Difference between revisions of "Athletics"

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(Specific Uses)
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== Swimming ==
 
== Swimming ==
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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.
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{| border = "1"
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! Action
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! [[Difficulty Class|DC]]
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|-
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| Calm water
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| 15
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|-
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| Rough water
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| 20
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|-
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| Stormy water
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| 25
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|-
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! Modifiers
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|
 +
|-
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| Swimming with the current
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| -5
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|-
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| Swimming against the current
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| +10
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|-
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| Swimming with equipment
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| -2 for every 10 lbs over a light load
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|}
 
[[Category: Core Rules]]
 
[[Category: Core Rules]]
 
[[Category: Skill]]
 
[[Category: Skill]]
 
[[Category: Unfinished]]
 
[[Category: Unfinished]]

Revision as of 21:35, 23 May 2010

Tiered Skill

The Athletics skill covers actions that require large amounts of physical exertion.

Actions Covered

  • Jumping
  • Swimming
  • Climbing
  • Riding
  • Prolonged Exertion

Specific Uses

Jumping

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.

Action DC
Lateral Jump
- 5 feet 10
- 10 feet 15
- 15 feet 25
- 20 feet 35
- 25 feet 45
- 30 feet 55
Vertical Jump*
-1 foot 8
- 2 feet 12
- 3 feet 18
- 4 feet 24
- 5 feet 30
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

Swimming

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.

Action DC
Calm water 15
Rough water 20
Stormy water 25
Modifiers
Swimming with the current -5
Swimming against the current +10
Swimming with equipment -2 for every 10 lbs over a light load