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Climb or Swim

A creature who has "climb" in their speed entry, or who gains the temporary ability to automatically climb, can climb across vertical and horizontal surfaces at full speed. Likewise, a creature who has "swim" in their speed entry, or who gains the temporary ability to automatically swim, can swim in liquid at full speed.

Creatures without those types of movement can still climb or swim when a rule allows them to move, but each square of climbing or swimming costs 2 squares of movement. If a surface is difficult to climb (for instance, a sheer cliff or ice-covered wall) or a liquid is hard to swim through (a raging river or whirlpool), the Director can call for a Might test. On a failure, a creature can't climb or swim but wastes no movement in the attempt. The Director can also impose other consequences to failure, such as being caught in the spinning current of a whirlpool.

Climbing Other Creatures

You can attempt to climb a creature whose size is greater than yours. If the creature is willing, you can climb them without any trouble. If the creature is unwilling, you make the following test:

Power Roll + Might or Agility:

  • ≤11: You fail to climb the creature, and they can make a free strike against you.
  • 12-16: You fail to climb the creature.
  • 17+: You climb the creature.

While you climb or ride a creature, you gain an edge on melee abilities used against them. The creature can use a maneuver to attempt to knock you off, forcing you to make the following test:

Power Roll + Might or Agility:

  • ≤11: You fall off the creature into an unoccupied adjacent space of your choice, taking falling damage and landing prone as usual (see Falling below).
  • 12-16: You slide down the creature into an unoccupied adjacent space of your choice and don't land prone.
  • 17+: You continue to hold on to the creature.

If you are knocked prone while climbing or riding a creature, you fall and land prone in an adjacent space of your choice, taking damage as usual from the fall.