Athletics (Easy/Endurance) – Action Cost 5

The character is skilled in athletic pursuits such as Running, Jumping, Swimming and Climbing as well as being able to compete in athletic based games. Athletics describes the degree of training, the application of physical fitness, coordination, training, and raw muscle.

  • Climbing

With a successful athletics check, characters may climb vertical surfaces. Characters typically climb at 1/4 their combat Movement rate, rounded down. A character with a Movement of 3 can normally move a maximum of 30’ per combat round. A climbing character can typically move no more than 7’ per combat round.

While the character is climbing, his base Defense is 1, with no active 1d10 option. If the character takes damage while climbing, he must make an Athletics/Climb check using the Target Number for the surface he is climbing. If the character fails the check, he falls from his current height.

Difficulty TN Description
Easy (10) A Ladder
Average (12) A steep slope
Hard (14) A knotted rope using a wall to brace yourself
Difficult (18) A rough surface with plenty of handholds
Heroic (23) A rough surface with few handholds
Mythic (26) A smooth surface
+5 TN Slippery
+5 TN Horizontal Surface
  • Climbing Failure

If a character fails his climb skill check, he stays where he started and may not climb again for the remainder of the round, while he adjusts his grip, but he doesn’t fall. The character may try to climb again on the next round. If the character fails the climb check by 5, or more, the character falls, and may do nothing until the next round.

  • Falling

When a character falls at 10 feet, or more, he takes Fatigue, then Body damage. The character takes 1d10 Body damage for each 10 feet fallen. If the character falls more than 50 feet, he takes 25 damage per 50 feet, plus 1d10 per 10 extra feet. The character falls prone, unless he takes no damage from the fall. A prone character has a Base Defense of 1.

If the character is trained in Acrobatics, he can make an Acrobatics check to reduce the amount of damage he takes from a fall. If an enemy forces the character over a precipice or into a pit, he can immediately make a Hand/Eye check to avoid going over the edge, TN 8.

  • Lower than 8- Failure; the character falls over the edge.
  • 8 or higher: Success!; the character falls prone at the edge.

If he tries to catch hold when he falls, add the damage factor of the weapon to the Target Number to catch yourself. If the character falls while climbing, he can make an Athletics check as a free action to catch hold of something to stop his fall. The base Target Number to catch hold of something is the Target Number of the surface the character was climbing plus 5, modified by circumstances. (See above)

  • Jumping

You test Athletics whenever you would leap up or over an obstacle such as a fence or pit. Make an Athletics check to jump vertically to reach a dangling rope or a high ledge or to jump horizontally to leap across a pit, a patch of difficult terrain, a low wall, or some other obstacle. There are three basic Jumps: Running, Standing, and High.

  • High Jump (High ledges, dangling ropes)

Make an Endurance/Athletics check and divide your check result by 10 (round down). This is the number of feet you can leap up. The result determines the height that your feet clear with a jump. To determine if you can reach something while leaping, add your character’s height (a 6-foot-tall character would add +6 feet to the final distance, and a 4-foot -tall character would add +4 feet).

If you Move at least 10 feet before making the jump, divide your check result by 5, not 10.

  • Running Jump (Leap across pits, clear tables, fences, low walls)

Part of a move action. To make a running jump, you must move at least 10 feet; other¬wise, it is a standing jump.

  • Distance Jumped Horizontally

Make an Athletics check. This is the number of feet you can leap across. If you end up over a pit or a chasm, you fall and lose the rest of your move action.

  • Distance Cleared Vertically

The vertical distance you clear is equal to one-quarter of the distance you jumped horizontally. If you could not clear the vertical distance of an obstacle along the way, you hit the obstacle, fall prone, and lose the rest of your move action.

  • Running

Most times, you don’t need to test Athletics to Run. You simply move at your sprint speed. However, two uses require tests.

Whenever you would cover any great distance, you must succeed on a Hard (14) Athletics test. If you succeed on the test, you may Run for an hour per point of Endurance. At the end of this time, you must test again, but the Dif¬ficulty increases by one step to Difficult (18). If at any time you fail, you gain 1d10 points of Fatigue.

The other major use of Run is to increase your speed. In combat, whenever you take the Sprint action, you can attempt a Hard (14) Athletics test to run faster and, thus, cover more ground. A success allows you to sprint 1 extra foot per degree.

Difficulty TN Description
Hard (14) Run for 1 hour per rank of Endurance
Difficult (18) Sprint 1 extra foot per point of success
  • Swimming

You can only swim if you have at least a 1 rank in the Swim specialization. Without it, by just having Athletics alone, you can keep your head above water, provided the conditions are ideal, i.e. calm waters, no or light wind, relatively shallow water, and so on. Oth¬erwise, you sink and possibly drown.

If you have the Swim specialization, you need not make Athletics tests unless you are in severe conditions, such as trying to ford a swollen river or keep your head above water in a storm-tossed sea. The Target Number depends on the conditions of the water, factoring in such things as depth, undertow, current, wind, and so on. The GM sets the Difficulty based on all of these issues but can use the following as benchmarks.

Difficulty TN Description
Easy (10) Calm, deep water
Average (12) Deep water, some waves
Hard (14) Deep water, high waves
Difficult (18) Deep water, high waves, rough weather
Heroic (23) Deep water, high waves, storm conditions
Mythic (26) Deep water, high waves, hurricane conditions
+5 TN Slippery

A successful test allows you to move at half your Movement plus 5 feet for each degree of success after the first. A failed Athletics test indicates no progress. A second failed test means you slip 5’ beneath the water’s surface. On the next round, you must pass another Athletics test to break the surface. Each round spent under the surface requires another successful test to get back to the air. So if you fail three con-secutive tests, you need three consecutive successful tests to get back to the surface.

  • Throwing

You may also test Athletics to hurl objects. For items made for throwing, such as some axes, spears, knives, and the like, use Marksmanship instead. For all other items, use Athletics. The Difficulty and distance thrown depends on the object’s weight and the degree of success. A failed test means the object lands 1d10×2 feet away in the intended direction, while more than 5 points of failure means the object lands at your feet.

Difficulty TN Weight Distance Thrown
Easy (10) Up to 5 lbs Strength x10 feet
Average (12) 6 to 25 lbs Strength x8 feet
Hard (14) 26 to 50 lbs Strength x7 feet
Difficult (18) 51 to 75 lbs Strength x6 feet
Heroic (23) 76 to 100 lbs Strength x5 feet
Mythic (26) 101 to 200 lbs Strength x4 feet

+5 TN per every additional 5 pounds of weight

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