
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
- 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