Acrobatics
Mechanics
Every hex you move through when you perform an Acrobatics check, costs 1 additional hex of movement.
Sometimes, rubble or debris makes an area harder to move through. In such cases, a hex might cost more than 1 hex of movement in order to enter due to difficulty moving.
Rolled For
Acrobatics is rolled for things that in other systems would be called Tumble, Squeeze, Flexibility, ??. So long as there isn’t a more narrowly defined skill to cover it.
Difficulty Modifiers
DC begins at 0, each of the following adds +5.
- Active Danger: Something is actively opposing your check such as attacking you.
- Balance: Catch all for tasks requiring or focusing on balancing.
- Dangerous: The activity has some inherent threat such as jumping over a pit, squeezing through a passage with sharp rocks, etc.
- Falling(per 2 hex): The task involves falling safely.
- Jumping(per 2 hex): The task involves jumping a distance vertically or horizontally.
- Momentum: You are moving, either under your own power or something elses. Such as jumping from a run or dodging a tree branch while on horseback.
- Precise: There's a narrow window of opportunity, going too far is a bad thing.
- Showy: You just want to show off and make it more difficult for yourself.
- Squeeze: Catch all for tasks requiring or focused on squeezing.
- Time Limit: If something would make the task actively harder or impossible after a certain period of time.
- Unstable: The surface you're on or going to, is unstable or weak.
- Wind: For each strength of wind above "normal".
Example tools
The following items are examples of tools for Acrobatics: Balance Pole(d4, TDC 5) and Gripping gloves(d4, TDC 15)
Powers
Tier 1
- Hurdler[When running in a straight line, you may ignore speed penalties created by 1 obstacle of your hips height or lower.]
- Landing Roll[When you fall, you may use Acrobatics as a Defence against the fall distance as if the fall was itself an attack.]
- Ledgewalk[You do not suffer speed penalties when walking along a surface at least as wide as your foot is long.]
- Passing through[As part of your movement action you may make an Acrobatics check against the Defence of an opponent. On a success you may move through one of their hexes. This costs 1 additional hex of movement from your speed and must be done separately for each hex you move through.]
- Sure footed dancer[You can use Acrobatics for any checks related to dancing.]
- Tossup[When an ally aids your jump check with Athletics, you may choose to use Acrobatics to jump instead]
- Upright sprint[When you move your speed in a straight line, you gain a d4 aid die to checks to balance made during your movement.]
Tier 2
- Contortionist[You can make Acrobatics checks to attempt to fit into containers.]
- Fancydance(Sure footed dancer)[As an argument action you may attempt an Acrobatics check against a crowd. If you succeed, select one ally, that ally ignores any penalties that would come with failing an argument action this round.]
- Fleeting assistance[When you declare an aid action while moving, the aid die minimum is 1 higher.]
- Huphup(Hurdler)[You may spend 1 momentum to add your tier to the number of obstacles you can ignore with Hurdler.]
- Reference Frame[You suffer no penalties for standing on or fighting from a moving object.]
- Roach hunter[You may spend 1 momentum when performing an investigation, to search areas too small for you such as rat holes.]
- Unsteady stances[You take 1 less damage, to a minimum of 0, when on a ship.]
Tier 3
- Dragon dodger[You can use your Acrobatics defence against the magic of dragons.]
- Long throw(Tossup)[You can benefit from Tossup regardless what skill the ally uses to aid you.]
- Look what I can do[As your argument action, you may make an Acrobatics check. The result is your defence for all arguments and fallacies for the next turn.]
- Hop[Once per round, when you perform an acrobatics check while moving you treat the difficulty to enter a hex as 1 lower.]
- Parallel[You can share a hex with an ally the same size as you.]
- Puzzle walker[When making an Acrobatics check to move across a trapped floor, you are treated as having specialty in all acrobatics tools.]
- Stringfighter[When you are fighting on a narrow surface, you may use your polearm attack as your acrobatics check to balance for the round.]{POLEARMS}
Tier 4
- Parkour(Hurdler)[When using Hurdler, you may ignore a number of obstacles equal to your acrobatics tier.]
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9