Difference between revisions of "Jump"

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You may jump as part of your run movement. You move your full speed, and you may leap over areas up to your jump speed ignoring the terrain within them. Jumping upward counts like difficult terrain (costing 2 speed), and is required before you can jump over obstacles or opponents. If you successfully [[hustle]] the extra area you earn adds to jump as well as run. Normally your jump speed is 2. A [[dive]] is a special [[dodge]] that uses your [[guard]] and allows you to jump your speed before an attack hits.
 
 
{{Jump}}
 
{{Jump}}
 
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*Default Evolutions
 
{{Long Jumper}}
 
{{Soft Lander}}
 
{{Thrown Clear}}
 
 
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*Special Evolutions
 
{{Floating Step}}
 
  
 
==See Also==
 
==See Also==
*[[Flight]]
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*[[Hustle]]
*[[Climb]]
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*[[Run]]
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*[[Swim]]
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*[[Tumble]]
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{{V251}}
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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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