Punch/Fall/Impact).
6th: +1 Body Flip/Throw.
7th: Add +1 to P.E., Add Back Flip - Attack.
8th: +1 Somersault (All Somersault moves), +1 Maintain Balance.
9th: +1 Sense of Strength.
10th: +1 Cartwheel (All Cartwheel moves), +1 Back Flip (All Back Flip moves).
11th: +1 Body Flip/Throw, Add Somersault - Defense.
12th: +1 Roll (All Rolls including Roll with Punch/Fall/Impact).
13th: +1 Body Flip/Throw.
14th: Add Roll - Attack.
15th: Add Automatic Body Flip/Throw (does not use the Body Flip/Throw bonus).

(*******) 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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