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fate:athletics [2013/02/18 02:43] 127.0.0.1 external edit |
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- | ====== Athletics ====== | ||
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- | Athletics represents a character's overall fitness and physical capabilities, apart from sheer physical strength which is covered by [[Physique]]. | ||
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- | ===== Actions ===== | ||
- | //See also: [[Actions]]// | ||
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- | ==== Overcome ==== | ||
- | Athletics allows you to [[actions#overcome]] any obstacle that requires physical movement - jumping, running, climbing, swimming, etc. If it resembles something you’d do in the decathlon, you’d roll Athletics. You use overcome actions with Athletics to move between zones in a conflict if there’s a scene aspect or other obstacle in your way. You’d also roll Athletics to chase or race in any contests or challenges that rely on these types of activities. | ||
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- | ==== Create Advantage ==== | ||
- | When you [[actions#create an advantage]] with Athletics, you’re jumping to high ground, running faster than the opponent can keep up with, or performing dazzling acrobatic maneuvers in order to confound your foes. | ||
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- | ==== Attack ==== | ||
- | Athletics is not meant as an attack skill. | ||
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- | ==== Defend ==== | ||
- | Athletics is a catch-all skill to roll to [[actions#defend]] in a physical conflict, against close quarters and ranged attacks. You can also use it to defend against characters trying to move past you, if you’re in a position to physically interfere with whoever’s making the attempt. | ||
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- | ===== Stunts ===== | ||
- | //See also: [[Stunts#Athletics|Stunts (list)]]// | ||
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- | ==== Body Check ==== | ||
- | You may use Athletics to charge an enemy at least two [[zones]] away, and your roll counts as a [[actions#physical attack]]. If the enemy defends successfully, you can move into their zone regardless. You may only do this if your movement would otherwise have been unrestricted by a scene aspect. | ||
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- | ==== Hardcore Parkour ==== | ||
- | +2 to [[actions#create advantages]] with Athletics if you are in a chase across rooftops or a similarly precarious environment. | ||
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- | ==== Roll with the Blow ==== | ||
- | When you [[outcomes#succeed with style]] on a [[actions#defend]] action against an opponent’s Attack roll, you gain a scene aspect with a free invocation, as opposed to just a [[aspects#boosts|boost]]. | ||
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- | ==== Combat Dodge ==== | ||
- | You gain a +1 when using Athletics to defend. | ||
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- | ==== To Fast to Hit ==== | ||
- | You gain an additional +2 to defend when using the [[actions#Full Defense]] option. This bonus is not gained when you give up your Full Defense bonus to defend for someone else. | ||
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- | ==== Contortionist ==== | ||
- | You may fit into or through spaces that are normally too small for your [[tables#scale]]. | ||
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- | === Double Jointed === | ||
- | //Requires Contortionist//. You gain a +2 bonus to Overcome any bonds or retraints. | ||
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- | ==== Acrobat ==== | ||
- | You gain a +2 bonus when using Athletics to [[actions#Overcome]] an obstacle. | ||
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- | ==== Falling with Grace ==== | ||
- | You gain a +2 to defend against falling damage when you are close enough to a surface or things (tree branches, clotheslines, etc.) that could be used to slow your descent. | ||
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- | ==== Fleet of Foot ==== | ||
- | You get a +2 bonus to Overcome obstacles when using Athletics to move zones. | ||
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- | ==== Equestrian ==== | ||
- | You may use Athletics instead of [[Survival]] for riding animals. | ||
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- | {{tag>fate skill stunt}} | ||