Earthdawn - Who Really Kaers?
The adept performs flips, somersaults, or similar acrobatic maneuvers, making him harder to hit. He must be able to move and have sufficient space to perform maneuvers in. The adept makes an Acrobatic Strike Test against the highest Physical Defense of any opponents in close combat range (1 hex) and must then attack one of the opponents in close combat. If both the Acrobatic Strike Test and the Attack Test are successful, the adept adds his Acrobatic Strike Rank to his Physical Defense against the opponents for the remainder of the round. If the adept is Knocked Down or otherwise finds his movement restricted, he loses this bonus.