Rank 1 (Pathetic)
Balance – You may attempt to balance on a surface. The DC is determined by the surface conditions. You are Slowed and Vulnerable while balancing and cannot cross surfaces thinner than half your width (generally from shoulder to shoulder, for things that have them). If you are Vulnerable and take damage while balancing, you must succeed on the check again to stay balanced. Failing any balance checks results in you falling, although you may attempt a DC 4 + surface width + surface conditions Acrobatics check to grab hold of something and stop falling. If you succeed on your next balance check after this, you may spend your Shift Action to pull yourself up and balance on the surface again. If you want to Grapple (Grab Onto) a creature as you are falling, you may do so.
Special: If you get a running start (see below), you can freely cover X meters without needing to balance, where X is 1/4th of the distance you moved before reaching the start of the surface.
Surface Width | Example (assuming Medium size) | Base DC |
Twice or more full width | 1+ meter (40+ inches) | 01 |
Twice to full width | 1 meter to ½ meter (40-20 inches) | 21 |
Full to half width | ½ meter to ¼ meter (20-10 inches) | 4 |
Half to fifth width | ¼ meter to 1/10 meter (10-4 inches) | 62 |
Fifth to tenth width | 1/10 meter to 1/20 meter (4-2 inches) | 82 |
Less than a tenth width | Less than 1/20 meter (4-2 inches) | 102 |
1 – Characters do not need to check their balance in these areas unless other conditions apply. 2 – A Rank prerequisite must be met before attempting to balance in this fashion. |
Surface Condition | Example | DC Modifier |
Light Obstruction | A rickety bridge, minor calf-high debris | +11 |
Heavy Obstruction | An unexplored cave floor, major waist-high debris | +31 |
Slightly Slippery | Frozen ice, wet stone, crumbling architecture | +11 |
Very Slippery | Melting ice, greased vine, collapsing architecture | +31 |
Strongly Angled Surface | 10 to 30 degree incline | +11 |
Slightly Sloped Surface | 30 to 45 degree incline | +31 |
Strongly Sloped Surface | 45+ degree incline (must be Climbed) | N/A |
Moderate Wind | Tier 1 Winds | +11 |
Strong Wind | Tier 2 Winds | +31 |
Stormy Wind | Tier 3 Winds | +51 |
Hurricane Wind | Tier 4 Winds | +81 |
Tornado Wind | Tier 5 Winds | +121 |
Weightless Balancing | Balance on something that cannot support your weight, such as liquid | +52 |
Air Balancing | Balance on gases | +82 |
1 – Do not stack condition modifiers arising from similar circumstances, like breezes and wind. Simply use the most appropriate one. |
Jump: You may attempt to jump off a surface as part of your Shift Action and your check result determines your maximum distance traveled (see table), although you may choose to end your jump before travelling the maximum distance. If your jump would exceed the maximum movement allowed by your Shift Action, you may spend a Standard Action to continue the jump. If you land on your feet, you may continue moving with any unused movement, including consecutive jumps. You do not take falling damage unless you land below the elevation you jumped from. You cannot change direction mid-air. You can become Airborne by spending a Standard Action while jumping to end your turn mid-air. If you make multiple jumps in a round, you must spend at least 1 meter of movement in between each jump to maintain your running/walking start, otherwise you slow down to a walk or simply stop. If you fail a jump check and fall short of your destination, if it is within your reach you can make a DC 4 + surface width + surface conditions Acrobatics check to grab the ledge. Most jumps are modified by the type of start you have before you attempt the jump, indicated below. At the midpoint of a Long Jump, you are at a vertical height equal to ¼ of the horizontal distance you are jumping. If you have a running start when High Jumping, you travel a horizontal distance equal to half your high jump distance.
If you are currently capable of using the Escape combat maneuver, then you may Take 3 on your Jump checks.
