Starfinder Unchained – Skills Acrobatics
As I said in my last post, one of the first places we can look to convert Starfinder into a 3 action and degree of success system are skills that exist in both systems. Acrobatics will change mostly because they reworked the way that Combat Maneuvers work.
Acrobatics (Dex)
Acrobatics measures your ability to perform tasks requiring coordination and grace. When you use the Escape basic action (page 470), you can use your Acrobatics modifier instead of your unarmed attack modifier. [New, but not unreasonable]
BALANCE [one-action]
MOVE
Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.
You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC. You are flat-footed while on a narrow surface or uneven ground. [Essentially the same as Starfinder though not quite as explicit]
Critical Success You move up to your Speed. [New, but not unreasonable]
Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement).[Essentially the same as Starfinder]
Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. [Essentially the same as Starfinder]
Critical Failure You fall and your turn ends. [New, but not unreasonable]
TUMBLE THROUGH [one-action]
MOVE
You Stride up to your Speed. During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment. [New, but not unreasonable]
Success You move through the enemy’s space, treating the squares in its space as difficult terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure. [Essentially the same as Starfinder]
Failure Your movement ends, and you trigger reactions as if you had moved out of the square you started in. [Essentially the same as Starfinder]
Acrobatics Trained Actions
MANEUVER IN FLIGHT [one-action]
MOVE
Requirements You have a fly Speed.
You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed. [Results are going to vary by the Maneuver attempted]
Success You succeed at the maneuver. [Essentially the same as Starfinder]
Failure Your maneuver fails. The GM chooses if you simply can’t move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind). [Essentially the same as Starfinder]
Critical Failure As failure, but the consequence is more dire. [New, but not unreasonable]
SQUEEZE [Starfinder Squeezing was half movement and treated the character as Entangled]
EXPLORATION MOVE
You contort yourself to squeeze through a space so small you can barely fit through. This action is for exceptionally small spaces; [New, but not unreasonable] many tight spaces are difficult terrain (page 475) that you can move through more quickly and without a check. [Essentially the same as Starfinder, less the Entangled condition]
Critical Success You squeeze through the tight space in 1 minute per 10 feet of squeezing.
Success You squeeze through in 1 minute per 5 feet.
Critical Failure You become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.
Next big Flipmat for Starfinder the Jeffries Tubes, every good Mechanic either takes Acrobatics OR sends the Drone.
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