Athletics
This broad skill provides a character with the abilities of a natural athlete—a competent level of strength, grace, and physical prowess. This skill is used to determine the success of physical actions such as climbing a tree, jumping over a large hole, or throwing an object at a target.
Climb
The ability to scale vertical surfaces and navigate difficult terrain.
Combat Climbing
Movement per phase based on check: Ordinary (1m), Good (2m), Amazing (3m). Critical Failure results in a fall.
Challenge Climbing
Outside of rounds, climbing is resolved as a complex skill check.
Jump
The ability to leap over obstacles or across gaps.
Types of Jump
- Standing: Ordinary 1m; Good 2m; Amazing 3m.
- Running: Ordinary 2m; Good 4m; Amazing 6m.
- Vertical: Ordinary 1m; Good 1.5m; Amazing 2m.
Vaulting
Vertical leap enhanced by a pole or object. Adds +1m (object) or +2m (pole) to the jump.
Rank Benefits
▶ Rank 3, 6, 9, 12 [Increased Running Distance]: Running distance is increased by +1m.
▶ Rank 4, 7, 10 [Increased Standing Distance]: Standing distance is increased by +1m.
▶ Rank 5, 8, 11 [Increased Vertical Distance]: Vertical distance is increased by +0.5m.
Swim
Proficiency in moving through liquid environments. Without this skill, a character can only tread water and paddle crudely.
▶ Rank 1, 4, 8, 12 [Improved Breathing]: Situation die bonus to Stamina checks for holding breath: Rank 1 (-1 step), Rank 4 (-2 steps), Rank 8 (-3 steps), Rank 12 (-4 steps).
▶ Rank 4, 8, 12 [Increased Swim Speed]: Swim speed increases by 1m at Rank 4, 8, and 12.
Throw
Proficiency in hurling objects (knives, grenades, rocks) at targets. Accuracy is governed by Table P20: Accuracy by Range.
Trajectory Control
A character can attempt advanced maneuvers with a base +2 step penalty:
- Magnus Curve: Thrown object curves making hard to predict the trajectory, ignoring 1 step of the target dexterity resistance (if any).
- Ricochet: Bounce off a surface to hit a target (ignore LOS requirements if the path is known).
- Sub-Orbital Arc: Throw over large obstacles.
▶ Rank 3, 6, 9, 12 [Trajectory Mastery]: Ranks in this specialty reduce the penalty for Trajectory Control maneuvers: Rank 3 (-1 step), Rank 6 (-2 steps), Rank 9 (-3 steps), Rank 12 (-4 steps).
▶ Rank 12 [Deflect]: Once per round, the character can attempt to deflect away a thrown projectile (like a grenade or knife), for this he needs to be within arm’s reach of the projectile and succeed in an opposed Athletics-throw check. An Amazing result on the check means they can immediately throw it back as a free action.