ACROBAT
Acrobats make a living by entertaining others with their abilities,
and such abilities allow them to perform amazing feats while
entertaining the masses or fighting an opponent.  Acrobats are
not naturally drawn to combat, but have learned how to use
their abilities to help them survive the dangers of combat.
Acrobats add 7% to their defense per rank and the ability to
dodge forces their opponent to -1 from damage for every rank
of the acrobat, +3% to stealth per rank.  Since their skill
requires them to be free to perform their acrobatics they cannot
wear armor heavier than leather, or must wear armor especially
designed for acrobats.  Their skill requires the use of an open
hand so acrobats may not use a shield, but may use a
two-handed weapon.  Acrobats may perform certain moves
depending on rank & ability.
Standing Leap:( 5 feet +1 per rank) + 1 foot  for  every AG point above 20.

Running Leap: (8 feet +1 per rank) +1 foot for every Ag point above 20

Upward Leap: (5 Feet +1 per every two ranks) + 1 foot for every 2 AG points above 20, and every 2 PS
above 20.

Safe Fall: 10 feet per rank, beyond that acrobat must roll under 3 X AG to avoid damage if no greater than
50% of normal distance.

Pole Vault: By using a pole the acrobat may vault up to 15feet + 2 per rank and safely land on feet by rolling
under 4 X AG + 4% per rank

Rank 1:  +10% to defense vs. trip or entangle attacks.

Rank 2: Leapfrog over opponent attempting to grapple: 3 X AG + 4% per rank with the result being the
acrobat standing behind the opponent while opponent is on the ground. Next pulse opponent must rise while
acrobat may turn & attack or evade. +1 TMR   This move is done instead of repulsing the opponent.

Rank 3: Move up to half of TMR while withdrawing from combat if this is done in a defensive manner.  Tight
rope walk or ledge walk at normal TMR with no need to make AG rolls.

Rank 4: Swinging Attack: Acrobat is able to grab hold of a side object or object above them and swing
around to attack an opponent, +10% to attack +3 damage.  This attack also causes the opponent to stumble
and trip unless they roll under 3 X AG.  If they fall they must roll under 3 X MD to maintain items in hand.

Rank 5: +2 TMR, If disarmed or parried an acrobat can roll under 3 X MD +5% per rank to try and capture
weapon before it falls or is thrown away.  Acrobats can attempt a parry if opponents miss by more than 20%
instead of the normal 30%. Dodge thrown weapons:  3 X AG +5% per rank after 5, this ability is used after a
hit has been scored on the acrobat.  Dodge missile weapons 3 X AG +3% per rank after 5.

Rank 6: Standing flip over standing opponents (dodge between the legs of bigger ones):  3 X AG + 4% per
rank, and acrobat is standing behind opponent and may back attack if  he wins IV, otherwise opponent
changes facing and attacks at -2 to damage and -10% to strike because of shock. Extra strike with primary
weapon.

Rank 7: Scale wall like thief of half their rank (rounding up), Perform sleight of hand by rolling under 3 X MD
+ 5% for each rank.  This ability allows the acrobat to quickly exchange an item held in his hand with any
other item on his person that is not two handed.    The acrobat must designate before hand which items are
readied in such a manner.  (Up to 4 items not counting current one in hand) +1 TMR

Rank 8: Back flip: 3 X Ag + 10% per rank.   This ability allows the acrobat to back flip up to 10 feet away and
land facing any manner he chooses.  The acrobat may attack, move up to half of his TMR or perform any
other normal action.

Rank 9: Attempt to parry on any hit that misses with a +2 given to the attempt to parry.  Sucker punch: Any
opponent that misses an acrobat by 30% or more can be struck by the acrobat without attempting to disarm
the opponent, +2 on damage of “sucker punch”. This may be done as often as the acrobat is attacked.   This
attack may not be parried.

Rank 10: Blurred fighting: By rolling under 3 X AG the Acrobat may leap and roll as many times as TMR
allows at the cost of 1 hex per 2 TMR.  The acrobat may never leap or roll more than 3 hexes distance. The
acrobat may strike any opponent who occupies an adjacent hex, but may not attack more than his normal
attacks.  Thus it is possible for the acrobat to attack then leap safely away and attack another opponent.  IV
need only be rolled if an opponent begins combat in an adjacent hex, all others automatically loose IV.
Acrobat gains an additional attack with primary weapon.

Acrobats must spend 200 + 100 x Rank per year to purchase training equipment and use of local
gymnasiums.