Alright, so, this is a temporary OP for people to start thinking of characters and asking questions. Right now I'm just posting up the basics that you'll need to know. Getting the Talent Trees up will take a liiittle bit longer, so expect the specifics to show up tomorrow or the next day (unless my wife goes into labor, in which case, give me another day or three :P)
IMPORTANT: Edge of the Empire is set in the Outer Rim during the time period of the Original Trilogy. Its a hive of scum & villainy, without Jedi hanging out on every corner. Just wanted to make sure everyone realizes that!
Obligations
Everyone needs to pick an obligation. The amount of your obligation can vary, and even be split between two things. The specific amount is going to vary based on the number of PCs, so, that number isn't going to matter just yet, however, you also have the ability to raise the amount of Obligation you take on.
By taking on an additional +5 Obligation, you receive +5 XP, or +1000 Starting credits. (Default is 500 credits starting, and XP based on race)
By taking on an additional +10 Obligation, you can receive +10 XP or +2500 starting credits.
The types of Obligations are as follows:
Addiction, Betrayal, Blackmail, Bounty, Criminal, Debt, Dutybound, Family, Favor, Oath, Obsession, Responsibility
Make sure to expand upon that a bit. For example, someone who is Force Sensitive, and has a Family Obligation, could be due to the fact that their family reported them to the Empire and is now trying to hunt them down for the reward. Don't just pick "Addiction" and be done with it, basically, as this is going to be something that might come back to bite you in the ass later. Make the bite interesting. :P
Also, for the particular story I'm running, it has you starting in debt to a Hutt on Nar Shadaa as the hook to get you into the story. You can make your character with this obligation or not, up to you. If not, we'll just hand wave it, as this is jus a beta prewritten adventure, and an overall test of the system for pbp.
Characteristics
Just a quick breakdown of what the different characteristics are and what they mean.
Agility
Dexterity, hand-eye coordination, body control. Used in Coordination and Skulduggery, and is key to ranged combat skills.
Brawn
Brute power and overall toughness. Used with Athletics and Brawl, also determines wound threshold and Soak.
Cunning
How crafty and devious a character is. Used with skills like Deceit, Perception, and Survival.
Intellect
Intelligence education, and mental acuity. Astrogation, Computers, and Knowledge checks are common uses.
Presence
Charisma, confidence, and force of personality. Key to inter-personal skills like Charm and Leadership.
Willpower
Discipline, Self-control, mental fortitude, and faith. Used for skills like Coerce and Vigilance, as well as determining a character's starting strain threshold.
Species
Bothan
Bothans gain a free rank in Streetwise.
Highest Charactieristic: Cunning / Lowest: Brawn
Droid (Class Four) (Additionally to what's in the lacking wookieepedia link, manufacture and operation of war and assassin droids have been outlawed in the Empire, under penalty of death. Licenses are required for lesser security models. So, if choosing this, realize that you may need to hide your nature in public.) Droids do not need to eat, sleep, or breath, and are unaffected by toxins or poisons. They also have a higher cybernetic implant cap. Droids cannot become Force Sensitive, and cannot be effected by Mind-altering Force powers. Droids require Mechanics for healing rather than Doctors. Stimpacks and bacta tanks don't effect them.
All droid characteristics start at 1, but they also have the highest starting XP to raise them as desired.
Gand
Gand gain a free rank in Discipline.
Highest Characteristic: Willpower / Lowest: Intellect
Human
Humans and Near-Humans start with a second Specialization within their Career.
Humans start with all Characteristics at 2, rather than with one at 3 and one at 1 and the rest at 2.
Rodian
Rodians receive a free rank in Survival.
Highest Characteristic: Agility / Lowest: Willpower
Trandoshan
Trandoshans gain a free rank in Perception.
Trandoshans recover additional wounds when in a bacta tank, and can regrow limbs.
Trandoshans deal one extra damage and have a higher critical chance when making a Brawl check.
Highest Characteristic: 3 / Lowest: Agility
Twi'lek
Twi'leks gain an free rank in either Charm or Deceit.
Highest Characteristic: Presence / Lowest: Brawn
Wookiee
Wookies gain a free rank in Brawl.
Wookie Rage: when a wookiee has suffered any wounds, he deals +1 damage with his Brawl and Melee attacks. When a Wookiee is critically injured, he deals +2 damage to his Brawl and Melee attacks.
