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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.

See also: Stunts (list)

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 +2 to defend when using the Full Defense option. This bonus is not gained when you give up your Full Defense bonus to defend for someone else.

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 Overcome any bonds or retraints.

Acrobat

You gain a +2 bonus when using Athletics to Overcome an obstacle.

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.

Fleet of Foot

You get a +2 bonus to Overcome obstacles when using Athletics to move zones.

Equestrian

You may use Athletics instead of Survival for riding animals.