The rate of climb is the result of a Deftness Group Effect Die roll multiplied by a factor representing the difficulty of the surface. This factor is at the discretion of the Gamesmaster. A Critical Failure on the Basic Chance of Success roll indicates a fall.
A normal miss requires another BCS roll with another miss indicating a fall. A successful roll indicates no progress. When climbing natural formations, Climbing Skill is also useful.
Sheer or almost sheer surfaces require Climbing Skill to negotiate. Ladders, ropes, stairs and other simple to navigate surfaces do not.
|Simple Rope||.1||Maximum height in meters equal to Strength CST plus Strength Group Effect Die roll. Requires two hands. No other Actions allowed.|
|Knotted Rope||.1||As above but substitute AST for CST. BCS modification of +2 while on ladder.|
|Stairs||.5||Treacherous Ground, Running allowed|
|Sample PC 1||Climbing|
Note to Players: Information here is considered metagaming. Your character should not reference or use these numbers in game to determine who should roll for specific skills.
The number of meters fallen is the chance in 20 of a Critical Effect occurring. When rolling on the Critical Hit Effects Table, one half of the distance fallen in meters, rounded down, is added to the 1 Dl00. If the Critical Effect is Location dependant, 1D100 should be rolled, and the Hit Location Table consulted. At his discretion, the Gamesmaster may add to or subtract from the die roll depending on whether the character is falling head or feet first.