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:
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 Aegis skill.
Reactive Defences -

The Adventurer is able to react to defending themselves from harm more readily as they improve their Aegis skills:

♦ The Adventurer gains a +10 bonus per Aegis Skill-Rank on checks when the Adventurer must defend themselves from another's attack.

(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 -

If the Adventurer is equipped with a Shield or item that is as effective as acting as a shield:

♦ The Adventurer can perform a Guard action even when it is outside their turn as a reaction.

(Normally: Raising your guard as a reaction is treated as a Standard-Action (50 AP) and subject to an Aegis check.)
Dash to Cover -

The Adventurer gains additional movement and Defense when their movement is directly towards finding cover against a source of threat and danger:

Action
♦ 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.