A character can wear ice skates and use them to move quickly across ice. A character can also perform maneuvers, such as jumps, while skating.
A character's speed on the ice is determined by the result of a dice roll using his/her Skiing/Skating (including Speed skating specialism) + ST. The speed depends on whether he/she is sprinting for a short distance or skating over a long distance.
Speed | Distance per combat turn (5 seconds) | Distance per minute | Distance per hour |
Sprint | Dice roll result x 3 metres | Dice roll result x 40 metres | N/A |
Long distance racing | Dice roll result x 2 metres | Dice roll result x 25 metres | Dice roll result x 1.5 kilometres |
Normal skating | Dice roll result x 1 metre | Dice roll result x 12 metres | Dice roll result x 720 metres |
When a character makes a maneuver on the ice, he/she must make a dice roll using his/her Skiing/Skating (including Skating maneuvers specialism) + CO to stay on his/her feet. If he/she falls over while travelling at high speed, he/she may be injured as a result of the fall.
The difficulty depends on the maneuver being attempted, as follows:
Maneuver | Difficulty |
Gentle turn | 1 |
Stopping suddenly | 2 |
Sharp turn | 3 |
Jump and single turn in the air | 4 |
Spinning on the spot | 5 |
Jump and one and a half turns in the air (double toe loop) | 6 |
Jump and two turns in the air (double axel) | 8 |
Jump and two and a half turns in the air (triple toe loop) | 10 |
Jump and three turns in the air (triple axel) | 12 |
Jump and three and a half turns in the air (quadruple toe loop) | 15 |
Travelling at normal skating speed | +0 |
Travelling at long distance racing speed | +2 |
Travelling at sprint speed | +5 |
Jumping immediately following landing a previous jump (e.g. second jump in a double sequence) | +3 |