<Cybercore>

Movement - Athletics & Climbing

Movement - Athletics & Climbing: This skill is focused on raw physical power and endurance. You are a master of climbing, swimming, and other athletic feats, able to scale sheer cliffs, swim through raging rapids, and run for miles without breaking a sweat. You are also skilled in using tools like ropes, grappling hooks, and pitons to aid your ascent. Whether you're scaling a mountain, diving into a raging river, or running a marathon, your athletic abilities make you a force to be reckoned with.

Your body is a weapon, honed to perfection through years of intense training and discipline. Your muscles are like steel cables, capable of supporting your weight and propelling you forward with incredible speed and agility. You can run, and climb like a superhero, in addition to raw physical power, you also have the mental fortitude to keep going no matter what.

You can push through pain, exhaustion, and fear, relying on your instincts and training to guide you through even the most perilous situations. You are a force to be reckoned with, a true master of movement and athleticism.

Using Athletics & Climbing

Each athletic challenge will have a difficulty rating based on the physical demands, environmental conditions, distance or height involved, and time pressure. The more strenuous the activity and hazardous the conditions, the higher the difficulty.

When you attempt to climb surfaces, swim through water, run long distances, lift heavy objects, perform feats of strength, or maintain physical endurance, you will make a Movement - Athletics & Climbing skill check against the task's difficulty rating. The GM may apply Boons or Banes based on factors such as equipment quality, weather conditions, physical exhaustion, or terrain hazards.

  • A Critical Success means you achieve athletic excellence. You not only complete the physical challenge but exceed expectations - climb faster than anticipated (50% speed increase), swim effortlessly through rough water, run without fatigue, lift more weight than seemed possible, or complete endurance tasks with energy to spare. Your physical performance inspires others and demonstrates peak human capability.
  • A Regular Success allows you to complete the athletic task successfully. You climb the surface, swim the distance, finish the run, lift the weight, or endure the physical challenge. You accomplish your athletic objectives through strength and determination.
  • A Failure means your athletic attempt is incomplete or exhausting. You climb slowly and awkwardly, struggle through the swim and arrive exhausted, can't maintain running pace, strain to lift weight (possibly dropping it), or fatigue forces you to stop during endurance tasks. You might take 1d4 strain damage or need rest before continuing.
  • A Critical Failure results in athletic catastrophe: you fall while climbing (taking falling damage and possibly injuring yourself), you drown or nearly drown while swimming, you collapse from exhaustion during a run (Fatigued condition), you drop heavy weight causing 2d6 damage to yourself or others, or you push too hard and pull muscles or injure yourself (1d6 damage and reduced physical capability).

Athletics Tricks

Rather than spending skill points to move up skill levels, you may instead spend skill points to purchase any of the following tricks.

Iron Grip:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: Your grip strength is exceptional. Once per operation, you can maintain a handhold or grip that would be impossible for others - hanging from a ledge one-handed while firing a weapon, holding onto a speeding vehicle, or catching a falling ally. You automatically succeed on grip checks and can hold on for up to 1 minute before fatigue sets in.

Sprint Burst:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can push your running speed to the limit. Once per operation, you can sprint at 150% normal speed for up to 1 minute. This explosive burst of speed allows you to catch fleeing targets, escape pursuing enemies, or cover ground incredibly fast. After the sprint, you're winded but not exhausted.

Endurance Runner:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can run for extended periods without fatigue. Once per operation, you can run for up to 4 hours at a steady pace without needing rest. Your cardiovascular conditioning is exceptional - you can maintain speed that would exhaust others within minutes. This allows long-distance pursuits, marathon escapes, or covering vast terrain on foot.

Free Solo Climber:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can climb sheer surfaces without ropes or safety equipment. Once per rest, you can free solo climb any surface - rock faces, building exteriors, cliffs - using only your skill and strength. You gain a +1d8 Boon to climbing checks and can ascend at normal climbing speed. One slip could be fatal, but your confidence and technique make that unlikely.

Power Swimmer:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can swim through challenging water conditions with exceptional strength and technique. Once per rest, you gain a +1d8 Boon to swimming checks and can swim at 150% normal speed. You can power through rough water, strong currents, or storm conditions that would drown others. You can also hold your breath for twice as long as normal.

Dynamic Climbing:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can make explosive dynamic moves while climbing - jumping from one hold to another, lunging for distant grips, or launching yourself up the rock face. Once per rest, when climbing, you can make a dynamic leap to reach holds that would otherwise be unreachable. Add +1d8 to your climbing check for this spectacular move. Observers will be amazed.

Superhuman Strength:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can perform one feat of strength that seems superhuman. Once per mission, you can lift, push, pull, or carry twice what should be physically possible - holding up a collapsing ceiling while others escape, ripping a security door off its hinges, throwing a vehicle, or carrying multiple people to safety. For this one moment, your strength is legendary.

