Difference between revisions of "Athletics"
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+ | {{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. | ||
+ | {| border = "1" | ||
+ | ! Action | ||
+ | ! [[Difficulty Class|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 | ||
+ | |} | ||
+ | <nowiki>*</nowiki> 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. | ||
+ | {| border = "1" | ||
+ | ! Action | ||
+ | ! [[Difficulty Class|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. | ||
+ | |||
+ | {| style = "float: right;" border = "1" | ||
+ | ! Action | ||
+ | ! DC Modifier | ||
+ | |- | ||
+ | | Climbing in a chimney | ||
+ | | -10 | ||
+ | |- | ||
+ | | Climbing between two walls at a 90º angle | ||
+ | | -5 | ||
+ | |- | ||
+ | | Slippery surface | ||
+ | | +5 | ||
+ | |} | ||
+ | |||
+ | {| border = "1" | ||
+ | ! 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 = | ||
+ | {{Skill Tier Cost}} | ||
+ | == Tier One == | ||
+ | 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. | ||
+ | == 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. | ||
+ | |||
[[Category: Core Rules]] | [[Category: Core Rules]] | ||
[[Category: Skill]] | [[Category: Skill]] | ||
− |
Latest revision as of 16:00, 12 August 2011
Skill List |
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General Skill — Strength
The Athletics skill covers actions that require large amounts of physical exertion.
Actions Covered
- Jumping
- Swimming
- Climbing
- Prolonged Exertion
Contents
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.