House Rules
Skills: Jumping
For those of you who want a jumping mechanic, I suggest adding a new Nimbleness based skill called...ta-da... jumpin'. The base TN for most jumpin' attempts is a 5. This can be modified by the Marshal as he sees fit due to bad footing, differences in height between takeoff and landing sites, etc. The distance a hero can jump is based on his Strength die. Each raise on the jumping roll adds distance based on the type of jump being attempted.
Jumping
Type of Jump
| Distance
| Per raise
|
---|
Vertical
| Strength die/4 feet
| 1/2 foot
|
Standing Long Jump
| Strength die/2 feet
| 1 foot
|
Running Long jump
| Strength die/1 foot
| 2 feet
|