Athletics

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.


EXAMPLE MODIFIERS
+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.

Athletics

Warhammer 40,000 Thrakas Thrakas