Strength, General, Movement
Athletics is the ability to run long distances, climb sheer surfaces, and swim strongly without tiring or faltering. It encompasses all manner of strength and brawn based tasks that a character may undertake; a skilled athlete can run for miles, heft mighty loads, or cross fast flowing rivers with relative ease. Athletics also allows a character to push themselves to greater levels of endurance and shrug off the effects of fatigue when running, swimming, or climbing.
The GM can call on a player to use the Athletics Skill when:
• He must swim across a body of water or try to stay afloat.
• He wishes to push himself beyond his limits and keep going even when exhausted.
• He wants to climb a cliff or cross extremely rough ground.
A character’s background might dispose him more towards certain types of athletics. Not all skilled climbers make excellent swimmers, though both may have similar upper body strength. A GM can keep this in mind when determining the difficulty of a Test. For example, a character from a desert world or an Enginseer with extensive augmetic parts could be required to make more difficult Athletics Tests to swim across a river than a character who grew up on an aquatic hive world.
|+30||Climbing a ladder in a hurry or swimming in perfectly calm water.|
|+20||Climbing across a gantry or swimming with some method of staying afloat.|
|+10||Climbing the outside of a hive or swimming with specialised gear (i.e. flippers).|
|+0||Climbing a rough rock wall with protruding stones, or swimming across a deep lake.|
|–10||Climbing a brick wall or swimming a slow river.|
|–20||Climbing a ferrocrete wall without climbing aids or swimming against a current.|
|–30||Climbing up a slick plasteel bulkhead or swimming in a storm.|
Skill Use: Full Action unless otherwise noted.