Difference between revisions of "Acrobatics"

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  ♦ The Adventurer no longer needs to roll [[Acrobatics]] checks if their Skill-Rating is equal or greater than the check requirement, even during combat.
  ♦ The Adventurer no longer needs to roll [[Acrobatics]] checks if their Skill-Rating is equal or greater than the check requirement, even during combat.
|-
|-
! colspan=99 | Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Acrobatics skill.
|-
| '''Reactive Movement'''
| -
|
When the Adventurer successfully dodges or blocks an attack, they can move during the opportunity:
♦ The Adventurer can '''move''' a distance of steps equal to their [[Size]]-rating (min 1), when an incoming attack '''fails'''.
♦ This movement can be in any direction and does '''not''' incur reaction opportunities from the attacker, even within their range.
|-
| '''Emergency Dodge'''
| '''Reactive Movement'''
|
The Adventurer can make an emergency evasive action when avoiding deadly harm:
♦ This Action is considered to be a '''Standard-Action (50 AP)'''.
♦ This action can be taken in response to another individual's action.


! colspan=99 | Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Aegis skill.
♦ The Adventurer's Defence is '''doubled''' against an incoming attack.
♦ If successful in avoiding the attack, the Adventurer must perform one move-action.
♦ However, in doing so: the Adventurer will be '''knocked down''' at the location their movement ends.
(Adventurers can still immediately get back up as a '''Standard-Action (50 AP)''', or at the beginning of their '''next turn''' for free as normal.)
|-
|-
| '''Reactive Defences'''
| '''Parkour'''
| -
| -
|
|
The Adventurer is able to react to defending themselves from harm more readily as they improve their Aegis skills:
The Adventurer can bypass a limited amount of difficult terrain as part of their movement, whenever the Adventurer encounters difficult terrain or must cross a gap no wider than their Size-Rating:
  ♦ The Adventurer gains a '''+10''' bonus per Aegis Skill-Rank on checks when the Adventurer must defend themselves from another's attack.
  ♦ The Adventurer can move '''through''' or around obstacles and leapable gaps '''without''' incurring additional Action-Point costs during movement.
  (Normally: Each time an Adventurer encounters such obstacles, they must expend a '''Quick-Action (25 AP)''' in order to continue movement).
  (ex. When the Adventurer uses action-points to raise their guard to defend against an attack, the Aegis check is called to see if the Adventurer can raise their guard in time to be any effective.)
|-
|-
| '''Auto-Shield'''
| '''Ride-On'''
| -
| -
|
|
If the Adventurer is equipped with a Shield or item that is as effective as acting as a shield:
The Adventurer can grab onto and climb oversized foes. During movement, the Adventurer can jump and grab onto a creature larger than themselves and climb them:
  ♦ The Adventurer can perform a '''Guard''' action even when it is outside their turn as a '''reaction'''.
If the creature is friendly/willing, '''no check''' is required.
♦ If the creature is a hostile, a successful '''ToHit''' check will be required to make the initial anchoring.
 
While holding on:
  ♦ The Adventurer must expend a '''Standard-Action (50 AP)''' each turn-start to maintain their hold, else they will fall/jump off.
♦ If a hostile/unwilling creature attempts to '''shake off''' the Adventurer, the action will cost '''double (100 AP)'''.
   
   
  (Normally: Raising your guard as a reaction is treated as a Standard-Action (50 AP) and subject to an Aegis check.)
  ♦ To climb to the top of a creature, the Adventurer must expend 25 AP as a Quick-Action to ascend one story.
♦ The number of stories a creature has is equal to their '''Size-Rating'''.
|-
|-
| '''Dash to Cover'''
| > '''Superior Ride-On'''
| -
|
'''50''' Skill-Rating in [[Athletics]] Skill
 
AND
 
'''Ride-On'''
|
|
The Adventurer gains additional movement and Defense when their movement is directly towards finding cover against a source of threat and danger:
The action required to maintain a hold is now considered to be a '''Quick-Action (25 AP)''' instead of Standard.
'''Action'''
  ♦ The Adventurer can ascend '''two''' stories per move action when climbing on a larger creature instead of one.
♦ This is a '''Reactive Quick-Action (50 AP)''': meaning it is an action that can be taken even when it is '''not''' the Adventurer's turn.
  ♦ If the Adventurer is in '''immediate danger''' from being hurt by an attack or source, they can take this action.
'''Effect & Execution'''
♦ The Adventurer can move up to their current movement speed/distance to 'find cover', or move as far away from the current danger as possible.
♦ The Adventurer also gains an additional '''+20''' Defence if the movement is '''intercepted''' by an attack or other threat.
|}
|}


[[Category:Skills]] [[Category:Perks]]
[[Category:Skills]] [[Category:Perks]]

Revision as of 08:30, 3 November 2022

The Acrobatics skill is focused on moving around the environment in an efficient, effective and, in some ways, stylishly way. The skill can be useful in both combat and non-combat scenarios and pairs well with the Athletics skill for navigating difficult or dangerous terrain.


Perk Name Requirements Effect
Upon reaching Rank 1: the following Perk is automatically applied, for free:
Confidence -

Sufficiently trained Adventurers can perform acrobatic feats without thinking about it too much:

♦ The Adventurer no longer needs to roll Acrobatics checks if their Skill-Rating is equal or greater than the check requirement, even during combat.
Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Acrobatics skill.
Reactive Movement -

When the Adventurer successfully dodges or blocks an attack, they can move during the opportunity:

♦ The Adventurer can move a distance of steps equal to their Size-rating (min 1), when an incoming attack fails.
♦ This movement can be in any direction and does not incur reaction opportunities from the attacker, even within their range.
Emergency Dodge Reactive Movement

The Adventurer can make an emergency evasive action when avoiding deadly harm:

♦ This Action is considered to be a Standard-Action (50 AP).
♦ This action can be taken in response to another individual's action.
♦ The Adventurer's Defence is doubled against an incoming attack.
♦ If successful in avoiding the attack, the Adventurer must perform one move-action.
♦ However, in doing so: the Adventurer will be knocked down at the location their movement ends.
(Adventurers can still immediately get back up as a Standard-Action (50 AP), or at the beginning of their next turn for free as normal.)
Parkour -

The Adventurer can bypass a limited amount of difficult terrain as part of their movement, whenever the Adventurer encounters difficult terrain or must cross a gap no wider than their Size-Rating:

♦ The Adventurer can move through or around obstacles and leapable gaps without incurring additional Action-Point costs during movement.
(Normally: Each time an Adventurer encounters such obstacles, they must expend a Quick-Action (25 AP) in order to continue movement).
Ride-On -

The Adventurer can grab onto and climb oversized foes. During movement, the Adventurer can jump and grab onto a creature larger than themselves and climb them:

♦ If the creature is friendly/willing, no check is required.
♦ If the creature is a hostile, a successful ToHit check will be required to make the initial anchoring.

While holding on:

♦ The Adventurer must expend a Standard-Action (50 AP) each turn-start to maintain their hold, else they will fall/jump off.
♦ If a hostile/unwilling creature attempts to shake off the Adventurer, the action will cost double (100 AP).

♦ To climb to the top of a creature, the Adventurer must expend 25 AP as a Quick-Action to ascend one story.
♦ The number of stories a creature has is equal to their Size-Rating.
> Superior Ride-On

50 Skill-Rating in Athletics Skill

AND

Ride-On

♦ The action required to maintain a hold is now considered to be a Quick-Action (25 AP) instead of Standard.
♦ The Adventurer can ascend two stories per move action when climbing on a larger creature instead of one.