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fate:athletics [2013/08/27 21:23]
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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 an Advantage]] 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 restraints. 
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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 may move 2 zones without rolling provided there are no [[aspects#​Situation Aspects]] to overcome. 
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-==== Equestrian ==== 
-You may use Athletics instead of [[Survival]] for riding animals. 
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-{{tag>​fate skill stunt}}