Acrobatic Powers
Superheroes in comic books use acrobatics to do all sorts of nifty
things, but the Acrobatics skill in Champions doesn't really reflect those
leaps, spins, and tumbles. In order to remedy that situation, the following
"Acrobatic Powers" have been designed.
These powers can be used to represent the ability to use acrobatics
to avoid enemy attacks by agile acrobatic flips and tumbles. Note that
because they require a full move, they can't be aborted to, and cannot
be used in a phase during which the character wants to attack. They are
based on 5 pt. levels since that is the minimum cost for skill levels with
advantages or limitations.
"Acrobatic dodge" is better than even a martial dodge, and significantly
more expensive; "acrobatic evasion" is expensive for what it gives you,
unless the character has a really high acrobatics roll. One option is to
buy both and link the two, so that if the roll is made, the character has
a large DCV, and if it's made by a lot, the character has an enormous DCV.
Acrobatic Dodge (Combat Skill Levels +6, 30 active; requires Acrobatics
roll (-½), must full move (-½), DCV only (-½)) [12]
Acrobatic Evasion (Combat Skill Levels +8, 40 active; requires Acrobatics
roll (-½) , must full move (-½), DCV only (-½), only
up to amount roll is made by (-1)) [15]
The above can be accompanied by the following, which represents an acrobat's
ability to leap nimbly out of the way of spears, arrows, bullets, and even
laser beams. Note that "missile evasion" is a half-phase action which can
be aborted to.
Missile Evasion (Missile Deflection, all forms, based on Acrobatics
skill (+0), +5 roll, 30 active, end 3; costs END (-½), requires
PER roll against attack to use (-½)) [15]
This represents the ability to use acrobatics to gain an advantage in
combat — leaping over an opponent's head and striking before he can turn,
for example.
Surprise Leap (Combat Skill Levels +4 w/hand-to-hand, 20 active;
requires Acrobatics roll (-½), must ½ move (-1/4), OCV only
(-1/4)) [10]
This next ability represents the ability to use acrobatics to swing
from one handhold to another — like Daredevil or Batman swinging on a flagpole
or jumping from rooftop to rooftop. A failed acrobatics roll in this case
can either be embarassing, if the character is close to the ground, or
fatal — if he isn't.
Acrobatic Movement (Flight 6", 12 active, end 1; only from landing
to landing (-½), requires Acrobatics roll (-½)) [6]
Acrobats should probably be better than other people at things like
rolling with the blow, diving for cover, and coming up again quickly. An
acrobat could buy straight skill levels with these abilities, or could
base them on Acrobatics and call the result a "Tumbling" skill.
Tumbling (Skill Levels +3 w/Breakfall, Rolling with the Punch, and
Diving for Cover, 9 active; requires Acrobatics roll (- ½)) [6]
Tight rope walking can be purchased as a type of Flight (only to move
across narrow surfaces, -½) and pole vaulting can be purchased as
Superleap with an Acrobatics roll, an Obvious Accessible Focus, and the
limitation "only for vertical leap" (-½).
The skills and powers that an acrobat character should have include,
besides Acrobatics itself, Breakfall, Climbing, Stealth, Swinging, and
maybe Clinging.
Remember the scene in Blade Runner where Pris, the replicant played
by Darryl Hannah, tumbles toward Harrison Ford's Deckard and lands on his
shoulders, crushing his head and neck between her thighs? That attack might
be purchased as a martials arts manuever, as follows —
Scissors Choke OCV +1 DCV +1 Grab one limb, 2d6 NND (rigid neck
armor, self-contained breathing), ½ move required [5]
— or it may be purchased as a power using advantages and limitations,
like so:
Scissors Choke (HA +4d6 NND [rigid helmet or neck armor, self-contained
breathing] continuous, 36 active, end 4; requires successful Acrobatics
roll before Grab (-½), only vs. characters Grabbed by attacker (-½),
does not add STR (-1), must ½ move before Grab attack (-½),
attacker cannot move while attack continues (-½), used in place
of throw or squeeze(-0)) [9]
Essentially, the acrobat does a half move toward the target and makes
an Acrobatics roll; if it fails, the scissors choke cannot be used. If
it succeeds, the acrobat must then Grab the target, with SFX of leaving
the target's arms and legs free — the acrobat's legs are wrapped around
the target's head and neck. If the Grab succeeds, the attacker may use
a scissors choke on his next phase as a half-phase action that doesn't
end his phase; the attacker may also make a half-phase punch attack, for
example. No new attack roll is necessary until the target breaks the Grab,
at which point the acrobat must begin the whole process over again.