Cloak & Dagger

The Anarea Thief System

Thievish Activity Specifications

Activity Class: Climbing

Restricted DIS Activities:


Balance ("Bal")

CLIMB

Relevant Chars: Dx(Ph) / Dx(M)

Succeeds on: 80%

Balance is used to walk along narrow ledges / knife-edges / tightropes of width <= 1 ft (Anything wider can be traversed without difficulty.).  It is also used for staying upright on slippery surfaces or in other unstable conditions.

T Effect
>= 131 Failure 2: Fall off
130 to 101 Failure 1: Fall, but grab handhold where applicable
100 to 81 Balance standing still
80 to 71 Balance: can move @ up to 1 ft/sec
70 to 61 Balance: can move @ up to 2 ft/sec
60 to 51 Balance: can move @ up to 3 ft/sec
50 to 41 Balance: can move @ up to 4 ft/sec
40 to 31 Balance: can move @ up to 5 ft/sec
30 to 21 Balance: can move @ up to 6 ft/sec
20 to 11 Balance: can move @ up to 7 ft/sec
10 to -9 Balance: can move @ up to 8 ft/sec
-10 to -19 Balance: can move @ up to 9 ft/sec
-20 to -29 Balance: can move @ up to 10 ft/sec
-30 to -39 Balance: can move @ up to 11 ft/sec
-40 to -49 Balance: can move @ up to 12 ft/sec
per 15% bracket below Add 1 ft/sec to max. speed

The maximum speed attainable is limited to that at which the Th is otherwise capable of moving (normally 12 ft/sec for People).

If the Th attempts to move at a particular speed, the degrees of Failure start above the bracket for that speed.

Difficulty Levels:

  1. Width of ledge or other rigid surface: 12" = DL0, increasing by DL1 per full inch less, down to DL11 for <= 1"
  2. Rope = DL12, subject to increase if swaying.  A second rope above the first (one to walk on, one to hold) = DL -12 (for a net DL0).
  3. Wall to one side of ledge = DL -5 (walls or handrails on both sides allow traverse without difficulty).
  4. Ice = DL4 if level

Climb Poles / Ropes ("ClP/R")

CLIMB

Relevant Chars: Dx(Ph) / St

Succeeds on: 50%

Climb Poles / Ropes is used to shin up or along poles, ropes or similar.  See the other CLIMB Activities for other uses of ropes.

T Effect
>= 101 Failure 3: Fall off
100 to 76 Failure 2: Slide back down
75 to 51 Failure 1: Stuck
50 to 26 Can climb @ up to 1 ft/sec
25 to 1 Can climb @ up to 2 ft/sec
0 to -24 Can climb @ up to 3 ft/sec
-25 to -49 Can climb @ up to 4 ft/sec
-50 to -74 Can climb @ up to 5 ft/sec
-75 to -99 Can climb @ up to 6 ft/sec
per 25% bracket below Add 1 ft/sec to max. speed

The maximum speed attainable is limited to half that at which the Th is otherwise capable of moving (normally 12 ft/sec for People, giving a max. ClP/R speed of 6 ft/sec).

If the Th attempts to move at a particular speed, the degrees of Failure start above the bracket for that speed.

Difficulty Levels:

  1. There is no distinction in DL between different types of pole or rope or the angle of the pole/rope.  If it is wider than the Th can embrace, use Climb Walls instead.

  2. Slipperiness: up to DL15 for a well-greased, apparently unclimbable pole.

  3. To climb down = DL-5 (may slide down at any speed, at the risk of burns - less likely with silk ropes or greased poles)


Chimney ("Chm")

CLIMB

Relevant Chars: Dx(Ph) / St

Succeeds on: 60%

Chimney is used to climb up or down chimneys, crevasses or gullies where there are two walls sufficiently close together to brace oneself against both.

