Acrobatics Skill: Difference between revisions

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Example: Sam is running across a slick and wet stone surface, prompting an Acrobatics check to keep her footing. Halfway to her target, she runs across a tripwire prompting a second Acrobatics check to evade the snare. If she fails either check, she falls prone.
Example: Sam is running across a slick and wet stone surface, prompting an Acrobatics check to keep her footing. Halfway to her target, she runs across a tripwire prompting a second Acrobatics check to evade the snare. If she fails either check, she falls prone.
=Jumping=
When looking to jump a gap, a character's personal Jump distance ((Str + Dex) / 2) must meet or exceed the size of the gap that they wish to cross. If this is the case, they character may attempt an Acrobatics check to successfully cross. A jump may be incorporated in to a Move Action, however, multiple consecutive jumps must be attempted and rolled separately as part of individual Move Actions.

Revision as of 01:12, 28 January 2023

The acrobatics skill is most often used when characters attempt feats of great dexterity, such as crossing a narrow bridge, jumping across a gap, completing tricky or flashy movements, avoiding being knocked down, etc. When attempting movement more difficult than standard walking or running, the Storyteller may choose to require a skill check as part of the character's Move Action to determine whether they were successful or not in their attempt.

Example: Sam is running across a slick and wet stone surface, prompting an Acrobatics check to keep her footing. Halfway to her target, she runs across a tripwire prompting a second Acrobatics check to evade the snare. If she fails either check, she falls prone.

Jumping

When looking to jump a gap, a character's personal Jump distance ((Str + Dex) / 2) must meet or exceed the size of the gap that they wish to cross. If this is the case, they character may attempt an Acrobatics check to successfully cross. A jump may be incorporated in to a Move Action, however, multiple consecutive jumps must be attempted and rolled separately as part of individual Move Actions.