Jumping

Your athletic ability allows you to hurl your body over obstacles and distances.
Utrained Jumping: You can make Jumping rolls normally. You're just not as good at it.
rowspan="1" class="color1" style="font-size: 120%;" Result	rowspan="1" class="color1" style="font-size: 120%;" Distance
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 8 or less
 Three feet
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 9-12
 Six feet
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 13-14
 Twelve feet
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 15-16
 Fifteen feet
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 17-18
 Eighteen feet
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 19-20
 Twenty-one feet
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 21+
 Twenty-four feet
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Long Jumping Rolls: To determine the horizontal distance a character can jump, make a PHY+Jumping roll. A character with the Bounding Leap archetype benefit adds six feet to the distance jumped.
You must be running to make a long jump; if you've only taken a full advance during your turn, making a long jump requires an action. If you've already run during your turn, it requires only a quick action.
rowspan="1" class="color1" style="font-size: 120%;" Result	rowspan="1" class="color1" style="font-size: 120%;" Height
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 8 or less
 One foot
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 9-14
 Two feet
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 15-20
 Three feet
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 21+
 Four feet
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High Jumping Rolls: To determine how high a character can jump, roll PHY+Jumping and consult the following chart. A character with the Bounding Leap archetype benefit adds two feet to jump height.
Jumping Modifiers: Jumping modifiers are pretty straightforward. Penalties vary; if your armour has a DEF penalty, then double it when penalizing Jumping rolls. If the environment is hazardous or windy, Jumping rolls will be at -1 to -3. If you jump to a lower position or you are using a pole of some sort, Jumping is at +2. For every twelve feet you move before attempting to Jump, add +1 to the roll, up to a maximum of +3 at 36'.
Falling: With training in Jumping, falling is less severe. Falls of less than 18' are harmless. Falls of 18' or more are one die 'gentler' in terms of damage.
Jumping rolls can't really be assisted.
Category:General Skills