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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.

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