Climbing
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Mechanics
Any surface you want to climb has a DC and a distance. If your check result exceeds the DC, the amount by which you succeed is added to your progress. When your progress equals the distance, you fully climb the surface. Some surfaces such as A chalk wall or a titanic creature are unpredictable and have a modifier instead of a DC. These surfaces roll defence against anyone attempting to climb them.
Rolled For
Climbing is rolled for, well, climbing. Climbing a tree, a rock wall, a mountain, a house, etc. It also covers understanding things about climbing; such as what areas of a rock face are dangerous, what branches won’t support weight, etc.
Note; Catching yourself while falling is more likely a coordination check than a climbing one.
Special Rules
You cannot make any checks that require the use of your hands, other than Climbing, whilst climbing.
Difficulty Modifier
DC begins at 0, each of the following adds +5.
In the case of a wall opposing the check, if the following state "[mod]" they grant the wall a +4 bonus to its modifier. "[aid]" and "[tool]" increase the walls aid or tool dice respectfully by 1 step. A wall's aid and tool dice begin at d4.
- Active Danger[aid]: Something is actively opposing your check in a threatening manner and can react to your actions.
- Constructed Wall[mod]: The surface is worked stone. If it is a wall designed to prevent climbing, such as a castle wall, this can apply multiple times.
- Dangerous[mod]: The activity has some inherent mindless threat such as extreme heights, dangerous thorns, or similar. Dangers at the bottom of the surface such as Magma, fast flowing rivers, or spikes, apply this twice.
- Darkness[tool]: You can't see, making it far harder to properly climb. Magical darkness may make this worse.
- Lateral[mod]: The activity involves moving horizontally rather than vertically, making it harder to see where you're going.
- Natural Rock[mod]: The surface is natural, unworked stone.
- Rope[tool]: The activity includes rope as part of its premise, effectively preventing you using your own.
- Showy[aid]: You just want to show off and make it more difficult for yourself.
- Slippery[mod]: The surface is slippery, whether wet, mossy or icy. If the surface is made of ice, this applies twice.
- Steep Walk[aid]: The activity is done via walking, rather than traditional climbing.
- Time Limit[aid]: If something would make the task actively harder or impossible after a certain period of time.
- Tree[mod]: The surface is a tree rather than sturdy stone.
- Unstable[tool]: The surface you're on or going to, is unstable or weak.
- Weather[aid]: Weather interferes with the activity. Dense or deadly weather applies this twice, and fog applies four times.
- Motion[aid]: The surface is moving independent of your actions. This can apply up to three times if the motion is particularly vigorous. This ONLY applies to opposed climb surfaces. If a climb should have this trait, it becomes an opposed climb.
Example tools
The following items are examples of tools for Climbing:
Rope(d4, TDC 5), Pitons(d4, TDC 0), Climber's Kit(d6, TDC 10)
Powers
Tier 1
- Brachiation[As your movement action you may move a number of hexes through tree branches equal to your highest climb tier without rolling a climb check.]
- Climb path[You count as aiding any creatures that follow the same path you climb. This includes persuing enemies.]
- Grazing grip[When you fail a climbing check such that you would fall, you may choose to take damage equal to the amount you failed by to instead make no progress.]
- Quiet Climber[You can attempt Stealth, Senses, Analysis, and Navigation checks while climbing.]
- Rappel line[Double your progress when climbing down.]
- Rigging Dodge[While in a ship's rigging, you gain a +1 to all combat defence rolls as if aided, even if no-one aids you.]
- Underpass[You can attempt to climb horizontal surfaces and overhangs.]
Tier 2
- Climbing pace[When combat starts while you are climbing, you may use your climbing skill for initiative.]
- Fired Piton[You can aid climb using a bow from a vantage point.]{BOW}
- Free Climbing[When climbing without any tools, you gain a d4 tool die.]
- Leap higher[You may choose to increase your progress from a climbing check by 50%. When you do, you cannot make a Climbing check to make progress the next round.]
- Seafarer's grip[Climbing surfaces never gain an aid die to their DC from movement.]
- Spelunking[When starting to climb from water, the surface does not gain an aid die from you being wet.]
- Swing Grip[When you attempt checks to jump while climbing, you add your climb tier to the check.]
Tier 3
- Glorious Hold[You may use your climbing defence instead of Athletics against wind effects provided you can reach an object the wind cannot move such as a tree or cliffside.]{Athletics}
- Guarantee[When you cannot fail a climb check, you may choose not to roll and instead make 5 progress.]
- Swing speed(Brachiation)[As long as you don't attempt to move faster than your speed, you may move through trees without requiring a climb check.]
- Tremendous grip[You can use Climbing to defend against Disarm attempts.]
- Trickpath(Climb path)[You may choose to exclude one creature from your climb path ability every time you climb a surface.]
- Victorious Climber[You gain 1 momentum when you complete an opposed climb.]
- Wall Run(Wall kick)[You may use Athletics instead of climbing for your first climbing check against any given surface.]{ATHLETICS}
Tier 4
- Pounce down[When you fall on a creature from a high place, that creature takes half your fall damage instead of you.]
- Tandem Climb[When climbing with a single partner who also has this ability, you total progress for the purpose of determining when you complete the climb.]
Tier 5
- Free Climb master(Free climbing)[Your free climbing tool die increases to d6 and you may select it as a specialty.]
Tier 6
- Climbing addict[When you complete a climb that required you make at least as many checks as your climbing tier, you gain 1 momentum.]
Tier 7
- Firesky revel[You do not need to roll defences against minor firesky events when at high altitude.]
Tier 8
Tier 9