Acrobatics Skill

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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.

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 - Armor Penalty) 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.