The Athletics (Stength) skill measures your experience and knowledge of athletic activities such as weight lifting, climbing, and hand-to-hand combat. While some of these activities don't always require an Athletics skill check, they will if you encounter difficult situations along the way.
Athletics is used for activities which require both strength and experience. Activities that only require great strength, such as pushing a heavy object or breaking through a barricade, can be performed using only a Strength check.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Items with multiple tiers must be purchased in order (starting with tier 1.)
Prerequisite: 2 Athletics
Your gain a Sprinting speed equal to double your speed plus 1 foot.
Prerequisite: 4 Athletics, 12 Strength
Your Sprinting speed increases to double your speed plus 2 feet.
Prerequisite: 6 Athletics, 15 Strength
Your Sprinting speed increases to double your speed plus 4 feet.
Prerequisite: 8 Athletics, 20 Strength
Your Sprinting speed increases to triple your speed.
Prerequisite: 10 Athletics, 25 Strength
Your Sprinting speed increases to quadruple your speed.
Prerequisite: 3 Athletics
You can tell when you don't have enough momentum to pull off a jump.
Whenever you fail a Long Jump (Athletics) check, you stop moving instead of jumping your normal distance. This effect doesn't apply to critical failures.
Prerequisite: 3 Athletics
You may Long Jump without a running start.
When you do, you take a -3 circumstance penalty to the outcome of the check.
Prerequisite: 3 Athletics
You gain a Climbing speed equal to half your speed plus 1 foot.
Prerequisite: 7 Athletics, 15 Dexterity
Whenever you get a success on a Climb (Athletics) check, you get a critical success instead.
You can't fall due to a failed Climb check, except for critical failures.
Prerequisite: 5 Athletics
Your normal jump distance increases by your Athletics modifier, and your normal jump height increases to 3 feet.
Prerequisite: 5 Athletics
You may perform actions while swimming in the same amount of time you would take on land.
Prerequisite: 5 Athletics, 3 Endurance
You've trained yourself to hold your breath longer underwater.
Add your Athletics modifier to Hold Breath (Endurance) checks.
Prerequisite: 10 Athletics, 20 Strength
Add your Athletics modifier to all checks involving Strength, Dexterity, or Constitution.
Items with the ⬆ Upgrade symbol can be purchased any number of times.
Tiered | Name | Cost | Requirements | Details |
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Sprinter | ✪25 | 2 Athletics | Details ▶ |
Controlled Jump | ✪40 | 3 Athletics | Details ▶ | |
Quick Leap | ✪30 | 3 Athletics | Details ▶ | |
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Expert Climber | ✪25 | 3 Athletics | Details ▶ |
Super Jump | ✪50 | 5 Athletics | Details ▶ | |
Strong Swimmer | ✪45 | 5 Athletics | Details ▶ | |
Deep Diver | ✪80 | 5 Athletics, 3 Endurance | Details ▶ | |
Legendary Athlete | ✪500 | 10 Athletics, 20 Strength | Details ▶ |
Main Page: Climbing
You move up, down, or across ropes, a steep incline, a vertical surface with handholds, or even a ceiling. The difficulty is set by the GM based on the type of terrain and direction of movement.
Success: | You climb at half your speed. |
Critical Success: | You climb at your normal speed. |
Failure: | You slip downwards by 1 foot and must remain still to avoid falling. Depending on the type of surface the GM may call for an Endurance save to avoid falling. |
Critical Failure: | You fall. |
You deliver a punch, kick, or other physical attack using a part of your body to a target within reach. Make an Athletics check to determine if your attack hits. You may add a specialty to the check depending on the type of attack.
Success: | The target takes Bludgeoning damage equal to 1 plus your Strength modifier. |
Critical Success: | The target takes double the usual amount of damage and is staggered for one frame. |
Failure: | You miss. |
Critical Failure: | You miss, and the momentum of your body causes you to fall prone. |
You run as fast as you can. You Sprint at double your usual speed, or normal speed across hazardous terrain.
Make a Sprint (Athletics) check. The typical difficutly is 15, but the GM may adjust this depending on the terrain.
Success: | Your Speed is doubled until the end of the current turn. You can use any number of additional movement actions to move at sprint speed this turn, but each frame after the first causes you to become Winded 1. |
Critical Success: | Your Speed is doubled until the end of the current turn, and you can use any number of actions to move at sprint speed without becoming winded. |
Failure: | You move at your normal speed. |
Critical Failure: | You might stumble and fall prone or injure yourself. |
Main Page: Swimming
You swim through water. To swim on the surface of calm water, no skill check is needed. To swim underwater or through current, make an Athletics check.
Assistance: Helpers make a Swimming (Athletics) check.
Success: | You swim at half your Speed in any direction. |
Failure: | You are pushed by the current if there is one, or you sink if the current is pulling you down. |
Your normal jump distance is your Speed minus your Size modifier (such that a negative Size modifier increases your jump distance.) For longer gaps, you must use a Long Jump.
To Long Jump, you must get a running start by moving at least 6 feet towards the gap in the frame(s) immediately proceeding your jump. This movement is not counted in the frame of the jump itself. Make a Long Jump (Athletics) check, the difficulty of which is set by the GM based on distance and environmental circumstances.
Success: | Your jump distance increases to the desired distance for this action. |
Failure: | You jump your normal maximum distance. |
The maximum height of a normal jump is 2 feet. To High Jump, make a difficulty20 Athletics check.
Success: | Your jump height increases to 3 feet plus your Strength modifier for this action. |
Failure: | You jump the normal maximum height. |
You can throw items of zero (negligible) weight up to your Strength modifier times 3 feet. To throw something heavier or a longer distance, attempt a Long Throw (Athletics) check. If you are aiming for a target area smaller than 4x4 feet, add your Marksmanship modifier.
The difficulty is set by the GM based on the weight of the object and the distance of the throw.
Success: | Your throw distance increases to the desired amount. |
Failure: | You come up slightly short (less than 10 feet.) |
Critical Failure: | You throw the item normally, and pull a muscle in your arm causing 1 Strength damage. |
Main Page: Grappling
You attempt to grapple a creature within reach (3 feet.) This is a special type of melee attack. Make a Grapple (Athletics) check against the target's Passive Agility, or against the result of another check should the target react.
In order to grapple with both hands, you must not be holding any item with nonzero weight in either hand. If you attempt to grapple with only one hand, you take a -4 circumstance penalty.
Assistance: Helpers make a Grapple (Athletics) check.
Success: | The target becomes Grappled. |
Failure: | Your attack misses and has no effect. |
Critical Failure: | The target gains an attack of opportunity against you. |