Difference between revisions of "Athletics"

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{{Skill List}}
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'''General Skill — Strength'''
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The Athletics skill covers actions that require large amounts of physical exertion.
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'''Actions Covered'''
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* Jumping
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* Swimming
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* Climbing
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* Prolonged Exertion
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= Specific Uses =
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== Jumping ==
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A jumping action is used concurrently with a move action. Characters must still move the number of feet that they jump through movement actions.
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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.
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A character's maximum horizontal jump distance is equal to double his or her speed.
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A character's maximum vertical jump is equal to his or her height.
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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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| Lateral Jump
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|
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|-
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| - 5 feet
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| 10
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|-
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| - 10 feet
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| 15
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|-
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| - 15 feet
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| 25
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|-
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| - 20 feet
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| 35
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|-
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| - 25 feet
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| 45
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|-
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| - 30 feet
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| 55
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|-
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| Vertical Jump*
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|
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|-
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| -1 foot
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| 8
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|-
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| - 2 feet
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| 14
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|-
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| - 3 feet
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| 18
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|-
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| - 4 feet
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| 24
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|-
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| - 5 feet
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| 30
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|-
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| - 6 feet
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| 34
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|-
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| - 7 feet
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| 40
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|-
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| - 8 feet
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| 46
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|-
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| Reduce the fall damage of a downward jump by 10 feet
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| 15
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|}
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<nowiki>*</nowiki> This is in addition to vertical reach. The average human can reach 8 feet without jumping
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== 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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|-
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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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|}
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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]].
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== Climbing ==
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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.
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{| style = "float: right;" border = "1"
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! Action
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! DC Modifier
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|-
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| Climbing in a chimney
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| -10
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|-
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| Climbing between two walls at a 90º angle
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| -5
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|-
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| Slippery surface
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| +5
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|}
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{| border = "1"
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! Climbing…
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! DC
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|-
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| Rope with a wall to brace against
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| 10
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|-
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| Knotted Rope
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| 10
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|-
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| Rope without a wall
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| 15
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|-
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| Surface with plentiful handholds
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| 20
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|-
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| Surface with limited handholds
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| 25
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|-
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| Surface with no handholds
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| 30
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|-
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| Ceiling with handholds
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| 35
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|-
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| A nearly smooth surface (brick wall)
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| 40
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|-
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| A perfectly smooth surface (glass, polished stone)
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| 60
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|}
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= Skill Tiers =
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{{Skill Tier Cost}}
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== Tier One ==
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A character with Tier One Athletics can substitute an Athletics check attached to his Constitution score in place of a [[Fortitude|Fortitude Save]] when attempting to prevent fatigue from extended exertion.
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== Tier Two ==
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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.
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== Tier Three ==
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A character with Tier Three Athletics can exert himself for twice as long before having to make a check to fend off sublethal damage.
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== Further Tiers ==
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Further tiers can give you increased [[Hit Points]], as described on that page.
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[[Category: Core Rules]]
 
[[Category: Core Rules]]
 
[[Category: Skill]]
 
[[Category: Skill]]
[[Category: Unfinished]]
 

Latest revision as of 16:00, 12 August 2011

Skill List

General Skill — Strength

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

Actions Covered

  • Jumping
  • Swimming
  • Climbing
  • 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.

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.

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 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

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

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.

Climbing

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.

Action DC Modifier
Climbing in a chimney -10
Climbing between two walls at a 90º angle -5
Slippery surface +5
Climbing… DC
Rope with a wall to brace against 10
Knotted Rope 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

Skill Tiers

This skill starts at Tier Zero. The upgrade cost of skill tiers is 2 + (Current Skill Tier x2) Upgrade Points.

Tier One

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.

Tier Two

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.

Tier Three

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

Further tiers can give you increased Hit Points, as described on that page.