Control Difficulty: Easy
Control Roll > Difficulty by: | Jumping Increase |
1-3 | +1D |
4-8 | +2D |
9-15 | +3D |
16-25 | +4D |
26-37 | +5D |
38+ | +6D |
Alter Difficulty: Easy
Required Powers: Enhance attribute, telekinesis
Effect: A Jedi uses this power to increase his jumping ability in order to perform impossibly high leaps. If both Force skill rolls are successful, the character uses his normal climbing/jumping skill to perform the jump, but he uses the special table below to determine difficulties. If the control roll exceeds the difficulty, the character gains an immediate bonus to his climbing/jumping roll. If the Jedi fails any Force skill roll, the power is not activated and the character is left to use his normal jumping ability (and there are certain situations where you can’t back out of a jump because your power failed). At the gamemaster’s discretion, a failed climbing/jumping roll might mean the Jedi fails to achieve the desired height or distance, fails to properly cushion his landing and suffers normal falling damage, or both. Multiple action penalties apply. The climbing/jumping roll is a third action in that round, whether the power is successful or not.
Height Jumped | Jumping Difficulty |
0 – 1 meter | Very Easy |
1 – 2 meters | Easy |
3 – 4 meters | Moderate |
5 – 8 meters | Difficult |
9 – 15 meters | Very Difficult |
16 – 20 meters | Heroic |
Game Note: Add +5 to the difficulty for every additional 5 meters. If the character is simply jumping downwards, with no upwards movement, reduce jumping difficulty by one level. Add +1 to the difficulty per meter of horizontal distance jumped.
Example: Ambelled Daru has a control skill of 5D, alter of 3D+2, and a climbing/jumping skill of 4D, and wants to perform a Force jump across a chasm to a ledge above. He rolls 1D+2 for alter (3D+2 subtracting –2D for multiple action penalties), and gets a 7, making his alter difficulty. Next he rolls his control of 3D, and gets a 11 (which exceeds the difficulty by 4). This adds +2D to his climbing/jumping roll, cancelling out the multiple action penalty.
The ledge on which he wants to jump is 4 meters up and the chasm is 3 meters across, thus the difficulty is Moderate+3. Ambelled Daru rolls his 4D climbing/jumping (4D –2D +2D), and gets a 16, making the difficulty and using the Force to leap safely on top of the ledge.
Background: Force Jump, also known as Force Leap, used the Force to augment the user’s natural leaping ability. Force-users adept in this technique could perform awe-inspiring vertical/horizontal leaps with impunity.
Using the Force to enhance one’s jumping ability was one of the most commonly used Force powers by Force-users throughout history. The height to which a user could jump varied depending on skill level and physique; however, most Jedi Masters could easily jump several times their own height. Jedi Knight Jaden Korr was known to have been able to jump up to eight times higher than a normal jump and a Jedi during the Battle of Galidraan was able to jump high enough to reach the Mandalorian Myles who was flying high in the air using a Jetpack and cut him in half. A skilled user could leap tremendous distances when combining this technique with that of the muscle-enhancing Force speed and perform impossible acrobatic stunts with Inertia.
It can be considered a hybrid ability also placing it in the Alter area as Telekinesis is used to conduct abnormal jumps. One example is when Obi-Wan Kenobi was hanging with his hands just before leaping to slice Darth Maul in half. When jumping down Telekinesis is also coupled when slowing the landing of the jumps in order to make sure the user isn’t hurt during the fall. Another example is when Mace Windu jumps off the balcony on Geonosis.
n combat, a well-timed Force Jump enabled the user to quickly cross the distance to engage an enemy; this was most widely employed during lightsaber battles. It was also common for Jedi to use this technique to evade attacks in lightsaber combat, many would use and practice sai acrobatics which relied on the Force for the jump’s power, height, and speed. This ability was essential for practitioners of the acrobatic fourth form of lightsaber combat, such as Yoda.
At the time of the Dark Nest Crisis, Jedi trainees of the New Jedi Order at the academy on Ossus practiced their Force Leaps from a young age by jumping over a three-meter cross ray. The youngest students at the academy would practice this way, with safety repulsorlifts to break their fall if they couldn’t land on their own.