Medieval Fantasy RPG Rules (Jumping)
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T-30: Standing High Jump: (Move: 0 - Height 4')
GM: Jump to avoid a pressure trap or low obstacle or reach an object.
T-35: Short Parallel Jump: (Move: 4' - Apex 3')
GM: Event (Overcome Obstacle): Jump from a wall to a parallel rooftop to avoid detection and/or gain entrance.
T-40: Estimating: Guess the measure of a distance.
T-45: 10' Jump (Down): Jump down to a lower area. Roll to feet if successful.
GM: Event (Increase Evasion +5): Jump Down a wall or off of an obstacle to increase evasion chances while pursued.
T-50: Wall Jump (Parallel) Requires: Sturdy parallel surface. (Success = free action and +5 height (apex) +5 on next jumping.)
T-55: 20' Jump (Down): Jump down to a lower area. Roll to feet if successful.
GM: Event (Increase Ambush +5): Jump Down from a small tower or off of a large obstacle to increase ambush chances.
T-55: Create Jumping Pole (1 min - req wood and +1 hand axe.)
T-60: 10' Double Jump (Up): Jump up to a higher area. Note: Requires successful wall jump.
GM: Event (Increase Evasion +10): Scale a Large Obstacle to increase evasion chances while pursued.
T-65: Free Jump (Down - Soft): Leap out over obstacles and land in water or on other soft targets.
GM: Event (Increase Evasion +25): Jump to an area far below. Bonuses negated if they successfully follow.
T-70: Defensive Jump (+5 on resistance rolls)
T-70: Timed Jump (+25 to ambush): 20'
T-75: 30' Jump (Down): Jump down to a lower area. Roll to feet if successful.
GM: Event (Increase Evasion +15): Jump to an area far below. Bonuses negated if they successfully follow.
T-80: 20' Triple Jump (Up): Jump up to a higher area. Note: Requires successful wall jump.
T-85: Stopping a Fall: (1-20 feet) Once per fall: (No Damage)
T-90: 40' Jump (Down): Jump down to a lower area. Roll to feet if successful.
T-95: Stopping a Fall: (21-50 feet) Once per fall: (No Damage)
T-100: Stopping a Fall: (51-120 feet) Once per fall: (No Damage)
T-105: Miracle Landing: (120+ feet) Once per fall: (10% damage from fall)
T-120: 40' Quadruple Jump (Up): Jump up to a higher area. Note: Requires successful wall jump.
Modifiers: (Improve)
(-10) Pole Jump (Full Round: x2 distances)
Modifiers: (Reduce)
+10 - Fast Jump (x2 movement)
+40 - Carry a shifting load like a person secured to your back. (Plus weight)
+50 - Navigate Common Terrain.
+100 - Navigate Uncommon Terrain.
NONCOMBAT
OPTIONAL