19. JUMP

Ability to climb physically and have knowledge of how to climb. Also includes at least some basic knowledge of the character's typical Tech-Level climbing gear and how to maintain and operate that gear. Linked with Athletics: General and Acrobatics, successful use of either of these skills gives the difference of roll to Rating÷ 10 off the Jump roll result before determining difference of Jump Rating to roll.

Jump default:
25% of height (most humans 17.5 inches) + STR ÷ 10 in inches.
Successful jump roll adds difference of rating to roll result to the default in inches.
Failed roll = no bonus, use the default result.
Critical failure = only half distance jumped and a fumble.

Leap default:
Height + (DEX + STR ÷ 10) in inches in length.
Successful jump roll adds (STR ÷20) -1 in feet.
Failed roll = no bonus, use default and land on all fours or flat.
Critical failure = in a trip or miss of the other side.

Specialities:-