Difference between revisions of "Jump"

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*[[Flight]]
 
*[[Flight]]
 
*[[Climb]]
 
*[[Climb]]
*[[Protect]]
 
 
*[[Run]]
 
*[[Run]]
 
*[[Swim]]
 
*[[Swim]]

Revision as of 22:53, 25 November 2015

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: 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.

  • Default Evolutions
    • Long Jumper: When you successfully hustle you get an extra +2 jump speed.
    • Soft Lander: Subtract your jump speed from any falling dice, and you gain a bonus on any checks resulting from falling effects.
    • Thrown Clear: If you dive but are still hit, you take half of all effects (rounding up).

  • Special Evolutions
    • Floating Step: Your jump speed increases +1 and jumping upward no longer counts as difficult.

See Also


Version 2.5.1
©2014 Frameworks Games

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