Difference between revisions of "Athletics"
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| Reduce the fall damage of a downward jump by 10 feet | | Reduce the fall damage of a downward jump by 10 feet | ||
| 15 | | 15 | ||
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− | * This is in addition to vertical reach. The average human can reach 8 feet without jumping | + | <nowiki>*</nowiki> This is in addition to vertical reach. The average human can reach 8 feet without jumping |
== Swimming == | == Swimming == |
Revision as of 19:58, 9 July 2010
Skill List |
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Tiered Skill — Str
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 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 |
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 limited handholds | 30 |
Ceiling with handholds | 35 |
A nearly smooth surface (brick wall) | 40 |
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.