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.
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.
Rather than spending skill points to move up skill levels, you may instead spend skill points to purchase any of the following tricks.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Each movement route grants a stacking Boon to Movement - Acrobatics rolls when using that route:
Boons apply when:
Movement routes provide practical advantages:
GM Note: Routes become less reliable if terrain changes significantly.
Movement routes require occasional updates:
"Quicksilver" Maya establishes rooftop routes:
Professional courier "Sprint" maintains route system: