<Cybercore>

Movement - Acrobatics & Jumping

The Movement - Acrobatics & Jumping skill is the art of movement, the physical mastery of gravity and the defying of death. You are a master of parkour, an expert in vaulting over obstacles and scaling walls with ease. You know how to take a running start and leap impossibly far, using the power of your legs to soar through the air like a bird.

Your movements are fluid, your balance impeccable. You can jump from one precarious perch to the next, twisting and turning in the air like a gymnast, and land gracefully on your feet. You can run along narrow ledges, jump over pits and chasms, and navigate treacherous terrain with ease.

This skill is all about agility, finesse, and style. You are a master of parkour, free running, and acrobatics, able to leap and bound over obstacles, flip and spin through the air, and land with cat-like grace. Your movements are fluid and effortless, allowing you to traverse any environment with ease. Whether you're escaping pursuit, chasing down a target, or simply showing off, your acrobatic prowess is sure to leave an impression.

Using Acrobatics & Jumping

Each acrobatic maneuver will have a difficulty rating based on the complexity of movement, environmental hazards, precision required, and physical demands. The more challenging the terrain and daring the maneuver, the higher the difficulty.

When you attempt to jump gaps, perform flips, parkour over obstacles, land safely from heights, balance on narrow surfaces, or execute aerial maneuvers, you will make a Movement - Acrobatics & Jumping skill check against the task's difficulty rating. The GM may apply Boons or Banes based on factors such as running start available, surface conditions, encumbrance, or environmental hazards.

  • A Critical Success means you perform acrobatic perfection. Your maneuver is not only successful but spectacular - you cover more distance than expected (jump 25-50% farther), land perfectly without breaking stride, maintain full momentum through complex parkour, execute flawless flips and twists, or discover shortcuts through impossible-looking terrain. Your acrobatics inspire allies and demoralize enemies.
  • A Regular Success allows you to successfully perform the acrobatic maneuver. You clear the jump, execute the flip correctly, parkour over obstacles smoothly, land safely on your feet, or maintain balance on narrow surfaces. You accomplish your movement objectives.
  • A Failure means your acrobatic attempt falls short but isn't catastrophic. You barely make the jump (landing awkwardly), lose momentum during parkour, execute sloppy flips, stumble on landing, or slip on narrow surfaces but catch yourself. You might take minor damage (1d4) or lose your next action recovering your balance.
  • A Critical Failure results in acrobatic disaster: you miss the jump entirely and fall (taking full falling damage), crash into obstacles during parkour (taking 2d6 damage and becoming Stunned), land badly from flips (twisted ankle, 1d6 damage and reduced movement), fall from narrow surfaces, or your failed acrobatics leave you prone and vulnerable in a dangerous position.

Acrobatics Tricks

Rather than spending skill points to move up skill levels, you may instead spend skill points to purchase any of the following tricks.

Kip-Up:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can spring to your feet from prone with acrobatic flair. Once per operation, you can stand up from prone as a free action instead of using movement. Additionally, when knocked prone during combat, you can immediately kip-up as a reaction, maintaining your defensive posture and avoiding the vulnerability of being on the ground.

Cat's Landing:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can land safely from remarkable heights. Once per operation, you can reduce falling damage by 3d6 (minimum 0) through perfect rolling technique and body positioning. You land on your feet, ready to move, instead of taking the full impact. This allows you to jump from heights that would cripple others.

Parkour Flow:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can maintain momentum through complex obstacle courses. For one chase or pursuit scene, you gain +1d6 Boon to all parkour and acrobatic movement. You vault over obstacles without slowing down, wall-run around corners, and flow through terrain like water. Difficult terrain doesn't slow you during this flow state.

Wall Run:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can run along vertical surfaces using momentum and technique. Once per rest, you can run up or along a wall for up to 10 meters/30 feet before gravity catches up. This allows you to reach high ledges, run around corners at impossible angles, or evade ground-level threats. You must maintain momentum - if you stop, you fall.

Aerial Dodge:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can dodge attacks with acrobatic flips and aerial maneuvers. Once per rest, when an enemy attacks you, you can flip through the air to evade. You gain a +1d8 Boon to your defense roll and can move up to 3 meters/10 feet as part of the dodge. You land on your feet, ready to counter-attack. This works even in mid-air.

Spring Attack:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can leap into combat with devastating effect. Once per rest, you can make a running jump attack that adds +1d8 damage to your strike. You launch yourself through the air, building momentum, and crash into your target with explosive force. After the attack, you can continue moving, using your momentum to disengage or reposition.

