Climbing Rules: Difference between revisions

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

Latest revision as of 19:59, 14 January 2014