Jumping...

By Velvetears, in Dark Heresy House Rules

...A Bit More Cinematicly

I've always seen the 3 meters +50cm per success as a bit short sometimes.. so here's what we use in my games.

Firstly Agility is used not Strength, why on earth would a weightlifter who's "visibly stronger" be able to jump further than a trained gymnast?.

Yes yes i know all about "strengths not just lifting" and upper/lower body strengths.

A Character may substitute Agility with the Athletics Skill if available (giving classes like Assassin that bit more edge, seeing as they're trained from a very young age to get to places others just cant get to, which would include things like Parkour style running)

From a simple standing leap forward a character can jump equal to half their Agility Bonus (to a minimum of one meter) with an additional half a meter per 5 the AG check is passed by.

With a Short Run & Jump (4-10 meters) a character can leap AG bonus x 1.5 meters, (with a minimum of 2 meters) with an additional half meter per 5 the AG check is passed by.

With a Long Run & Jump the character is able to leap AG bonus x2 meters (with minimum of 2 meters) with an additional meter per 5 the AG check is passed by.

Anything thing rolled under 10 = looks awesome, it happens regardless, and looks cool. (we like cinematic events in our games).

Also, a character must make an Agility (or Athletics) check to land correctly, modified as seen fit by the GM for the size of what ever you're landing on and whether its higher or lower than yourself.

Failing the initial leap roll means the character gets to scared, stops inches from the edge and must pass a Willpower (+10) check to attempt it again.

If a character fails by more than 2 degrees they go plummeting over the edge and get the long drop, unless they can make a Agility/Acrobatics -30 check to grab on to something some distance down (still taking some falling damage mind you)

Failing by 3 or more degrees earns you the Long Plummet, no chance to grab anything on the way down.

A Critical Failure will most likely end in character death as the damage for falling is x1.5

Unnatural Agility will double the distance for both the Base and the Additional.

Suddenly Eldar Harlequins & Some types of Tyranid got a whole lot scarier...

I'd say Acrobatics would be a more appropriate stand in for Athletics than simply Agility.

LOL that is what i meant.

Ah a throwback from shadowrun & oWoD games...

my bad, i shall report for castigation after i've had my marmite on crumpets..