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| {{unfinished}}
| | #REDIRECT [[Physical Feats#Climbing]] |
| To climb anything more difficult
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| than a ladder, roll against Climbing
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| skill (p. 183). This defaults to DX-5.
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| Modifiers to the roll depend on the dif-
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| ficulty of the climb (see below). In all
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| cases, subtract your encumbrance
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| level from your roll as well. Climbing
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| while heavily laden is a dangerous
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| matter!
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| Make one roll to start the climb
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| and another roll every five minutes.
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| Any failure means you fall (see Falling,
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| p. 431). If you secured yourself with a
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| rope, you will fall only to the end of
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| the rope unless you rolled a critical
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| failure.
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| The table below gives skill modi-
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| fiers and climbing speeds for some
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| common climbs. In most cases, use
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| the speeds in the “Regular” column.
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| The “Combat” column is for climbs
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| inspired by rage or terror, which
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| always cost at least 1 FP – or double
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| the FP cost given in an adventure or
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| assessed by the GM. Climbs in combat
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| require a Move maneuver.
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| <pre>
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| Type of Climb Modifier Combat Regular
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| Ladder going up no roll 3 rungs/sec 1 rung/sec
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| Ladder going down no roll 2 rungs/sec 1 rung/sec
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| Ordinary tree +5 1 ft/sec 1 ft/3 sec
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| Ordinary mountain 0 1 ft/2 sec 10 ft/min
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| Vertical stone wall -3 1 ft/5 sec 4 ft/min
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| Modern building -3 1 ft/10 sec 2 ft/min
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| Rope-up -2 1 ft/sec 20 ft/min
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| Rope-down
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| (w/o equipment) -1 2 ft/sec 30 ft/min
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| (w/ equipment) -1 12 ft/sec 12 ft/sec
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| </pre>
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| [[Category:Rules]] | |