Template:Climbing

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Climbing (Athletics)

Ascending a slope may be completed with a single (Dexterity + Athletics) roll at a difficulty based on the incline of the slope and the frequency of handholds. Success means the character climbs without incident, while failure means the character cannot find purchase and must start over. A botch indicates a fall, with the severity of the botch determining where in the ascent the character lost his grip. Storytellers can also choose to break a climb into an extended check for added drama. They can even use combat time to represent a high-stakes race between two or more characters. If a character is belayed, she shouldn't fall except in the worst possible botch.