Athletics (Cyberpunk RED)
Definition
Athletics covers general physical capability: sprinting across a rooftop, climbing a fence, hauling yourself through a window, throwing something accurately. It is the skill that decides whether the terrain of Night City is an obstacle or a route. At the table Athletics is a mobility skill in a game where mobility is survival. Getting to cover, getting over a wall between you and pursuit, getting to a downed teammate before the next round lands: these are Athletics rolls, and they show up in almost every action scene. It also handles the escape route, which is why crews with no athletic characters tend to plan jobs they cannot leave quickly.
How it works
Tips
Frequently asked questions
Does Athletics set my movement speed?
No, MOVE does. Athletics decides whether a specific difficult action works: the climb, the jump, the vault. Ordinary running each turn is handled by your MOVE stat with no roll at all.
Is Athletics used for throwing?
Yes, thrown objects and general physical stunts fall under it. That makes it quietly relevant in combat for grenades and improvised throws even on a character with no weapon skills.
How much should a non-combat character take?
Around 3 or 4 covers most ordinary obstacles at DVs of 9 and 13. It is one of the best small investments on the sheet, because the alternative is being the person who cannot follow the crew out.