Difference between revisions of "Climbing as an Action"
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+ | When your | ||
+ | character climbs an inclined surface (rocky slope, side | ||
+ | of building), roll Dexterity + Athletics. Climbing is | ||
+ | typically an extended roll. For an average climb with | ||
+ | available handholds and nominal complications, your | ||
+ | character moves 10 feet (three meters) for every success. | ||
+ | The Storyteller adjusts this distance based on the | ||
+ | climb’s difficulty (easier: 15 feet/five meters per success; | ||
+ | more difficult: five feet/two meters per success). | ||
+ | The number of handholds, smoothness of the surface, | ||
+ | and environmental factors can all affect rate of travel. | ||
+ | A short, difficult climb may have the same difficulty | ||
+ | as a long, easy climb. The extended action lasts until | ||
+ | you’ve accumulated enough successes to reach the desired | ||
+ | height. Botching a climbing roll can be bad: Your | ||
+ | character may only slip or get stuck, or she may fall. | ||
+ | |||
+ | If the character activates the Protean power of Feral | ||
+ | Claws, constructs bone spurs with the Vicissitude power | ||
+ | of Bonecraft, or uses a similar power to assist them, | ||
+ | all climbing difficulties are reduced by two. |
Latest revision as of 16:56, 6 July 2015
When your character climbs an inclined surface (rocky slope, side of building), roll Dexterity + Athletics. Climbing is typically an extended roll. For an average climb with available handholds and nominal complications, your character moves 10 feet (three meters) for every success. The Storyteller adjusts this distance based on the climb’s difficulty (easier: 15 feet/five meters per success; more difficult: five feet/two meters per success). The number of handholds, smoothness of the surface, and environmental factors can all affect rate of travel. A short, difficult climb may have the same difficulty as a long, easy climb. The extended action lasts until you’ve accumulated enough successes to reach the desired height. Botching a climbing roll can be bad: Your character may only slip or get stuck, or she may fall.
If the character activates the Protean power of Feral Claws, constructs bone spurs with the Vicissitude power of Bonecraft, or uses a similar power to assist them, all climbing difficulties are reduced by two.