Difference between revisions of "Athletics"
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Characters need a good running start to gain sufficient momentum to jump this high. If a sufficient distance is not completed, the GM should determine what impact it has on the distance. | Characters need a good running start to gain sufficient momentum to jump this high. If a sufficient distance is not completed, the GM should determine what impact it has on the distance. |
Revision as of 14:25, 5 August 2007
This skill is obviously favored among athletes. The Athletics skill encompasses all forms of athletic prowess, from throwing a hammer to jumping across a chasm.
Contents
Difficulty
The difficulty depends on the physical action being performed. Thus, it's up to the GM to determine appropriate numbers. Here are some examples.
Long Jump
For a long jump, the result of the skill check equals the number of feet the character can move. Thus, if a character with 10 in Muscle and 10 ranks in Athletics rolls a 10 on their skill check, they can jump 30 feet. (To put it in perspective, the current world record for the long jump is 29.36 feet). Characters need a good running start to gain sufficient momentum to jump this far. If a sufficient distance is not completed, the GM should determine what impact it has on the distance.
High Jump
For a high jump, the resut of the skill check divided by 3.75 equals the number of feet the character can move vertically. Thus, if a character with 10 in Muscle and 10 ranks in Athletics rolls a 10 on their skill check, they can jump 8 feet. (To put it in perspective, the current world record for the high jump is 8.03 feet).
To save having a calculator handy, here's a table
5 | 1.3 |
10 | 2.6 |
15 | 4 |
20 | 5.3 |
25 | 6.6 |
30 | 8 |
Characters need a good running start to gain sufficient momentum to jump this high. If a sufficient distance is not completed, the GM should determine what impact it has on the distance.
Retries
Athletics checks cannot be re-rolled without the expenditure of a fate point.