Athletics

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Overview

Athletics is used to perform physical acts such as climbing, jumping and swimming. In general, an obstacle is given a difficulty level (DL), which is a target number that you must match with an Athletics roll. To determine whether or not you overcome an obstacle, roll a 1d100 and add your Athletics. If your sum is greater than or equal to the target number, then you succeed.

Most obstacles can be overcome for free as part of a movement action.

Athletics is also often used as a replacement for Speed and dodging in RP-based events.

If a GM requires an Athletics check for jumping and climbing in RP, having the Flight passive cannot be used to outright bypass Athletics for it, as that would be kind of cheating.


Obstacles

Here's a list of some generic obstacles and feats that you can perform with Athletics.

Jump: The DL for jumping a ledge or gap is 25 x its DL. 0 would be a height/distance anyone should be able to overcome, and would be an automatic success. 1 would be slightly more difficult than an average human would be able to manage, until 10 at which point its basically too high/far to jump without 100+ ATH and extra modifiers with a lot of luck.

Climbing: The DL for climbing across a surface depends upon the conditions of the surface. To determine the DL, multiply the difficulty of the surface by 15. Surface difficulty ranges from 1-15. A 15 represents a perfectly flat, vertical surface (i.e., a wall) that should be impossible to climb. A 1 represents a mildly steep slope. If you take damage while climbing, then you instantly fall.

Dealing with these obstacles in battle requires use of these quick actions.

Jump: You attempt to jump over a 1 to 2 space large gap. Perform an Athletics check to do this. Jumping a 1 space gap requires you to beat 50, while 2 spaces takes 75. If you fail to make the check, you trip, taking 50 damage, and you don't move from the space you started in. Costs 10 STM

Climb: You attempt to climb a space 2 or 3 spaces tall. Perform an Athletics check to do this. Climbing a 2height block requires you to beat 50, while 3 spaces takes 75. If you fail to make the check, you fall down, taking 50 damage, and you don't move from the space you started in. Costs 10 STM


Swimming

Athletics is used to determine how long you can swim in water. If you're knocked into a deep water space (2 depth or more), you're considered to be swimming. At 0 ATH, you can swim for the round you entered the water. This basically means you can move into water and then out of it again within the same turn. If knocked into deep water in a round you already took your turn, and you have 0 ATH, refer to mechanics on "Drowning". For every 10 Athletics, you may sustain battle in water for an additional round. So with 30 ATH, you have until the end of the fourth round in the water to get out.

In RP, a character with 0 Athletics can hold their breath for 30 seconds. Each increment of 10 Athletics increases this time by an additional 45 seconds.

  • For more information, see the article for Swimming.


With MAX Athletics

With 100 base Athletics, besides all modifiers, you have this ability.

Acrobatic (Ability) :: The tech element Rush, and the reaction Assault, are both worth an additional space of Movement.


The Athletics Plus

The + in Athletics effectively raises your Athletics skill by 25.


Skills
Physical: AthleticsStealthStrength
Mental: AwarenessHarvestingPerceptionWillpower
Social: CharismaDeceitSpeechcraft
Craft: BlacksmithingChemistryEnchantmentEngineeringGunsmithing
Special: Angelic RunesInfernal Runes