T Effect
>= 111 Failure 3: Fall
110 to 86 Failure 2: Fall, but grab a handhold (if there is one)
85 to 61 Failure 1: Stuck
60 to 36 Can chimney @ up to 1 ft/sec
35 to 11 Can chimney @ up to 2 ft/sec
10 to -14 Can chimney @ up to 3 ft/sec
-15 to -39 Can chimney @ up to 4 ft/sec
-40 to -64 Can chimney @ up to 5 ft/sec
-65 to -89 Can chimney @ up to 6 ft/sec
per 25% bracket below Add 1 ft/sec to max. speed

The maximum speed attainable is limited to half that at which the Th is otherwise capable of moving (normally 12 ft/sec for People, giving a max. Chm speed of 6 ft/sec).

If the Th attempts to move faster than the max. speed given by T, he moves at that max. speed instead.

Difficulty Levels:

A chimney the width of the climber's legs (typically c3ft) has DL0.  A chimney the width of the climber's height with his arms extended has DL10.  Widths between the two have DL 1 to 9.


Climb Walls ("ClW")

CLIMB

Relevant Chars: Dx(Ph)

Succeeds on: 40%

Climb Walls is used to climb walls, ceilings, rock faces and other surfaces not covered by over CLIMB Activities.

T Effect
>= 91 Failure 3: Fall
90 to 66 Failure 2: Fall, but grab a handhold (if there is one)
65 to 41 Failure 1: Stuck
40 to 21 Can climb @ up to 1 ft/sec
20 to 1 Can climb @ up to 2 ft/sec
0 to -19 Can climb @ up to 3 ft/sec
-20 to -39 Can climb @ up to 4 ft/sec
-40 to -59 Can climb @ up to 5 ft/sec
-60 to -79 Can climb @ up to 6 ft/sec
-80 to -99 Can climb @ up to 7 ft/sec
-100 to -119 Can climb @ up to 8 ft/sec
per 20% bracket below Add 1 ft/sec to max. speed

The maximum speed attainable is limited to three quarters that at which the Th is otherwise capable of moving (normally 12 ft/sec for People, giving a max. ClW speed of 9 ft/sec).

If the Th attempts to move faster than the max. speed given by T, he moves at that max. speed instead.

Difficulty Levels:

  1. Direction climbed (up, down or sideways) has no effect on difficulty or speed.

  2. Walls are graded from DL0 (easy climb with handholds) to DL15 (sheer, smooth, vertical surface).

  3. Overhangs have DL +1 to +3, in addition to DL of the wall.

  4. Ceilings have DL +4 to +5, in addition to DL of the ceiling surface if it were a wall.  A smooth ceiling therefore has DL20.

  5. Use of a rope gives DL -5.   To climb down with a rope (abseil) = DL -10.


Jump ("Jump")

CLIMB

Relevant Chars: Dx(Ph) / St

Succeeds on: 100%

This is a standing jump.  With a proper run up, double max. distance that may be jumped, and adjust accordingly for less of a run up.

T Effect
>= 101 Failure: Max. distance that may be jumped = 0 ft
100 to 81 Max. distance that may be jumped = 1 ft
80 to 61 Max. distance that may be jumped = 2 ft
60 to 41 Max. distance that may be jumped = 3 ft
40 to 21 Max. distance that may be jumped = 4 ft
20 to 1 Max. distance that may be jumped = 5 ft
0 to -14 Max. distance that may be jumped = 6 ft
-15 to -29 Max. distance that may be jumped = 7 ft
-30 to -44 Max. distance that may be jumped = 8 ft
-45 to -59 Max. distance that may be jumped = 9 ft
-60 to -74 Max. distance that may be jumped = 10 ft
-75 to -84 Max. distance that may be jumped = 11 ft
per 10% bracket below Add 1 ft/sec to max. distance that may be jumped

If the Th attempts to Jump further than the max. distance that may be jumped given by T,  he will fail to jump far enough, and fall.

If the max. distance that may be jumped is exactly that attempted, there is a 50% chance of losing balance (Thievish Balance may not be used), and a Dx(Ph) check is needed to grab and hold the edge if the Thief falls.

If the max. distance that may be jumped is 1 ft less than that attempted, there is a 40% chance of grabbing at the edge, and a Dx(Ph) check is needed to hold the edge.  The chance of grabbing the edge decreases by 10% for each extra ft short.  So if the Jump is 5 ft short, there is no chance of grabbing the edge.


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