vaelora/Rules/Ability Trees/Skills/Exploration/Climbing (Might) - Heights Unbound.md
2025-08-01 09:16:36 +02:00

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Description

The worlds greatest climbers are undeterred by sheer cliffs, slick walls, or impossible heights. They are explorers of vertical worlds, able to move where others falter, and even turn precarious terrain into a deadly advantage.

The Heights Unbound tree represents mastery over climbing, rappelling, and vertical ambush. At its pinnacle, a climber becomes untouchable in any terrain, capable of feats that border on the supernatural.

Overview of Tiers and Progression

  • Tier 1 (Climbing 1+): Build core climbing tools—steady grip, speed, and aiding allies.
  • Tier 2 (Climbing 2+): Begin defying gravity with clean wall runs and safe descents.
  • Tier 3 (Climbing 3+): Become a true predator of the vertical world, ambushing foes and overcoming extreme surfaces.
  • Tier 4 (Climbing 4+): Achieve legendary control over any climb, no matter how impossible.

Cost: Each tier costs Tier × 3 Marks, spent from Climbing or Might.
Advancement: Must unlock Tier 1 before accessing later tiers.

Tier 1 Abilities (Climbing 1+)

Name Type Action/Duration Roll (if active) Description
Sure Grip Effect Attaches to any Climbing roll Mark a die as Persistent when climbing. If it succeeds, you may reuse it as an automatic success until you reach safety.
Rapid Ascent Effect Attaches to any Climbing roll Mark a die as Charging. On success, halve the time required to scale the surface.
Anchor Line Passive Always on Once youve completed a climb, allies attempting the same route gain +1 die by using ropes, holds, or paths you establish.

Tier 2 Abilities (Climbing 2+)

Name Type Action/Duration Roll (if active) Description
Wall Runner Passive Always on You may climb walls or obstacles up to 2 meters high without making a roll.
Controlled Descent Effect Attaches to a rappelling or descent roll Mark a die as Lucky. On success, you negate all Injury from falls, even from dangerous heights as long as you are rappelling or descending a climb.
Handhold Maker Active 10 minutes downtime or 1 Action (scene) Might + Climbing Once per scene, create secure anchors or holds, granting allies +2 dice on the same climb.

Tier 3 Abilities (Climbing 3+)

Name Type Action/Duration Roll (if active) Description
Vertical Hunter Passive Always on You ignore all Stealth penalties while climbing and may initiate ambushes from vertical positions.
Cling Like a Spider Effect Attaches to any extreme Climbing roll Mark a die as Effect. If it succeeds, you may cling indefinitely to even extreme surfaces (icy walls, ceilings, etc.) without requiring additional rolls to maintain the grip.
Haul Ally Passive Always on When using ropes while climbing, you may bring one ally along without any Speed or dice penalties.

Tier 4 Abilities (Climbing 4+)

Name Type Action/Duration Roll (if active) Description
Impossible Ascent Passive Always on You can scale any surface without tools, even flat or magically smoothed walls, as long as minimal contact points exist.
Master Climber Passive Always on You automatically succeed on all basic Climbing rolls and treat complex climbs as 1 success easier than their difficulty.
Predators Leap Active 1 Action Might + Climbing Mark a die as Exploding. On success, leap onto a foe and deal double Injury if you strike them successfully with the next action.

[!hint] Design Notes

  • Tier 12 focus on speed, grip, and utility for the group, giving tangible exploration payoffs.

  • Tier 3 introduces predator-like ambush power and extreme clinging for high-stakes climbs.

  • Tier 4 allows the climber to transcend normal restrictions, enabling legendary escapes and assaults.

  • Effect dice drive riskreward dynamics: Persistent for safety, Exploding for power, Charging for speed.


🔥 Next up: Stealth (fan-favorite), Survival, or another traversal skill like Swimming or Tracking? Or should I write all Tier 1 abilities for all remaining Exploration skills side by side so we can baseline them?