Athletics covers a range of physical activities, including climbing, jumping, throwing, and running. Skills rolls for any of these activities are handled by a single roll against the Athletics skill. See Game Systems ➞ Movement for more information on climbing, jumping, and running.
With the right surface (hand and footholds), the right equipment (ladders, ropes, pitons), and enough time, characters can climb any surface without the need for a roll. Under normal circumstances, use the following guidelines:
Climbing a rough or rugged surface (branching trees, scaffolds, piles of rubble, and so on): Half the Armor Penalty (rounded up) is subtracted from the character’s base Movement. If the result is zero or less, they are too encumbered by armor to climb.
Climbing a steep surface (pitched roofs, steep hills, and so on): The Armor Penalty is subtracted directly from the base Movement. If the result is zero or less, they are too burdened by armor to climb.
Climbing a sheer surface (walls, cliff faces, and so on): Double the Armor Penalty is subtracted from the base Movement. As with previous situations, if the result is zero or less, the character cannot climb.
Tests should be made for treacherous surfaces (such as sheer cliffs or wet surfaces), and if a character is distracted, or even attacked, during his ascent or descent.
A critical success permits the climber to scale the surface extremely quickly or avoid any hidden danger involved with the attempt.
A failure merely indicates that the climb was aborted.
A fumbled Climbing roll results in a fall; furthermore the character cannot attempt an Acrobatics roll (if he has that skill) to reduce falling damage.
A successful Athletics roll allows one to jump up to twice one’s own height horizontally or up to half one’s own height vertically (if the character has at least a five meters run-up available). If the jumper is jumping from a standing position then these distances are halved. Any jump of over half a character’s maximum distance results in him falling prone on landing.
If wearing armor reduce the jump distance in meters by half the Armor Penalty to a minimum of one normal step.
For every full 20% a character has in Athletics, he can add an extra meter to a horizontal jump, or 20cm to a vertical one, if he has space to perform a run up.
On a critical success the character adds a further meter to his total distance, and remains upright on landing.
A fumbled roll indicates the character has landed awkwardly. He must immediately make an Endurance roll. If the Endurance roll is a success 1 point of damage is sustained to one leg. If the Endurance test fails, then 1d4 points of damage is inflicted instead.
A higher Athletics skill allows a character to run at a higher speed over short or long distances.
For every full 25% a character has in Athletics, he can add an extra meter to his base Movement when sprinting, or half that when running over longer distances. In certain situations where space may be limited, such as Charging within a melee, the character can decide not to apply this bonus, and remain at his base racial or species movement.
On a critical success the character adds a further meter to his Movement rate.
A failure causes the runner to increase a level of fatigue.
A fumbled roll indicates the character has pulled a muscle or torn a ligament, and must cease running. He must immediately make an Endurance roll. If the Endurance roll is a success 1 point of damage is sustained to one leg. If the Endurance test fails, then 1d4 points of damage is inflicted instead.
Athletics can also be used for hurling large, unwieldy objects over distance or tossing smaller items with accuracy. Throwing is restricted for sports or improvised missile weapons - everything from small stones to bar stools. Weapons which are thrown using a specific technique to ensure it strikes point or blade first (rather than just achieving distance), such as javelins, axes or knives, use their Combat Style instead.
A thrown object has a maximum range of one meter for every point the character’s STR exceeds the object’s SIZ.