Athletics Skills

Athletics Based Skills


There are two types of Climbing: unassisted and assisted. Unassisted is the character climbing on their own, assisted involves the use of equipment.

Make a Climbing Test (A Complex Action) versus a TN that reflects the difficulty of the object climbed, assigned by the GM based on the environment and modifiers.

  • Unassisted: The character can climb up ((Quickness+Strength)/8) meters each Combat Phase, round down. Each success on the test adds 1 meter of movement. Going down, the character may move ((Quickness+Strength)/2) meters each Combat Phase, +1 meter per success.
  • Assisted Up: Must be using climbing gear. Going up, the climber takes a -10 modifier to the Base Target Number and makes one roll every three minutes to indicate the care and caution being taken.
  • Assisted Down: Must be using climbing gear. Also known as rappelling, the character may move 20 meters downwards for every Simple Action expended. Only one of the two Simple Actions per phase may be expended this way. Actions take (such as shooting) while rappelling take a +4 TN modifier. The character rappelling may gain an extra +1 meter per Simple Action by making a Climbing (4) Test. They muse also make this test at the end of the climb; a failure indicates they have fallen 4 meters.
Climbing Table
Condition Target Number
Easily Climbable Surface (i.e. chain-link fence) 3
Broken Surface (i.e. debris, tree, loose stone wall 5
Flat Surface (i.e. brick wall, side of old building) 8
Sheer Surface (i.e. metal wall, seamless stone) 14
less than 2 meters +0
2-4 meters +2
4+ meters +4
Obstacle is slippery or wet +2
Obstacle has been gel treated +4


Load Fatigue Movement
Strength x 5 kg N/A Full
Strength x 10 kg Light+ Full
Strength x 15 kg Medium+ 1/2*
Strength x 20 kg Serious+ 1/4*

* Cannot run.
+ Characters will suffer the 'Fatigue' in Stun Damage after a number of Combat Turns equal to their Body, and an additional Light Stun every Combat Turn thereafter until they pass out or drop the load.

Example: Bob has a Strength of 4. He may carry 20 kg (44 pounds) and wander around doing things. He can carry 40 kg (88 pounds) but is starting to get tired. At 60 kg (132 pounds) he's running the risk of passing out and can't even run, and at 80 kg (176 pounds) he can barely move.

Escape Artist

A specialization of Athletics, the Escape Artist skill lets you get out of ropes, hand cuffs, bondage devices, and other confining predicaments, using manual dexterity, contortion, join dislocation, and so forth. The TN for such a test is based on the charts below, with a base time equal to 5 times the Base TN in minutes, with failure meaning the character cannot break free nor may they try again until the time has elapsed.

Adepts (and others) with the Pain Resistance Power/Spell/etc active have the ability to dislocate and otherwise cause harm to themselves and make it easier to escape from such bonds. Every Wound Level of this power grants a -1 TN modifier to the test as shown below. Any Pain Resistance currently being used to counter wound penalties may not be used for this test.

Escape Artist Table
Restraint TN
Ropes 4
Handcuffs 6
Straightjacket 8
Containment Manacles 10
Modifiers for Escape Artist
Situation TN Modifier
Light Pain Resistance -1
Moderate Pain Resistance -2
Serious Pain Resistance -3
Elastic Joints (Bioware) -2
Flex Hands (Cyberware) -2
R2 Muscle Toner (Bioware) -1
R4 Muscle Toner (Bioware) -2
Flexibility R1 (Adept Power) -1
Flexibility R2 (Adept Power) -2


Damage for falling is determined in two parts. The Power of the fall is equal to (half meters fallen, round down). The Damage Level is determined by the chart below.

Falling Damage Table
Distance Fallen (In Meters) Damage Level
1-2 Light (L)
3-6 Moderate (M)
7-20 Serious (S)
21+ Deadly (D)

Damage Resistance: A character receives half their Impact Armor (round down) vs. the Power of the fall. Also, a character may make an Athletics Test vs. a Target Number equal to the full distance, in meters, fallen. Each success from this Test reduces the Power of the fall by 1.

Actions: A character falling has an action once per Initiative Pass, taken at 30. During this "Falling Action", the character is considered to have fallen a number of meters equal to 40 times the number of Initiative Passes (including the current one) spent in falling. This lasts until the character makes impact with the ground.

Example: Salvatore pushes Johny out a window during a heated fight. Sadly, Johny is going to fall 10 meters and probably not be amused.

The damage for the fall is considered to be 5S, and Johny's spiffy tux jacket has an impact rating of 2. Johny needs to resist 4S damage and can make an Athletics check vs TN 10 to lower that further.

Holding Your Breath

You may hold your breath for 45 seconds (15 Combat Turns). To extend that amount of time, make an Athletics (4) Test, with each success adding 3 seconds to the total.

Once this time period is up (and assuming the character is under water), the character suffers 1 box of unresisted Stun Damage in each Phase of the Combat Turn in which he has an action. Once all his Stun boxes are filled he goes unconscious and begins to take Physical Damage at the same rate he took Stun until death occurs.

If above water, the character must begin breathing again, with any dangers that may bring.


For all jumps the limit on distance is equal to the PC's Modified Quickness, in meters, +20% per level of Hydraulic Jacks Cyberware they have installed.

To jump as far as you can:

  • Roll Athletics.Jumping, keeping the high result. Divide by 2 for a Horizontal jump, or by 3 for a Vertical jump. The resulting value is the distance, in Meters, that they jump.

To jump to a specific distance/height:

  • The TN is the distance in Meters for a running horizontal jump. For a standing horizontal and all vertical jumps, the TN is DOUBLE the the distance in Meters, with the maximum distance being one-third normal. A single success on the test accomplishes the jump.

Lifting and Throwing

A character may pick up off the ground a weight equal to 25 kilograms (55 pounds) per point of Strength without making a test.

Above that a character may make a Strength Test vs a TN equal to the weight of an object to be lifted (in kilograms), divided by 10. For every success on the test, the character may lift an additional 10 percent, round down.

A character may lift over their head a weight equal to 12 kilograms (26.4 pounds) per point of Strength by making a standard Strength Test.

Once the weight is over the character's head, they may throw that object a number of meters equal to their Strength minus the object's weight (in kilograms) divided by 50, round down. The character can attempt to increase this range by making a Strength Test against a TN equal to the weight of the object lifted divided by 10, round UP. For every 2 successes, they may throw the object another meter.

The Admin/GM can, at their discretion, increase or decrease the weight the PC can lift for such things as balanced load, struggling object, proper equipment, bad ground, and so forth.


To roll Running to increase your effective Quickness for 1 Combat Phase takes a Complex Action, with a default TN of 4. This TN may be modified for bad terrain (slippery, rocky, etc) and other conditions as ruled by the GM. Each success increases the PC's effective Quickness by 1 point for the next Combat Phase.


Use of this skill or specialization requires a Complex Action. Characters swim at one fifth their normal walking or running speed. To increase your effective Quickness for 1 Combat Phase takes a Complex Action, with a default TN of 4. Characters with swim fins swim at one half their normal walking or running speed

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