Campaign of the Month: September 2013
Strain: 0+ (see text)
The adept makes Climbing Tests to travel distances by swinging from ropes or vines, such as an airship’s rigging or a chandelier. When covering a distance up to his Movement Rate, the adept makes a Climbing (8) Test; when swinging up to double his Movement Rate, he makes a Climbing (12) Test and takes 1 Strain. The attempt counts as his move for the round. A successful Climbing Test means the adept swings and lands where he wants, while failure means the adept botches his landing and is Knocked Down. A Pathetic Result means the adept loses his grip mid-air and takes Falling Damage.