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Jumpers: The Basics

In Jumpers, you play a character based on yourself. You will start with the abilities,
characteristics, and skills of the you reading this document. From here, the game
could take this character anywhere, anytime, or anyplace in the Multiverse through
the mechanic of random jumps, and who you are and what you can do will
undoubtedly change as the game moves forward (or backward or sideward), and
the experiences of you and the character you diverge .
Attributes/Pools
You have a number of core attributes, some physical, some mental, and some
metaphysical. Your physical attributes will help to determine your Health Pool (your
Hit Points). Your mental attributes will help to determine your Stability Pool (your
Sanity Points). Your metaphysical attributes will help to determine your Magic Pool,
as well as how much you can carry with you every time you jump.
Skills
Your skills include all of the things you are capable of doing. This includes
everything you can do that has a chance of failure - from driving a car to shooting
a gun to telling a lie. Some things you can do at a higher level than others. There
will be many things you can do that you wont think of until a certain situation
arises, and these can be added to your profile as needed.
Skill / Attribute Checks
When challenges arise and you attempt to try something with any degree of
difficulty, you will need to make a skill or attribute check against either a set,
expected value or a random, opposed roll-off. When you need to do this, you will
check the Level Dice chart and roll the dice pool listed for the level of the skill or
attribute you are using. Your resulting total will be compared to either the expected
value of the difficulty of the challenge or the total of the opposed roll.
For example, say you try to force open a locked bedroom door. This would require a
Strength test. Forcing the door is a Level 3 challenge and your Strength is a 2. The
expected value of your challenge would be an 8 (the number in parentheses for
Level 3 on the Level Dice chart). You would roll a 1d8 and add 2 (the dice pool for
Level 2 on the Level Dice chart). You would need to roll a 6 or higher (then adding
2) to meet or beat the expected value of 8 to force the door.
Combat
Should combat take place, initiative will be determined first. Initiative is determined
by rolling the dice pool equivalent to your Speed level. Each turn will be made up of
an Action Phase and a Resolve Phase. In the Action Phase, each combatant will
state, in order of ascending initiative, what they want to do, or if they are continuing

a previously declared action for the turn. This gives the faster combatants a chance
to react as things unfold. In the Resolve Phase, actions will be resolved
simultaneously. Some actions may take more than one turn to fully resolve.