Jumping

Jumping vertically, like lifting, is controlled by ST. Table 5.4 outlines jumping heights, quantified by how much space there is between the jumper and the ground. To calculate vertical reach add one's own height (and perhaps arm's length), in inches and feet, to the figures in Table 5.4. To jump any given height simply roll ST against a TN from Table 5.4.

As with lifting, each character has an “auto-jump,” or automatically-successful jumping height. Based on ST (ST4 = automatic jump 4), auto-jump is found in the TN column on Table 5.4.

Encumbrance modifiers normally applied to the Move attribute are applied to ST as well when jumping.

Leaping

Leaping is jumping horizontally.

To figure how far a character may leap: add his height (inches and feet) to his leap modifier (based on the Move Attribute). This is his base standing leap (or auto-leap). Running – requiring at least three good steps (about 3 x one's height)– adds 3 feet to any leap. Attempts to leap farther call for a ST Test against Target Numbers from Table 5.5, as with lifting or jumping.

Like jumping, any encumbrance modifiers normally applied to the move attribute are applied to ST when leaping.

Table 5.4: Jumping

Jump Height (inches) TN/Auto-Jump
1“ 1
6” 2
12“ 3
18” 4
24“ 5
30” 6
36“ 7
42” 8
48“ 9
54” 10
60“ 11
66” 12
72“ 13

Table 5.5: Leaping Distances

Move/Auto-Leap/TN Standing Running
2 -4' -1'
3 -3' 0'
4 -2' +1'
5 -1' +2'
6 0' +3'
7 +1' +4'
8 +2' +5'
9 +3' +6'
10 +4' +7'
11 +5' +8'
12 +6' +9'
13 +7' +10'
14 +8' +11'
15 +9' +12'
rules/jumping.txt · Last modified: 2014/01/03 23:30 (external edit)
 
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