SPACER

◀ Rulebooks

Ver. 1.3.1

Athletics

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.


Athletics Feats

View As: Collage Table

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.)

Sprinter

: ✪25

Prerequisite: 2 Athletics

Your gain a Sprinting speed equal to double your speed plus 1 foot.


: ✪25

Prerequisite: 4 Athletics, 12 Strength

Your Sprinting speed increases to double your speed plus 2 feet.


: ✪70

Prerequisite: 6 Athletics, 15 Strength

Your Sprinting speed increases to double your speed plus 4 feet.


: ✪100

Prerequisite: 8 Athletics, 20 Strength

Your Sprinting speed increases to triple your speed.


: ✪250

Prerequisite: 10 Athletics, 25 Strength

Your Sprinting speed increases to quadruple your speed.

Controlled Jump

✪40

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.

Quick Leap

✪30

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.

Expert Climber

: ✪25

Prerequisite: 3 Athletics

You gain a Climbing speed equal to half your speed plus 1 foot.


: ✪100

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.

Super Jump

✪50

Prerequisite: 5 Athletics

Your normal jump distance increases by your Athletics modifier, and your normal jump height increases to 3 feet.

Strong Swimmer

✪45

Prerequisite: 5 Athletics

You may perform actions while swimming in the same amount of time you would take on land.

Deep Diver

✪80

Prerequisite: 5 Athletics, 3 Endurance

You've trained yourself to hold your breath longer underwater.

Add your Athletics modifier to Hold Breath (Endurance) checks.

Legendary Athlete

✪500

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
Sprinter ✪25 2 Athletics Details ▶
  Controlled Jump ✪40 3 Athletics Details ▶
  Quick Leap ✪30 3 Athletics Details ▶
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 ▶

Athletics Actions


Climb

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.

Brawl

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.

Sprint

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.

Swim

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.

Long Jump

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.

High Jump

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.

Throw (Distance)

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.

Grapple

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.