Spelljammer
Rope Mastery
This skill encompasses several sub-skills. Each sub-skill is defined below.

Skill Roll – Rope Mastery skill roll is determined normally (rank x 5) but the modifying stat will changed depending on the action.

Climb Ropes – See Climbing skill for Climb Ropes information.

Horizontal Rope Movement – Horizontal rope movement is used for moving along a rope that stretches more or less horizontally rather than vertically. For example, a rope that runs across a chasm. There are several ways to move across a horizontal rope; walking (e.g., tightrope walking), hand over hand, hand over hand with feet, and hand over hand with feet and safety line. The applicable skill for tightrope walking is Acrobatics (q.v.). The higher of Acrobatics and Rope Mastery can also be used to determine TMR for Horizontal Rope Movement. TMR is the same for all of the three remaining methods for crossing. TMR is equal to Thick Rope TMR from the table above, +1. As with normal rope climbing, Partial or Near Success results in half or three quarters TMR for that round. Failure means a fall for hand over hand, and one quarter movement for

Blunder Fall (if safety line, need one round to right self)
Absolute Failure Fall for hand over hand.
Failure No Movement
Partial Success ½ TMR
Near Success ¾ TMR
Success Normal Movement
Absolute Success Normal Movement +1 TMR

Knot Tying – The Rope Master is a master of tying knots. Modifying stat for tying knots is DEX. Even at rank one, the Rope Master can tie a knot that won’t slip. Other knot tying activities will require a skill roll. These include tying someone up so they can’t escape, binding objects together with rope, etc. The following table can be used to determine how successful the Rope Master is at tying someone up.

DEX Roll1st AttemptInterval
Blunder5xImmediately1 round
Absolute Failure4xImmediately1 minute
Failure3xImmediately5 minutes
Partial Success2x30 minutes15 minutes
Near Success2x1 hour30 minutes
Success1x2 hours1 hour
Absolute Success½ x8 hours4 hours

Note that tied up characters may attempt a PS roll to break the ropes that are holding them. As a general rule, only one such attempt can be made and the chance of success depends entirely on the quality and strength of the rope.

Make Rope – Rope Masters can make rope. Making a rope requires proper materials (hemp or silk) and a successful skill roll. The Rope Master determines the grade of rope that they wish to make, purchases the raw materials (one fifth the normal cost of the rope) and then spends (cost / 25) days making the rope.

Lasso – A Rope Master can attempt to lasso an creature or object. Base chance is 25% + DEX. Bonus per rank is 5% for an object.

Strike Chance is modified by the target’s defense. SC is also modified by –1 per foot. Minimum range is 5 feet. Maximum range is 40 feet. For inanimate objects, the GM may assign a defense based on size or difficulty in lassoing the object. In the case of a successful lasso against a hostile target, the following table is used.

RollLocationEffectTo Escape
1NeckMay pull target to ground if attacker PS greater than target PS-5. 1d3 Fatigue per action (choking).Cut rope or remove lasso (PS vs. PS)
2-4Upper BodyUpper arms pinned. May pull target to ground if attacker PS greater than target PS-3.Cut rope or remove lasso (PS vs. PS)
5Right ArmCannot use right arm. May pull target to ground if attacker PS greater than target PS.Cut rope or remove lasso (PS vs. PS) or 3x AG roll to pull arm out of lasso.
6Left ArmCannot use left arm. May pull target to ground if attacker PS greater than target PS.Cut rope or remove lasso (PS vs. PS) or 3x AG roll to pull arm out of lasso.
7-8Middle BodyArms pinned. May pull target to ground if attacker PS greater than target PS-3.2x PS roll to free arms.
9Lower BodyMay pull target to ground if attacker PS greater than target PS.Cut rope or remove lasso (PS vs. PS)
10LegsMay pull target to the groundCut rope or remove lasso (PS vs. PS)

To cut the rope, the target must have an edged weapon in hand and must make a 2x AG roll. To remove the lasso, the target rolls a d10 and adds his PS. The attacker rolls 2d10 and adds his PS. If the target’s result is higher, he has removed the lasso. Any attempt to extricate oneself from a lasso takes a full action.

Escape From Rope Bonds - A rope master's intimate knowledge of ropes offers him a better chance at escaping from rope bonds (i.e., being tied up with rope). Anyone can attempt to escape from rope bonds by simply wearing them down. This process takes time and requires a DEX roll, as indicated below. A rope master can subtract his rank from his die roll.

DEX Roll ResultTime Required to Break Free
0 or less1d6 minutes
1/4 DEX roll2d6 minutes
1/2 DEX roll4d6 minutes
1x DEX roll6d6 minutes
2x DEX roll2d6 x 5 minutes
3x DEX roll2d6 x 10 minutes
4x DEX roll2d6 x 15 minutes
5x DEX roll2d6 x 20 minutes
6x DEX roll or higher2d6 x 30 minutes
Natural 96 or higherThe ropes are too tight to get out of without help