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CLIMB INTRODUCTION
You can use the climb ability to scale a slope with an incline that is to steep to walk, climb a rock face, scale things like fences, etc. With each successful climb check your character can move in any direction (up, down, side to side, etc) across an incline, or even a ceiling if hand holds are present. Movement when climbing is 1/4 your characters standard speed as a standard movement partial action, or 1/2 your full speed as a full round action. Failing a climb check results in your character ‘slipping’ but regaining hold, ending the turn. If your character fails a climb check by more then 5 points then he/she falls and suffers damage based on the height of the fall. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
CLIMBING EXAMPLES
Below is a table with some examples of different degrees of climbing, including standard modifiers that represent the difficulty of the climb against your roll check. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Dice Check Example Situation
0 Climbing up a slope to steep to walk up, using a knotted rope against a wall.
5 A normal unknotted rope with a wall to brace against.
10 A surface with ledges to hold and stand on.
15 A hanging unknotted rope, a tree, an artificial or natural rock wall.
20 An uneven surface with small hand and foot holds.
25 An overhang or ceiling with hand holds but no foot holds.
A perfectly smooth flat surface cannot be climbed.
-10 (bonus) Any climb where you can brace yourself against two opposite walls.
-5 (bonus) Climbing a corner where you can brace against perpendicular walls.
+5 (penalty) Any surface that is slippery.

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ADVANCED USES
It is very hard to move to avoid attacks while climbing, giving the attacker a +2 bonus when attacking a opponent who is climbing. Any time a character takes damage while climbing they must make a climb check to make sure they don’t lose their hold and fall. Falling damage is 1d6 for every 5 feet. It’s possible to create your own handholds and footholds in surface like wood or stone, with the proper tools, creating each is a full round action, negating movement. It’s also possibly, though improbable, that you can catch yourself when falling from a wall, the formula for this is DC + 20, and DC + 10 for a slope. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ACCELERATED MOVEMENT
It is possible for your characters to attempt to climb at a accelerated pace, though it is dangerous. Accelerated climbing is a full round action allow you to cover your characters full movement speed, with a penalty of -5 tacked on to the dice check.

  SECTION NAVIGATION
Below you will find easy section navigation for
all of the pages listed in the guidelines section.
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›› ( visit ) ›› Player Attributes
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›› ( visit ) — › Stamina Chart
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›› ( visit ) — › Strength Chart
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›› ( visit ) ›› Combat Mechanics
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›› ( visit ) — › Gun Combat
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HAVE A QUESTION?
If you have a question pertaining to anything you read on this page and wish for an explaination from management then feel free to visit the ( Questions Board ) and someone will do their best to answer your question in as much detail as possible.