Difference between revisions of "Athletics"

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'''Attack:''' Athletics is used for throwing weapons.  First roll to hit the target. For projectiles like knives this is a normal opposed attack roll.  
 
'''Attack:''' Athletics is used for throwing weapons.  First roll to hit the target. For projectiles like knives this is a normal opposed attack roll.  
  
For grenades, and other area of effect weapons, you just need to hit the zone. Which is TN 1 for the first zone but then +2TN for each additional zone away.  If you fail, so by how many shifts you fail, for each shift belowe the TN, the grenade falls short by 1 zone.
+
For grenades, and other area of effect weapons, you just need to hit the zone. Which is TN 1 for the first zone but then +2TN for each additional zone away.  If you fail, so by how many shifts you fail, for each shift belowe the TN, the grenade falls short by 1 zone (with the minimum being your zone). If it ends up in your zone, gain a Fate point.
  
 
<div id=fate>D</div>
 
<div id=fate>D</div>

Revision as of 17:57, 2 September 2015

The Athletics skill represents your character’s general level of physical fitness, whether through training or natural gifts. It’s how good you are at moving your body. As such, it is a popular choice for nearly any action-y character. It's also used for throwing things.

It's a skill for anyone who wants to be able to do cool stunts, jump and run, be a real action-hero!

O

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 roll Athletics. You use overcome actions with Athletics to move between zones in a conflict if there’s a situation aspect or other obstacle in your way. You also roll Athletics to chase or race in any contests or challenges that rely on these types of activities.

C

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 manoeuvres in order to confound your foes.

A

Attack: Athletics is used for throwing weapons. First roll to hit the target. For projectiles like knives this is a normal opposed attack roll.

For grenades, and other area of effect weapons, you just need to hit the zone. Which is TN 1 for the first zone but then +2TN for each additional zone away. If you fail, so by how many shifts you fail, for each shift belowe the TN, the grenade falls short by 1 zone (with the minimum being your zone). If it ends up in your zone, gain a Fate point.

D

Defend:Athletics is a catch-all skill to roll for defence 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.


Athletics Stunts

  • Sprinter. You move two zones for free in a conflict without rolling, instead of one, provided there are no situation aspects restricting movement.
  • Hardcore Parkour. +2 to overcome actions with Athletics if you are in a chase across rooftops or a similarly precarious environment.
  • Dazing Counter. When you succeed with style on a defend action against an opponent’s Fight roll, you automatically counter with some sort of nerve punch or stunning blow. You get to attach the Dazed situation aspect to your opponent with a free invoke, instead of just a boost.