2.53.2 Skating

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.

Skating speed

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

Skating maneuvers

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