Difference between revisions of "Acrobatics"

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|-
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! colspan=99 | Upon reaching Rank 1: the following Perk is automatically applied, for free:
! colspan=99 | 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.
|-
! colspan=99 | Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Acrobatics skill.
|-
|-
| '''Reactive Movement'''
| '''Reactive Movement'''
| -
| colspan=2 |
|
When the Adventurer successfully dodges or blocks an attack, they can move during the opportunity:
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'''.
  ♦ 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.
  ♦ This movement can be in any direction and does '''not''' incur reaction opportunities from the attacker, even within their range.
|-
! colspan=99 | Each Skill-Rank beyond 1st grants a new Skill-Perk that can be enhanced by the Acrobatics skill.
|-
|-
| '''Emergency Dodge'''
| '''Emergency Dodge'''
| '''Reactive Movement'''
| colspan=2 |
|
The Adventurer can make an emergency evasive action when avoiding deadly harm:
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 is considered to be a '''Full-Round Action''', this consumes '''ALL''' their available Action-Points.  
♦ This action can be taken in response to another individual's action.
  ♦ 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.
  ♦ 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 fall prone ('''knocked down''') at the location their movement ends.
  ♦ 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.)
  (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 '''<code>Emergency Dodge</code>''' '''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 <code>'''Emergency Dodge'''</code>.)
|-
|-
| '''Parkour'''
| '''Parkour'''
| -
| colspan=2 |
|
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 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.
  ♦ 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).
  (Normally: Each time an Adventurer encounters such obstacles, they must expend a '''Quick-Action (25 AP)''' in order to continue movement).
|-
|-
| '''Ride-On'''
| '''Ride-On'''
| -
| colspan=2 |
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The Adventurer can jump and grab onto a creature that is at least '''twice''' as large as themselves and climb them:
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 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 friendly/willing, '''no check''' is required.
  ♦ If the creature is a hostile, a successful '''ToHit''' check will be required to make the initial anchoring.
  ♦ If the creature is a hostile, a successful '''ToHit''' check will be required to make the initial anchoring.
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While holding on:
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.
  ♦ 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)'''.
  ♦ 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.
  ♦ To climb to the top of a creature, the Adventurer must expend 25 AP as a Quick-Action to ascend one story.
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|-
|-
| > '''Superior Ride-On'''
| > '''Superior Ride-On'''
|
| '''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 action required to maintain a hold is now considered to be a '''Quick-Action (25 AP)''' instead of Standard.

Revision as of 19:02, 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:
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.