Athletics (Vampire: The Masquerade 5th Edition)
Definition
Athletics covers what your body does under pressure that is not throwing a punch: sprinting down an alley, going over a chain-link fence, swimming a canal, catching a ledge on the way down. For Kindred it is also the skill Celerity rides on, since supernatural speed still needs a body that knows where to put its feet. It comes up more than any other physical skill, because most vampire scenes end in leaving. Chases through a parking garage, a rooftop crossing to break line of sight, dodging a hunter's first shot before anyone has decided whether this is a fight: all Athletics. It is also the skill Storytellers reach for when they want a consequence that hurts without turning into combat.
How it works
Tips
Frequently asked questions
Is Athletics my dodge roll?
For ranged attacks, yes: Dexterity plus Athletics. In close combat most tables let you defend with Brawl or Melee instead, so a fighter still needs one of those.
Does Celerity replace Athletics?
No. Celerity adds dice and extra actions to what your Athletics rating can already do, so a vampire with high Celerity and no Athletics is fast and clumsy.
Is it worth more than two dots?
For a physical character, yes. Escapes and chases happen in almost every session, and Athletics is one of the few skills that keeps a bad night from becoming a fatal one.