Flexing Strength; Athletics

Source Player Core pg. 193 

Athletics

Strength

Athletics allows you to perform deeds of physical prowess. Most Athletics actions let you move about the environment (Climb, High Jump, Long Jump, Swim) or control your opponent's movement in combat (Grapple, Reposition, Shove, Trip, and Disarm).

Falling

When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you're knocked prone when you land. You can Grab an Edge as a reaction to reduce or eliminate the damage from some falls. More detailed rules for falling damage appear here.

Multiple Attacks with Athletics

Several Athletics actions have the attack trait, meaning that using them more than once in the same turn makes them less accurate. Since these actions use your free hand, you use the traits for your fist attack to determine the multiple attack penalty, so your fist's agile trait applies. Therefore, you take a –4 penalty if the action is your second attack of the turn, or a –8 if it's the third.

Some weapon traits allow you to take these actions using a weapon, in which case the penalty might be –5 or –10 if the weapon doesn't have the agile trait. Some characters can get unarmed attacks without the agile trait as well. If it's unclear which penalty to use, the GM makes the call.

Athletics in Low Gravity

Various Athletics actions function differently in zero gravity. Leap allows you to move in any direction twice the distance you would move if you had Leaped in normal gravity (up to twice your Speed). Shove and Reposition move targets twice their normal Speed and changes the direction they float. Trip causes the target to change the direction they float on a success and become untethered on a critical success. The grabbed condition removes the untethered condition unless all the creatures in a grab are untethered, and the direction the creatures float in a grab usually follows the direction of the grabbing creature.

Forced Movement

Reposition and Shove force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions triggered by movement. See Forced Movement for full details.

Athletics Actions

Untrained

  • Climb. You attempt to move a maximum distance of 5 feet up, down, or across an incline.

  • Escape. You attempt to escape from being grabbed, immobilized, or restrained.

  • Force Open. Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container, or heavy gate.

  • Grapple. You attempt to grab a creature or object with your free hand.

  • High Jump. You Stride, then attempt to jump vertically.

  • Long Jump. You Stride, then attempt to jump long jump in the direction you were Striding.

  • Reposition. You muscle a creature or object around.

  • Shove. You push a creature away from you.

  • Swim. You attempt to move a maximum distance of 10 feet through water.

  • Trip. You try to knock a creature to the ground.

Trained

Disarm. You try to knock an item out of a creature's grasp.

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