Difference between revisions of "Gymnastics"
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An acrobat prefers this skill over most others. The gymnastics skill is used to determine a character's ability to balance, cartwheel, dive, flip, tumble, somersault, kip-up, roll, and other acrobatic maneuvers. | An acrobat prefers this skill over most others. The gymnastics skill is used to determine a character's ability to balance, cartwheel, dive, flip, tumble, somersault, kip-up, roll, and other acrobatic maneuvers. | ||
− | + | {{section|Difficulty|The difficulty depends on the complexity of the action being performed and its setting.}} | |
− | The difficulty depends on the complexity of the action being performed and its setting. | ||
− | |||
{| | {| | ||
! Example !! DL | ! Example !! DL | ||
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You can try to tuck and roll to avoid damage from falling. Roll a Gymnastics check with the number of feet fallen as the DL. If you fail the roll, subtract your Endurance and Armor from the difference and take the result as damage. | You can try to tuck and roll to avoid damage from falling. Roll a Gymnastics check with the number of feet fallen as the DL. If you fail the roll, subtract your Endurance and Armor from the difference and take the result as damage. | ||
− | + | {{section|Retry|Gymnastics checks cannot be re-rolled without the expenditure of a [[fate point]].}} | |
− | Gymnastics checks cannot be re-rolled without the expenditure of a [[fate point]]. | ||
[[Category:Skills]] | [[Category:Skills]] |
Revision as of 19:24, 21 March 2010
An acrobat prefers this skill over most others. The gymnastics skill is used to determine a character's ability to balance, cartwheel, dive, flip, tumble, somersault, kip-up, roll, and other acrobatic maneuvers.
Difficulty
The difficulty depends on the complexity of the action being performed and its setting.
Example | DL |
---|---|
Kip up from the ground | 15 |
Tumbling under or over foes (roll for each if going past multiple foes) | 20 |
Executing a flawless and impressive Olympic gymnastics routine | 30 |
Landing a couple of cartwheels and a back-hand-spring on a tightrope while carrying a sword in one hand | 40 |
You can attempt a flip to avoid falling to the ground after a powerful blow from an enemy. The DL is equal to any damage dealt.
You can try to tuck and roll to avoid damage from falling. Roll a Gymnastics check with the number of feet fallen as the DL. If you fail the roll, subtract your Endurance and Armor from the difference and take the result as damage.
Retry
Gymnastics checks cannot be re-rolled without the expenditure of a fate point.