====== Climbing (Strength) ====== Characters may sometimes have to climb tall objects under duress, perhaps to scale a cliff to attack archers stationed above, or to evade a terrifying creature on the ground below! No roll is usually needed to ascend ladders, ropes, or trees with lots of limbs unless the GM feels there's a good reason (being chased, wounded, etc.). In more stressful situations, a character makes a Climbing roll and checks the results below. Remember that these measurements are listed in table-top inches, with each inch representing two yards in the real world. * **Fail**: The character makes no progress. If the Climbing roll is a total of 1 or less, he falls to the next level below--whatever that may be. See [[rules:fatigue-falling|Falling damage on page 101]]. If the hero was secured by a rope or other restraint, he falls half the length of the restraint and suffers a [[rules:fatigue|Fatigue]] level instead. * **Success**: The hero ascends a number of vertical inches on the table-top equal to half his [[attributes:strength|Strength]]. A hero with a d6 [[attributes:strength|Strength]], for example, can climb 3" in a round if he makes his Climbing roll. * **Raise**: As Success, above, but the character moves an additional 2". [[tables:climbing-modifiers|Climbing Modifiers]] * **Falling Damage**: [[rules:fatigue-falling|See page 101]]. * **Prepared Climbs**: Break lengthy ascents into three roughly even sections. Failing a Climbing roll after a break point typically means the hero falls that distance if free-climbing. * **Ropes**: Those secured with a rope typically only suffer a level of [[rules:fatigue-bumps-and-bruises|Fatigue from Bumps and Bruises (see page 99)]]. Of course the Game Master might decide the rope has a chance of breaking under a sudden strain. This is rare in reality, but for dramatic effect, roll a d6. On a 1, the rope breaks and the character falls the entire length of the last section climbed. //Savage Worlds Deluxe Edition p. 24//