The Arrcrobats are a very agile group of pirates that use their surroundings to their complete advantage. They believe in a very improvisational style of fighting that allows them to catch their opponents off-guard.
High Level Arrcrobats can use their wacky antics to inflict extra damage, tumble through the air, and catch their opponents off-guard.
The Arrcrobats actually come from an argument about Two-Eyed Pete. When people tried to discover the secret of his unbeatable fighting style, two popular theories arose. One side believed that it came from Two-Eyed Pete's love for acrobatic feats. The other believed it came from his Rapier shart wit. The first group became the Arrcrobats, the later group became the Charrismatic Lords.
The current leader, and founder of the Arrcrobat style is Rollin' Flynn, known for his quick tumbles and mid-air antics. Flynn is a bit of a show-off and never passes up a chance to show his stuff (especially in front of ladies he finds particularly attractive). He's also best friends with the founder of the Charrismatic Lords, One-Word Jack. Despite being prone to random bouts of arguments that have led to many towns crumbling to the ground, there's no doubt in the minds of any Arrcrobat or Charrismatic Lord that the two would come to each other's aid if there were ever a dire need.
...And no, it has not occurred to any of the Great Pirate Lords that the Arrcrobats are incredibly similar to ninjas in some very obvious aspects.
Arrcrobats are agile by nature and will logically want Agility to be a high score. Arrcrobats also use Precision primarily for their crazy attacks.
Even the most basic Arrcrobat knows that a spirit of adventure and fun is key to victory. Where most men see a rope, Arrcrobats see an opportunity for greatness. Arrcrobats with this Ability get a +2 to their agility for the purposes of acrobatic stunts and death-defying acts.
Arrcrobats are masters at avoiding capture, but should they find themselves tied up or held hostage, there's no need to fear. The Arrcrobat will use his thin frame and flexibility to get out. The Arrcrobat with this Ability gains a +2 to escape his capture. Whether it's being tied up by rope, held down by a group of guards, or shoved in a prison. As long as there is SOME opening, the Arrcrobat gets this bonus (no bonus if he's locked in a CLOSED safe).
Wind in Yer Sails
An incredibly swift strike that Arrcrobats can do in the blink of an eye even if they started out doing a different attack. The Wind in Yer Sails has two extraordinary abilities. First, the Arrcrobat can do this attack so fast that he can do it without planning. This attack may ALWAYS be substituted for the attack ability the Arrcrobat chose that round. Second, if the Arrcrobat is interrupted by someone with a higher initiative, he can interrupt their turn as soon as they declare their move action and hit them with this attack. This attack does 5 damage.
Watch Yer' Step
Arrcrobats use their unpredictable style to catch their opponents off guard in ANY situation. This attack lands at a -2 to precision and does 5 damage, but if it hits, it also puts the opponent at a -1 agility until his next action.
Stamp On the Ground
There's always a flaw in the terrain. Whether it's a loose board, a tangling vine, or a small hole in the ground. The Arrcrobat knows how to abuse the terrain to his advantage. By spending his attack action, the Arrcrobat can shuffle his foot and roll precision at a -6 to hit. If he manages to hit, the opponent trips and loses his or her entire next turn. Any active buffs to rolls to dodge are negated until the next turn as well.
Arrcrobats are master tumblers and can move past even the most impenetrable defense. The Master Arrcrobat spins and turns through even the thickest crowd. Arrcrobats that have mastered this ability can move through non-ally squares as if they were unoccupied. Normally, opponents must move around their enemy's squares. This ability also allows Arrcrobats to move through crowds at normal speed.
Arrcrobats are NEVER unarmed. If an ability calls for a weapon of some kind, the Arrcrobat can quickly fashion one out of a nearby object. As long as the object used fulfills the basic function of the weapon in question, the Arrcrobat can use it without penalty.
Off the Walls
A rather quick and potent attack. Whenever the Arrcrobat is next to a physical wall, he can use the wall to bound off for a moderately powerful strike. This attack does 10 damage.
Egg Em' On
Arrcrobats are masters of taunting and egging on their foes. When an opponent tries to hit an Arrcrobat, they have to put extra effort into it. Sometimes, this can tire the foe out all the faster. Whenever any attack misses an Arrcrobat, the opponent loses an additional point of life from the attack.
Arrcrobats are masters of misdirection and can often appear to be where they are not. With a quick side-step, an enemy can be brought to hit a target he did not expect. Whenever the Arrcrobat is attacked and missed, he may use this Ability instead to switch places with an adjacent person. He can also use this ability automatically on willing allied units without the need to dodge. The attack instead attacks the replaced unit.
Run and Gun
Arrcrobats are always on the move and can be bother to stop to attack. Arrcrobats that use this ability can focus to attack in the middle of a move action and continue the rest of their move action as if they had not attacked.
