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acrobat [2020/03/17 20:50]
kyle
acrobat [2020/12/02 12:10] (current)
kyle
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 //Anybody with a bit of practice in the nimble arts thinks we're so jealous of how cool they look all the time. They're right, too, the bastards.// //Anybody with a bit of practice in the nimble arts thinks we're so jealous of how cool they look all the time. They're right, too, the bastards.//
  
-The Acrobat class focuses on graceful movement. An adventurer that chooses to become an Acrobat can expect to have much less trouble with rough or weird terrain obstacles, to the point that there will not infrequently be places you can get to that no one else in your party is capable of.+The Acrobat archetype focuses on graceful movement. An adventurer that chooses to become an Acrobat can expect to have much less trouble with rough or weird terrain obstacles, to the point that there will not infrequently be places you can get to that no one else in your party is capable of.
  
 ^[[#Acrobat]] ^^Move with skill and grace. | ^[[#Acrobat]] ^^Move with skill and grace. |
 |{{fa>caret-right?24}} |[[#Aerialist]] |Reduce falling damage, redirect force, skip over hazards. | |{{fa>caret-right?24}} |[[#Aerialist]] |Reduce falling damage, redirect force, skip over hazards. |
-|{{fa>caret-right?24}} |[[#Skate]] |Get free moves in slippery spots. |+|{{fa>caret-right?24}} |[[#Dodge]] |Avoid incoming attacks. |
 |{{fa>caret-right?24}} |[[#Spider Climb]] |Climb as easy as walking. | |{{fa>caret-right?24}} |[[#Spider Climb]] |Climb as easy as walking. |
 |{{fa>caret-right?24}} |[[#Steady]] |Ignore difficult terrain, immunity to Dizzy. | |{{fa>caret-right?24}} |[[#Steady]] |Ignore difficult terrain, immunity to Dizzy. |
 |{{fa>caret-right?24}} |[[#Stunt]] |Move quickly and with style. | |{{fa>caret-right?24}} |[[#Stunt]] |Move quickly and with style. |
-^[[#Enterprises]] ||Acrobat School \\ Entertainment | +^ ^^^
-^[[#Weaknesses]] ||Petite |+
  
 ====== Acrobat ====== ====== Acrobat ======
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 ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Land on Your Feet:** Falling damage (1 point per 3 meters fallen) is applied to your Energy first instead of directly to your Flesh. | ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Land on Your Feet:** Falling damage (1 point per 3 meters fallen) is applied to your Energy first instead of directly to your Flesh. |
 ^ ^^^ ^ ^^^
-^{{ra>cancel?48|Limitation}} ||{{fa>minus-circle?24&align=left}}**Stay Light:** You cannot benefit from any ability in the Acrobat class while carrying anything more than a light load. \\ \\ {{ra>doubled?24&align=left}}**Powerhouse Exemption:** If you also have the Powerhouse class, you can ignore this limitation. |+^{{ra>cancel?48|Limitation}} ||{{fa>minus-circle?24&align=left}}**Stay Light:** You cannot benefit from any ability in the Acrobat archetype while carrying anything more than a light load. \\ \\ {{ra>doubled?24&align=left}}**Powerhouse Exemption:** If you also have the [[Powerhouse]] archetype, you can ignore this limitation. |
 ^ ^^^ ^ ^^^
  
 ^  Sidebar: Non-Acrobats  ^ ^  Sidebar: Non-Acrobats  ^
-|Any creature without the Acrobat class equipped can only climb surfaces literally made for climbing (like a ladder). They may jump up to 2 meters horizontally as an action, or 5 meters horizontally and/or 1 meter vertically if they spend a point of Energy. When they take falling damage, it gets applied directly to their Flesh. \\ \\ Sucks to be them. |+|Any creature without the Acrobat archetype can only climb surfaces literally made for climbing (like a ladder). They may jump up to 2 meters horizontally as an action, or 5 meters horizontally and/or 1 meter vertically if they spend a point of Energy. When they take falling damage, it gets applied directly to their Flesh. \\ \\ Sucks to be them. |
  
 ====== Aerialist ====== ====== Aerialist ======
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 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Parachute:** You can choose to completely negate all damage from a fall of any height. \\ \\ {{fa>minus-circle?24&align=left}}**They Cost Money Tho:** Completely negating all fall damage costs 1 Supplies. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Parachute:** You can choose to completely negate all damage from a fall of any height. \\ \\ {{fa>minus-circle?24&align=left}}**They Cost Money Tho:** Completely negating all fall damage costs 1 Supplies. |
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Redirection:** When you are moved against your will by any effect, you can choose to be moved in a slightly different direction (one hex deviation, your choice whether to the left or right) than what your attacker intended. You still move the entire proscribed distance if possible, only your direction (and destination) is changed. This might prevent an attacker from being able to do anything else bad to you (such as if they use the Sucking Maw ability from the Devourer class and you don't end up next to them, they can't actually eat you at the end of it). | +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Redirection:** When you are moved against your will by any effect, you can choose to be moved in a slightly different direction (one hex deviation, your choice whether to the left or right) than what your attacker intended. You still move the entire proscribed distance if possible, only your direction (and destination) is changed. This might prevent an attacker from being able to do anything else bad to you (such as if they use the Sucking Maw ability from the [[Devourer]] archetype and you don't end up next to them, they can't actually eat you at the end of it). |
-^ ^^^ +
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Tippy-Toe:** You have an incredibly light tread, making you immune to Caltropper attacks and any floor-based traps or hazards you move over. |+
 ^ ^^^ ^ ^^^
  
