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Climbing

A hero who wants to climb a castle wall or a steep cliff must make a Climbing check. Failed checks don’t automatically lead to falls; they can mean the hero didn’t dare begin the climb, suffered an injury, or simply took much longer to reach the destination.
Check: COU/AGI/STR
Applications: Ice, Mountains, Trees, Walls
Encumbrance: Yes
Tools: climbing gear, depending on the circumstances
Quality: the hero reaches the destination faster.
Failed Check: the climb takes longer than expected, or the hero suffers an injury (1D3 DP, ignoring PRO), doesn’t dare to climb, or gets stuck somewhere along the way.
Critical Success: the hero climbs much faster and safer than usual. Witnesses think the hero might be one of the best climbers on Dere. For QL, competitive checks, and cumulative checks, SP = 2xSR.
Botch: the hero slips and falls (see Falling Damage on page 340).
Improvement Cost: B

  • Climb a small tree’s first limb +5
  • Climb a wall that is two paces high +3
  • Climb a tall tree +1
  • Climb to a window on the second floor +/-0
  • Climb the front of a tall building -1
  • Climb a difficult wall with only a few handholds -3
  • Climb a wet castle wall -5