Acrobatics

Tumble, balance, freerun, escape grapples, reduce falling damage.

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

FieldValue
Armor Check Penaltytrue
Key AbilityDEX
Trained Onlyfalse
Key AbilityDEX

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

FieldValue
dc12
taskKeep your balance on unstable footing

dc: 15

FieldValue
dc15
taskReduce falling damage

dc: 18

FieldValue
dc18
taskTumble past a foe in combat

dc: 20

FieldValue
dc20
taskContort or squeeze to escape a grapple or restraint

dc: 25

FieldValue
dc25
taskFreerun a hazard course or complex terrain

dc: 30

FieldValue
dc30
taskPull off an impossible stunt

Synergy

bonus: 2

FieldValue
bonus2
fromAthletics
threshold5

bonus: 2

FieldValue
bonus2
fromZero-G Ops
threshold5

Synergies

bonus: 2

FieldValue
bonus2
ranks5
skillAthletics

bonus: 2

FieldValue
bonus2
ranks5
skillZero-G Ops

Uses

application: Keep your balance on unstable footing

FieldValue
applicationKeep your balance on unstable footing
dc12
failureYou stumble; prone or -2 to next action at the GM's call.
successYou stay upright; slick deck, shifting rubble, or spinning centrifuge.

application: Reduce falling damage

FieldValue
applicationReduce falling damage
dc15
failureYou land badly; full damage.
successYou roll, absorb, or redirect; halve the falling damage.

application: Tumble past a foe in combat

FieldValue
applicationTumble past a foe in combat
dc18
failureYou stumble into range; they get a free attack.
successYou move through their threatened square without provoking an attack.

application: Contort or squeeze to escape a grapple or restraint

FieldValue
applicationContort or squeeze to escape a grapple or restraint
dc20
failureThe hold tightens; you are stuck until next round or until freed.
successYou slip free; hands, cuffs, or tentacle loose.

application: Freerun a hazard course or complex terrain

FieldValue
applicationFreerun a hazard course or complex terrain
dc25
failureYou clip something; 1d6 damage and half speed for the rest of the run.
successYou clear every obstacle; full speed, no damage.

application: Pull off an impossible stunt

FieldValue
applicationPull off an impossible stunt
dc30
failureYou commit and miss; 2d6 damage and prone.
successThe kind of move that gets recorded and played back in disbelief.