Tuesday, June 7, 2011

Heroic Leap

There are plenty of times that a Warrior might want to leap over a square containing a chasm, or pit.  The Bridge of Despair contains rules for jumping from the bridge, over a chasm square, and onto a platform, and vice versa.  I'm going to generalize this into a Heroic Leap house rule that Warriors can attempt any time they want to jump over chasm or pit that occupies a single square.

To perform a Heroic Leap, the Warrior rolls 1d6, adds their Initiative score, and consults the table below.  If they get a running start, they can add +1 to the roll for every square of movement that they expend in a straight line prior to making the Leap.  Note that the Leap itself takes 2 movement points, so a typical Warrior with Movement of 4 would at most be able to gain +2.

Heroic Leap Table (1d6 + Initiative)

3 or less. The Warrior misses the landing completely, and the rest of the group hears a sick thump several seconds later, as the Warrior smashes down on the surface far below.  The Warrior is very dead.
4. The Warrior slips at the last second, arms cartwheeling wildly.  He manages to grab the edge of the pit, and hangs there dangling, place him in the pit/chasm square.  On subsequent Turns, he must pass a Strength Check to pull himself back up, and this is all he can do during the Turn.  If he rolls a 1 on the Strength Check, he plummets to his death below.  If another Warrior is adjacent to the dangling Warrior, on the same side of the chasm that he leapt from, he can spend his Turn and pull his comrade to safety.
5. The Warrior lands badly, spraining his ankle.  His Turn ends, and he is at -1 Movement for the remainder of the Adventure.
6. The Warrior falls over roughly as he lands, taking 1d6 Wounds (unmodified) and ending his Turn.
7. The Warrior realizes at the last second that he won't make the jump, skidding to a halt.  He can do nothing for the rest of the Turn.
8. The Warrior clears the chasm, but lands face first and slides an additional 1d3 squares (or as far as possible) in the same direction.  His Turn ends as he gets up and collects himself.
9. The Warrior lands on the other side in fair shape.  Although he cannot move any more this Turn, he may attack and perform other actions.
10, 11. The Warrior leaps gracefully, arcing over the gap, and lands spot on.  He can continue his Turn as normal, including more movement, should he have any left.
12+ As 10 above, but the Warrior gains an additional 2 points of movement, his Leap was so perfect.

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