Careers
Just a quick note on skills, since I don't have the full list up: You get to place a free rank in 4 of your Career Skills, and a free rank in 2 of your Specialization Skills. So, you don't necessarily have all of the skills unless you want to spend XP.
You can have 1 Career, and up to 3 Specializations, which can be collected from any of the Career options, they're simply more expensive to purchase.
Bounty Hunter
Expert trackers, brutal combatants, and effective investigators.
Career Skills: Athletics, Perception, Pilot (Planet), Pilot (Space), Streetwise, Surveillance, Vigilance, and Ranged (Heavy)
Specializations
Assassin
Whereas most Bounty Hunters focus primarily on capture, Assassin's are generally tasked with the straightforward task of terminating their targets.
Spec Skills: Coordination, Skulduggery, Stealth, and Melee.
Gadgeteer
A one-man battle force, at least for a short time. Specializes in high-tech gear and weapons.
Spec Skills: Computers, Mechanics, Surveillance, Range (Light)
Survivalist
The best when it comes to hunting targets that have fled to the farthest ends of the galaxy.
Spec Skills: Resilience, Survival, Knowledge (Lore), Knowledge (Xenology)
Colonist
The most out-of-place people in the Outer Rim. Cultural and professional elite with a grasp of the bigger picture.
Career Skills: Charm, Deceit, Leadership, Negotiation, Streetwise, Knowledge (Core Worlds), Knowledge (Education), Knowledge (Lore)
Specializations
Doctor
In demand almost everywhere they go for their ability to treat wounds and illness.
Spec Skills: Cool, Medicine, Resilience, Knowledge (Education)
Politico
Can talk to anyone about anything in any way he needs to.
Spec Skills: Charm, Coerce, Deceit, Negotiation
Scholar
With the danger of a "thousand thousand worlds", someone who knows something other than how to reload a blaster can be quite useful in any number of situations.
Spec Skills: Perception, Knowledge (Outer Rim), Knowledge (Underworld), Knowledge (Xenology)
Explorer
Those who seek to uncover the countless mysterious and opportunities out in the vastness.
Career Skills: Astrogation, Charm, Cool, Perception, Pilot (Space), Knowledge (Lore), Knowledge (Outer Rim), Knowledge (Xenology)
Specializations
Fringer
Part-negotiator, part-astrogator, and savvy in the ways of the galaxy beyond the Core Worlds. A jack of all trades.
Spec Skills: Astrogation, Coordination, Negotiation, Streetwise
Scout
There's finding a planet, and then there's going down to the planet and seeing what's what.
Spec Skills: Athletics, Pilot (Planet), Survival, Surveillance
Trader
Those who seek to take what they find and turn it into a healthy profit.
Spec Skills: Deceit, Negotiation, Knowledge (Core Worlds), Knowledge (Education)
Hired Gun
When it comes to shooting, the Hired Gun is at the forefront.
Career Skills: Athletics, Discipline, Pilot (Planet), Resilience, Vigilance, Brawl, Melee, Range (Light)
Specializations
Bodyguard
Defenders of people and places.
Spec Skills: Perception, Pilot (Planet), Gunnery, Ranged (Heavy)
Marauder
Up close and personal fighters, with weapons in hand, smashing and slashing.
Spec Skills: Coerce, Resilience, Survival, Melee.
Mercenary Soldier
The warfare expert--a master of ranged combat and military tactics.
Spec Skills: Gunnery, Ranged (Heavy), Discipline, Leadership.
Smuggler
The Universal opportunist.
Career Skills: Coordination, Deceit, Perception, Pilot (Space), Skulduggery, Streetwise, Vigilance, Knowledge (Underworld)
Specializations
Pilot
Lots of people can fly a starship, but not many can make it dance like a true Pilot.
Spec Skills: Astrogation, Pilot (Planet), Pilot (Space), Gunnery
Scoundrel
Part con artist, part gunslinger, and part cantina brawler.
Spec Skills: Charm, Cool, Brawl, Ranged (Light)
Thief
A covert operative.
Spec Skills: Skulduggery, Vigilance, Knowledge (Underworld), Stealth
Technician
Masters of technology and mechanical devices.
Career Skills: Astrogation, Computers, Coordination, Discipline, Mechanics, Perception, Pilot (Planet), Surveillance.
