Spelljammer
Climbing
Climbing maneuvers are classified by difficulty. A climb up a 75 degree cliff face with occasional hand and foot holds would be a medium maneuver. A climb up the side of a stone building would be a Very Hard maneuver. A climb up a sheer cliff with no hand or foot holds would be an Absurd Maneuver.

Someone with this skill is also skilled at climbing ropes.

Climb Ropes – Everyone has a TMR for climbing ropes. Those with this skill are generally faster than those without the skill. Subtract 5 from TMR if encumbered. With a successful skill roll, the climber gets their full TMR. Except as noted, a roll is made every round. Due to the exertions of climbing a rope, the climber suffers 1d3 NL damage each round after the first.

Rope Climbing Tactical Movement Rate (TMR)
  • Unskilled - ((STR + CON) / 5)
  • Skilled - ((STR + CON) / 4) + (Rank x 2)

ResultTMR
Absolute SuccessNormal TMR + 2
SuccessNormal TMR
Near Success3/4 TMR
Partial Success1/2 TMR
Failure1/4 TMR
Absolute Failure0 TMR
BlunderFall!

Note that two rolls of Absolute Failure in a row also indicate a fall.

If the character has multiple skills that include the Climb Rope task, his effect bonus is equal to the higher of the two bonuses, plus 2% per rank of the second skill. His effective rank is also increased by 1 per 3 ranks. For example, Lani is rank 5 with Climbing and has a Climb Ropes bonus of 70%. She also has Rope Mastery at rank 4. When rolling for Climb Rope, her effective bonus is 78% and her effective rank is 7.

A character can climb slower and use less endurance/NL. By doubling the time to climb, END/NL use is halved.



Old Table

RankRope LadderRope
NoneTMR/4STR+CON/6
1TMR/3STR+CON/4
2+1
3+1
4+2
5
6+3+2
7**
8+4
9+3
10+5**
11
12+6+4
13
14+7
15+5

** Roll No longer needed