Athletics

Athletics skill governs physical tasks such as climbing, swimming and jumping. It is used for physical tasks where endurance and strength are important.

 Jumping, distance in meters 

Running jumps require you to move 4 squares (4m) before the jump in a straight line. You can always jump at least 0,5 m high or 1 m long if you have at least 1 success on your athletics check, regardless of your S score. You can move up to 20 m as a single move action, for longer jumps you must spend a move action per 20 m moved (sometimes extending your jumps over multiple rounds). Use true division (don't round down) when determining distance jumped.

Climbing

Climbing is involved when ascending or descending surfaces with a slant greater then 60 degrees, and depends on the type of surface. Modifiers are cumulative. You can only block if you have a free hand. You make a single climb check for every move action you spend climbing. 0 # means you make no progress, having a number of successes lower then the difficulty means you start falling. You generally need 4 free limbs to climb.

While climbing you are treated as having agility 0 for the purpose of evading blows. Each successful climb check lets you climb #+S/2 meters. Fast climbing lets you move twice that distance (2*# + S). Slow and steady climbing lets you climb #/2 meters per move action. Climbing large distances when time is not a issue(>25 m) is handled by a single check made against the average difficulty of the climb. The climber is assumed to be going slow and steady (but does not reduce difficulty for that), and it takes him a minimum of (10 -B) minutes per 10 m of the climb.

Attacks made against a climber: A climber cannot use evade (unless he uses the full defense while climbing option) or block (unless he has a hand free). A climber that suffers more then B damage in a single attack starts falling.