Impossible Jump:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can make one jump that defies belief. Once per mission, you can jump twice your normal distance - across chasms that should be uncrossable, from rooftop to rooftop across wide streets, or up to heights that seem impossible. You land perfectly, ready to keep moving. Witnesses will question whether you're even human.

Acrobatic Supremacy:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: Your acrobatic skill reaches supernatural levels. For one chase, escape, or pursuit scene, you automatically succeed on all acrobatic checks - you never fail jumps, always land perfectly, parkour through any obstacles, and move with impossible grace and speed. Gravity seems optional. You can go anywhere, do anything, and nothing can stop your movement.

Death-Defying Leap:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can make one leap that should kill you - and survive. Once per mission, you can jump from any height (off a skyscraper, out of an aircraft, over a massive chasm) and land safely through perfect technique and timing. You take no falling damage regardless of distance. Your landing is controlled and graceful. This is the signature move that legends are built on.

Crafting

Two-Stage Creation Process

Stage 1: Scout and Plan (Blueprint)

  • Requires: Movement - Acrobatics check (DC varies by route difficulty)
    • Simple Route (DC Easy): Straightforward parkour path through urban area
    • Advanced Route (DC Medium): Complex vertical route, rooftop chase path
    • Elite Route (DC Hard): Death-defying route through dangerous terrain
  • Time: 1-3 days of scouting and testing per route
  • Resources: Familiarity with the area, multiple practice runs

Stage 2: Mark and Optimize (Crafting)

  • Requires: Route testing + marker placement + timing optimization
  • Time: 1-2 days of refinement and marking
  • Materials:
    • Route Markers: Chalk marks, paint, or subtle indicators (Cheap)
    • Practice: Multiple runs to optimize timing and technique (Time investment)
    • Documentation: Mental map or physical guide to key jump points (Free)
  • Workshop: The actual terrain - urban environments, rooftops, natural formations

Benefits: Stacking Boons and Movement Advantages

Each movement route grants a stacking Boon to Movement - Acrobatics rolls when using that route:

  • 1 Route: +1d4 Boon
  • 2 Routes: +1d6 Boon
  • 3 Routes: +1d8 Boon
  • 4 Routes: +1d10 Boon
  • 5+ Routes: +1d12 Boon (then +1d4 for each additional)

Boons apply when:

  • Traversing the marked parkour route
  • Executing jumps along the documented path
  • Maintaining speed through the optimized route
  • Evading pursuit using known shortcuts
  • Teaching the route to teammates

Material Benefits

Movement routes provide practical advantages:

  • Faster Travel: 30-50% reduction in travel time through complex terrain
  • Safer Passage: Avoid hazards and dangerous areas with tested path
  • Tactical Escape: Pre-planned escape routes for emergencies
  • Chase Advantage: Know exactly where to jump, flip, and turn
  • Team Mobility: Routes can be taught to less acrobatic teammates
  • Surprise Routes: Access areas enemies don't expect

GM Note: Routes become less reliable if terrain changes significantly.

Maintenance Requirements

Movement routes require occasional updates:

  • Practice: Run the route monthly to maintain familiarity
  • Marker Refresh: Re-mark indicators as they fade (Cheap)
  • Route Verification: Check that obstacles haven't changed
  • Weather Impact: Routes may be unsafe in rain, ice, or high winds
  • Sharing: Can teach routes to trusted allies or teammates

Example: Runner's Urban Network

"Quicksilver" Maya establishes rooftop routes:

  1. Scout Routes (DC Medium): Maya spends 3 days scouting downtown, rolls Movement - Acrobatics (success)
  2. Create Routes: Documents 3 parkour paths:
    • Rooftop express: Fast path across commercial district
    • Low-profile route: Ground-level path avoiding cameras
    • Emergency escape: Vertical route to safe house
  3. Cost: Cheap for chalk markers
  4. Benefit: When using routes, Maya gains +1d8 Boon and 40% faster movement
  5. Duration: Valid until construction changes the terrain

Example: Courier's Delivery Network

Professional courier "Sprint" maintains route system:

  1. Multiple Routes: Sprint has documented 5 optimized delivery routes across the city
  2. Benefit: Gains +1d12 Boon when running known routes
  3. Speed: Can guarantee delivery times using tested paths
  4. Value: Routes are trade secrets worth significant money

GM Notes

  • Limit to 5 active routes per character to represent realistic memorization
  • Terrain Dependent: Routes specific to one area don't help elsewhere
  • Story Opportunities: Creating routes drives urban exploration
  • Team Benefit: Teaching routes to allies spreads the advantage
  • Competition: Rival runners may try to discover your secret routes