Difference between revisions of "Gymnastics"
(New page: Use: 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,...) |
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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). | |
− | |||
− | Example | + | ==Difficulty== |
− | + | The difficulty depends on the complexity of the action being performed and its setting. | |
− | Kip up from the ground | + | |
− | 15 | + | {| |
− | Tumbling under or over foes (roll for each if going past multiple foes) | + | ! Example !! DL |
− | 20 | + | |- |
− | Executing a flawless and impressive Olympic gymnastics routine | + | | Kip up from the ground |
− | 30 | + | | 15 |
− | Landing a couple of cartwheels and a back-hand-spring on a tightrope while carrying a sword in one hand | + | |- |
− | 40 | + | | 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 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. | + | |
− | Retry | + | 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]]. | ||
[[Category:Skills]] | [[Category:Skills]] | ||
+ | [[Category:Needs Tweaking]] |
Revision as of 18:11, 9 May 2007
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.