Burst Athletics
The used attribute is Strength.
Skill Actions
Jump
Duration: Minor Action
You leap across an obstacle. An obstacle has a target number and a Training value. The transition between two zones can have such an obstacle.
Make a Burst Athletics check. If you meet the Training value you can instead choose to automatically pass. - Disaster: You attempt but fail to cross the obstacle. Take damage equal to the bonus the Training value would grant or any other provided damage (such as fall damage in the case of chasms). You are not in your target zone. - Pass: You cross the obstacle.
Trip
Duration: Major Action
Shove
Duration: Major Action
Disarm
Duration: Major Action
Skill Riders
Wrestling
When you Trip, Shove or Disarm or defend against those you can deal half your training bonus as Morale damage.
Momentum
When you Jump or Shove or defend against Shoving you can Move.
Skill Talents
Twisting Disarm (Trained)
The penalty on a successful Disarm is -3. Additionally, you can use Dexterity as the attribute for Disarming.
Powerful Maneuver (Trained)
If you lose Focus on your target or spend Energy or Material when you Trip or Shove, you make the check With Ease.
Calculated Leap (Trained)
If you spend a Major Action to Jump you make the check with a +1 bonus and With Assurance.