Acrobatics


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Overview

Acrobatics is a skill that focuses on a character's agility, flexibility, and endurance to move and balance. This skill helps a person dive, flip, jump, roll to avoid attacks, and overcome obstacles within their path. While assisting in movement across terrain, the Acrobatics skill can be used for multiple purposed in combat and entertainment and is not limited to any one thing. Some examples of this are softening falls, walking or running over uneven ground, quieting one's foot-fall, spins and flips within a dance routine, and much more. Having a decent acrobatics skill can be very beneficial to players, especially in tough situations. Related skills include Unarmed Combats, Wilderness Survival, Stealth, Dance, and Endurance.

Actions & Movement

Listed below are detailed actions and movements that the Acrobatics skill affects. If you are unsure what is included in the acrobatics, please look below for guidance. Further questions may be sent to any prophet.

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Agility This effects one's movement in any given situation. To survive and endure, one must react quickly as to avoid any danger. Agility also plays a part in the fluidity of one's movements and can be used to draw the eye or trick it.

Flexibility To be successful with the Acrobatics skill, one must also become flexible and pliable. Along with Agility, one must be able to bend to avoid attacks, move around obstacles, and mesmerize an audience. The more experience a character gains in Acrobatics, the better their flexibility and movement will become.

Endurance This is a key ability in Acrobatics as the skill requires a lot of endurance to be able to maintain any kind of physical control. Endurance assists in giving energy and strength to the character which helps them move quicker, farther, longer. This is a highly important skill to maintain which is why it is classified in it's own page.

Dives Falls and Tumbles are also classified under this action. Dives are used to avoid attacks, projectiles, or blasts. They may also be used in dance routines and other kinds of performance pieces. If a character doesn't have proper Knowledge of a dive skill then they may suffer injuries should they attempt to perform such an action.

Spins & Twists are included in this action as well. Spins, like dives, may be used to dodge oncoming attacks or objects. However, spins are mainly used with the Dance skill to add grace and fluidity in routines and performance pieces. Twists may be used in the same fashion, though this action can help players maneuver through tight spaces.

Skill Ranks

Novice (0-25)

At novice, the Acrobat has just discovered the potential for flexibility of the physical body. Agility requires a great deal of preparatory stretches and paying attention to form, sometimes with the help of a partner or safety precautions to help avoid injury. The novice Acrobat must focus on developing both flexibility and core strength, and shifting one's center of gravity through controlled momentum and balance. At this level, stretching is a must! Without stretching before performing acrobatics at novice, some form of injury is guaranteed to occur.

Basic gymnastics that a novice can practice are things like somersaults, dodge rolls, cartwheels, handstands and bridges. A novice gymnast must be prepared to fail, and experience mistakes in their coordination, balance, strength, agility, and flexibility as they discover the limits of their body. At this level, an acrobat will have some difficulty incorporating their moves into combat, and are best advised to keep things simple with regards to their fighting style. Nevertheless, the added conditioning, speed, and flexibility will doubtless be a benefit without direct use of acrobatics.

Competent (26-75)

The competent Acrobat knows the limits of their physical body, and they have started to practice to progress those limits farther. Tumbling has become simple for them, anything that was involved in their novice level practice, and they can now perform those same maneuvers with increasing limber maneuverability. At competent, they must still pay attention to their form while they go through the motions and requires warm-up to avoid potential injury. However, there is a chance that they might only get minor injuries if not stretching beforehand, rather than the major debilitating injuries that could occur at novice tier.

Transitional moves become available at competent, able to move between spins and rolls, handstands to bridges, kickovers, running cartwheels and somersaults and jumps. The competent acrobat will find that they must start to spend time on strengthening their endurance to hold positions for longer or to accomplish successive moves in quick time. For these things (holds and successive moves), the competent acrobat is prone to mistakes, accidental trips or losing awareness of environment (collision is a potential if moving through a space), and accidental injury from overextension or prior mentioned errors.

At competency, an acrobat engaging in combat will have begun to incorporate more of their maneuvers into fights. Usually these involve simple rolls, dodges, and staying light on their feet. The increased conditioning of their training will lend them growing prowess when it comes to agile combat.

