Difference between revisions of "Gymnastics"
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− | Typically used with: ''' | + | 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. | 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. |
Revision as of 17:22, 3 April 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 | 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.