-====== Skate ======+====== Dodge ======
  
 ^ ^^^ ^ ^^^
-^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Inertial Push:** You may take one movement action (optionally including sprintingper round as free action so long as the movement action in question happens completely within a slippery area (ice, soapy floor, oil slick, etc). Difficult terrain whose difficulty doesn't come from its slipperiness (such as rough or sticky areas) don't allow you to skate on them. | +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Jump Clear:** When you are targeted with an attack, you can choose to dodge it after seeing the dice result but before actually suffering the effect. Dodging lets you move up to 2 meters in any direction you like. The attack targets the place you were, not the place you are (and thus has no further effect). \\ \\ {{fa>minus-circle?24&align=left}}**Area Weakness:** Attacks that strike whole area (such as many Whelm-type attacks) cannot be successfully dodged unless you managed to move completely outside of the target area. \\ \\ {{fa>minus-circle?24&align=left}}**Gotta See It Coming:** You can only dodge attacks when you can clearly see the attacker (they must be within your visual arc and have no concealment/cover from you). If you also have the Whirl ability from this archetype, you totally can dodge attacks that you successfully spun around to face. \\ \\ {{fa>minus-circle?24&align=left}}**That One's Gonna Land:** You cannot dodge attacks whose trigger die is 10+. They're going to get you regardless. \\ \\ {{fa>minus-circle?24&align=left}}**Conservation of Action:** Every time you choose to dodge an attack, you get one less action on your next turn. You cannot dodge more than twice per round. | 
-^ ^^^ +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Bullet Time:** You can choose to move up to 5 meters when dodging instead of only 2. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Every time you choose to move 5 meters as part of a dodge, you lose a point of Energy. |
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Roller Derby:** You have a pair of roller skates, a skateboard, or similar wheeled gear. You can put on or take off your skates as an action. While you have skates on, you can treat any relatively flat, smooth area as being slippery for purposes of using Skate to get around in it. \\ \\ {{fa>minus-circle?24&align=left}}**Awkward Walking:** While you have skates on, you take an impairment to move in any area that is not mostly smooth and flat (such as stairs). |+
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
 ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Ignore Difficult Terrain:** You ignore difficult terrain (rough, sticky, slippery, etc) by just walking across its surface without sinking in or losing your balance. You take no impairment to movement when on difficult terrain and enemy attacks against you do not get the normal +2 damage bonus. \\ \\ {{fa>minus-circle?24&align=left}}**Land Only:** This benefit only applies to land-based difficult terrain- if you're swimming through water-based difficult terrain like thick weeds or whatever you still have to suffer the downsides. | ^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Ignore Difficult Terrain:** You ignore difficult terrain (rough, sticky, slippery, etc) by just walking across its surface without sinking in or losing your balance. You take no impairment to movement when on difficult terrain and enemy attacks against you do not get the normal +2 damage bonus. \\ \\ {{fa>minus-circle?24&align=left}}**Land Only:** This benefit only applies to land-based difficult terrain- if you're swimming through water-based difficult terrain like thick weeds or whatever you still have to suffer the downsides. |
 +^ ^^^
 +^{{ra>footprint?48|Movement}} ||{{fa>plus-circle?24&align=left}}**Tightrope Walker:** You can freely walk on suspended horizontal ropes (or similar incredibly difficult balancing acts). |
 ^ ^^^ ^ ^^^
 ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Confident Stance:** You cannot lose your sense of balance by any means. You are completely immune to the Dizzy condition. | ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Confident Stance:** You cannot lose your sense of balance by any means. You are completely immune to the Dizzy condition. |
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 ^ ^^^ ^ ^^^
  
-====== Enterprises ====== 
- 
-^Acrobat School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
-^Entertainment |The settlement has interesting shows and distractions for adventurers to unwind with. Adventuring parties can spend 1 Dosh per party member here to carouse together, resulting in +1 XP for all participants. Doing this a second time during a session costs 2 Dosh per party member for +1 XP each, a third time costs 3 Dosh per party member, and so on. | 
- 
-====== Weaknesses ====== 
- 
-^Petite |You're just not very strong. Your inventory is limited to six slots instead of ten (carrying more than three pushes into heavy encumbrance). You carry the weight of other creatures as a creature one size smaller than your true size. | 
acrobat.1584499821.txt.gz · Last modified: 2020/03/17 20:50 by kyle