Mechanics - Maneuvers - Athletics - Dot 1 - Climb

Reach for those hand and toe holds and haul yourself upward. Don’t Fall!

Action Minor.
Cost Take an additional Successive Action Penalty (total 2).
Roll [Dexterity + Athletics].
Effect If successful, Climb up to Two meters.
Effect If fail, no progress. You can try again if you have dice left in your pool.
Effect Botch means you’ve slipped.
Note Sometimes you can make a climb check as a Reactive action to grab something as you fall past it.
Note It’s been broken into 2m chunks so that you have to make decisions about how hard your character pushes each turn with dwindling dice pools for each climb check.

Mechanics - Maneuvers - Athletics - Dot 1 - Climb

Kapre Aswang Avandus