Draw Steel skill
Jump
Jump is a skill in Draw Steel: Leaping across gaps, over obstacles, and onto ledges under your own power.
Last reviewed
Key facts
- Characteristic
- Might
Overview
Jump covers every leap: clearing a chasm in a collapsing dungeon, vaulting a market stall mid-chase, springing onto a moving cart, hopping between rooftops. It is a Might skill here because distance comes from the force in your legs. Ordinary hops are automatic. Tests come when the gap is wide, the landing narrow, or the load heavy. In combat a Jump test turns a pit into a shortcut or reaches a platform enemies thought safe.
How it works
Characteristic: Might. Skill group: Might skills. Test: 2d10 + Might; 11 or lower is tier 1, 12 to 16 tier 2, 17 or higher tier 3. Training grants a benefit and unlocks attempts untrained heroes cannot make. How it is used: Tier 3 clears the gap and lets you act on landing. Tier 2 clears it but may leave you prone or off target. Tier 1 comes up short: you grab the edge or fall. Edges and banes: A running start or a lower landing grants an edge (+2). Slick footing, a heavy load, or being slowed imposes a bane (-2).
Tips and playstyle
Best for: Mobile fighters who bypass obstacles, and anyone fighting in ruins, rooftops, or caverns. Character concepts: Polder acrobat, Entertainer career tumbler, Gladiator known for crowd-pleasing leaps. Synergies: Climb for grabbing handholds mid-leap, Run for chases, Sneak for Shadow builds landing quietly behind an enemy.
Frequently asked questions
How far can I jump without a test?
Short, obvious hops are automatic. A test comes when the gap is long enough that failure has a consequence.
Does jumping use my movement?
Yes. A leap is part of your move, and the Director decides how much of your speed it consumes.