2.14.5 Acrobatics

Acrobatic maneuvers

A character may carry out acrobatic maneuvers such as tight-rope walking, tumbling, gymnastics or trapeze artistry.

To do any of these acrobatic maneuvers, the character must make a dice roll using his/her Athletics (including Acrobatics specialism) + CO.

The difficulty depends on the maneuver being attempted, for example:

Manuever Difficulty
Doing a somersault 3
Doing a hand stand 4
Doing a head stand 5
Tumbling 6
Walking a beam 8
Catching a trapeze 9
Walking a tightrope 10
Somersaulting and catching a trapeze 12

If a character fails the dice roll, he/she will not succeed in the maneuver. If he/she fails by 3 points or less, he/she will fall, but may be able to recover his/her balance if he/she makes a dice roll (e.g. to hang on). If he/she fails by more than 3 points, he/she will fall and cannot reach out to save him/herself in time.

Reducing falling damage

A character who jumps or falls onto the ground from a height may suffer falling damage.

A character may be able to do an acrobatic roll on landing, in which case he/she will take less damage from the fall than if he/she had simply fallen normally. He/she can add to his/her damage resistance half the result of a dice roll using his/her CO + Athletics (including Acrobatics specialism).

If a character has a negative result from the reducing damage dice roll, then he/she mistimed the maneuver and actually takes more damage than if he/she had simply landed normally. His/her damage resistance is reduced by the number of points by which the dice roll result was negative.