Skip to main content

Climb (Call of Cthulhu 7th Edition)

Skills

Definition

Climb represents your ability to ascend and descend vertical surfaces—walls, cliffs, trees, drainpipes, and ladders under stress. In Call of Cthulhu, investigators frequently need to reach places they shouldn't be—scaling the wall of a cultist's estate, climbing up to a window, descending into underground caverns, or fleeing across rooftops. This is a physical skill that draws on strength, coordination, and nerve. In the 1920s, buildings often feature architectural details like ledges, drainpipes, and decorative masonry that provide handholds. The Keeper sets difficulty based on the surface, conditions, and height involved.

How it works

**Base Value**: 20% **Key Uses**: - Scaling walls and buildings - Climbing cliffs and natural rock faces - Ascending trees or drainpipes - Descending into pits or caverns **Special Rules**: Failure can mean falling, with damage based on distance fallen (1d6 per 10 feet). Wet, icy, or crumbling surfaces increase difficulty. Equipment like ropes can provide bonus dice.

Tips

**Build Advice**: A moderate investment covers most situations. Essential if your campaign involves lots of physical infiltration or wilderness exploration. **Occupation Synergies**: Pairs with Stealth for infiltration, Jump for getting across gaps, and Spot Hidden for finding the best route. **Character Concepts**: Cat burglar, mountaineer, sailor, athlete, firefighter.

Frequently asked questions

What happens when I fail a Climb roll?

Failing usually means you can't progress or you slip. A fumble means you fall, taking 1d6 damage per 10 feet. The Keeper may allow a second roll to catch yourself before a full fall.

Can I climb with equipment?

Ropes, grappling hooks, and climbing gear can reduce difficulty or provide bonus dice. A rope secured from above might make a climb automatic for simple surfaces.