Specializations
Mechanic
The glue that holds everything together, and the grease that makes it all go.
Spec Skills: Mechanics, Pilot (Space), Skulduggery, Brawl.
Outlaw Tech
The specialist you call on when you need something out of the ordinary.
Spec Skills: Mechanics, Streetwise, Knowledge (Education), Knowledge (Underworld)
Slicer
For the Slicer, a computer or datapad is just a puzzle to solve with prizes for doing so.
Spec Skills: Computers, Surveillance, Knowledge (Education), Knowledge (Underworld)
The Force
Much like the other Specializations, you can choose to be a Force-Sensitive Exile. There are no skills associated with this path, but instead you gain a Force Rating and can purchase Force Powers: Sense, Influence, & Move, that do pretty much what you would expect them to. Currently in the beta there's no limit on how much you can put into the Force during character creation, but I'm going to cap it a bit, because as it stands, someone who spends all their starting XP in Force Move, for example, can pretty much 1HKO three groups of Stormtroopers at the same time.
But otherwise its available, and you'll be able to be ANH/ESB Luke-levels of Force Capable.
Motivations
Everyone picks 1 or 2 Motivations for your character. These give a nice bit of flavor and distinction by helping define what makes a character "tick", and helps distinguish them from characters of the same species/career.
Ambition
Friendship, Love, Freedom, Fame, Greed, Status, Expertise, Wanderlust/Novelty, Power, Religion/Spirituality
Cause
Religion/Spirituality, The Weak/Charity, Non-Human Rights, Local Politics, Overthrow the Empire, Crime, Emancipation, Droid Rights, Capitalism, Support the Empire
Relationship (Relationships can be loving and respectful, or antagonistic and competitive, or whatever)
Place of Origin, Pet, Childhood Friend, Comrades, Sibling(s), Mentor, Parents, Extended Family/Clan, Droid Companion, Former Nemesis
I'll get the Skill blurbs and Talent Trees up when I can. The latter will likely be a google doc though, since they function like a skill tree in any MMO, with certain paths you can take.
Use this to get some ideas, and if you have any questions (even about specific skills, or what sort of stuff is in the Talent Trees), feel free to ask, and feel free to post up your early concepts so everyone can get an idea of what the party might potentially be like.
Posts
Dice Conversion
How To Play
Eshka Tereez, Bothan Bounty Hunter
Kevot Thark, Human Explorer
The day comes more quickly than he would have hoped. Slavers. The old story on the fringe worlds. His parents dead, or at least gone, and the stinking dark belly of some freighter his new home. Fight for space. Fight for food. Sleep with an eye open. The other kids are just as desperate. Just as hungry. Just as scared. Months of going from planet to planet. The merchandise coming and going, and the door opening meaning trouble in one form or another.
Until there is a day when the ship shudders, and there is a noise outside the door, and the Republic is there. Kevot is led blinking into the light and he's told that 'It's okay now, young man' and he finally breaks down crying. And he never forgets what the Republic has done for him. He trains and he works hard and One Day he finds himself in the Survey Corps. He is among the stars and seeing the other worlds and sometimes he's the first sentient there -- ever, maybe -- and he always names the two tallest hills he can find. One after his mother, and one after the Republic.
And then the Empire comes, and there are wars and rumours of wars, and once again Kevot hears of children disappearing from the fringe worlds. This time, though, it's done with a nod and a wink to the authorities, and sometimes white-armoured help is given to the slavers -- if they're connected to the right people. Kevot knows that it's time to go. He turns his little runabout towards Hutt space, and he makes tracks. They take him in. He's a useful man, and a man with some assets. He works for them, and they make sure that the Empire doesn't look for him in any of the right places.
Kevot's getting a bit older, now. His beard is grizzled with grey, and his blue eyes have a haunted look to them. He drinks, maybe a bit more than he should, but neither booze nor age have slowed the whip-quickness of his hand.
Stats:
Career: Scout
Specializations: Scout, Fringer (Free, Human)
Obligations:
Criminal (+10 Obligation, +2500 credits): When the Republic fell, Kevot was unwilling to continue to work for a government he regards as illegitimate. He resigned his commission by absconding with his scout ship and is, in the Empire's eyes, a deserter, a thief, and a traitor. The ship is long since gone, but the proceeds from its sale have kept Kevot fairly well-equipped.
