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.