Climbing
Climbing is used to enable characters to climb walls and other such
surfaces more easily. Reaching a roof or scampering up a rope can be
made to look easy through the application of this skill.
Sample difficulties:
Drainpipe | 5
|
Brick wall | 15
|
Sheer cliff face | 40
|
The GM may also apply modifiers to the difficulty, depending on the
equipment at hand, the weather, wounds the character has suffered, or
other considerations.
Sample modifiers:
Hammer and pitons used | +25
|
Surface is slippery | -20
|
Character can use only one hand | -50
|
Rutger is attempting to climb a slippery cliff. He has a
hammer and pitons with him. This would be a difficulty of 40 and
a modifier of 5(=25-20). Unfortunately for Rutger, he is suffering
from several wounds sustained in a recent confrontation. The GM
rules that these wounds warrant a further -15 modifier, bringing
the total of the modifiers to -10(=5-15). Rutger has a climbing
skill of 73, so he must roll a 23(=73-40-10) or less to accomplish
the climb.
Many climbs will last for more than one round. In this case,
there are several options available to the GM.
- The first option is to allow the player to make one check for
the entire climb. If circumstances should change during the climb
(eg. a sniper with a high-powered assault rifle starts taking
potshots at the character), additional rolls would be required,
with different modifiers.
- The second method is to require a check every round. This
requires many more rolls if the climb is long, but more accurately
models actual climbing conditions. You may want to use this method
if the climb is over changing terrain (eg. climbing in the rigging
of a ship, or over a shifting shale slope). A variation on this
would be to require a periodic check (perhaps every five or ten
rounds).
Failing a Climbing check
If a character fails a Climbing check, the consequences can range
from negligible to severe or even lethal.
- If the GM requires a skill check every round, and the character
fails the first one, they would probably not be high enough to do
any damage. Otherwise, the number of checks made will indicate
how high the character was.
- If only one check is required (and failed), the GM may wish to
roll d% to determine how far up the character got before falling.
Or, it might be determined by how badly the check failed.
- If the character failed a check part way through the climb, it
should be easy to determine exactly how far they will plummet before
impact (falling is easy; it's the landing that hurts). In appropriate
terrain, the GM may allow the character to attempt to slow or stop
their fall (possibly with another check).