The Chandelier Trick
The most circumstantial move in the entire Arrcrobat's arsenal, and yet, almost none of them can resist learning it. As everyone knows, if there's a weighted object on the end of a rope or string, then all an Arrcrobat needs is to cut the rope and use the object to propell him upwards while the object comes crashing down. This ability can only be used when there is an object of at least 50 pounds suspended by a rope or string. When used, this attack will hit anyone directly under the object at a -2 to their dodge. The Arrcrobat will also go sky-rocketing towards the original location of the object. This attack does 25 damage.
Arrcrobats can use ANYTHING as a weapon. This includes their allies. Whenever an adjacent ally attacks with a melee attack, the Arrcrobat can use his delayed turn to grab the ally by the ankles and swing them at the opponent. This causes the ally's attack to go off at a +2 to hit and a +10 to damage. Arrcrobats can also just use an ally as a weapon without the attack. This attack only does 10 damage and has no bonus to damage, but it's hilarious. The Arrcrobats Body score must be at least HALF of the Body score of the person he is trying to swing.
Use What You Have!
A common mantra among Arrcrobats. The Arrcrobats love to use their surroundings and anything on hand to cause mayhem. When an Arrcrobat uses this ability, they pick up a random item in the scene and break it against their foes. This attack does 15 damage and can have a range of up to twice the Arrcrobat's body score.
Feint and Switch
An Arrcrobat favorite, the Feint and Switch revolves around quick hands and trickery. When ever the Arrcrobat attacks, he can apply this trick to his attack. By pretending to aim at one target and switching to another target in range, he manages to catch two opponents off guard. The Arrcrobat gets a +2 bonus to his attack, while the opponent that was feinted (ie. Not attacked) staggers a bit and suffers a -2 to his dodge from every other attack until the end of the round.
The High Ground +1
The Arrcrobat can balance on anything. There's no terrain that's difficult for him to move on. Anytime an Arrcrobat ends up on difficult terrain that he can physically stand on (ie. Not water or lava), he suffers no effects from the terrain. Furthermore, the Arrcrobat has a +1 on all combat rolls against someone on such terrain.
Backflip Back Kick
The Arrcrobat has master a tricky little attack where he flips over an opponent in Melee and hits them on their exposed backside. When using this attack, the Arrcrobat moves through the opponent and 20 damage with agility used as the roll to hit.
Give it Another Shot!
Arrcrobats are masters at goading their foes and irritating them to the point of bad decisions. The Arrcrobat with this move can, at any time they have not attacked that round and have been missed by an attack, spend their attack action to immediately force the opponent that missed them to use the same attack again against them. If the attack comes with an awesome point cost that the user cannot pay, the user attempts to pay for the attack as best as they can and the attack fails to go off. Unconscious people can not be goaded into attacking again.
A very potent and potentially dangerous attack. The Arrcrobat uses his momentum and death defying stunts to channel damage directly into his attack. This attack can be activated when the Arrcrobat makes some kind of death defying feat where he moves at least 10 feet (Whether it's swinging on a rope, being shot out of a cannon, or diving from 100 feet up). This damage does 5 damage for every 2 squares the Arrcrobat moves in that round. The Arrcrobat can only apply this up to his move speed. So, a 10 agility Arrcrobat can move 20 squares in a turn, or do 50 damage with this attack if he moves the full distance. This attack need not be a straight line, but there should be some kind of continuous motion that keeps the Arrcrobat at full speed (swinging on a rope or running across walls work. Jumping directly off a wall and switching directions doesn't work). If this attack misses, the Arrcrobat takes half the damage he would have dealt (round down). The raw damage of Rolling Thunder is capped at 100 damage.
Invented by the infamous Jonas Fleetfoot, this is an attack that rivals the Rolling Thunder in damage output. By applying this attack, the Arrcrobat can let forth a barrage of quick acrobatic assaults. This ability allows an Arrcrobat to make a number of attacks up to his Agility score. For every 2 attacks he takes after the first, the Arrcrobat suffers a -1 to accuracy on all the attacks (up to a -4 at 9 attacks). Roll Precision to hit. Roll for every attack and, for every attack that hits, the Arrcrobat does 10 damage. Any abilities that augment an attack have to be spent on every extra attack they want to augment.
Man of Awesome
A favorite of Two-Eyed Pete himself. This isn't so much an attack as a philosophy. Dare to be Daring. Dare to be stupid. Those that risk it all are rewarded. Every time the Arrcrobat gets an Awesome point from an amazing stunt done during an attack, the Arrcrobat does 5 extra damage on the attack for each Awesome point he earned (so up to 20 extra damage).
One Man Double Team
The Arrcrobat has learned to move at such blinding speeds that he can appear to be in more than one place at once. When attacking an opponent with this attack, the Arrcrobat appears on both sides of an opponent and does 30 damage using his agility as the roll to hit. For the purposes of this attack and any additional abilities, the Arrcrobat is considered to be 2 people and flanking, but does not count as an extra person towards the Kurosawa corollary. This attack can not be interrupted by a higher reaction.