Acrobatics
Acrobatics covers acts of balance, gymnastics, juggling, and tumbling. The skill can be used in its own right as a way to impress an audience, but also to help mitigate damage from falls. With a successful roll a character can move at full speed and sure footedly across an unstable or narrow surface. If trying to mitigate damage from an unexpected fall, a succcessful Acrobatics reduces the effective distance fallen for the purposes of determining damage (see these rules in more detail here).
Acrobatics can be substituted for Evade if the situation warrents it. The benefit of this is that if the roll is a success, the character automatically avoids ending up prone.
A critical success doubles the movement rate when balancing or negotiating an unstable surface.
Failing an Acrobatics roll results in an unimpressed audience, or the premature aborting of whatever trick or trumble was attempted.
A fumbled Acrobatics roll means that balance and agility has been completely lost, causing the character to either fall off whatever they were balancing upon, drop a juggled object in a spectacularly bad way, or injure themselves performing an acrobatic tumble -- suffering 1d4 points of damage to a random location.
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