The Climb shall follow the following rules, once you start it:
- There are three bands to climb, High (Hard w/ 1 Challenge), Very High (Daunting w/ 2 Challenge) Too Fucking High (Formidable w/ 3 Challenge). They need to be reached in order. Threat generates Strain, but Failures do as well. Advantages can recover it, but not the Successes. Failure means the path up hasn't yet been found and one can try again. Only Despair means fall. I pocket excessive Despairs. Triumph can be used only as an upgrade for the next roll, yours or another climber.
- The Climb can be Athletics, Coordination or Survival, representing various ways to approach the ordeal, but the Characteristics for the other two can only be used up to one above the character's Brawn. It means the character with Brawn 2 and Cunning 4 will be using Cunning 3 for climbing.
- This is not an approximation of combat. No initiative order, no Manoeuvres, etc. The players coordinate the sequence. Climbing NPCs do what the PCs tell them to do. This includes Eileen. The cliff is broad enough for as many people to climb simultaneously as you decide. Of the Muadh, only Yar Zell's stats are potentially up to the challenge till the end, the other 3 are good athletes, but not exceptional.
- Any equipment with Encumbrance greater than 1 that is not rope or antler climbing hooks confers a Setback. If one wants to avoid it, the thing must be left below. This includes a parachute, of which they have 3 at disposal. However, when falling to one's death from Too Fucking High, there's enough time to open the chute on successful Average Coordination, but the canopies below will irreparably damage the chute on such a use and will pull others off the wall if the chuter is roped, so the effort will have to restart.
- Antler hooks confer both a Boost and a Setback (no rock-feel) and reduce the Strain generation by 1 per round.
- The rope connection can make climbing easier and prevent you from falling. If there are others at the same band, you can get a Boost per person for your climb roll, 2 Boost per person if they are higher. If you start falling, others at a given band can do an Average Athletics vs. 2 Challenge to check if their position and strength is enough to withstand and arrest your fall and just get you dangling. If they fail and roll a Despair, you pull them down, and for any next roped person to arrest that fall the difficulty rises by 1 Challenge per additional person falling. Dangling person can restart climbing.
- Fall from Too Fucking High is death. Fall from Very High is 20 wounds and 2 Crit. Fall from High is 10 wounds and 1 Crit. Dangling is 3 Wounds per band difference, starting at 0.
- If one goes over the Strain threshold, it doesn't mean losing consciousness immediately. It means they no longer have any strength to climb or even move and are just locked at the spot of the cliff, clinging. If they are roped, it means the difficulty for anyone connected who must go up gets an upgrade as they are a drag. They chip off and fall after anyone's next three rolls when they finally faint from exertion, joint pain and rock cuts.
- The climb successfully ends if at least one roped person goes over Too Fucking High. All other people and equipment can then be gradually pulled up through collective effort that requires no more rolls. It means it's fine to wait below until someone gets there.
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