Gymnastics
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.
Contents
[hide]Difficulty
The difficulty depends on the complexity of the action being performed and its setting.
Long Jump
Leaping across an open chasm or from rooftop to rooftop would be a good usage of Gymnastics for jumping.
For a long jump, 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. (To put it in perspective, the current 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, the record for standing long jump is a little over 12 feet. The GM may say that the result should be halved or thirded).
High Jump
DL | Feet |
---|---|
5 | 1.25 |
10 | 2.5 |
15 | 3.75 |
20 | 5 |
25 | 6.25 |
30 | 7.5 |
A character may feel the need to leap over a fence or out of a pit. Here is an example of this usage of the skill.
For a high jump, 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. (To put it in 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).
Other uses
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.