General Skill — Strength
The Athletics skill covers actions that require large amounts of physical exertion.
- Prolonged Exertion
A jumping action is used concurrently with a move action. Characters must still move the number of feet that they jump through movement actions. The following table of jump distance DCs assumes that the character is getting a 20 foot running start. If this is not the case, the DC goes up by 15.
A character's maximum horizontal jump distance is equal to double his or her speed.
A character's maximum vertical jump is equal to his or her height.
|- 5 feet||10|
|- 10 feet||15|
|- 15 feet||25|
|- 20 feet||35|
|- 25 feet||45|
|- 30 feet||55|
|- 2 feet||14|
|- 3 feet||18|
|- 4 feet||24|
|- 5 feet||30|
|- 6 feet||34|
|- 7 feet||40|
|- 8 feet||46|
|Reduce the fall damage of a downward jump by 10 feet||15|
* This is in addition to vertical reach. The average human can reach 8 feet without jumping
A swimming action is used concurrently with a movement action. Swimming costs double movement, AKA: for every 10 feet of movement a character spends, that character moves 5 feet.
|Swimming with the current||-5|
|Swimming against the current||+10|
|Swimming with equipment||-2 for every 10 lbs over a light load|
Every half hour you swim you must make a fortitude save (DC 20+2 per previous attempt) or take 1d6 points of Sublethal Damage, bypassing normal sublethal damage reduction. If you fail two of these checks in a row you become Fatigued.
The climbing action is used in concert with a move action. Characters move at one quarter their speed. Characters who fail a check waste their move attempt. If characters fail by 5 or more, they lose their grip and fall.
|Climbing in a chimney||-10|
|Climbing between two walls at a 90º angle||-5|
|Rope with a wall to brace against||10|
|Rope without a wall||15|
|Surface with plentiful handholds||20|
|Surface with limited handholds||25|
|Surface with no handholds||30|
|Ceiling with handholds||35|
|A nearly smooth surface (brick wall)||40|
|A perfectly smooth surface (glass, polished stone)||60|
This skill starts at Tier Zero. The upgrade cost of skill tiers is 2 + (Current Skill Tier x2) Upgrade Points.
A character with Tier One Athletics can substitute an Athletics check attached to his Constitution score in place of a Fortitude Save when attempting to prevent fatigue from extended exertion.
A character with Tier Two Athletics reduces his Sublethal Damage at twice the normal rate: 2 x Constitution + Character level for every night of sleep.
A character with Tier Three Athletics can exert himself for twice as long before having to make a check to fend off sublethal damage.
Further tiers can give you increased Hit Points, as described on that page.