Jump
Make an Athletics check to jump vertically to reach a
dangling rope or a high ledge or to jump horizontally
to leap across a pit, a patch of difficult terrain, a low
wall, or some other obstacle.
High Jump: Part of a move action.
✦ Distance Jumped Vertically: Make an Athletics
check and divide your check result by 10 (round
down). This is the number of feet you can leap up.
The result determines the height that your feet clear
with a jump. To determine if you can reach some-
thing while leaping, add your character’s height plus
one-third rounded down (a 6-foot-tall character
would add 8 feet to the final distance, and a 4-foot-
tall character would add 5 feet).
✦ Running Start: If you move at least 2 squares
before making the jump, divide your check result by
5, not 10.
✦ Uses Movement: Count the number of squares you
jump as part of your move. If you run out of move-
ment, you fall. You can end your first move in midair
if you double move (page 284).
Example: Marc, a 6-foot-tall human, attempts
a high jump to catch a rope dangling 12 feet over-
head. His check result is 26. With a running start,
he leaps the distance (26 ÷ 5 = 5 feet, plus his height
and one-third for a final reach of 13 feet). If Marc
leaps from a standing position, he can’t quite reach
the end of the rope (26 ÷ 10 = 2 feet for a final reach
of 10 feet).
Long Jump: Part of a move action.
✦ Distance Jumped Horizontally: Make an Athlet-
ics check and divide your check result by 10 (don’t
round the result). This is the number of squares you
can leap across. You land in the square determined
by your result. If you end up over a pit or a chasm,
you fall and lose the rest of your move action.
✦ Distance Cleared Vertically: The vertical distance you
clear is equal to one-quarter of the distance you jumped
horizontally. If you could not clear the vertical distance
of an obstacle along the way, you hit the obstacle, fall
prone, and lose the rest of your move action.
✦ Running Start: If you move at least 2 squares
before making the jump, divide your check result by
5, not 10.
✦ Uses Movement: Count the number of squares you
jump as part of your move. If you run out of move-
ment, you fall. You can end your first move in midair
if you double move (page 284).
Example: Marc attempts a long jump to clear a
5-foot-high wall of thorns and the 10-foot-wide pit
beyond it. His check result is 24. With a running start,
he easily jumps the distance (24 ÷ 5 = 4.8 squares or
24 feet) and clears the wall (24 ÷ 4 = 6 feet). If Marc
jumps from a standing position, he can’t quite make
it across the pit (24 ÷ 10 = 2.4 squares or 12 feet) and
doesn’t clear the wall (12 ÷ 4 = 3 feet). He hits the wall
of thorns and falls prone before reaching the pit.