Jumping During Combat
Basic Set: Campaigns · p.352
Open source p.352The jumping distance formulas
assume you take the time to crouch
and prepare for the jump. In combat,
this
takes
two
consecutive
Concentrate maneuvers. Halve all dis-
tances if you jump without such
preparation.
If you jump over a small obstacle
during a fight (anything with a Size
Modifier 3 less than yours or smaller),
you must use a Move maneuver, and
the jump costs one extra movement
point.
To jump over a larger obstruction
(e.g., a chair) or onto something (e.g.,
a table) during a fight takes your
entire turn and requires a Move
maneuver. Unless the jump is extreme,
the GM will assume you can make the
jump. (Don’t interrupt a battle to cal-
culate jumping distance every time
somebody jumps onto a chair!)
However, you must make a DX roll
when you make a vertical jump or a
long horizontal one. A difficult jump
(into a pit, for instance) might give -1
to -5 to this DX roll. The GM deter-
mines whether you must roll, and at
what penalty. On a failure, you fall. It
takes two Change Posture maneuvers
to stand up again. On a critical failure,
you fall off the thing you jumped onto,
or land badly if you were jumping
down, and take normal falling damage
for that height (see Falling, p. 431).
To clamber onto a vertical obstacle
without risking a DX roll, take two
consecutive Move maneuvers. Success
is automatic.