Table of Contents
Jump
Time Required: 2 seconds
Skill: Athletics (Untrained)
You can attempt a long jump or a high jump. Doing so provokes a Counterattack.
Roll Athletics, and record the amount you roll. If you moved in the same turn immediately prior to this action and covered at least two meters in the direction of the jump, you may increase your Athletics skill bonus by the number of meters of distance you moved, to a limit of your Athletics skill bonus (allowing you to as much as double your Athletics skill bonus).
High Jump
You gain 10cm of altitude per point rolled on Athletics. Add 60cm if you were attempting to jump up on top of something (such as when leaping onto a table), or 240cm if you were attempting to jump up to reach something (such as snagging something held by a Giant). Halve the bonus height if you are a Small creature such as a Gnome.
Long Jump
Divide the total rolled by five, and drop fractions. This is the number of meters you cleared in the jump. You also gain 60cm plus 2cm of altitude per point rolled, and can consider that for purposes of jumping over obstacles. Again, halve the bonus height if you are a Small creature such as a Gnome.
Jumping While Moving
You don't need to take a full action to simply hop over small obstacles. You may treat any obstacle of no more than one meter in length, or half a meter in height, as difficult terrain. This will allow you to jump over small crevasses, hop onto a dias, or climb stairs, without needing a separate action or an Athletics Skill check.
You cannot Jump when Prone. (Not sure I really needed to say this.)
A three-meter-wide chasm splits the passage, but Sebastian feels confident he can clear it. He has room to run towards the chasm, which allows him to get a +3. He rolls his Athletics and gets a total of 16. That gives him a total distance of three meters. He barely clears the gap, but lands safely on the far side.