Climb

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 Climb (20%) 

This skill allows a character to climb trees, walls and other vertical with or without ropes and climbing gear. The skill also encompasses rappelling.

Conditions, such as firmness of surface, available handholds, wind, visibility, rain, etc., may all affect the difficulty level.

Failing this skill on the first roll indicates that the climb is perhaps beyond the investigator's capability. Failing a pushed roll is likely to indicate a fall with resultant damage. One successful Climb roll should allow the investigator to complete the climb in almost all cases (rather than requiring repeated rolls). A challenging or longer climb should have an increased difficulty level.

Opposing skill/Difficulty level:


 * Regular difficulty: plenty of handholds; perhaps a rope or drainpipe to climb.
 * Hard difficulty: few handholds, or surfaces slick with rain.

Pushing examples: reassessing the climb; taking a longer route; straining one's reach.

Sample Consequences of failing a Pushed roll: fall and suffer damage (1D6 per ten feet onto grass, or 1D10 damage per 10 feet onto concrete); lose a valuable possession as it falls from your pocket (you may not notice this until later); become stranded, unable to go up or down.


 * If an insane investigator fails a pushed roll, he or she holds on for dear life and screams at the top of their lungs for as long as they can.