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Athletics - Jump

Jumping is used to cross a chasm, and similar obstacles or to reach something high. Most jumps do not require an actual check and can be part of the narrative. If a character is having a brawl in a tavern, they should not need to make a roll simply to jump on the table unless there is really important reason to make it so.   Instead, you should use the jump subskill when failure could have important consequences, like jumping over a chasm or across rooftops when chasing someone.   The difficulty for jumping is based on how high or long the character wants to jump want to jump. This author did not go into specific distances, both because many factors have to be taken into consideration, such as clothing, shoes, and overall athleticism and also because Genesys is about telling a compelling story, not calculating exact distances.   Instead of building a table with precise measurements, where a single additional inch could increase the difficulty, we built the table around who is expected to succeed the jump.   EXAMPLE OF A JUMP CHECK   Declan is running from a bar where he ended up getting on the wrong side of the street gang that owns it. The thugs are chasing him and he finds himself in a dark alley. He comes to a halt when he faces a dead-end, preventing him from escaping. The GM describes the scene and there seems to be only one way to avoid facing the street toughs: balconies granting access to the rooftops above. To avoid getting trapped in there, Declan makes an attempt to jump and reach one of the balconies.   The GM calls for a Hard (ddd) Athletics check to have Declan reach the balcony’s bottom ledge, from where he will have to pull himself up. Declan takes a few running steps, stands on a on old crate sitting on its side and then jumps. The GM grants him a b from the crate and another one from the running start. James’ player rolls ssshhh. Declan makes the jump but only one of his hands reaches the ledge. He tries to hold onto it but the GM spends h to have the portion of the ledge dislodge and slide down. The GM spends the other hh to have Declan land on his back. The street toughs are now closing in as Declan stands back up. The ledge has collapsed in such a way that Declan can simply scramble up it's face with a simple move manuever however the street toughs will likely be able to follow him without issue.

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