Difference between revisions of "Jump"

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__NOTOC__
 
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You can leap nimbly through the air. Normally your jump speed is 1, and you may only land in Areas in front of your [[flank]]. A [[dive]] is a special [[dodge]] that uses your [[guard]] and allows you to jump out of your area before an attack hits.
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{{Jump}}
*'''Requires''': [[Move]]
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{{Jump1}}
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{{Jump2}}
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{{Jump3}}
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==Default Mastery Options==
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{{Flying Leap}}
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{{Long Jumper}}
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{{Soft Lander}}
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{{Thrown Clear}}
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==Other Mastery Options==
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{{Floating Stance}}
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==See Also==
 
==See Also==
*[[Move]]
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*[[Hustle]]
*[[Climb]]
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*[[Run]]
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*[[Swim]]
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*[[Protect]]
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*[[Tumble]]
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{{V250}}
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{{V300}}
  
[[Category:Ability]]
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[[Category:Ability Use]]

Latest revision as of 20:17, 28 January 2023

  • Jump: With an Action use up to 6” of Movement, then attempt to Jump with the remainder. Where a Dash lets you move farther, a Jump lets you leap over obstacles. If you need to clear something 1” across you roll a Dash Check and succeed on a Good roll. The roll suffers a –1 Penalty if you need to clear 2”, and –2 if you need to clear 3”. On a Bad roll reach the other side but become Stumped. Every Penalty you can’t pay off is 1” short the Jump lands. Ignore extra movement costs and consequences for any Areas you jump over.

See Also


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