Acrobatics
Acrobatics is your coordination and grace.
- 1+ ranks: you can use Acrobatics instead of Athletics for High Leap and Long Leap.
- 2+ ranks: you can Dodge (Reflex save) against melee attacks.
Actions
Balance (Move)
You cross a narrow, uneven or slippery surface. Roll Acrobatics against the DC the GM sets. You are Off-Guard while you're on the surface.
Critical Success: You move up to your Speed and aren't Off-Guard.
Success: You move up to your Speed, but every foot of movement counts as 2.
Failure: You either stay where you are to keep your footing (the Action Point is still spent) or you fall. If you fall, your turn ends.
Critical Failure: You fall, and your turn ends.
Brace for Impact Ⓡ (Move, Reaction)
Requires: You fell at least 10 feet.
When you hit a surface after falling at least 10 feet, you can spend a Reaction to roll Acrobatics. The DC is 10, plus 1 for every 10 feet you fell.
Critical Success: You take no damage from the fall.
Success: You take half damage from the fall.
Failure: You take the fall's full damage.
Critical Failure: You take double damage from the fall.
Tumble Through (Move)
You move up to your Speed and can try to pass through spaces occupied by enemies. For each enemy whose space you try to pass through, your Acrobatics check is opposed by that enemy's Reflex save. You can Tumble Through with any movement type you have a Speed for, such as climbing, flying or swimming.
Critical Success: You move through the enemy's space.
Success: You move through the enemy's space, but every foot of movement counts as 2. If you don't have enough movement left to get all the way through, it counts as a failure.
Failure: Your movement ends, and you trigger the enemy's reactions.
Critical Failure: Your movement ends, you fall Prone, and you trigger the enemy's reactions.
Maneuver in Flight (Move, Trained)
Requires: You have a fly Speed and at least 1 Rank in Acrobatics.
You try a difficult move while flying. Roll Acrobatics. The GM decides which maneuvers are possible; they rarely let you go farther than your fly Speed.
Success: You perform the maneuver.
Failure: The maneuver fails. The GM decides whether you simply can't move or something else goes wrong that suits what you tried (being blown off course while flying into a strong wind, for example).
Critical Failure: As a failure, but with worse consequences.
Squeeze (Exploration, Move, Trained)
Requires: At least 1 Rank in Acrobatics.
You contort yourself through a gap you can barely fit through. This is for exceptionally small spaces; most tight spots are just difficult terrain you can move through faster and without a check.
Critical Success: You squeeze through at 1 minute per 10 feet.
Success: You squeeze through at 1 minute per 5 feet.
Critical Failure: You get stuck. While stuck, you can spend 1 minute to roll Acrobatics again at the same DC; any result except a critical failure frees you.