Mechanics - Maneuvers - Athletics - Dot 3 - Parkour Jumping

After landing one jump carry the momentum into another. This is fancy, dangerous, stuff.

Requires Have just landed a jump successfully.
Action Minor.
Cost Take an additional Successive Action Penalty (total 2).
Roll [Dexterity + Athletics].
Penalty -2 dice (at least).
Bonus On success, gain +2 successes.
Effect Jump upwards, a height ranging from half a meter (1 success) to 2 meters (5+ successes).
Effect Jump forwards, a distance ranging from 1 meter (1 success) to 4 meters (5+ successes).
Effect On a fail, the character clutches up, loosing their momentum. Because they’ve lost their momentum, if they want to try again it will be an ordinary Jump.
Effect Don’t Botch. Really, just try not to.
Note The distances indicated above are for ordinary humans.
Note Tumble might be necessary if jumping down a long way or landing at speed.

Mechanics - Maneuvers - Athletics - Dot 3 - Parkour Jumping

Kapre Aswang Avandus