Jump (Call of Cthulhu 7th Edition)
Definition
Jump represents your ability to leap across gaps, vault over obstacles, and land safely from heights. In Call of Cthulhu, investigators frequently find themselves in situations requiring physical agility—leaping between rooftops during a chase, vaulting a fence while fleeing cultists, or jumping across a chasm in underground tunnels. This skill covers both standing and running jumps, as well as the ability to land safely. It's a measure of leg strength, coordination, and the nerve to commit to a leap when the consequences of failure are severe. In the cramped, vertical environments of 1920s cities, or the broken terrain of wilderness and ruins, Jump can be a lifesaver.
How it works
Tips
Frequently asked questions
How far can I jump?
The Keeper sets distance based on circumstances. A running jump covers more ground than standing. For a rough guide, a successful roll lets you clear reasonable gaps; Hard or Extreme success for exceptional distances.
Does Jump reduce falling damage?
A successful Jump roll when landing from height can reduce or negate damage from moderate falls. The Keeper determines the threshold—jumping off a table is trivial, but a three-story fall is extremely dangerous regardless.