Difference between revisions of "Gymnastics"
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{{section|Difficulty|The difficulty depends on the complexity of the action being performed and its setting.}} | {{section|Difficulty|The difficulty depends on the complexity of the action being performed and its setting.}} | ||
− | {| | + | {| width="100%" |
! Example !! DL | ! Example !! DL | ||
|- | |- | ||
| Kip up from the ground (1AP) | | Kip up from the ground (1AP) | ||
− | | 15 | + | |align="center"| 15 |
|- | |- | ||
| Tumbling under or over foes (roll for each if going past multiple foes) | | Tumbling under or over foes (roll for each if going past multiple foes) | ||
− | | 20 | + | |align="center"| 20 |
|- | |- | ||
| Executing a flawless and impressive Olympic gymnastics routine | | Executing a flawless and impressive Olympic gymnastics routine | ||
− | | 30 | + | |align="center"| 30 |
|- | |- | ||
| Landing a couple of cartwheels and a back-hand-spring on a tightrope while carrying a sword in one hand | | Landing a couple of cartwheels and a back-hand-spring on a tightrope while carrying a sword in one hand | ||
− | | 40 | + | |align="center"| 40 |
|} | |} | ||
Revision as of 15:40, 26 June 2010
Typically used with: Agility.
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 (1AP) | 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.