Debt: When Kevot went into hiding after the fall of the Republic, it was the Hutts that took him in. He has done some jobs for them since then, but somehow his debt never quite seems to be paid off.
Characteristics:
Agility: 4 (70xp)
Brawn: 2
Cunning: 3 (30xp)
Intellect: 2
Presence: 2
Willpower: 2
Wound Threshold 12
Strain Threshold 12
Skills:
Astrogation
Perception
Knowledge (Outer Rim)
Knowledge (Xenology)
Pilot (Planet)
Survival
Ranged Heavy (10xp)
Equipment:
Vibro Knife (250c)
Adverse Enviro Gear (500c)
Comlink (25c)
Electrobinoculars (250c)
Hand Scanner (100c)
Stimpack x4 (100c)
Breath Mask (25c)
Thermal Cloak (200c)
Backpack (50c)
Ration Pack x10 (50c)
Fusion Lantern (150c)
Utility Belt (25c)
Climbing Gear (50c)
Datapad (75c)
250 Credits
Vagoroy Aldasi - Gand Scholar
Kavilo Clan Tetsu, Rodian Scoundrel
Growing up on Rodia, Kavilo had a revelativly normal life. His family was known in the Tetsu clan for being skilled actors, so from early in life instead of being trained to hunt and kill, he was trained in pretending to hunt and kill.
That changed during the Rodian Clan Wars, when the Chattza clan began it's quest to exterminate the Tetsu. Kavilo and his clansmen fought back but were hardly a match for the planet's ruling clan. First they fled to Enak, one of Rodia's moons, but wasn't nearly far enough to escape their grasp. Eventually Kavilo made his way to Nar Shaddaa where no one would notice one more Rodian among the masses. And even if they did notice, they wouldn't take heed of a few more bodies thrown in the back alleys.
Kavilo found his youth training to be a big help during these times. While many of his clan had become more peaceful (by Rodian standards), he certainly didn't have to worry about a lack of skills. Acting proved jsut as useful trying to slip through a security checkpoint as it did entertaining crowds. After arriving on the Smuggler's Moon, he made his way into one of the many Hutt's Organizations. This gave him some measure of protection from the rest as well as a way to slow start taking his revenge.
Career: Smuggler
Specializations: Scoundrel
Characteristics:
Brawn 2
Presence 3
Intellect 2
Cunning 3
Agility 3
Willpower 2
Wound Threshold: 12
Strain Threshold: 12
Talents:
Black Market Contacts: When purchasing illegal goods, may reduce rarity by 1 per rank of Black Market Contacts, increasing cost by 50% of base cost per reduction.
Convincing Demeanor: Remove S per rank of Convincing Demeanor from any Deceit or Skulduggery tests.
Quick Draw: Once per round, may draw or holster a weapon or accessible item as an incidental.
Skills:
Charm 1
Deceit 1
Knowledge (Underworld) 1
Ranged (Light) 1
Skulduggery 1
Streetwise 1
Survival 1
Vigilance 1
Gear:
Experience: 100
Spent Experience: 100
Willpower 2: 20
Presence 3: 30
Cunning 3: 30
Quick Draw: 5
Convincing Demeanor: 5
Black Market Contacts: 5
Knowledge (Underworld): 5
Obligation:
Dutybound-Revenge: Kavilo cannot forgive the Chattza clan for their destruction of his own. If member of the clan were encountered he would be duty bound by clan honour to get revenge for his fallen kin. At the head of the list would be Navik the Red, head of the clan and Inta'si'rina, Grand Protector of Rodia.
Motivations:
Ambition: Power: Chattza Clan is the current ruling power on Rodia, meaning Kavilo has little chance of getting revenge on his own verus them. In order to do so, he needs power, regardless if it takes form as money, influence or anything else.
And, of course, congrats on the son, Ink!
(The Firefly side is the better side. Everybody running around with Jedi powers seems silly)
- Terence McKenna
I'll be posting them up once I can transfer the Talent Tree from book to google docs, as that's going to be the most time consuming part.
But up until then, think about the general things you'd like. Most everything you need for character creation is up, other than XP amounts for the different races and the things you spend them on (skills & Talents). But Obligations & Motivations and general character ideas are generally the hard parts any way. :P
But if you have questions about the Career/Spec you're considering, I can answer them for you.
