long jumping

Sample specializations: Standing broad jump, running long jump
This is the ability to leap and jump over pits, chasms, and other obstacles. Every character has a jumping limit value (see Chapter One) which represents how far they can jump without much effort.
The long jumping skill helps characters jump farther than their limit value and to make jumps in less than optimal conditions. Increasing the distance the character jumps is treated as a speed push (see Chapter Four) while making difficult jumps that are within the character’s
jumping limit value is done against a difficulty number determined by the gamemaster based on the circumstances.
The following modifiers are used when a character has to make a push roll with long jumping. The gamemaster can also take them into account when determining the difficulty number for non-push jumps.


Condition Modifier
Flat surface to flat surface +0
Unlimited landing area -2
Limited landing area +2
Very small landing area +4
Rough/unsteady terrain +2 Or more
Downhill landing site -2
Uphill landing site +4
Carrying a heavy load +2 Or more

The jumping limit values in Chapter One assume that the jumper had the time and space to take a running start. Standing jumps subtract two from the distance value jumped. Being able to take off at less than full speed reduces the distance value by one.
Example: Paul’s character Quin is trying to escape from a pack of edeinos warriors and has his back up against a deep chasm. The chasm is six meters across but Quin’s jumping limit value is 3, which translates to only four meters. He will have to try and push his jumping enough to make it across.
Quin does not have the long jumping skill so he uses his Dexterity.
Fortunately for Quin there is no unskilled use penalty. Paul rolls and tells Becky his action total. She calculates the result of his speed push and tells him that he got a +1 result, which will increase his jumping limit value from 3 to 4.
However, the edeinos are close enough to Quin that he didn’t have enough space to run up to full speed so his jumping distance value is reduced by one point, back down to 3. Quin sails through the air but only travels four meters, well short of the other side of the chasm so he falls! A convenient ledge saves his life, knocking the breath from him (Becky will apply some falling damage to Quin using the rules Chapter Four) as the edeinos cluster at the top of the chasm.

long jumping

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