Draw Steel skill
Climb
Climb is a skill in Draw Steel: Scaling walls, cliffs, ropes, and rigging using strength and grip.
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Key facts
- Characteristic
- Might
Overview
Climb covers anything vertical: a castle wall, a crumbling cliff, a ship's rigging, the flank of a giant. It is a Might skill because what decides the climb is how long your arms can carry your weight. Routine climbs need no roll. Tests come when the surface is slick, the climb is long, you carry someone, or archers are firing at you. In combat it decides whether you reach the ledge this turn.
How it works
Characteristic: Might. Skill group: Might skills. Test: 2d10 + Might; 11 or lower is tier 1, 12 to 16 tier 2, 17 or higher tier 3. Training grants a benefit and unlocks attempts untrained heroes cannot make. How it is used: Tier 3 climbs fast and safely. Tier 2 makes slow progress or arrives late. Tier 1 leaves you stuck partway or falling. Edges and banes: Ropes, handholds, or a helping ally grant an edge (+2). Rain, ice, heavy armor, or a crumbling surface imposes a bane (-2).
Tips and playstyle
Best for: Scouts and front-liners who need high ground fast, and anyone who wants vertical routes into fortified places. Character concepts: Mountain guide, dockside rigger, cat burglar with a strong back. Synergies: Jump for reaching handholds, Sneak for quiet approaches, Endurance for climbs lasting hours. High ground grants an edge on attacks, so Climb helps everyone.
Frequently asked questions
Do I roll to climb a ladder or knotted rope?
No. Ordinary climbs with good handholds are automatic. Tests are for difficult surfaces, pressure, or unusual loads.
Does armor make climbing harder?
The Director can treat heavy or bulky gear as a bane if it clearly interferes. Light-armor kits avoid this.