Rad: Man, Mr. Gar is pretty cool but like, how'd he even get up there?
Enid: He's level 11 dude. Come on.
-- OK KO: Let's Be Heroes, Episode 1
Attack from Above is a combat option available to anyone sneaky enough to pull it off. Roll a Quick Contest of Stealth vs the defender's Vision.[1] A victim walking along a trail, alley, etc is at -2 unless otherwise looking up. If they are looking up (such as an avid birdwatcher or tourist), their Vision roll is at +2 instead. Peripheral Vision has no special value in this situation.[1]
On a success, the defender gets no active defense against the attack. On a failure, the defender is still at -2 against the attack. Note that an alerted foe with a polearm can use a Wait and ready a stop thrust -- attacking such a defender is a good way of turning oneself into a kebab.
Either way, the attacker is at -2 to attack this way -- but see Technique below.
Technique[]
Some stealthy styles teach the Attack from Above technique, which buys off the -2.[2]
- Default: prerequisite skill-2.
- Prerequisite: Any unarmed or Melee Weapon skill; cannot exceed prerequisite skill.
- As an Average technique, one point will get a -1, and two points will net a Skill+0 when attacking from above.
Diving Onto Danger[]
You can technically drop from any height while performing an Attack from Above, although fall damage still applies. Acrobatics and Catfall can certainly help, and a target may even count as soft ground. In some cinematic settings, you may even waive fall damage entirely if you land on an opponent.
Quotes[]
rules in relation to Runaround Attacks are spoken of by Kromm here http://forums.sjgames.com/showpost.php?p=1678019&postcount=14
In Martial Arts[]
introduced a technique of this name designed to buy off its penalties.
REMEMBER B400: If a random attack comes from directly above, treat โfeetโ as โhandsโ and โlegsโ as โarms.โ
See Also[]
References[]
- โ 1.0 1.1 Basic Set, p.402
- โ Martial Arts, p.67