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Athletics

Athletics represents a character's overall fitness and physical capabilities, apart from sheer physical strength which is covered by Might.

Overcome

Athletics allows you to 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.

Create Advantage

When you’re creating 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.

Attack

Athletics is not meant as an attack skill.

Defend

Athletics is a catch-all skill to roll for defense 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.

Body Check

You may use Athletics to charge an enemy at least two zones away, and your roll counts as a 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.

Hardcore Parkour

+2 to create advantages with Athletics if you are in a chase across rooftops or a similarly precarious environment.

Roll with the Blow

When you succeed with style on a defend action against an opponent’s Attack roll, you gain a scene aspect with a free invocation, as opposed to just a boost.

Combat Dodge

You gain a +1 when using Athletics to defend.

To Fast to Hit

You gain an additional +1 to defend when using the Full Defense option.

Contortionist

You may fit into or through spaces that are normally too small for your scale.

Double Jointed

Requires Contortionist. You gain a +2 bonus to escape bonds or retraints.

Acrobat

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.

Stunt Prerequisite Description Page1)
Combat Dodge +1 defense bonus for Athletics 74
To fast to Hit Additional +1 when executing full defense 74
Contortionist Fit through/into small spaces 75
Acrobat +2 bonus for Acrobatic feats; Athletics never restricts acrobatic attempts 75
Safe Fall When falling near objects/surface reduce category 2 steps 75
Slippery 1 other Athletic stunt +2 bonus vs push, knock back, or to escape bonds 75
Fancy Footwork 1 other Athletic stunt +2 bonus to make or overcome blocks 75
Marathon Training Athletics instead of Endurance for extended activity 75
Fleet of Foot +2 to sprinting 1492)
Fast as a Cheetah Fleet of Foot No penalty for 1 zone supplemental move 75
Strong Swimmer +2 bonus for swimming 75
Spider Climb +2 bonus when climbing; FP removes environmental penalties 75
Mighty Leap -2 height borders when jumping 75
Equestrian Athletics instead of Survival for riding 75
1)
All Page numbers are in the Legends of Anglerre book until otherwise noted.
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