Jumping Skill: Difference between revisions
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This skill represents trained jumping ability. When you attempt a difficult jump, roll against the higher of Jumping or [[DX]]. In addition, you may use half your Jumping skill (round down) instead of Basic Move when calculating jumping distance. For instance, Jumping-14 would let you jump if you had [[Basic Move]] 7. See [[Physical Feats#Jumping|Jumping]]. | This skill represents trained jumping ability. When you attempt a difficult jump, roll against the higher of Jumping or [[DX]]. In addition, you may use half your Jumping skill (round down) instead of Basic Move when calculating jumping distance. For instance, Jumping-14 would let you jump if you had [[Basic Move]] 7. See [[Physical Feats#Jumping|Jumping]]. | ||
==Martial Arts== | |||
Jumping is necessary to get the most out of several | |||
optional combat rules, including Acrobatic Movement | |||
(pp. 105-107) and Flying Attack (p. 107) in any campaign, | |||
and Chambara Fighting (pp. 128-130) in cinematic games. | |||
{{unfinished}} | |||
[[Category:Martial Arts]] | |||
{{Athletic Skill}} | {{Athletic Skill}} |
Revision as of 06:00, 9 September 2021
Defaults: None.
This skill represents trained jumping ability. When you attempt a difficult jump, roll against the higher of Jumping or DX. In addition, you may use half your Jumping skill (round down) instead of Basic Move when calculating jumping distance. For instance, Jumping-14 would let you jump if you had Basic Move 7. See Jumping.
Martial Arts
Jumping is necessary to get the most out of several optional combat rules, including Acrobatic Movement (pp. 105-107) and Flying Attack (p. 107) in any campaign, and Chambara Fighting (pp. 128-130) in cinematic games.
This page has not been finished up!