Jump

Move
Actions: 2
Required Proficiency: Untrained
Requirements: None

You stride, then make a leap and attempt an athletics check to increase how far you jump.

Long Jump

When you make a long jump, you cover a number of feet equal to the result of your athletics check. You can’t leap farther than your speed.

If you didn’t stride at least 10 feet, or if you attempt to jump in a different direction than your stride, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 athletics check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity-based athletics check to land on your feet. Otherwise, you land prone.

High Jump

You leap into the air a number of feet equal to the result of your athletics check divided by three. If you didn’t stride at least 10 feet, you automatically fail your check. This DC might be increased or decreased due to the situation, as determined by the GM.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.

Success: Increase the maximum distance that you leap to the desired distance.

Failure: You leap normally.

Critical Failure: You leap normally, but then fall and land prone.