Climbing

Characters may sometimes have to climb tall objects under duress, perhaps to scale a cliff to attack archers stationed above, or to evade a terrifying creature on the ground below! No roll is usually needed to ascend ladders, ropes, or trees with lots of limbs unless the GM feels there’s a good reason (being chased, wounded, etc.). In more stressful situations, a character makes a Climbing roll and checks the results below.

Remember that these measurements are listed in table-top inches, with each inch representing two yards in the real world.


 * Fail: The character makes no progress. If the Climbing roll is a total of 1 or less, he falls to the next level below—whatever that may be. See Falling damage on page 88. If the hero was secured by a rope or other restraint, he falls half the length of the restraint and suffers a Fatigue level instead.
 * Success: The hero ascends a number of vertical inches on the table-top equal to half his Strength. A hero with a d6 Strength, for example, can climb 3” in a round if he makes his Climbing roll.
 * Raise: As Success, above, but the character moves an additional 2”.
 * Falling Damage: See page 88.
 * Prepared Climbs: Break lengthy ascents into three roughly even sections. Failing a Climbing roll after a break point typically means the hero falls that distance if freeclimbing.
 * Ropes: Those secured with a rope typically only suffer a level of Fatigue from Bumps and Bruises (see page 86). Of course the Game Master might decide the rope has a chance of breaking under a sudden strain. This is rare in reality, but for dramatic effect, roll a d6. On a 1, the rope breaks and the character falls the entire length of the last section climbed.