Long Jump

Agility
Quickness
Strength

Short Description

Perform a forward horizontal jump to clear distance, obstacles, or gaps - relying on explosive strength and technique.

Success Criteria

Effects

Modifiers and Restrictions

Action Examples

  • Jumping Distances (under ideal conditions):
    • 3 meters = DR 80
    • Each additional meter = +20 DR
    • 4m = DR 100, 5m = DR 120, 6m = DR 140, etc.
  • Combat Vaulting: Leap onto or over obstacles during combat for positioning or cover. Use DR 100–160 based on difficulty, footing, etc.
  • Mid-air Maneuvering: In low gravity, use Leaping to reorient mid-air or adjust landing zone. Roll vs. DR set by GM (typically 100–160 depending on conditions).
  • Long Description

    Long Jump is used for crossing hazards, reaching ledges, or evading ground-level threats. It’s a burst-movement skill that prioritizes power and landing control. While Leaping covers upward mobility, Long Jump emphasizes distance. Use it in chase scenes, gap traversal, or terrain-based puzzles or combine with offensive moves for surprise angles on attacks.

    Pairs well with:
    Parkour – to chain jumps across rooftops or broken surfaces
    Dash – to build momentum for longer jumps
    Surefooted – to reduce landing risk on unstable ground
    Tumbling – to recover gracefully from a long landing
    Climbing – if your jump ends in a grab-and-pull situation

    Sequencing

    Potential Counters

    How to use this page

    All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

    Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

    It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

    Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

    So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.