# Jumping Jumping is explosive motion. The sudden surge of strength that carries you across a gap, over a barrier, or into the middle of a fight before anyone expected you there. It is more than clearing distance. It is knowing when to leap, how to land, and how to turn momentum into something useful. A Fell trained in Jumping can clear collapsing bridges, vault obstacles mid-pursuit, or strike from the air with enough force to stagger what they land on. It demands both raw strength and a sense of timing: reading the space, the speed, and the drop before committing. In the Sphere, some of the most decisive moments hinge on a single jump. The gap that separated the living from the dead. The height that let someone come down on an enemy before they could react. The fall that should have ended things but did not. **Movement:** Roll 1d6 + Jumping to determine how many spaces you clear, if successful. > [!note] Example Skill Checks > > - Leap across a broken gap in a ruined bridge. > - Vault over a barricade while under fire. > - Strike an enemy from the air after launching from higher ground. > - Land safely from a great height by rolling to absorb the impact.