Using Gymnastics

A few uses of the Gymnastics skill require special rules.  

CLIMBING

The Gymnastics skill is applied to both assisted and unassisted climbing tasks. Assisted climbing is accomplished with specialised gear such as ropes and harnesses (see p. 448, CRB). Assisted climbing is easier and safer, but requires more preparation. Unassisted climbing may be done on the fly, because you climb without any gear. Climbing is a Complex Action, and the number of hits you get on your Gymnastics + Strength [Physical] Test determines how far you can move vertically or laterally during your climb, as noted on the Climbing Table. The more difficult the climb, the more dice pool modifiers you get, which is also noted on the Climbing Table.
SITUATION MOVEMENT DISTANCE (ROUND UP)
Assisted climbing down (rappeling) 2 meters
Assisted climbing upward 1 meter per hit
Assisted climbing 1 meter per 2 hits
Assisted climbing upside down (on a ceiling or overhang) 1 meter per 3 hits
Unassisted climbing 1 meter per 2 hits
Unassisted climbing down 1 meter per hit
SITUATION DICE POOL MODIFIER
Assisted climbing +2
SURFACE IS DICE POOL MODIFIER
Easily climbable (chain-link fence) +1
Broken (tree, loose stone wall) +0
Flat (brick wall, side of old building) -3
Sheer (metal wall, seamless stone) -5
Slippery or wet -2
Greased or gel-treated -4
 

RAPPELLING

Rappelling is a gear-aided descent at near free-fall speed. This technique requires a Free-Fall + Body [Physical] (2) Success Test. So long as you have the proper gear and training, you can brake at any point in the descent, slow your speed, and land safely. Rappelling expends a Simple Action, during which you fall at a rate of 20 meters per Combat Turn. Rappelling characters can increase the number of meters descended during that same Combat Turn by 1 for each net hit beyond the threshold on the Free-Fall Test. If you take another Simple Action in the same phase, such as firing a weapon, you get a –2 dice pool modifier to both that action and the Free-Fall Test. Stopping requires another Free-Fall Test with the same threshold. On an unsuccessful test, you don’t slow down and may take damage if you hit the ground at speed ( Falling Damage, p. 172, CRB).  

CLIMBING FAILURES AND GLITCHES

A test while climbing or rappelling automatically halts your progress, and you have to make a Reaction + Strength Test to hold on. If you fail this second test, you start to fall (about 20 meters per Combat Turn). During your next Action Phase, you may attempt to stop by making a Reaction + Strength Test with a –2 dice pool modifier. Your gamemaster may allow other climbers to make a Reaction + Strength Test to grab you.
Characters who are using climbing gear are allowed an additional test if they fall. Have the character who prepared the safety lines make a Free-Fall + Logic [Mental] Test against a threshold equal to half the falling character’s Body (round down). The falling character may apply Edge to this test. If successful, the safety gear catches, leaving the character dangling. If it fails, the character falls (see Falling Damage, p. 172, CRB).  

JUMPING

Jumping is done from a running or standing position. Running leaps get more distance than standing jumps do, if you have enough room to get up to full speed. Make a Gymnastics + Agility Test, applying any appropriate modifiers. For every hit you get on this test, you jump 1 meter on a standing jump or 2 meters for a running leap. No matter how many hits you get, you can’t jump farther than your Agility x 1.5 meters (net hits beyond this mean you did it with style).
For a vertical jump, it’s the same test, but you get half a meter of altitude per hit and the maximum you can jump is 1.5 times your height.