Difference between revisions of "Gymnastics"

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Typically used with: '''Agility'''.
 
Typically used with: '''Agility'''.
  
In short: move or steady your body. An acrobat prefers this skill over most others.  The gymnastics skill is used to determine a character's ability to balance, leap, cartwheel, dive, flip, tumble, somersault, kip-up, roll, and other acrobatic maneuvers.
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In short: move or steady your body. The Gymnastics skill is used to determine a character's ability to balance, leap, 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.}}
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{{section|Balancing and Tumbling|}}
=====Horizontal Jump=====
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When you find yourself on a tightrope or pitching ship, you can roll a Gymnastics check to steady your weight and keep from falling. Similarly, you can use this skill to land a couple of cartwheels and a back handspring. If you're a gymnast or a break dancer, this usage of Gymnastics is for you. The higher the DL, the more difficult the maneuver. Staying balanced in a sailboat might be DL 5, where a flawless Olympic floor routine might be DL 30.
Leap across an open chasm or from rooftop to rooftop. The result of the skill check equals the number of feet the character can move. Thus, if a character rolls a 30, they can jump 30 feet.  (For perspective, a world record for the long jump is 29.36 feet). Characters need a good running start to gain sufficient momentum to jump this far.  If a sufficient distance is not completed, the GM should determine what impact it has on the distance. (For example, a record for standing long jump is a little over 12 feet. The GM may say that the result should be halved or thirded).
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If you gain the ''prone'' condition, it takes 2 AP to stand up. However, you can use Gymnastics to kip up from the ground in 1 AP with a DL 15.
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You can roll a Gymnastics check to keep from being tripped. See the "[[Trip]]ping" entry in the ''Tactics'' section of ''Chapter 10: Combat''. To try to knock you down, your opponent rolls a [[Might]] check. If your Gymnastics check meets or exceeds their Might, you remain standing.
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When creatures of different sizes make opposed rolls involving Grip or Might, each should add its Size Muscle Bonus. As noted in the [[Size]] table in ''Chapter 4: [[Book:Life and Death|Life and Death]]'', a creature's Muscle Bonus is its Size × 5.
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You can use Gymnastics to slip right past a foe blocking your way, but it's risky. Make a Gymnastics check if you try to pass through the space occupied by an opponent. The DL is 20. For every point of difference in Size from the creature you're prancing past, you receive a +2 bonus on the Gymnastics check. It's easier for a bigger creature to vault over a smaller one, and it's easier for a smaller one to dive under a larger one. This means a human gets +10 on the check if they're tumbling past a juren, and a kulgeri gets +4 on the check if they're leaping over a firnoy. If you fail the check, your movement stops adjacent to your opponent.
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{{section|Horizontal Jump|}}
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You can roll a Gymnastics check to leap across an open chasm or from rooftop to rooftop. The result of the skill check equals the number of feet the character can move. Thus, if a character rolls a 30, they can jump 30 feet.  (For perspective, a world record for the long jump is 29.36 feet).
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Characters need a good running start to gain sufficient momentum to jump this far.  If you don't build up enough speed beforehand, the GM should determine what impact it has on the distance. (For example, a record for standing long jump is over 12 feet. The GM may say that the result should be halved or thirded).
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{{section|Vertical Jump|}}
  
=====Vertical Jump=====
 
 
{| align="right"
 
{| align="right"
 
|+ High Jump DLs
 
|+ High Jump DLs
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|}
 
|}
  
Leap over a fence or out of a pit. The result of the skill check divided by 4 equals the number of feet the character can move vertically.  Thus, if the character rolls a 30, they can jump 7.5 feet.  (For perspective, the current world record for the high jump is 8.03 feet). Characters need a good running start to gain sufficient momentum to jump this high.  If a sufficient distance is not completed, the GM should determine what impact it has on the distance. (For example, the record for the standing high jump is about 6 feet, so the GM may say that the result of the check divided by 5 equals the number of feet moved vertically).
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Leap over a fence or out of a pit. The result of the skill check divided by 4 equals the height the character can jump.  Thus, if the character rolls a 30, they can jump 7.5 feet.  (For perspective, the current world record for the high jump is 8.03 feet). Characters need a good running start to gain sufficient momentum to jump this high.  If you don't build up enough speed beforehand, the GM should determine what impact it has on the distance. (For example, the record for the standing high jump is about 6 feet, so the GM may say that the result of the check divided by 5 equals the height you can jump).
  
