Acrobatics Skill: Difference between revisions

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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.
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 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, 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.


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Revision as of 15:31, 23 May 2021

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, 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.