Difference between revisions of "Gymnastics"

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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).
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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.
  
 
==Difficulty==
 
==Difficulty==
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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 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.)
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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.
  
 
==Retry==
 
==Retry==
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[[Category:Skills]]
 
[[Category:Skills]]
[[Category:Needs Tweaking]]
 

Revision as of 15:39, 26 January 2009

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.