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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.
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Each Standard Turn spent studying the segment(up to 6 turns) will add +1 to the roll.
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Climbing equipment grants +1.
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A rope (hanging from above in a way that helps the climb) grants +3.
Turns of Study | Normal Climb | Hard Climb | Expert Climb |
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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.
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.
When falling more than 10' see Breakage.