This skill allows a character to spin, flip, leap, and execute other like maneuvers. It is usually found only amongst shorter, lighter people. Heavier or even average sized people will suffer serious penalties in dice. Successful acrobatic rolls can be used to entertain (and earn some money), impress, and even evade.

An unarmored, unencumbered character may roll Reflex/acrobatics prior to any full evasion to whirl out of the way. Every success grants an additional CP die for the following evasion roll only. Failure or fumble on the acrobatics roll is equivalent to a failed dodge-all of the attacker's successes count!

The same roll may be made for partial evasions (at -1 die for the skill check) or ducking and weaving (at -2 dice).

rules/acrobatics.txt · Last modified: 2014/01/03 23:30 (external edit)
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