Athletics Skill

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Athletics Skill
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Athletics encompasses a broad category of physical training, from rock climbing to kayaking to professional sports such as football or hockey. The Athletics Skill can be applied to any action that requires prolonged physical exertion or that demands considerable agility or handeye coordination. Examples include climbing a high wall, marching long distances and leaping between rooftops. In combat, the Skill is combined with Dexterity to determine the accuracy of thrown weapons.


General Roll Results


Dice Pool: Strength + Athletics + (equipment)
Action: Instant / Extended
Suggested Equipment: Nylon rope (+1), climbing cleats (+1), grappling hook (+2), pitons and hammer (+3)
Possible Penalties: Lack of tools (-1 to -5), bad weather (-1 to -3), sheer slope (-1), lack of handholds (-3).

Climbing an object requires a number of successes in an instant or extended action. Your character can climb 10 feet with each success rolled. Objects that are 10 feet or less in height can be climbed as an instant action. Rolls may be modified based on the availability of hand- and footholds, sheerness or slipperiness of the slope, and wind conditions, all at the Storyteller's discretion. By the same token, if the character chooses to take his time and pick his way carefully up the incline, each minute added to the roll provides a +1 modifier, to a maximum of +3. Thus, if a character takes his time and each roll represents three minutes of effort instead of one, a +2 modifier is added to each roll.

Foot Chase

A chase is a matter of endurance, reflexes and fleetness of foot. Roll Stamina + Athletics for each participant.


For every three points of difference between competitors' Speed traits, the faster one gets a +1 bonus on chase rolls[1].



Dice Pool: Strength + Athletics + (equipment)

Action: Instant

Suggested Equipment: Running shoes (+1), ramp (+1), springboard (+2), vaulting pole (+3).

Possible Penalties: Slippery conditions (-1), bad weather (-1 to -3), difficult terrain (-1 to -3), strong wind (-2), high heels (-5)

A character can jump one foot vertically for each success gained on a jumping roll. In a standing broad jump, a character can cross two feet per success rolled. In a running jump, a character can cross a number of feet equal to her Size + four more feet per success rolled. So, if a person who's Size 5 gets three successes in a running jump, she travels 17 feet. In order to make a running jump, a character must be able to run a distance of at least 10 feet. If space is limited, every two feet (rounding up) short of 10 imposes a -1 penalty on the Strength + Athletics roll. So, if a character who wants to make jump needs at least 10 feet in which to get a running start, but she has only five feet with which to work, the roll suffers a -3 penalty. Before jumping, a character may attempt to gauge the distance and her chances of success before committing. Roll Intelligence + Composure. If the roll is successful, you learn the number of successes needed to make the jump and decide if it's worth the risk. You may also learn what penalties are imposed by having insufficient space to get a proper running start.


Dice Pool: Dexterity + Athletics + (equipment)
Action: Instant
Suggested Equipment: See the Damage ratings of thrown weapons.
Possible Penalties: Slippery conditions (-1), strong wind (-2), bad weather (-1 to -3).

Throwing an object can be a brute-force physical act or a combination of grace and hand-eye coordination to hit a distant target. Your character can throw a non-aerodynamic object (such as a clay pot or tire) a distance in yards equal to his Strength + Dexterity + Athletics, minus the object's Size. The result is considered short range. Medium range is double that number, and long range is twice medium range. So, a character with 4 Strength, 3 Dexterity and 2 Athletics can throw a tire with 2 Size a short range of seven yards, a medium range of 14 yards and a long range of 28 yards. Aerodynamic objects such as footballs and spears can be thrown double those distances. Thus, the same character who throws a football (Size 1) has a short range of 16 yards, a medium range of 32 yards and a long range of 64 yards. An object with a Size that equals or exceeds your character's Strength simply can't be thrown far enough to constitute range, even if it's an aerodynamic item. It's simply too heavy or bulky to be thrown. While the distance that an item can be thrown is relatively fixed, your character's accuracy is rolled: Dexterity + Athletics + equipment. Weapons such as knives, spears and rocks, however, confer their Damage ratings as bonuses when thrown. Mundane items such as baseballs or footballs can be thrown to hit and hurt (probably unsuspecting) targets, too. These items typically confer a +1 bonus and do bashing damage. Modifiers to hit targets are -2 at medium and -4 at long range. By no means is long range the limit to which an item can be hurled. Your character could throw it with everything he has and achieve greater distance -- up to twice long range. Accuracy is forgone, though. If your character tries to throw an object at a target beyond long range, he can still make the attempt. Make a chance roll to determine success, regardless of what your character's dice pool might normally be. Any target that's more than double long range away is considered completely out of range and no throw can hit it.


Any vehicle controlled with gross body movement, powered solely by the operator or natural forces, dependent on the driver’s balance and general fitness use this instead of the Drive Skill.


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