This skill gives the user the ability to climb steep and sheer surfaces with the aid of ropes and pitons. If a Thief, Jack, or Investigator learns this skill, then his or her Climb Walls skill is increased by 10% per slot invested.
Critical Success: The character can increase movement rate by 25% or withstand one ordinary failure during the climb.
Critical Failure: Character immediately loses grip and 1d3 pitons break before downward motion ceases. The rock climber takes 1d4+1 damage per broken piton, or normal falling damage -- whichever is applicable.
1. A rock climbing check must be made for every 1// of ascent.
2. An ability check is required for every 2// of ascent.
3. An ability check is required for every 3// of ascent.
4. An ability check is required for every 4// climbed.
5. Ability check is required at 5// intervals.