Expert (76-150)

At expert, the acrobat knows how to respect the limits of their body and yet progress flexibility, agility, strength, balance, and coordination without accidental injury through doing so. They are aware of the feedback from their muscles, and respect when their body needs to rest or stretch. A well-cared and respected body is key to being able to successfully perform advanced acrobatic moves.

The expert acrobat has mastered tumbling, novice and competent practices, and has progressed to the point of being capable of both swift successive moves and prolonged holds of agile stances. Handsprings, round offs, dives, controlled falls, twists and spins have a great degree of dexterity for the expert acrobat. Also, acts of controlled momentum through center of gravity, such as the performing of loops on a high bar. An example of this is reflected in an escape by jumping from a high point and grabbing a flagpole or tree branch to shift inertia and propel oneself to a safe spot across an empty space.

Practice for the expert acrobat consists of intense drills, sometimes with partners and safety measures to avoid potential severe injuries from high-level moves. These can range in specifics depending on why the individual is practicing acrobatics; from dodges for combat, to twists and spins for dance, to rolls for more stealthy sorts. The expert's body retains increased flexibility, so they need steadily less and less stretching in preparation of advanced moves.

At this level, acrobatics can easily be included to support combat skills. In some cases, the maneuverability of acrobatics can make the difference in a fight that could have otherwise been a draw whether through dodging or landing a strike. Regardless of the specific practice, all expert acrobatics focus on increasing the capability of their body's endurance, strength, and speed.

Master (151-250)

The master Acrobat is known for the wonders they are capable of displaying with their body. These are the contortionists, the professional gymnasts, the highly trained combat fighters and duelists, and so on. Their body is limber and capable of the most complex, difficult maneuvers of tumbling, dodging, dancing, or whatever else that requires immense agility and flexibility.

Working with another acrobat at this level is incredibly common, whether with another master Acrobat or an expert Acrobat, to help continue to stretch the limits of body or to simply keep up on practice to maintain the body's limber mobility. Even the most masterfully acrobat, if they do not keep a regular practice to maintain the flexibility of their body, will find that they cannot perform great amounts of successive agile moves after long periods of not practicing. In this case, they may seem expert level but given time for their body to warm-up, will be back to their mastery level of understanding soon.

To avoid having to do this, most master Acrobats include routines in their lives, or seek opportunities, to maintain the mastery they have obtained. When practice is maintained, through frequent physical routine, the master Acrobat is virtually always prepared to perform amazing feats of agility and balance with no over-extension backlash.

Progressing Acrobatics

Acrobatics Knowledge

The collapsible below has examples of [Skill Knowledge] for this skill. If you are unsure of what Knowledge is, please check the Knowledge Primer for details. Please remember that our Peer Reviewers will be checking to make sure that your Knowledge claim is appropriate to what you have learned in the thread and ensuring that you are not duplicating knowledge.

A guide to knowledge can be found here (this link takes you to the site) and the person reviewing your thread will do so following the steps laid out in the [Peer Reviewer Guide]. If you wish to use one of these knowledge in your request, please ensure that it is appropriate to your thread.

Acrobatics

  1. Acrobatics: Jumping whilst running
  2. Acrobatics: Best time to jump from a swing
  3. Acrobatics: Balancing on branches
  4. Acrobatics: Basic Moves are Often Parts of Advanced Moves
  5. Acrobatics: Best to be Wearing Pants, Not a Dress
  6. Acrobatics: Cartwheels, Forward and Lateral
  7. Acrobatics: Do Some Stretching Exercises First
  8. Acrobatics: Keep Momentum From One Move to the Next
  9. Acrobatics: Climbing While Tied To Another Person
  10. Acrobatics: Forward somersault
  11. Acrobatics: Working together for a complex trick
  12. Acrobatics: Headstand on someone’s shoulders
  13. Acrobatics: The appropriate place to put your hands for a headstand on someone else
  14. Acrobatics: Working together for balance
  15. Acrobatics: Emergency moves for defence
  16. Acrobatics: Cartwheel
  17. Acrobatics: Stretching exercises
  18. Acrobatics: Touching toes
  19. Acrobatics: Jumping over opponents
  20. Acrobatics: Over the gunnel
  21. Acrobatics: The art of falling
  22. Acrobatics: Keeping upright on a slippery surface
  23. Acrobatics: Pushing Through Inertia Instead of Surrendering to it
  24. Acrobatics: Keeping Balanced on a Slippery, Moving Surface

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