Jumping distances

Okay - there are no rules as far as I've seen for jumping in Deadlands. It seems my posse have to do it all the time (jumping over small ravines, jumping from train carriage to train carriage etc) so I've devised some rough guidlines for jumping distances. I reckon the distance an hombre can throw himself through the air depends upon his Strength and Nimbleness not to mention his pace at the time of making the jump

First you have to determine the maximum distance you could possibly jump on a good day, unburdened and unhurt. In all the following examples we'll refer to a character with 3d8 in Nimbleness and 2d10 in Strength

When jumping you add your Nimbleness die type to your Strength die type. This gives the maximum distance you can jump when going at full pelt (picking up the pace) in feet.
EG 18 feet (6 yards)
When not going at full pelt take off half your Nimbleness die type in feet for simply running fast.
EG 14 feet (4.5 yards)
Jumping from a standing/walking position allows you to jump the average of your Strength and Nimbleness die types in feet.
EG 9 feet (3 yards)

Carrying any equipment knocks off a few feet each time. Wearing heavy clothes knocks off a few feet too. Remember though that most folks can easily step half their own height in feet so the maximum jumping distance tends not to drop below this distance unless your legs have fallen off!

As I said, this is your maximum jumping distance. Now to make the actual jump you roll your Nimbleness die type with your Strength co-ordination. Then consult the following table:

Roll---Result

13----you jump 1d4 feet further than your maximum
11----you jump your maximum distance
9-----you jump 1 foot short of maximum
7-----you jump 2 feet short of maximum
5-----you jump 4 feet short of maximum
3-----you jump 6 feet short of maximum
Bust!-you slip and hurt yourslef for 1d6 wind, jumping 10 feet short of your maximum

EG The character wishes to jump from one bank of a stream to the other as the Hound of the Baskervilles is on his tail. The gap is 4 yards (12 feet). He is wearing normal clothes, is unhurt, and carrying a rifle. His maximum jumping distance at full pelt is 18 feet. I'll knock 2 feet off this due to the weight he's carrying, that's 16 feet. He now makes a run up, breaking into a sprint, and rolls 2d8 to make the jump. He rolls a 7 so jumps 2 feet short of his maximum, 14 feet. He's made the jump with a little to spare, rolls over, and continues to flee...

Obviously there are going to be flaws in this setup, but it's only meant to be a guidline. Just remember that everyone can jump at least half their height in feet. You wouldn't really try to jump a 3 foot gap, you'd step over it!

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