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Shadowrun, Sixth World skill
Athletics
Athletics is a skill in Shadowrun, Sixth World: Running, climbing, swimming, jumping, and the acrobatics that get you over a fence at speed.
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Key facts
- Attribute
- agility
Overview
Athletics is the skill that turns a floor plan into an escape route. It covers sprinting, climbing walls and fences, swimming, long jumps between rooftops, and the tumbling that keeps a fall from breaking an ankle. Every archetype uses it eventually, because runs end in movement far more often than they end in a firefight. Deckers and riggers who skip it are the ones still on the wrong side of the wall when security arrives.
How it works
Linked Attribute: Agility Dice Pool: Agility plus Athletics, counting each 5 or 6 on a d6 as a hit. Thresholds: 1 hit for a trivial scramble, 3 for a wall with no handholds, 5 when the gap is genuinely formidable. Ratings: Skills run 0 to 6, and a 2 or 3 here is enough for most runners who are not specialists.
Tips and playstyle
Best for: Everyone. It is the classic support skill that a specialist build regrets cutting. Character concepts: A traceur courier, an ex-lifeguard bodyguard, an adept who treats a building's exterior as a staircase. Synergies: Stealth gets you close, Athletics gets you over, and Edge covers the jump you should not have made.
Frequently asked questions
How many ranks of Athletics do I need?
Two or three covers routine climbs and sprints. Push to 5 or 6 only if the character is built around movement, like an adept or infiltrator.
Does Athletics cover falling damage?
It covers the attempt to land well, tumble, or catch something on the way down. The drop still resists with Body once you hit.