Athletics allows you to perform feats of physical prowess. This skill is used to determine the success of physical actions such as climbing a tree, jumping over a large hole, throwing an object at a target, and lifting and carrying heavy objects. When you use the Escape basic action, you can use either Acrobatics, Athletics or Unarmed Strikes.
You can spend a reaction to improve your ability to survive a fall. Make an Athletics check against a DC set by the GM (typically DC 15).
Critical Success You reduce the falling damage you take by 2d6Success You reduce the falling damage you take by 1d6Failure You do not reduce the falling damage you takeCritical Failure You take full falling damage (all damage dice roll max), and you land hard, falling prone.With Athletics, you can move up, down, or across a steep incline using 1 action. Unless a climb is particularly easy, you must attempt an Athletics check. The DC of this check is based on the incline's nature and environmental conditions.
Critical Success: You move up, across, or safely down the incline at half your Speed.Success: You move up, across, or safely down the incline for 1/2 Range.Critical Failure: You fall. If you began the climb on stable ground, you fall and land Prone.You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Spend 1 action to make an Athletics check against the DC of the effect. This is typically the Unarmed Attacks Check of a Grappler, the Larceny DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment.
Critical Success: You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then take a Guarded Step action as a Free Action.Success: You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.Critical Failure: You don’t get free, and you can’t attempt to Escape again until your next turn.Using your body, a lever, or another tool, you attempt to force open a door, window, container, or heavy gate. With a high enough result, you can even smash through walls. Spend 2 actions and make an Athletics check against a DC dependent on the material of what you're trying to force open (for example, DC 15 for a sturdy glass door, DC 30 for an iron gate, DC 40 for a submarine's airlock). Without a crowbar or similar leverage, you take a -2 Item Penalty to the check.
Critical Success: You open the door, window, container, or gate without damaging it.Success: You break open the door, window, container, or gate, and it gains the Broken condition. If it’s especially sturdy, the GM might have it take damage without being Broken.Critical Failure: Your attempt jams the barrier shut, imposing a –2 Circumstance Penalty on future attempts to Force Open it.Take 2 Actions to move and then jump, making a DC 30 Athletics check to try and clear a great vertical distance. If you didn't move at least 3 metres (10 feet), you automatically fail this check. This DC might be increased or decreased due to the situation, as determined by the GM.
Critical Success: You leap up to 3 metres (10 feet) vertically.Success: You leap up to 2 (6 feet) vertically.Failure: You Leap normally.Critical Failure: You fall Prone in your space.Lift allows you to pick up and move objects around. Unless an item is particularly easy to lift (Bulk is less than 5+your Brawn modifier), you must attempt spend 1 action to make an Athletics check to Lift the object. The DC of this check is based on the 10+ the bulk of the object you're trying to lift, though other factors, such as the unwieldiness of the item, may also affect the DC.
Critical Success: You effortlessly lift the object and can carry it for one round without penalty.Success: You lift the object, but gain the Encumbered condition for as long as you carry it.Failure: You cannot lift the object. If currently carrying it, you can drop it as a Free Action or maintain your hold by spending 2 additional Actions.Critical Failure: You pull a muscle. You do not lift the object; you drop it if you were holding it, and you take a -2 penalty to all Brawn, Agility and Dexterity checks for 1 round.Take 2 Actions to move and then jump, making a DC 25 Athletics check to try and clear a great horizontal distance. If you didn't move at least 3 metres (10 feet), you automatically fail this check. This DC may be increased or decreased based on the situation, as determined by the GM.
Success: You can leap anywhere within Close Range.Failure: You Leap normally.Critical Failure: You fall Prone in your space.You improve your ability to move quickly and cover more ground in combat. You spend 1 Action to make an Athletics check to double your move speed for a single action. The DC for Sprint is normally 15, but may be impacted by the ruggedness of the terrain (sprinting up a rocky hill, for example)
Critical Success: You move up to three times your Speed.Success: You move up to double your Speed.Failure: You move up to double your Speed, but you become Fatigued for one round.Critical Failure: You trip, moving nowhere and falling Prone.Take 1 action to propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.
If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.
Critical Success: You move through the water up to your full Speed.Success: You move through the water up to half your Speed.Critical Failure: You make no progress. If holding your breath, you lose 1 round of air.Take 1 action to toss an object in a particular direction. This can be anything, from a baseball to a dart to a rock you picked off the ground to a throwing knife to a grenade. If you are using Throw offensively, roll an Athletics check for the weapon you are using, and compare the result to the target creature's Armour Defense to determine the effect.
The accuracy of your throw depends on the range and the degree of success you achieve with an Athletics check.
Critical Success: You land a Critical Hit.Success: You hit the target.Failure: You miss the target. If you are throwing a grenade or another area-of-effect weapon, if you fail the check by 5 or less, the target is still caught on the outer edge of the blast.Critical Failure: Your weapon slips and flies wildly off course. You suffer a Ranged Weapon Critical Fumble.