Gymnastics
A martial artist 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. (Characters who can perform martial arts attack maneuvers use the preferred Hand-to-Hand attack roll instead of a Gymnastics check).
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 from the difference and take the result as damage. (jhawk 05/09/2007 - this rule needs to be reexamined.)
Retry
Gymnastics checks cannot be re-rolled without the expenditure of a fate point.