Jumping
Jumping ignores all modifiers between the tile the character is jumping out of and into, allowing a character to avoid Difficult Terrain and Poor Footing.
Contents
Jumping Distance
The Base Jump Distance a character jumps by default is determined by their Size and their Full Move in Feet - as each tile is 5 feet, this means their Full Move should be multiplied by 5 to get their Jump Distance in Feet.
The Minimum Jump distance is the minimum distance beyond which the character would need to roll for - this is equal to 1/2 their Base Jump.
The Maximum Jump distance or height a character can jump is equal to their Base Distance or Height +50%.
Jump Modifier is equal to 10% of Base Jump Distance. This is used for Scattering and jumping longer distances.
For a Running Jump, a character must have moved at least their 1/2 Move in tiles immediately before jumping - this can have been on the last round providing the character did not stop.
For example, a Human has a Move of 12, 60 feet per round. As a Medium character, they have a Base Running Jump Distance of 1/3 of this - 20 feet. They could make a Running Jump of up to 10 feet without having to roll and the furthest they could jump is 30 feet. They would have to move at least 30 feet unimpeded to get a running jump.
| Jumping Distance & Height | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Size | Base Running Jump | Base Standing Long Jump | Base High Jump | Base Standing High Jump | ||||||
| Tiny or Smaller | 1/3 Move in Feet | 1/10 Move in Feet | 1/15 Move in Feet | 1/30 Move in Feet | ||||||
| Small | 1/3 Move in Feet | 1/8 Move in Feet | 1/15 Move in Feet | 1/20 Move in Feet | ||||||
| Medium | 1/3 Move in Feet | 1/8 Move in Feet | 1/15 Move in Feet | 1/20 Move in Feet | ||||||
| Large or Larger | 1/2 Move in Feet | 1/5 Move in Feet | 1/10 Move in Feet | 1/15 Move in Feet | ||||||
Move Modifiers
Anything that modifies Move by a fraction or percentage similarly modifies Jump distance.
Anything that modifies Move by a point cost per tile for the character - not for terrain - modifies the distance of a Jump by 10% per point. Note, some terrain modifiers *will* have an effect. This is to simulate jumping with a heavy load, whilst tired or through physical barriers such as thick brush, which will rob the character of momentum.
Attempting a Jump
Jumping costs 1/2 of the character's Full Move points.
If the distance is equal to or less than their Minimum Jump distance, they succeed without a roll.
To jump, the character makes a Hard Strength Feat or Dexterity Feat Check. Alternatively, the Character may make an Athletics or Tumbling Check instead - doing so lowers the effective difficulty by one step.
A character can jump up to their Base Jump distance without penalty. For every 10% they increase their Base Jump by, they suffer a -1 penalty.
On a success, a character jumps as high or as long as they intended.
If a character fails a High Jump, for every point they fail by, decrease the height of the jump the Jump Modifier 10% until it hits Minimum Height.
If a character fails a Long Jump, roll to see how they Scatter.
Scatter
For every point the character failed by, increase the distance they move from their target by the Jump Modifier and scatter the character in that direction. If this would cause the character to be moved further than their Maximum Jump Distance, they instead undershoot and are scattered directly between them and their target. A character cannot fall closer to their origin than their Minimum Jump Distance; if they would, they land at their Minimum Jump Distance.
If a character would not land on a tile within 10 feet of their origin, see Falling.
Landing in Terrain Features
Landing in Difficult Terrain or on an area of Poor Footing, however, causes the character to need to make an additional check akin to the one originally made. This new check suffers a penalty to it equal to any Move Point cost modifiers from Terrain Features and Poor Footing. For every point the character fails by, they lose 2 Move Points. If they drop to 0 or less, they are Knocked Down.