Re: LIST OF MANEUVERS
Acrobatic Maneuvers:
Tumbling (aka Vaulting) (special) Def: Acrobatics; cannot exceed Acrobatics skill level
Includes basic maneuvers like forward roll, backward roll, diving roll, and others tried in a combat situation. (This is what an Acrobatic Dodge -B108- is rolled against. Likewise, diving betwee a foe's legs, reducing falling damage, vaulting tot he back of a horse, diving through a window, etc. use Tumbling.
One tumbling maneuver is a Chest Roll - from knees to feet in one second, ending up one or two hexes directly in front or behind the acrobat. Backward Chest Roll is at -2.
Team Acrobatics (Hard) Def: Acrobatics
Human pyramid, human column (stacking), voltige (people tossing). More than one person participates to accomplish the feat.
Stilt Walking (Average) Def: Acrobatics
Must roll every 10 minutes, up to 8 feet from ground with hand stilts and up to 12 for strap on stilts. Feats on stilts are at -5, combat is at -3.
Aerial Acrobatics (Hard) Def: Acrobatics-2
Swinging on ropes, chandeliers, trapezes, etc. (Rigging acrobatics). Straight swing is at Aerial Acrobatics+2, is use legs or flip or twist then at Aerial Acrobatics level (or GM option, depending on circumstance).
Tightrope Walking (Hard) Def: Acrobatics-2
Balancing pole adds +5 for long pole to +1 for small one. Penalty is equal to encumbrance level. Slack rope walking is at Tightrope-3, but may be learned as separate maneuver (Def: Acrobatics-5).
Gymnastics (Hard) Def: Acrobatics
Cartwheels, flip flops, walkovers, handsprings, somersaults, tinsikas, splits, balancing positions, etc. Two skill rolls, one against this maneuver for flawless execution of skill, and one against Performance skill to rate the showmanship quality.