Climbing Skill

This Skill governs the climbing of sheer surfaces or human-made edifices.

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.

Method BMA
Mod
Notes
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.
Ladder .25 Treacherous Ground
Stairs .5 Treacherous Ground, Running allowed
Movement Distance = BMA Modifer * DFT Effect Dice

Shown NPC

Character Skills
Sample PC 1 Climbing
NOTE: Characters shown here are sample characters for your reference. If you log in as a GM and add characters to your game, the characters shown here will be those from your game.

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.

Safety Gear

If the character is operating under safety precautions when the BCS faiure occurs, they will take effect. Characters who are roped to a secure position in the climbing surface will not fall further than the length of rope attached (Determined by the player, but stated before the climb starts). Characters roped together when one falls will have to make a Strength Ability Saving Throw to keep their grip when the character on the rope next to them falls. This Saving Throw will be reduced if the total mass of falling character(s) exceeds their own Mass.

Falling Damage

Whenever a character falls more than 2 meters, he will be subject to potentially more serious effects. For every 2 meters of fall, the character will receive 1D10 of subdual damage.

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.


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