Atlantean Trilogy Archive
A panorama of skills: an acrobat leaping, a scribe writing, a thief climbing a moonlit wall, a tracker, a lyre player and sparring fighters.

Acrobatics II

Skill, Performing

Advanced feats; needs Acrobatics I first.

From the book

Acrobatics II builds on Acrobatics I, which must be learned first, with the advanced tricks of the circus. The showpiece is the stunt: the acrobat chains up to three maneuvers of any kind and stakes the whole sequence on a single roll, usually finishing within 1 round so long as none of the parts is slow (such as crossing more than 10 ft of tightrope). A typical stunt might be leaping from a balcony to a chandelier, swinging across a hall and out through a window, then landing safely on the ground below. If any single part is beyond the character's ability, the stunt always fails; when a stunt fails, a d6 halved shows which maneuver went wrong, and the Game Judge decides the consequences. A stunt is the only way to perform more than one acrobatic maneuver in a round.

Tightrope walking lets the character cross 10 ft of rope per level, doubled with a balancing pole of 6 ft or more, at no more than half speed and never up a slope steeper than 45 degrees; it also duplicates anything the thieving skill Catwalk can do. Vaulting with such a pole clears 8 ft, plus 1 ft per level, up to the character's DEX in feet, after a run of at least 25 ft. Team acrobatics lets fellow Acrobatics II performers build human pyramids and ladders, and even juggle together with practice.

The chance of success is 95% within the character's limits, halved when exceeding them or when wearing any metal armor. It costs 1,000 XP and 1-3 months of tutoring for non-Harlequins.

At a glance

Skill group
Performing
Cost
1,000 XP (non-Harlequins need 1-3 months of tutoring)
How it works
95% within limits; halved when exceeding them or in metal armor; covers stunts (up to 3 maneuvers on one roll), tightrope, vaulting and team acrobatics
Requires
Acrobatics I
Tightrope
10 ft of rope per level (doubled with a 6 ft+ pole); no faster than 1/2 speed; no incline over 45 degrees
Vaulting
With a 6 ft+ pole, 8 ft +1 ft per level, max DEX in ft; needs a 25 ft running start
Failed stunt
Roll d6 and halve to find which maneuver failed
Learned by
Enchanter (8), Harlequin (6)
Stunt timing
Usually 1 round unless a maneuver is time-consuming (e.g. more than 10 ft of tightrope); the only way to perform more than one acrobatic maneuver in a round
Tightrope and Catwalk
Tightrope walkers can duplicate any feat of the thieving skill Catwalk