You are on page 1of 1

Falling

ACROBATICS
A fall deals physical damage equal to
Is a measure of body control, covering whole-body movements such as jumping, tumbling, and diving. A empts to
1+2§ (Stun, Vicious 1) per zone fallen,
dodge enemy a acks also fall under acroba cs. Acroba cs differen ates itself from its associated a ribute, by
including the zone the fall originated
being a reflec on of the training the character has undertaken, rather than their host bodies innate ability.
in. (For example, a fall of Close range
Jumping inflicts 1+2§ damage while a Long fall
inflicts 3+6§ damage.) A character
Jumping is one of the more common uses of Acroba cs, there are many ways of describing how far you need to
jumping down deliberately can count
jump, there are three presented here, all of these heights and distances are assuming sufficient clear space to have
the fall as one range category less
an op mal run-up.
(which would mean that a Close fall
Ver cal Obstacles: Small walls, fences, or alarms that you need to leap over. The heights given assume that you
inflicts no damage). A character about
need to clear the obstacle without touching it.
to suffer falling damage can a empt
Ver cal jump to Grip: Grabbing on to
Standard Jumping Distances (Unmodified 6 human) an Acroba cs (D0) test as a reac on,
an object above you, such as the rung
gaining 1§ Soak per Momentum
of a fire escape. The reaching within Difficulty Ver cal Obstacle Ver cal Jump to Grip Horizontal Jump
spent.
normal grasp, is if the character could
D0—Simple 0.30m (1.0 ) Within normal grasp reach 0.75m (2.5 )
close their hand around the grip while
D1—Average 0.75m (2.5 ) Within normal touch reach 1.50m (5.0 ) REMEMBER
standing flat footed. Within normal
D2—Challenging 1.20m (4.0 ) +150mm (0.5 ) 2.25m (7.5 ) You cannot use acroba cs for climbing
touch reach, is where the grip can be
(Jumping between walls being an
touched with the ps of the fingers D3—Daun ng 1.65m (5.5 ) +300mm (1.0 ) 3.00m (10.0 )
excep on.)
while standing on p toes., the remain-
D4—Dire 2.10m (7.0 ) +450mm (1.5 ) 3.75m (12.5 )
ing heights are how much higher than
D5—Epic 2.55m (8.5 ) +600mm (2.0 ) 4.50m (15.0 ) FOR SOME OTHER USES REFER TO
touch reach the grip is.
Panicking Crowds: Corebook pg. 110
Horizontal Jump: A distance along the
Knockdown Effect: Corebook pg 337
ground which the character needs to clear, the distances assume that they must land on their feet or roll on the far
Defensive Reac on: Corebook pg 100
side.
Grasping: Corebook pg 417
Face to Face Dodging
Typically a face to face with a Difficulty 0, but other simultaneous ac ons or environmental factors can affect the
difficulty. See the free running table or Super‐Jump
Balancing table for some alternate base Free Running/Tumbling/Diving/Weaving Ver cal Obstacle is per table x 6
difficul es. Horizontal Distance is per table x 6
Rough ground upto 300mm (1 ) varia on +1D
Ver cal Jump to Grip use Ver cal
Free Running/Tumbling/Diving/
Very rough ground over 300mm (1 ) varia on, loose +2D Obstacle table values x 6 + 1.8m (6 )
Weaving gravel, potholes pipes etc.
Trying to maintain a running speed (Diving/Tumbling) on a surface with no give. Roll 2§ damage, Effects When Strength comes into play.
while weaving around obstacles, jump- (Rock/Concrete) rolled provide 1 momentum
If a player jumps to grab a ledge to
ing over or rolling under obstacles is
Obstruc ons are moving +1D (or more given speed) pull themselves up to, the jump and
best represented by Acroba cs, where
Hands are full +1D grab is acroba cs, and the pull is
a jump is involved see the jumping
climbing requiring athle cs. This can
sec on for difficul es, but increase the ra ng by 1 if the character is trying to maintain speed (chasing an NPC for
be done as two rolls, or the GM may
example). Rolling or tumbling to dive through or under obstacles, or side stepping to pass between obstruc ons on
choose the main a ribute, (small
flat ground can be considered D(1) with
Balancing moving target would lean towards
the following modifying factors.
Height is over 3m +1D agility, or a simple grab brawn) and
Balancing
only allow the player to use the low-
Walking along a solid wall or ledge wide Width is only 1 foot width wide +1D
est value of EXP and FOC between
enough to stand with feet side by side, Width is less than 1 foot width wide +2D athle cs and acroba cs. This is simi-
and at a height less than 3m (10 ) is
Exposed to winds or rain (dependent on severity) +1D/+2D lar to ac vi es taking place in very
considered D(1). Addi onal height will
low (<0.4g) or high (>1.4g) loca ons
normally increase stress making con- Surface is flexible (wire/rope etc) +1D
which typically limit skills to the val-
centra on harder
Common Acroba c Difficulty Factors ues of extraplanetary.
Zero Gravity, or Extreme Gravity (<0.4g or EXP and FOC limited to Extraplanetary
Heat Spend Ideas >1.4g) in addi on to gravity penal es
Acroba cs Challenge
1 Heat Spends A suspect is escaping across roof tops,
Low Gravity (Less than 0.9g) -1D the suspect is ahead of the players
 Surface is inconsistent and unpre- and the players need to gain momen-
High Gravity (More than 1.1g) +1D
dictable, complica on range is tum over 3 rounds to get to the es-
increased by 1. Low Oxygen +1D cape flyer in me.
 Winds, ligh
ng or other factor Wearing clothing or armour no designed +1D/+2D First Round - Leap across a small gap
for mobility (1.5m) between buildings D1.
makes movement more difficult
Second Round - Small arch 1 foot
+1D on movement tests width wide but solid D3 over a lane
take two rounds to be func onal again (can be reduced by spending
2 Heat Spends/Complica ons (4m wide D4 Jump)
momentum)
 Ground becomes loose or slippery Third Round - Dive under a low barrier
Roll 2§ damage with the Knock-
 Audible Alarm is triggered genera ng a reinforcement in 3 turns. (D1) with a 2 zone drop 2+4§ damage.
4 Heat Spends (D0 test for soak) or loose 2 Momen-
down quality. tum, but only take 1+2§ damage.
 Comms equipment is par ally
 Gas is released, reducing both oxygen and visibility +2D, any complica- Final Round—Jump for flyer Limited
ons while in the gas causes the player to fall unconscious. to Max of Athle cs, Acroba cs, D(6-
dislodged, Comms equipment will
Momentum earned in first 3 rounds)

You might also like