Jumping Skill: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 5: | Line 5: | ||
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== | ==Martial Arts== | ||
Jumping is necessary to get the most out of several | Jumping is necessary to get the most out of several optional combat rules, including [[Acrobatic Movement]] and [[Flying Attack]] in any campaign, and [[Chambara Fighting]] in cinematic games. | ||
optional combat rules, including Acrobatic Movement | |||
and Chambara Fighting | |||
[[Category:Martial Arts]] | [[Category:Martial Arts]] | ||
{{Athletic Skill}} | {{Athletic Skill}} |
Latest revision as of 12:07, 12 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 and Flying Attack in any campaign, and Chambara Fighting in cinematic games.