The Athletics skill represents your character’s general level of physical fitness, whether through training, natural gifts, or other means (like magic or genetic alteration). It’s how good you are at moving your body. As such, it is a popular choice for nearly any action-y character.
Athletics is a catch-all skill to roll for defense in all kind of conflicts, against close-quarters and ranged attacks.
- Fancy Footwork
- When you successfully defend with Athletics against a melee attack, you may choose to immediately move 2 meters. This movement doesn’t trigger any Attack of Opportunities.
- Uncanny Dodge
- When you successfully defend with Athletics against a ranged attack, you may choose to immediately move 2 meters. This movement doesn’t trigger any Attack of Opportunities.
- Danger Sense
- You gain a bonus +2 to Athletics when defending against physical melee or ranged attacks, provided you are surprised.
- Fleet of Foot
- When you take the
Dash
action, you can move an extra of 4 meters. - Sprinter’s Charge
- Once per scene, when you
Dash
, you can make anAttack
as part of the sameDash
action. If you miss your attack or cannot make an attack during your turn, you fall prone. - Leap of the Tiger
- You gain a +1 bonus to Athletics rolls when attempting to jump long distances, leap across gaps, or reach high places.
- Climbing Expert
- You gain a +1 bonus to Athletics rolls for climbing, and you can climb without any equipment, even in difficult conditions, unless the surface is completely smooth.
- Slow Fall
- You take no stress or consequences from falls or being forcibly knocked prone as long as you succeed on an Athletics roll.