Unstoppable:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: Your physical endurance becomes limitless. For one extended challenge (a marathon run, an all-night climb, swimming across an ocean channel, or similar endurance trial), you cannot be stopped by fatigue, pain, or physical exhaustion. You keep going no matter what, pushing through barriers that would break others. You complete the task, no matter how long it takes.

Peak Human Performance:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You achieve the absolute peak of human athletic capability. For one mission, all your athletic abilities function at superhuman levels - you climb like Spider-Man, swim like an Olympic champion, run like a world-record sprinter, and demonstrate strength that seems impossible. You automatically succeed on all athletic checks during this mission unless facing truly impossible challenges. You are the pinnacle of human physical achievement.

Crafting

Two-Stage Creation Process

Stage 1: Design Program (Blueprint)

  • Requires: Movement - Athletics check (DC varies by training focus)
    • Simple Program (DC Easy): Basic conditioning (cardio, strength, flexibility)
    • Advanced Program (DC Medium): Specialized training (climbing technique, swimming endurance, sprint speed)
    • Elite Program (DC Hard): Peak performance training (competitive athletics, extreme conditions)
  • Time: 1-2 weeks of program design and initial testing
  • Resources: Understanding of exercise science, access to training facilities

Stage 2: Implement and Refine (Crafting)

  • Requires: Dedicated training time + progressive overload + tracking progress
  • Time: 4-12 weeks of consistent training depending on goals
  • Materials:
    • Training Facility: Gym, climbing wall, pool, or track (Cheap access to Moderate membership)
    • Equipment: Weights, ropes, climbing gear as needed (Cheap to Moderate)
    • Nutrition: Proper diet to support training (Moderate ongoing cost)
  • Workshop: Gym, athletic facility, climbing gym, swimming pool, or outdoor training area

Benefits: Stacking Boons and Physical Improvement

Each training regimen grants a stacking Boon to Movement - Athletics rolls in that specialty:

  • 1 Regimen: +1d4 Boon
  • 2 Regimens: +1d6 Boon
  • 3 Regimens: +1d8 Boon
  • 4 Regimens: +1d10 Boon
  • 5+ Regimens: +1d12 Boon (then +1d4 for each additional)

Boons apply when:

  • Performing athletic tasks in your trained specialty
  • Climbing surfaces (if trained in climbing)
  • Swimming or water activities (if trained in swimming)
  • Running or endurance activities (if trained in endurance)
  • Feats of strength (if trained in strength)

Material Benefits

Training regimens provide practical advantages:

  • Improved Performance: 20-30% improvement in trained athletic capability
  • Injury Prevention: Proper technique reduces injury risk
  • Faster Recovery: Conditioned body recovers from exertion faster
  • Mental Toughness: Training builds willpower and determination
  • Specialized Technique: Master advanced climbing or swimming methods
  • Physical Transformation: Visible muscle development and athletic build

GM Note: Training regimens require ongoing maintenance. Skip training for a month and benefits degrade.

Maintenance Requirements

Training regimens require consistent practice:

  • Weekly Training: Minimum 3 training sessions per week
  • Progressive Overload: Gradually increase difficulty to maintain gains
  • Rest and Recovery: Proper sleep and recovery between sessions
  • Nutrition: Maintain diet that supports athletic performance (Moderate cost)
  • Degradation: Benefits reduce if training lapses for more than 2 weeks

Example: Climber's Vertical Mastery

"Spider" Chen develops climbing excellence:

  1. Design Program (DC Medium): Spider spends 2 weeks designing climbing regimen, rolls Movement - Athletics (success)
  2. Train Specialties: Over 8 weeks, develops 3 climbing programs:
    • Free climbing technique: Grip strength and body positioning
    • Crack climbing: Specialized jamming techniques
    • Roof climbing: Upper body strength and core stability
  3. Cost: Moderate for climbing gym membership
  4. Benefit: When climbing, Spider gains +1d8 Boon and climbs 30% faster
  5. Duration: As long as training continues 3x per week

Example: Military Conditioning Program

Special forces maintain peak fitness:

  1. Multiple Programs: Operators train in 5 specialized regimens:
    • Endurance running, swimming, climbing, strength, combat conditioning
  2. Benefit: Gain +1d12 Boon to all athletic activities
  3. Requirement: Daily training sessions, strict diet, regular testing
  4. Team Standard: All team members maintain same conditioning level

GM Notes

  • Limit to 5 active regimens per character to represent realistic training capacity
  • Time Investment: Training requires 6-10 hours per week minimum
  • Specialization: Each regimen focuses on one athletic specialty
  • Story Opportunities: Training montages, gym scenes, athletic competitions
  • Physical Limits: Even with training, characters have natural limits