Jumping, Climbing, Swimming

Long Jump: When you jump horizontally, you can clear a distance in squares up to your passive Strength score if you move at least 2 squares on foot immediately before the jump. Halve this distance for a standing long jump. Each square cleared costs 1 square of movement.

High Jump: When you jump vertically, you can clear a distance in feet up to your passive Strength score if you move at least 2 squares on foot immediately before the jump. Halve this distance for a standing high jump. Making the jump costs 1 square of movement.

Climbing and Swimming: While climbing or swimming, each square of movement costs 1 extra square. Making any progress while climbing requires two hands, but you need only one hand to hang in place.

Pushing the Limits: You can make an Agility test to clear a low obstacle (such as a prone centaur) on a long jump, or to pull off an aerial stunt. Additionally, the GM can call for a Strength test when you climb, jump, or swim in challenging circumstances. Failure might cause you to fall down, lose a piece of equipment, or start drowning!