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.
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.