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Skill Rate: Staggered
Uses: The Acrobatics skill can be used maintain your balance, and reduce
falling damage.
Balance:
Whenever you have to walk across a narrow surface, or try to maintain
your footing on slippery or shifting terrain, you make an acrobatics
check. When balancing, you move at half speed.
You must make a balance check every round. If you remain stationary, you
get +3 to the check.
DC
|
Terrain
|
0
|
Flat, stable ground
|
4
|
An area narrower than 10 cm
|
6
|
Area narrower than 5 cm, or a rope. Shifting terrain.
|
8
|
Balancing on a swaying rope
|
10
|
|
12
|
|
+1
|
Area is wet
|
Techniques:
Passive Techniques
-
Rapid Stand:
With this technique, standing up from prone takes two seconds less
(down to a 2SA from a 4SA).
-
Safe Landing:
You take 2 points less damage from falling
Active Techniques
-
Acrobatic Jump:
You may use your Acrobatics modifier instead of your Athletics modifier
when making jumps. However, mobility penalties apply.
-
Wall Kick:
[Requires Acrobatic Jump]
If you finish your jump next to a wall or other sturdy vertical
surface, you can immediately make another jump from that wall. You do
not count as having a running start. The DC for the second jump is that
same as a regular jump would be, but +1 higher.
-
Multi Wall Kick:
[Requires Wall Kick, Acrobatic Jump]
You may make multiple Wall Kicks, so long as you finish your jump next
to a wall each time. The DC increases by a cumulative +1 per jump,
however.
-
Combat Wall Kick:
[Requires Wall Kick, Athletics: Leaping Charge]
Normally, using the Leaping Charge technique requires 4 squares of
jumping or falling in a single bound. With Combat Wall Kick, add up the
total distance of
all
of your jumps or falls you made since last touching the ground when
using Leaping Charge.
-
Skydive:
[Requires Tuck and Roll]
With this technique, you can attempt to slow your descent and even
control it to a limited extent. Once per round while falling, you can
make a DC 8 Acrobatics check as an immediate 0SA. If you succeed, you
slow your descent to 40m/s for that round. Further, you can attempt to
glide horizontally. If you succeeded on your skydive check, you can
move horizontally at a speed of 1m/s of movement. This takes a move
action as if you were moving normally.
-
Tuck and Roll:
[Requires Safe Landing]
Upon landing, you can try to roll to take less damage. Make an
acrobatics check with DC 4. If you succeed, you take one point less
damage. For every three points with which you beat the DC, you take an
additional one point less damage. As part of the roll, you move one
square in any direction after landing. If you are landing in liquid
instead of on a solid object, you make a dive instead. This functions
the same way, except you don't move into an adjacent square.
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