Climbing
- Gymnastics is applied to assisted (with ropes/harnesses) and unassisted climbing
- Climbing is a complex action
- Gymnastics + STR [Physical] determines how far you move
Situation | Movement Distance |
---|---|
Rappelling down | 20m + 1m per hit |
Assisted climbing upwards | 1m per hit |
Assisted climbing horizontally | 1m per 2 hits |
Assisted climbing upside down | 1m per 3 hits |
Unassisted climbing upwards | 1m per 2 hits |
Unassisted climbing down | 1m per hit |
Situation | Modifier |
---|---|
Assisted climbing | +2 |
Easily climbable (Chain fence) | +1 |
Broken (loose stone wall) | 0 |
Flat (brick wall) | -3 |
Sheer (metal wall/seamless stone) | -5 |
Slippery or Wet | -2 |
Greased or gel treated | -4 |
Rappelling
- Simple action
- Free Fall + BOD [Physical] (2)
- 20m per combat turn +1m per hit over the threshold
- If another simple action is taken that phase you receive a -2 to the action and to the free fall test
- Stopping requires another test
- On a failure you are unable to slow down
Failing a climbing or rappelling test
- Failing automatically halts progress
- Must make a STR + REA test to hold on
- Failure leads to falling, 20m per combat turn
- During next action phase may attempt to stop with a STR + REA test (-2 modifier)
- GM may allow a STR + REA test for other climbers to grab you
- If the character has safety lines in place
- Test is made by the person who set the line up
- Free Fall + LOG [Mental] (1/2 BOD of falling character)
- Success leads to safety gear catching
Jumping
Horizontal
- Gymnastics + AGI [Physical]
- 1m per hit from standing jump
- 2m per hit from running jump
- Max jump distance is 1.5× AGI meters
Vertical
- Gymnastics + AGI [Physical]
- 0.5m per hit
- Max is 1.5× height