Right now though, if you don't plan to make your character based on Talents, and more on the idea that sounds cool to you, you've got a lot of what you need (Obligation, Species, Career, Spec, Motivation).
Bothan Survivalist Bounty Hunter sounds like it could be fun. I'll write something up in googledocs and have it posted sometime tonight (When tonight depends on how distracted I get by GW2 ;>_>).
- Terence McKenna
It seems my character looking for a Partner as well. Based on the character idea that I had, it makes sense that he would have one.
EDIT: HA! Figured out a decent name for my dude.
- Terence McKenna
How the dice mechanic works is that your rolls are based off your Characteristic and your Skill. The higher number represents how many dice you roll, while the lower is how many get upgraded to Proficiency dice. proficiency dice give you a higher rate of success, and a chance to crit, but otherwise you can still succeed without them. So, if you've got 3 Agility, you'd roll 3 Ability dice and no Proficiency dice. If you have 3 Agility and 1 rank in Pilot (Space), you'd roll 2 Ability dice and 1 Proficiency dice.
Make sense? The skills are all about training and being really good, but not like in d20 where a lack generally means you're a bumbling idiot. Leia was able to pilot the Falcon in a pinch, after all.
Also, the adventure I'm running just requires you guys to be in debt to a particular Hutt on Nar Shadaa. If you want to come up with a reason for that on your own, awesome, but if not we can just have a generic reason for it. His is the adventure from the back of the Beta book, so I'm really just using it as a test run.
Partners can make for some fun RP though, so it would be cool if I do manage to get one. I can settle for having to spend the XP if I don't.
So we should all add a Debt obligation as well then? (I just edited in my reason for being in debt to the Hutt on my character's googledoc)
- Terence McKenna
You can buy Career skills, yeah. They're cheaper, in fact. The 4 career skills thing is just the ones you get for free.
And you don't have to take the debt Obligation, it's just an option. If you don't, we can just hardwave it, honestly--is just the hook that the book uses to get you into the adventure. But I'm more than happy to fit people into it for other reasons, as like I said, this is a beta adventure, and a test to see how well this'll work at pbp.
- Terence McKenna
- Terence McKenna
Char Gen Doc
How does a character go about actually acquiring these talents btw?
- Terence McKenna
"We will follow your IC thread with great interest."
The Division, Warframe (XB1)
GT: Tanith 6227
Ugh, this is so tedious.
Edit: On the bright side, I totally want to see a Doctor who just runs around Vulcan Nerve Pinching everyone into unconsciousness. :P
Play by post? Then I am definitely in. I'll have some time tonight to go through my book and build my character. Right now I'm leaning toward Human Smuggler, though that could change when I start building the character.
In regards to the obligation to the hutt, one thing the book mentions is that you can have a "Group" obligation beyond just your individual obligations. So, we could start with a party obligation of 10 to the Hutt, and then we all have our own individual obligations.
The party Obligation works alright if you're playing the recommended group of smuggler-types, because then you go into debt to get your ship. But as we already have a Bounty Hunter, it starts to make a little less sense.
Honestly though, after this story, I'd probably want to start fresh with my own story, so I'm not too concerned with handwaving that bit. After all, it wouldn't make sense for the Hutt obligation to come into play anyway, as why would he send people after you when you're already on a mission for him anyway? :P
Assassin Droids are always good fun. Until they aren't.
Also, Char Gen dock now has up to Marauder complete.
Interested in doing a partner scenario? Kicking around the idea of a masked Gand that is a former police inspector. Or a governmental tax investigator. Someone who used to do the book-and-numbers side of law enforcement, now out of a job and looking for work.
Former police inspector. You'd have the book-and-numbers side of tracking down criminals and I'd have the surveillance/tracking/hunting down side of catching criminals. Sounds like we'd made a decent team.
What class would the bolded actually make you? A Politico? Or would you be something else and just use that as your background/obligation/motivation?
- Terence McKenna
Anyway, @Talonrazor If you want to go with that idea, I'd recommend maybe taking Thief as a secondary Spec, at least temporarily. They have a Talent called Indistinguishable, that makes them harder to identify.
Once I get the Talent trees done, then I'll just need to add a skill list, aaand then how to spend XP.
