Athletics is the raw physical capability skill -- the body as tool. It
covers climbing (surfaces, ropes, ladders, hulls), jumping (gaps, heights,
distances), swimming (water, plasma-adjacent fluids, industrial runoff),
lifting (heavy objects, debris, trapped comrades), and pushing through
physical barriers. In the verse, Athletics is the soldier's fallback when
the corridor collapses, the operative's escape route over a wall, and the
reason Thrax marines are feared in boarding actions. In microgravity, use
Zero-G Ops instead; in water, swim checks apply.
Rules Reference
Field
Value
Armor Check Penalty
true
Key Ability
STR
Opposed Skills
Zero-G Ops
Trained Only
false
Untrained Use
Key Ability
STR
Notes
Special: Climbing, swimming, and jumping each have their own context (surface
conditions, water state, distance) but all use the same skill. The
Synergy bonus with Survival applies to endurance checks.
Special: Climbing, swimming, and jumping each have their own context (surface
conditions, water state, distance) but all use the same skill. The
Synergy bonus with Survival applies to endurance checks.
Untrained: May attempt routine climbs, jumps, and swims. No penalty for simple
tasks; -2 on Moderate (DC 15+) tasks. No capability for Hard (DC 20+)
tasks without training.
Descriptors
dc: 10
Field
Value
dc
10
task
Climb a knotted rope
dc: 10
Field
Value
dc
10
task
Swim in calm water
dc: 15
Field
Value
dc
15
task
Jump a moderate gap
dc: 20
Field
Value
dc
20
task
Climb a sheer surface with handholds
dc: 22
Field
Value
dc
22
task
Swim in rough water with gear
dc: 25
Field
Value
dc
25
task
Climb a wet, featureless hull under fire
dc: 30
Field
Value
dc
30
task
Lift a heavy object in a crisis
Synergy
bonus: 2
Field
Value
bonus
2
from
Zero-G Ops
threshold
5
bonus: 2
Field
Value
bonus
2
from
Survival
threshold
5
Synergies
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Zero-G Ops
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Survival
bonus: Unarmed damage 1d4/1d3 + STR, stun on natural 20
Field
Value
bonus
Unarmed damage 1d4/1d3 + STR, stun on natural 20
feat
Brawler
Uses
application: Climb a knotted rope
Field
Value
application
Climb a knotted rope
dc
10
failure
Slip; fall 1d4 metres, 1d4 damage per 3 metres.
success
Ascended at half speed.
application: Swim in calm water
Field
Value
application
Swim in calm water
dc
10
failure
Struggle; make Fortitude save or take 1d4 non-lethal.
success
Swim at quarter speed.
application: Jump a moderate gap
Field
Value
application
Jump a moderate gap
dc
15
failure
Short; fall or catch the edge (Athletics DC 12 to pull up).
success
Clear the gap; land on the other side.
application: Climb a sheer surface with handholds
Field
Value
application
Climb a sheer surface with handholds
dc
20
failure
Slip; fall, 1d6 damage per 3 metres.
success
Ascended at quarter speed.
application: Swim in rough water with gear
Field
Value
application
Swim in rough water with gear
dc
22
failure
Swamped; must drop gear or drown (Fortitude save).
success
Swim at quarter speed; gear retained.
application: Climb a wet, featureless hull under fire