Jumping

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This page covers the rules for 'jumping', a part of the movement rules. The rules for close combat are here, those for ranged combat here. An overview of the combat rules is here.

Jumping in combat is mostly used to overcome otherwise insurmountable obstructions. Be it that one jumps from one flat roof, across an alley to the next, or that one jumps across a small ditch.

When a character jumps, he has to perform a test on acrobatics, that, can be alleviated or handicapped by the master, depending on the situation. A good reason for an alleviation would be, that the jump is far inside the maximal jump distance of the character, in which case alleviating it by 10 points per meter that's “left over” would be quite sensible.

The maximal jump distance depends on whether or not the character jumps out of a run, or if he was standing still.

When jumping out of movement: (S + A) : 2

When standing still it calculates as: (S + A) : 6

IMPORTANT: When characters jump, the player must describe it in a way that makes clear if there should be alleviations or handicaps and exactly what he tries to achieve. This is especially true for extravagant maneuvers like special rolls, jumping kicks and shooting guns while jumping and everything else players might come up with, with which we can't reckon here.