Martial Arts: Move and Attack

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You can use this maneuver with any melee attack – bite, grapple, kick, shield bash, etc. – not just a strike with an empty hand or a melee weapon. If your attack delivers thrusting damage, you may substitute slam damage (HP × velocity/100), if that would be better. For instance, a centaur with ST 18, HP 18, and Move 12 thrusts for 1d+2 but slams for 2d, so her Move and Attack with a spear (thr+3 imp) would inflict 2d+3 imp.

For extra realism, modify the defense limitations on Move and Attack as follows:

Active Defense: If you attacked using an arm, you cannot use that arm to parry (if the attack involved a fist, elbow, or weapon) or block (if you used a shield or cloak). If you used any other body part (foot, head, knee, mouth, shin, etc.) to attack, you cannot dodge. You can use any other defense, but you cannot retreat. These restrictions take effect after you make your attack roll. If someone uses a Wait to interrupt your maneuver before then, you may defend normally and then finish your maneuver.

The GM should consider extending the -2 for "trying to do two things at once" to all success rolls except defense and resistance rolls against enemy attacks. For instance, it would modify DX rolls to evade or to keep someone from evading you (see Evading), Fast-Draw rolls, rolls to stay standing after suffering knockback (see Knockback), and Sense rolls to notice something in combat.

Most melee attack options (e.g., hit location) are compatible with Move and Attack. Assess penalties for these before applying the effective skill limit of 9. Rapid Strike and Combinations aren't allowed, however. Neither is Deceptive Attack, unless you're making an attack that removes the skill cap (such as a slam or a cinematic technique like Flying Jump Kick), as it requires a final effective skill of at least 10. Certain uses of extra effort in combat are also forbidden, including Flurry of Blows, Mighty Blows, and Giant Step.

This maneuver is unfavorable in realistic melee combat due to its penalties and limits. In cinematic games, special techniques exist that make it more attractive.

Acrobatic Attack

You can use any of the special tricks described under Acrobatic Movement as the movement portion of a Move and Attack. The benefits and drawbacks of Move and Attack "stack" with those of your acrobatic feat. You have an additional -2 on both your attack roll and any roll required to pull off the stunt – the price of doing two things at once!

Example: Manfred wishes to swing 10 yards on a rope and cut down one of the Black Duke's bodyguards with his saber as he passes. Consulting Swinging, he sees that a 10-yard swing requires an Acrobatics roll at -4, which becomes -6 with the extra -2 for an Acrobatic Attack. His attack has the usual -4 for Move and Attack, plus another -2 for his stunt; it, too, is at -6. Since this is a Move and Attack, Manfred's adjusted attack roll cannot exceed 9, and he cannot parry or retreat afterward...and thanks to his swing, his next dodge counts as an Acrobatic Dodge, but he could end up in the wrong spot or even fall down.

When creating a technique based on Acrobatic Attack, you must specify the particular acrobatic movement option it uses. Its basic default is -6: -4 for Move and Attack plus an extra -2 for Acrobatic Attack. Add an extra -1 to ignore the skill cap of 9. Remember that all rolls for the movement portion of the technique are at -2.

Flying Attack

Somewhat less risky than an Acrobatic Attack is a Flying Attack: a Move and Attack with a jump for extra distance (not to avoid an obstacle, evade a foe, etc.) just before the attack. You must run, then jump, and then attack. You cannot change the order; you need an uninterrupted run to build momentum for the jump, and a successful jump to attack.

First, run as far as you plan to. This can be any distance up to your full Move. In fact, this option gives little benefit unless you run your full Move!

Next, make a running broad jump. This requires a DX or Jumping roll. Success gives extra movement equal to your jumping distance at the end of your run. Add the bonus for running, but halve the final distance for jumping in combat. Your jump carries you in the direction you were running. Failure means you fall down and you turn ends; you cannot attack. See Jumping for details.

Finally, launch your attack. You can attack anyone you can reach from your landing point. This is at -5 instead of the usual -4 for Move and Attack. The usual restrictions on Move and Attack still apply, such as the maximum adjusted skill of 9.

Many cinematic techniques are Flying Attacks. These often time the jump to improve damage, and focus so sharply on offense that they lack the usual skill cap on Move and Attack. See Creating New Techniques to learn how to design techniques like this. Such moves have dire consequences if they fail, though – the attacker is so committed to attacking that he needs a successful hit to brake! For an example, see Flying Jump Kick or Flying Lunge.