Athletics
Rolled For
Athletics is rolled for things that other systems might call; Swimming, Jumping, or Dead Lifting. In short, if it involves powerful or short-continuous physical exertion, it’s likely Athletics unless something more narrow suits better.
Special Rules
You cannot jump further than double your speed with an Athletics check.
When swimming, if you move at least 5 hexes straight up in the one round, you risk contracting decompression sickness.
Mechanics
It is a DC 6 athletics check to mount a willing animal, and an opposed Atheltics check to mount an unwilling animal.
Difficulty Modifiers
DC begins at 0, each of the following adds +5.
- Active Danger: Something is actively opposing your check in a threatening manner and can react to your actions.
- Added Weight: The task involves some measure of heavy weight. Some particularly heavy weights may justify multiple instances.
- Dangerous: The activity has some inherent mindless threat such as jumping over a pit, dodging swinging blade traps, or dense briars.
- Fast Water: For each strength of a current above "flowing".
- Jumping(per 2 hex): The task involves jumping a distance vertically or horizontally.
- Opposition: Something is actively opposing your check but wishes you no harm.
- Time Limit: If something would make the task actively harder or impossible after a certain period of time.
- Underwater: If the task is performed entirely underwater.
Example tools
The most common tools for Athletics checks are Waterskins(d4, TDC 0), exercise clothing(d4, TDC 20), and Fine boots(d6, TDC 25)
Powers
Tier 1
- Adrift[You do not need to roll Athletics to stay at the surface of calm water.]
- Coyote Catch[When you jump across a gap, you gain a +1 bonus to your Athletics check if you failed.]
- Full Sprint[When you use the run action, you treat your speed as 3 hexes higher.]
- Hold Breath[Add your Athletics tier to the number of rounds you can hold your breath.]
- Hop up[You can attempt athletics checks to jump up without a run up.]
- Morale Boost[When submerged but within your speed of the surface, you gain a d4 aid die on your athletics check to swim up.]
- Wall Kick[When you are climbing and attempt an Athletics check to jump, you count as having a running start.]
Tier 2
- Bare Drop[When falling, you may make an athletics check against the dodge defence of a creature. On success, the target takes half your falling damage instead of you.]
- Deep Diver[You are aware when your underwater depth nears Aquillia, the realm of water]
- Huff[You may attempt to lift a heavy object over 2 rounds instead of one, decreasing the dc by 10 and attempting two checks.]
- Quickmount[So long as a mount is willing, you do not need to roll to climb aboard. Additionally, if the mount is moving through your hex this does mounting has no cost for either of you.]
- Roofrunner[When running in a straight line, you ignore a number of 1 hex jumps equal to your Athletics tier.]
- Skittish[When ambushed, you may use Athletics to determine your Initiative.]
- Swallow Air[You can replenish your rounds of breath with a single attack action.]
Tier 3
- Coyote Time(Coyote Catch)[When you begin to fall you may spend 3 momentum to immediately attempt an athletics check to jump.]
- Distance Swimmer[When swimming a long distance outside of combat, you use the same progress system as the Climbing skill.]
- Glorious Hold[You may use your climbing defence instead of Athletics against wind effects provided you can reach an object the wind cannot move such as a tree or cliffside.]{Climbing}
- Rider's leap[When you jump from a moving mount, add half the mounts speed to your jump distance.]
- Rip rider[When you swim against a current, you add your Stamina tier to your Athletics roll.]
- Slow Surface[When swimming upward, you do not risk Decompression sickness.]
- Wall Run(Wall kick)[You may use Athletics instead of climbing for your first climbing check against any given surface.]{CLIMBING}
Tier 4
- Bouy(Adrift)[You do not need to roll Athletics to stay at the surface of turbulent water.]
Tier 5
- Brutal Drop(Bare Drop)[When you succeed at a Bare Drop attack, the target instead takes all your falling damage.]
Tier 6
Tier 7
Tier 8
Tier 9