Athletics [Strength]
This skill is used for any physical activity not including sneakier actions or combat-specific ones.
Specializations:
s Acrobatics [Agility] is for feats of balance and tumbling. This often includes the ability to properly balance oneself on a swaying boat or remain rooted during a severe earthquake. This skill can act as a synergy with successes contributing to skill tests like Ride + Reaction to fight while mounted or Maneuvers + Reaction to avoid the -2 Off-balance penalty from various tactical actions like a melee charge attack.
s Climb [Strength] is rolled when one needs to go up or down a rough, natural rock face to reach another passageway. The speed at which one can successfully climb depends on whether or not equipment is being used and the incline and surface conditions of what’s being climbed. Critically failing usually means falling. Use of rope is often Linked to Agility either in climbing or to affix a wagon to a team of cattle, or to tie someone up.
s Ride [Reaction] encompasses staying properly saddled on a mount, especially at speed in rough terrain or in combat situations. Of course, a straight roll assumes that the rider is on a mount properly trained. Some examples of mounts are mules ridden by zharrgrund and dwergachtig, and ponies or (less commonly) wolves ridden by karboten. /p]
s Sprint [Strength] is both for running at speed and maintaining a decent pace over longer distances, Most commonly, a Sprint Test is made during combat with each success adding an additional hex (2 meters) of movement to a run (usually 10 hexes).
s Swim [Strength] is far from a common activity for those who don’t find themselves on boats and ships. This skill, when not wearing armor or otherwise heavily encumbered, should allow a character to remain afloat with limited success. Swim can also be used as a synergy when attempting to hold one’s breath (Body + Willpower).
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