Mountain & Hill Environments

Difficult to traverse and often rife with dangers, hills and mountains provide a daunting physical barrier to civilization’s outward expansion.
==Rock Wall==
A vertical plane of stone requires an Athletics check (DC 25) to ascend. Rock walls are drawn on the edges of zones, not in the zones themselves.
==Scree==
A field of shifting gravel, scree doesn't affect speed, but it can be treacherous on a slope. The Difficulty Class of Acrobatics checks increases by 2 for scree on a gradual slope and by 5 for scree on a steep slope. If the scree is on a slope of any kind, characters suffer 1 penalty to all Infiltration checks. Especially daring characters may attempt to move quickly down a slope in a controlled fall using a scree:
Enhanced Trait 2 (Power Attack 2; Flaws: Side Effect (Grant enemy Combat Advantage on a failed Acrobatics check) (1 ep)
==Slope, Gradual==
A gradual slope is 30 degrees or less up or down. This incline isn’t steep enough to affect movement.
Damage 8 (Extras: Narrow Area; Flaws: Increased Action, Might Check Required, Unreliable 2 (One Use); FX: Mighty)
With a Might check at a cost of two actions, you can send a boulder rolling down a slope to smash into your enemies. Make a Might check (DC 18).
==Slope, Steep==
A steep slope is defined as sharper than 30 degrees but shallow enough that characters don’t need to use the Athletics check to ascend. Characters moving uphill must spend two Moves in a piece of terrain with a steep slope. Characters running or charging downhill must succeed at an Acrobatics check (DC 10) upon entering steep slope. Mounted characters make a Vehicles check (DC 10) instead. Characters who fail this check stumble and must end their movement. Characters who fail by 5 or more fall prone and are considered Flat-Footed. A steep slope increases the Difficulty Class of Acrobatics checks by 2.
Category:Rulebook
Category:Action
Category:Environment