Acrobatics

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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:
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 misses.
♦ This movement can be in any direction and does not incur reaction opportunities from the attacker, even within their range.
Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Acrobatics skill.
Emergency Dodge

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

♦ This Action is considered to be a Full-Round Action, this consumes ALL their available Action-Points. 
♦ The Adventurer is able to automatically avoid an incoming attack that relies on a ToHit/Accuracy check.
♦ Then the Adventurer can move as if they were taking a move action away from the effective range of the attack.

♦ However, in doing so: the Adventurer will fall prone (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.)
> Stylish Dodge Emergency Dodge

The Adventurer is able to perform an Emergency Dodge with a little bit more grace:

♦ Allows the Adventurer to perform Emergency Dodge without being knocked prone at the end of their movement.
♦ This action also becomes a Standard-Action (50 AP), instead of a Full-Round Action.
♦ However, instead of automatically avoiding the attack, the Adventurer's Defence is tripled (x3) during the ToHit check.

(The Adventurer retains the ability to use Emergency Dodge.)
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 obstacles and leapable gaps without incurring additional Action-Point costs during movement.
♦ The number of obstacles per move action that the Adventurer circumvent is equal to their Acrobatics Skill-Rank.
(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 jump and grab onto a creature that is at least twice as large as themselves and climb them:

♦ The Adventurer can initiate a climb with a Move Action and moving towards the space occupied by the larger creature.
♦ 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 Adventurer will not be able to recover Action-Points next phase.

♦ 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 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.