Acrobatics
Advanced, Movement
Agility The Acrobatics skill encompasses a variety of movement techniques unavailable to less flexible Acolytes. From performing somersaults to tumbling, from flipping through the air to daring leaps and jumps, this Skill expands your movement options.
Use this Skill to perform some spectacular feat of derring-do. The Difficulty depends on the desired action. The more complicated the manoeuvre, such as somersaulting over a group of enraged cultists to grab the skids of a Vulture as it takes off, the harder the difficulty. The more degrees of success you attain, the more impressive the result.
There are two special rules associated with this Skill:
Disengage: You may make an Acrobatics Test when attempting a Disengage Action to reduce it to a Half Action.
Jumping & Leaping: You may substitute an Acrobatics Test for an Agility Test when Jumping or Strength Tests when Leaping.
An Acrobatics Test is typically a Full Action.Hot Pursuit
Normally, chasing after an opponent or
fleeing from a pursuer is an Opposed
Agility Test. To the acrobatic Acolyte,
however, the environment can be a
valuable tool, an advantage that allows
the Acolyte to leap over railings, run
along aerial walkways, jump across
rooftops and careen down staircases.
Whenever you are engaged in a pursuit
through a congested area—crowds,
difficult terrain, and so on, you may
make an Acrobatics Test (in place of
your Agility Test) for the Opposed Test.
After rolling for Initiative, the character that acts first gains 1 Pursuit Point. On their Turn, each character involved in the pursuit, may take normal Actions (such as shooting at the fleeing opponent or pursuer, using a power, and so on). Alternatively, the character can Chase or Flee by making an Agility Test. The GM assigns the Difficulty based on the environment, with open areas being Easy (+30), while a densely packed marketplace would be Very Hard (–30). A success equals 1 Pursuit Point plus 1 Pursuit Point for each degree of success. A failure reduces the number of Pursuit Points by 1 and by another 1 point for a failure by two or more degrees. A failure by four or more degrees, reduces the Pursuit Points by 1d5. A character with negative Pursuit Points is effectively out of the chase or, for the fleeing character, pulled out of the chase. The first character to accumulate 10 Pursuit Points gets away or catches their prey, depending on who’s doing the chasing or fleeing.
Agility The Acrobatics skill encompasses a variety of movement techniques unavailable to less flexible Acolytes. From performing somersaults to tumbling, from flipping through the air to daring leaps and jumps, this Skill expands your movement options.
Use this Skill to perform some spectacular feat of derring-do. The Difficulty depends on the desired action. The more complicated the manoeuvre, such as somersaulting over a group of enraged cultists to grab the skids of a Vulture as it takes off, the harder the difficulty. The more degrees of success you attain, the more impressive the result.
There are two special rules associated with this Skill:
Disengage: You may make an Acrobatics Test when attempting a Disengage Action to reduce it to a Half Action.
Jumping & Leaping: You may substitute an Acrobatics Test for an Agility Test when Jumping or Strength Tests when Leaping.
An Acrobatics Test is typically a Full Action.
Hot Pursuit
Normally, chasing after an opponent or
fleeing from a pursuer is an Opposed
Agility Test. To the acrobatic Acolyte,
however, the environment can be a
valuable tool, an advantage that allows
the Acolyte to leap over railings, run
along aerial walkways, jump across
rooftops and careen down staircases.
Whenever you are engaged in a pursuit
through a congested area—crowds,
difficult terrain, and so on, you may
make an Acrobatics Test (in place of
your Agility Test) for the Opposed Test.
Pursuits
At some time a character is bound to find himself involved in a chase, pursuing or being pursued by unfriendly heretics. This can be a thrilling component to roleplaying games, especially those involving dangerous environments, but such encounters can be a chore to run. To resolve pursuit simply, use the following rules.A Pursuit Dissected
All pursuits occur in Detailed Time, so participants roll for Initiative and move as described in Dark H eresy. Where pursuit differs from normal combat encounters is in the tracking of Pursuit Points.After rolling for Initiative, the character that acts first gains 1 Pursuit Point. On their Turn, each character involved in the pursuit, may take normal Actions (such as shooting at the fleeing opponent or pursuer, using a power, and so on). Alternatively, the character can Chase or Flee by making an Agility Test. The GM assigns the Difficulty based on the environment, with open areas being Easy (+30), while a densely packed marketplace would be Very Hard (–30). A success equals 1 Pursuit Point plus 1 Pursuit Point for each degree of success. A failure reduces the number of Pursuit Points by 1 and by another 1 point for a failure by two or more degrees. A failure by four or more degrees, reduces the Pursuit Points by 1d5. A character with negative Pursuit Points is effectively out of the chase or, for the fleeing character, pulled out of the chase. The first character to accumulate 10 Pursuit Points gets away or catches their prey, depending on who’s doing the chasing or fleeing.
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