Athletics

Changes and extensions to the OSE game rules
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Athletics challenges will first and foremost be governed by the fictional position of the story. Attempts and outcomes should be reasonable and meet the standard of common sense.

Climbing

  • Very steep, slick or sheer surfaces are normally impossible to climb without specialized equipment
  • A failed check means the climber falls somewhere during the climb, simply cannot make the climb or succeeds with the climb at some cost
  • The Referee will decide under what conditions climbing is possible, the type of check to make, the range of possible outcomes and the height at which a fall occurs

Falling
Falling from any kind of height is exceptionally dangerous. Use the table below to determine the outcome of someone falling

Distance of Fall Damage Death Save
10ft 1d6 No
20ft 3d6 No
30 ft 6d6 No
40 ft 10d6 Yes
50 ft 15d6 Yes @ -1
60 ft 21d6 Yes @ -2
70 ft 28d6 Yes @ -3
80 ft 36d6 Yes @ -4
81+ ft n/a No save, instant death (do not roll on the Dying table)
  • If falling damage reduces the character to or below 0 HP, the falling character may die. See Death and Dying for more information
  • For falls of more than 30 ft, a Death Save is also required. Failing the death save, regardless of hit point damage taken from the fall, means the character is Dying
  • If the falling character falls from a height greater than 80ft, the character is immediately killed outright
  • Falling may shatter potions or break delicate items

Swimming

  • All PC's are assumed to be competent swimmers when properly attired and in reasonable conditions
  • Swimming with any kind of armor is not possible. Anyone entering the water while wearing or carrying armor immediately sinks with no chance of reaching the surface
  • Especially turbulent waters, water containing debris or high current increase the risk of drowning
  • The Referee may establish a percentage chance of successfully swimming, may call for aa Ability Check or may decide the outcome of a swimming attempt based on the situation. Failure usually means the attempt fails and swimmer begins to drown but can also mean the swimmer fails to make progress or flounders

Drowning, Holding Breath

  • Once someone is below water and incapable of reaching the surface for any reason, they begin to drown
  • Creatures can hold their breath for a number of minutes equal to the higher of their PHYS or COMP modifier (but always at least 1 minute). If they have not reached the surface or obtained breathable air after this time, they are Dying

Jumping

  • Horizontal (long) jumps are limited to about 20-25 feet under the best conditions
  • Vertical (high) jumps where the jumper lands on his feet are limited to 4 feet under the best of conditions
  • Vertical (high) jumps where the jumper lands on his back (flops) are limited to 6 feet under the best of conditions
  • The Referee will determine the likely range of jumping outcomes and how any checks will be resolved

Running

  • Movement occurs as described in Time and Movement
  • Given this, there is no way to 'move faster'. The movement rates listed are the 'maximum that a character can move
  • Armored characters may increase their movement rate in all situations by reducing or eliminating armor, not by 'running'

Lifting

  • A character can only carry items equal to or less than the character's maximum allowable encumbrance
  • A character can, with permission from the Referee, attempt to move, lift or carry more than his or her allowed slots for a very short time period or distance such as to budge a stone statue or shove a heavy chest. An Ability Check may be required or the player may be offered a choice to succeed at some cost (e.g. you can push the statue aside, but if you fail a Strength Check, you will be at -2 in combat for the next 6 turns because of the strain)