=====Falling=====
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{{section|Landing|}}
 
Gymnastics can be used to soften a fall (for instance, by righting yourself in mid-air, grasping an awning, or tumbling properly once you land). You can subtract your entire Gymnastics check from the distance fallen. If there's anything left over, you can make a [[Guard]] check to turn some of the falling damage into steps down the [[Knockout]] Track. The rest comes straight out of your HP.
 
Gymnastics can be used to soften a fall (for instance, by righting yourself in mid-air, grasping an awning, or tumbling properly once you land). You can subtract your entire Gymnastics check from the distance fallen. If there's anything left over, you can make a [[Guard]] check to turn some of the falling damage into steps down the [[Knockout]] Track. The rest comes straight out of your HP.
 
=====Other uses=====
 
{| width="100%"
 
! Example !! DL
 
|-
 
| Kip up from the ground (1AP)
 
|align="center"| 15
 
|-
 
| Tumbling under or over foes (roll for each if going past multiple foes)
 
|align="center"| 20
 
|-
 
| Executing a flawless and impressive Olympic gymnastics routine
 
|align="center"| 30
 
|-
 
| Landing a couple of cartwheels and a back-hand-spring on a tightrope while carrying a sword in one hand
 
|align="center"| 40
 
|}
 
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 18:05, 9 June 2019

Typically used with: Agility.

In short: move or steady your body. The Gymnastics skill is used to determine a character's ability to balance, leap, cartwheel, dive, flip, tumble, somersault, kip-up, roll, and other acrobatic maneuvers.

Balancing and Tumbling

When you find yourself on a tightrope or pitching ship, you can roll a Gymnastics check to steady your weight and keep from falling. Similarly, you can use this skill to land a couple of cartwheels and a back handspring. If you're a gymnast or a break dancer, this usage of Gymnastics is for you. The higher the DL, the more difficult the maneuver. Staying balanced in a sailboat might be DL 5, where a flawless Olympic floor routine might be DL 30.

If you gain the prone condition, it takes 2 AP to stand up. However, you can use Gymnastics to kip up from the ground in 1 AP with a DL 15.

You can roll a Gymnastics check to keep from being tripped. See the "Tripping" entry in the Tactics section of Chapter 10: Combat. To try to knock you down, your opponent rolls a Might check. If your Gymnastics check meets or exceeds their Might, you remain standing.

When creatures of different sizes make opposed rolls involving Grip or Might, each should add its Size Muscle Bonus. As noted in the Size table in Chapter 4: Life and Death, a creature's Muscle Bonus is its Size × 5.

You can use Gymnastics to slip right past a foe blocking your way, but it's risky. Make a Gymnastics check if you try to pass through the space occupied by an opponent. The DL is 20. For every point of difference in Size from the creature you're prancing past, you receive a +2 bonus on the Gymnastics check. It's easier for a bigger creature to vault over a smaller one, and it's easier for a smaller one to dive under a larger one. This means a human gets +10 on the check if they're tumbling past a juren, and a kulgeri gets +4 on the check if they're leaping over a firnoy. If you fail the check, your movement stops adjacent to your opponent.

Horizontal Jump

You can roll a Gymnastics check to leap across an open chasm or from rooftop to rooftop. The result of the skill check equals the number of feet the character can move. Thus, if a character rolls a 30, they can jump 30 feet. (For perspective, a world record for the long jump is 29.36 feet).

Characters need a good running start to gain sufficient momentum to jump this far. If you don't build up enough speed beforehand, the GM should determine what impact it has on the distance. (For example, a record for standing long jump is over 12 feet. The GM may say that the result should be halved or thirded).

Vertical Jump

High Jump DLs
DL Feet
5 1.25
10 2.5
15 3.75
20 5
25 6.25
30 7.5

Leap over a fence or out of a pit. The result of the skill check divided by 4 equals the height the character can jump. Thus, if the character rolls a 30, they can jump 7.5 feet. (For perspective, the current world record for the high jump is 8.03 feet). Characters need a good running start to gain sufficient momentum to jump this high. If you don't build up enough speed beforehand, the GM should determine what impact it has on the distance. (For example, the record for the standing high jump is about 6 feet, so the GM may say that the result of the check divided by 5 equals the height you can jump).

Landing

Gymnastics can be used to soften a fall (for instance, by righting yourself in mid-air, grasping an awning, or tumbling properly once you land). You can subtract your entire Gymnastics check from the distance fallen. If there's anything left over, you can make a Guard check to turn some of the falling damage into steps down the Knockout Track. The rest comes straight out of your HP.