Campaign of the Month: September 2013
Great Leap talent
Step: Rank + DEX
The adept jumps large distances by making a Great Leap Test, the result being how many hexes the adept may jump, with the distance covered divided between horizontal and vertical, but not exceeding his Movement Rate in either direction. If he uses the Running combat option (p. 225), the adept may leap up to double his Movement Rate in either direction. Great Leap can also be used to avoid environmental hazards, such as rock traps and falling rigging, but not as a normal Avoid Blow Test in combat. If the adept is aware of the threat, he may make a Great Leap Test against a Difficulty Number determined by the gamemaster to avoid being struck. If successful, he leaps clear at the last instant. Air Sailors and Sky Raiders often use this talent to board airships in combat or to leap clear of burning rigging and debris.
Yorlk intends to leap over a small building to showcase his jumping prowess. He makes a Great Leap Test with a result of 10. Yorlk’s Movement Rate is 6, so he can divide his result between the horizontal and vertical distance covered, but neither can exceed 6 hexes. The building is 3 hexes wide and 2 hexes tall, so he decides to split the Test Result evenly, jumping 5 hexes upward and 5 hexes in length, and successfully leaping over the building. Later, he is challenged to jump over a building 8 hexes wide and 8 hexes tall. He cannot jump this distance without using the Running combat option, no matter what he rolls, and even if Running, he requires a Test Result of 16 to succeed.