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acrobat

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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.

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.

Acrobat Move with skill and grace.
caret-right Lightness Reduce falling damage, ignore difficult terrain.
caret-right Perfect Balance Balance on everything, immunity to Dizzy.
caret-right Skate Get free moves in slippery spots.
caret-right Spider Climb Climb as easy as walking.
caret-right Stunt Move quickly and with style.
Enterprises Acrobat School
Entertainment
Weaknesses Petite

Acrobat

Movement plus-circleClamber: You have the ability to climb up and down surfaces roughly equal in difficulty to a rope or rough stone wall.

minus-circleVulnerable: While you are climbing, you have an impairment to your movement and attackers gain +2 damage against you with all forms of attack.
Movement plus-circleJump: You can take an action in order to make a jump of up to 5 meters in distance and/or 1 meter high. You can only jump in a straight line.
caret-right Alternative plus-circleFlying Leap: You can choose to jump up to 10 meters in distance and/or 2 meters high.

minus-circleExertion: Jumping further costs a point of Energy in addition to an action.
Movement plus-circleBalance: You can move across areas that require a basic sense of balance (ice, wet floors, wooden beams, etc) without falling prone. You still cannot balance on extremely difficult things to walk on (tightropes, etc).

minus-circleSlow Shuffle: While you are balancing, you have an impairment to movement.
Protection plus-circleLand on Your Feet: Falling damage (1 point per 3 meters fallen) is applied to your Energy first instead of directly to your Flesh.
Limitation minus-circleStay Light: You cannot benefit from any ability in the Acrobat class while carrying anything more than a light load.

doubledPowerhouse Exemption: If you also have the Powerhouse class, you can ignore this limitation.
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. They can't balance on anything tricky and can only move on slippery or narrow surfaces on their bellies (two impairments to movement speed, take +2 damage from all sources). When they take falling damage, it gets applied directly to their Flesh.

Sucks to be them.

Lightness

Protection plus-circleSoft Landing: Falling damage (1 point per 3 meters fallen) is applied to your Attention first instead of directly to your Energy.
caret-right Alternative plus-circleParachute: You can choose to completely negate all damage from a fall of any height.

minus-circleThey Cost Money Tho: Completely negating all fall damage costs 1 point of Supply or one use from a Tool Box item.
Movement plus-circleIgnore Difficult Terrain: You ignore difficult terrain (sticky mud, deep snow, shifting sand, etc) by just walking across its surface without sinking in. You take no impairment to movement when on difficult terrain and enemy attacks against you do not get the normal +2 damage bonus.

minus-circleLand 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.

Perfect Balance

Movement plus-circleTree Pose Ain't Nothing: You can easily balance on even very difficult surfaces such as tightropes or soapy floors.

plus-circleFull Speed Grace: While you are balancing, you take no impairment to movement.

doubledPilot Synergy: If you have the Pilot class, you can also use this ability while driving a vehicle.
Protection plus-circleSteady Stance: You cannot lose your sense of balance by any means. You are completely immune to the Dizzy condition.
ringing-bell Dizzy minus-circle Every time a movement action is taken, lose 1 Energy.

minus-circle Cannot dash (travel further in exchange for Energy) during a movement action.

plus-circle Movement made for free (without spending any actions) is unaffected.

Skate

Movement plus-circleInertial Push: You may take one movement action (optionally including sprinting) per round as a free action so long as the movement action in question happens completely within a slippery area you can balance on (ice, soapy floor, oil slick, etc).
Utility plus-circleRoller 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.

minus-circleAwkward 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).

Spider Climb

Movement plus-circleCliff Scaler: You can climb anything the approximate smoothness of a brick wall or less.

plus-circleVulnerable No More: While you are climbing, you take no impairment to movement and attackers do not gain the normal +2 damage against you.
caret-right Alternative plus-circleCeiling Clinger: You can cling to and climb on any ceilings or overhangs rough enough that you could climb them if they were vertical.

minus-circleVulnerability Returns: While you are clinging to a ceiling, you have an impairment to your movement and attackers gain +2 damage against you with all forms of attack.
caret-right Alternative plus-circleSuction: You can climb any surface up to the smoothness of a pane of glass.

minus-circlePricy Gear: Suction is difficult to maintain, especially for larger creatures. Every round in which you wish to use this feature, roll a trigger die. If you roll a 1-6, you lose 1 Supply or one use from a Tool Box item. You cannot use this feature if you have no Supply/Tool Box uses remaining.

plus-circleCheaper For Shorties: If you are size 4, you only lose Supply/Tool Box uses when the trigger die is 1-4. If size 3, on 1-2. If size 2, only on a 1. If size 1, you never lose Supply/Tool Box uses and don't need to have any to use this feature.

Stunt

Movement plus-circleThat's Impossible! As an action, you can pull off something impressive and maybe a bit crazy (such as swinging on a chandelier, riding a shield down a staircase, or using an ogre's backswing to launch yourself through the air) to move up to 10 meters from your current position while ignoring terrain and obstacles other than those that completely block progress (such as walls). If you can describe it at all, you can do it.

minus-circleHeavy Exertion: Attempting a Stunt always costs a point of Energy.

minus-circleWipeout: Stunts are dangerous and unpredictable as well as awesome. Every time you do one you have a chance to totally screw it up, resulting in you stopping your movement at the worst possible point along your planned route (GM chooses; if you weren't stunting through any particularly dangerous terrain you simply don't move at all from your initial point). Screwing up your stunt does not refund you the lost Energy you spent to make it. Roll a trigger die: if the result is 1-3, you wipe out while attempting your stunt.
caret-right Alternative plus-circleSwashbuckle: You can make another (non-movement, non-jump) action of your choice as a free action at any point along your planned route you want.

minus-circleEpic Fails Likely: If you choose to gain the extra free action while stunting, you wipeout on a 1-6 instead of a 1-3. If your stunt fails, you don't get the free action you wanted either.

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 Supply each.
Entertainment The settlement has interesting shows and distractions for adventurers to unwind with. Adventuring parties can spend 1 Supply per party member here to carouse together, resulting in +1 XP for all participants. Doing this a second time during a session costs 2 Supply per party member for +1 XP each, a third time costs 3 Supply 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.1579195468.txt.gz · Last modified: 2020/01/16 10:24 by kyle