Acrobatics covers keeping balance, reducing falling damage, tumbling past
foes in combat, contorting free of grapples and restraints, freerunning
hazard courses, and pulling off high-risk physical stunts. Athletics is
raw power -- the climb, the swim, the jump. Acrobatics is grace under
pressure: the tumble past a blade, the balance on a slick hull plate in
Vacuum, the contortion through a gap that should not fit a human ribcage.
Freerunning a Station deck or ruinscape is reading the terrain, choosing
the line, committing to the leap. Tumbling past a foe in combat does not
provoke an attack of opportunity on success.
Rules Reference
Field
Value
Armor Check Penalty
true
Key Ability
DEX
Trained Only
false
Key Ability
DEX
Notes
Special: Tumbling past a foe does not provoke attacks of opportunity on success.
Does not cover climbing, swimming, jumping, or zero-gravity manoeuvring.
Untrained Use: Basic balance at DC 12 and reduce falling damage at DC 15 only; tumbling, contortion, freerunning, and stunts require training.
Special: Tumbling past a foe in combat does not provoke an attack of opportunity
on a successful check. Acrobatics does not cover raw climbing, swimming,
or jumping (Athletics) or zero-gravity manoeuvring (Zero-G Ops) -- it
covers the grace and reflex that keeps you moving when the ground
disagrees.
Untrained: An untrained character can attempt basic balance checks at DC 12 and
reduce falling damage at DC 15. Tumbling past foes, contortion escapes,
freerunning, and stunts all require training. Everyone can stumble
gracefully; not everyone can fall with style.
Descriptors
dc: 12
Field
Value
dc
12
task
Keep your balance on unstable footing
dc: 15
Field
Value
dc
15
task
Reduce falling damage
dc: 18
Field
Value
dc
18
task
Tumble past a foe in combat
dc: 20
Field
Value
dc
20
task
Contort or squeeze to escape a grapple or restraint
dc: 25
Field
Value
dc
25
task
Freerun a hazard course or complex terrain
dc: 30
Field
Value
dc
30
task
Pull off an impossible stunt
Synergy
bonus: 2
Field
Value
bonus
2
from
Athletics
threshold
5
bonus: 2
Field
Value
bonus
2
from
Zero-G Ops
threshold
5
Synergies
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Athletics
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Zero-G Ops
Uses
application: Keep your balance on unstable footing
Field
Value
application
Keep your balance on unstable footing
dc
12
failure
You stumble; prone or -2 to next action at the GM's call.
success
You stay upright; slick deck, shifting rubble, or spinning centrifuge.
application: Reduce falling damage
Field
Value
application
Reduce falling damage
dc
15
failure
You land badly; full damage.
success
You roll, absorb, or redirect; halve the falling damage.
application: Tumble past a foe in combat
Field
Value
application
Tumble past a foe in combat
dc
18
failure
You stumble into range; they get a free attack.
success
You move through their threatened square without provoking an attack.
application: Contort or squeeze to escape a grapple or restraint
Field
Value
application
Contort or squeeze to escape a grapple or restraint
dc
20
failure
The hold tightens; you are stuck until next round or until freed.
success
You slip free; hands, cuffs, or tentacle loose.
application: Freerun a hazard course or complex terrain
Field
Value
application
Freerun a hazard course or complex terrain
dc
25
failure
You clip something; 1d6 damage and half speed for the rest of the run.
success
You clear every obstacle; full speed, no damage.
application: Pull off an impossible stunt
Field
Value
application
Pull off an impossible stunt
dc
30
failure
You commit and miss; 2d6 damage and prone.
success
The kind of move that gets recorded and played back in disbelief.