Though, I guess I could just throw up a quick run-down of how it works:
When you select a Career, you get access to 8 skills. You can take a single free rank in 4 of these.
Then select a Specialization, which offers usually 4 more skills. You can take a single free rank in 2 of these.
Raising Stats
Pay 10x the amount of the next tier. So, if you've got a Brawn 2, and want Brawn 3, that would cost 30xp. You cannot raise a stat above 5 during Character Creation
Raising Skills
Pay 5x the amount of the next tier when raising a Career Skill. So, if you've got Astrogation 2 and want Astrogation 3, that would cost 15xp. To purchase a non-Career Skill, add +5 XP. So, if Stealth is outside your Career or Spec, it would cost 10xp for level 1, 15 for level 2, and 20 for level three, etc. You cannot raise a skill above 2 during Character Creation, and they cap at 5.
New Specializations
Pay 5 XP to gain a Specialization from within your Career, or 10 XP to access a Specialization from outside of your Career. You may only have 3 Specializations, though you can drop them. If you drop one, you lose all Talents that are not Permanent, and Skills granted by the Spec no longer count as Career Skills.
Purchasing your second & third Specialization does NOT grant you any free skill points.
The (P) in the Talent Trees tell you that the Talent is Permanent. So, you could feasibly spend 10 XP to become a Thief, spend 5 XP to get Indistinguishable, which is Permanent, and then drop the Specialization, freeing the slot up but keeping the Talent.
Purchasing Talents
Pay the cost on the left of the row to gain that Talent. To access lower Talents on the tree, you must have the Talents that lead to them. So, Talents in the first row cost 5, second cost 10, third 15, and so on. White edge between the Talents means they're connected, thick black border means they aren't.
- Terence McKenna
Yep. Pick your Career, you get 4 free skill points there, pick a Spec, and you get 2 free skill points there. I'll add that to the post above.
Edit: Also pointed out that purchasing your 2nd and 3rd Spec does not grant any free skill points like you get with your first Spec.
Good, then I believe I spent my XP correctly.
- Terence McKenna
Yeah, point taken. I'm thinking of going back to my original idea. A former member of the Republic's Exploration Corps -- went underground when the Empire took over, and has had to take a few favours from the Hutts to stay that way. He's been lurking around at the very fringes of civilized space ever since. How far into the Imperial period are we? Does he need to be fifty years old at this point, or...?
I'm thinking either a Rodian or Human Explorer/Scout. 'Course, I'll have to buy some actual combat skills somewhere.
My comment was actually more of a joke. As in, Assassin Droids are always good fun, until they're trying to kill you. :P
As for the combat skills, you've got the option of going Scout/Merc Soldier, as that would fit an ex-Republic Scout pretty well. Or you could just purchase Ranged (Light) or Ranged (Heavy) as non-Career skills.
But if you're looking for actual combat-related Talents, Merc Soldier or Bodyguard are both great options if you want to be good with a blaster.
The Mechanic has a Talent that lets him take parts of a working device to fix a broken one of similar size and function, without breaking the first device.
It just made me laugh to see a Talent totally embrace the whole "You always have parts left over" thing.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
Oh, heh. I was worried about the HK/Humorless murderer issue. As in, the droid would be either a meatbag hating, [Irritated Pronouncement] jokefest or just No Fun At All. Hmm. I'm thinking that I'm going to go Scout/Merc soldier, as you suggested. Rodian, likely, if only because I can't think of a third spec to take as a human.
My first (EDIT: and a halfth) pass at a character build:
+1 Cunning [-30xp]
+1 Agility [-40 xp]
Skills:
Knowledge (Xenology)
Knowledge (Outer Rim)
Pilot (Space)
Astrogation
Survival lvl 2 (1 Free Rank, Rodian)
Athletics
Ranged Heavy lvl 1 [-5xp]
Stealth [-10xp]
Talents:
Stalker [-5xp]
I mentioned in an above post how the dice mechanic works, so you can see how Characteristics play a part in that. But it should be noted that Brawn 2 Athletics 5 is the same as Brawn 5 Athletics 2, in terms of what you roll. The advantage of having the Characteristic rather than the skill is just that it applies to a wider range of rolls.
Athletics is climbing, swimming, and jumping. So, if you plan to scout ahead, Athletics can help you to reach places and surpass obstacles that might otherwise be a challenge.