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)
Result | TMR |
Absolute Success | Normal TMR + 2 |
Success | Normal TMR |
Near Success | 3/4 TMR |
Partial Success | 1/2 TMR |
Failure | 1/4 TMR |
Absolute Failure | 0 TMR |
Blunder | Fall! |
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
Rank | Rope Ladder | Rope |
None | TMR/4 | STR+CON/6 |
1 | TMR/3 | STR+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 |