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Climbing

valzi edited this page Jan 3, 2019 · 2 revisions

Climbing and Falling

Climbing

Roll 1D6 and check the chart to climb the next visible segment of the climb. If a new segment of the climb becomes visible, a second roll is required to progress further.

  • Each Standard Turn spent studying the segment(up to 6 turns) will add +1 to the roll.

  • Climbing equipment grants +1.

  • A rope (hanging from above in a way that helps the climb) grants +3.

Turns of Study Normal Climb Hard Climb Expert Climb
0 Fail Fail Fail
1 1 in 6 Fail Fail
2 2 in 6 1 in 6 Fail
3 3 in 6 2 in 6 1 in 6
4 4 in 6 3 in 6 2 in 6
5 5 in 6 4 in 6 3 in 6
6 Success 5 in 6 4 in 6

The Referee should secretly roll a D10 to see what percent of the climb is completed before a fall.

Falling

Every 10 feet fallen beyond the first 10 feet incurs 1D6 damage. If falling more than 40 feet, also Save vs Crushing to avoid death.

Hanging from a ledge reduces the calculated fall distance by 10 feet. Intentionally falling causes a Dexterity check; success reduces the calculated fall distance by 10 feet.

Breakage

When falling more than 10' see Breakage.

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