Check Result | Long Jump Calculation | Long Jump Distance | High Jump Distance |
1 to 6 | You travel 1 meter, period. | 1 m. | ¼ m. |
7 to 12 | 1 meter + ⅓ meter for every point over 6. | 1 – 3 m. | ¼ – ¾ m. |
13 to 18 | 3 meters + ½ meter for every point over 12. | 3 – 6 m. | ¾ – 1 ½ m. |
19 to 24 | 6 meters + 1 meter for every point over 18. | 7 – 12 m. | 1 ½ – 3 m. |
25 to 30 | 12 meters + 2 meters for every point over 24. | 14 – 24 m. | 3 ½ – 6 m. |
31 to 36 | 24 meters + 3 meters for every point over 30. | 27 – 42 m. | 6 ¾ – 10 ½ m. |
37 to 42 | 42 meters + 4 meters for every point over 36. | 46 – 66 m. | 11 ½ – 16 ½ m. |
43 to 48 | 66 meters + 5 meters for every point over 42. | 71 – 96 m. | 17 ¾ – 24 m. |
49+ | 96 meters + 6 meters for every point over 48. | 102+ m. | 25+ m. |
Condition | Check Modifier |
Standing Start | -5 |
Walking Start (Moved less than half your Overland speed) | -3 |
Running Start (Moved more than half your Overland speed) | 0 |
Rank 2 (Untrained)
Controlled Fall: When you intentionally fall from a higher point, you take Physical damage instead of direct damage. Note: Jumping is not the same as falling.
If you are unintentionally falling or are being forced to move, you can attempt to control your fall or movement with a DC 12 Acrobatics check as a Free Action. Upon success, you are now either intentionally falling or you regain control of your movement after moving at least 1/10th of the distance you would have been forced to move. You can also make this check to avoid becoming unintentionally Prone unless you are being Grappled.
Rank 3 (Novice)
Practiced Balancer: You are no longer Vulnerable while balancing and can balance on surfaces as thin as ⅕th your width.
Combat Jump: If you use a Melee attack after landing on your feet, you deal 1 extra point of damage per 2 meters fallen from the highest point in your jump.
Rank 4 (Adept)
Leaf Fall: Falling Damage is Normal-type instead of Typeless, making it one step less Super Effective overall. You only take Triply Super Effective damage when falling at Tier 4 speeds.
Anime Jump: Your maximum height while high jumping is doubled. You may add X to Acrobatics checks made to dodge objects that are about to collide with you, where X is equal to your Acrobatics Rank x Your Tier.
Rank 5 (Expert)
Weightless Balancer: You can balance on surfaces without your weight pushing them down and do not cause the surface to fall or break, whether it is the surface of a lake or your enemy’s sword. Attempting to balance weightlessly Drowses you for a full round. You can balance on surfaces of any width.
Most liquids are “Slightly Slippery” while “Very Slippery” should be reserved for lubricants such as oil or grease. Choppy waters would be “Light Obstruction” while heavy waves would be “Heavy Obstruction”.
If you move over a damaging liquid like lava, you are only exposed to it and are not immersed.
You can also balance on objects or creatures forced into and past your threatened area as an Interrupt Action, though you may need to jump onto it. If you successfully balance on it, you ride it to its destination or any point in its path, dismounting when you please as a Free Action.
Speedy Jump: You only need to spend a Standard Action to continue jumping if your jump would exceed twice the maximum movement allowed by your highest movement speed.
Kip Up: You may stand up from being prone as a Free Action.
Wallrunner: You may run on vertical surfaces both vertically and horizontally, but must end your turn on the ground.
Rank 6 (Master)
Air Balancer: You may use your Overland Speed to move along the air in any direction except up or down at a greater than 45 degree angle. Attempting to air balance Drowses you for a full round, but you are no longer Drowses from weightless balancing.
Air is more slippery the clearer it is: A clear day would be Very Slippery, thin fog would be Slightly Slippery, and thick smoke would not be slippery at all. If the gas has breaks in it, such as from wind, you may suffer obstruction penalties.
Air balancing lets you ride gusts of wind and other gases, like how weightless balancing lets you ride objects. Once balancing on it, you may ride it, dismounting when you please as a Free Action. You must make a new balance check each round, though.
Heavenly Jump: Your maximum height while high jumping is equal to your maximum long jump distance.
Rank 7 (Grandmaster)
Cloud Fall: You take no falling damage and can stop your fall at any point if you make a successful balance check to balance on air.
Perfect Wallrunner: You may end your turn while wallrunning. On your next turn, you are considered to have a Running Start for any subsequent jumps.
Rank 8 (Virtuoso)
Perfect Balancer: Air balancing does not Drowse you and you are no longer Slowed while balancing.
Moon Jump: You may end your turn in the air at any point during your jump and become Airborne. On your next turn, you are considered to have a Running Start for any subsequent jumps and do not need to be touching any surface to jump.