Personal tools
Search

Acrobatics

From Mizahar Lore

Revision as of 20:49, 28 November 2012 by Naeya (Talk | contribs)
Jump to: navigation, search


Acrobatics is the skill of moving ones body in a gymnastic or tumbling manner. The more training one receives, the more flexible one becomes.


Skill progression

Novice (1-25)
Persons of this skill do not necessarily consider themselves acrobats. They are just beginning to grasp how unfamiliar with their bodies they really are, and therefore training at this stage is somewhat dangerous and will more often than not lead to bruises and frustration. Flexibility is slight or nonexistent, and Balance is often compromised by the slightest mistake. Still, they can usually successfully recover from a short fall and tend to have an innate but amateur sense of Agility. Performers are not usually successful at this level, but are capable of handstands, juggling, and other dexterity-based techniques. Combatants tend to only use it for evasion or small flourishes. Freerunners can use vaults to traverse a single plane, but have trouble using walls and heights to their advantage.
Competent (26-50)
As an acrobat becomes more comfortable in their own skin, reflexes become more precise and use of the skill becomes habit in everyday life. Agility and Kinematics combine in a body smoothly but not perfectly; flips and aerial stunts can be achieved to some degree. Front and side splits are possible, as are the beginning stages of front and backbending. An acrobat’s Balance at this level makes them comfortable with heights, but a smart one still will not attempt more daring maneuvers. Misjudgments are still not uncommon. Performers can usually busk adequately or become a member of a chorus, while Combatants and Freerunners find themselves more comfortable with using levels and developing acrobatic tricks that define their style.
Expert (51-75)
While acrobats have always been capable of some level of Grace, this stage is where it truly defines their movement. Confidence in one’s abilities is great enough that the acrobat can safely begin to experiment with truly dangerous moves that toy with the boundaries of Flexibility and Kinematics. Dislocations are possible, as are complicated combinations of flips. As well as developing a superb Agility and reaction time, expert acrobats can begin to determine the acrobatic abilities of others: Performers complement each other on stage and Combatants identify the habits of their counterparts. Most expensive messengers Freerun at this level, using complex vaults and precision rolls.
Master (76-100)
As this skill is inherently conspicuous, acrobats of great prowess tend to become celebrities in their respective fields. Their bodies are so perfectly trained that it is said they will never again commit an acrobatic mistake. They seem almost inhumanly Graceful and Flexible. Performers star in extraordinary and beautiful shows, capable of tying themselves in knots and completing dangerous stunts. Combatants are hard to follow and harder to hit. Freerunners have been known to fall from great heights and traverse long distances without consequence.