Jumping

World of Darkness - Rulebook
A character can jump one foot vertically for each success gained on a jumping roll. In a standing broad jump, a character can cross two feet per success rolled. In a running jump, a character can cross a number of feet equal to her Size + four more feet per success rolled. So, if a person who's Size 5 gets three successes in a running jump, she travels 17 feet. In order to make a running jump, a character must be able to run a distance of at least 10 feet. If space is limited, every two feet (rounding up) short of 10 imposes a -1 penalty on the Strength + Athletics roll. So, if a character who wants to make jump needs at least 10 feet in which to get a running start, but she has only five feet with which to work, the roll suffers a -3 penalty.
Before jumping, a character may attempt to gauge the distance and her chances of success before committing. Roll Intelligence + Composure or Athletics, at the Storyteller's discretion. If the roll is successful, you learn the number of successes needed to make the jump and decide if it's worth the risk. You may also learn what penalties are imposed by having insufficient space to get a proper running start.
Example: Diana finds herself trapped on the roof of her apartment building with the vampire's blood slaves charging up the stairs after her. Her only hope is to jump to the roof of the adjacent building and hope that the thugs won't have the nerve to follow. The distance between buildings is 20 feet. Diana is Size 5. A jumping roll must generate at least four successes (for a total of 21 feet) and she needs at least 10 feet to get a running start, which the Storyteller says is available. Her Strength is 3 and her Athletics is 3. The roll is 4, 5, 8, 8, 8 and 9 - four successes. Leaping from the stone parapet, Diana crosses the intervening distance and lands on the far roof.
It was a dangerous feat, though. Under less stressful circumstances, Diana might have gauged her chances before risking her life. The Storyteller could have allowed her player an Intelligence + Composure or Athletics roll to determine that four successes were required. Or if the Storyteller decided that only eight feet were available to get a running start, a successful gauging roll would have told Diana's player that four successes were required, and that a -1 penalty would have applied.
Roll Results
Dramatic Failure: The task not only fails but your character loses her balance. Perhaps she trips on a piece of debris or catches a part of her clothing on a branch or jagged rock. Instead of jumping, she hits the ground and suffers a bashing wound if it was a vertical jump. See "Falling," p. 179, if it was a horizontal jump.
Failure: Your character doesn't achieve any significant distance at all - she jumps too early, has a false start or loses her nerve. She gains a few inches vertically or about a foot horizontally, which could also mean a fall.
Success: Your character leaps a number of feet based on the successes rolled.
Exceptional Success: Your character leaps an impressive distance. If successes gained exceed the amount required to make the jump, your character may attempt another instant action in the air (say, firing a shot) or upon landing (maybe running up to her Speed), at the Storyteller's discretion.
Suggested Equipment: Running shoes (+1), ramp (+1), springboard (+2), vaulting pole (+3)
Possible Penalties: Slippery conditions (-1), bad weather (-1 to -3), difficult terrain (-1 to -3), strong wind (-2)
Dice Pool: Strength + Athletics + equipment
Action: Instant