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		<title>Jump Factor - Revision history</title>
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		<description>Revision history for this page on the wiki</description>
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			<title>Peter Knutsen:&amp;#32;/* Quick mini-glossary */ Defining JF in the mini-glossary, and emphasizing it via an empty line after</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Jump_Factor&amp;diff=1376&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Quick mini-glossary:&amp;#32;&lt;/span&gt; Defining JF in the mini-glossary, and emphasizing it via an empty line after&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 06:41, 26 December 2010&lt;/td&gt;
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		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 48:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 48:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Quick mini-glossary ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Quick mini-glossary ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Agility-Heavy'''. Denotes a Skill roll (or sometimes other roll) that is heavily affected by the character's Fleetness, thus using the more extreme of the two Fleetness-based RD modifiers. Examples incudes the Dodge, Jumping and Acrobatics Skills, as well as all unarmed combat Skills.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''JF'''. Jump Factor, a derived statistic that is used to derive the character's jump distance via a lookup table, by cross-indexing JF with the Jumping skill roll outcome.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/ins&gt;'''Agility-Heavy'''. Denotes a Skill roll (or sometimes other roll) that is heavily affected by the character's Fleetness, thus using the more extreme of the two Fleetness-based RD modifiers. Examples incudes the Dodge, Jumping and Acrobatics Skills, as well as all unarmed combat Skills.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;'''Agility-Light'''. Denotes a Skill roll (or sometimes oter roll) that is somewhat affected by the character's Fleetness, using the less extreme of the two Fleetness-based RD modifiers. For many Fleetness values, this modifier will be +0 RD. Examples include most melee combat skills.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;'''Agility-Light'''. Denotes a Skill roll (or sometimes oter roll) that is somewhat affected by the character's Fleetness, using the less extreme of the two Fleetness-based RD modifiers. For many Fleetness values, this modifier will be +0 RD. Examples include most melee combat skills.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;'''Fleetness'''. A statistic that fluctuates depending on the character's state. Its base is the ratio between the character's Leg Strength and either Size or Frame (see further down), which is relatively fixed, but on top of this it is modified by the load carried, including separate modifiers for armour or heavy clothing, heavy weaponry carried (a sword or heavy staff gives -1 Fleetness), a shield, and other gear carried (called encumbrance). This modifier is always in the downwards direction.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;'''Fleetness'''. A statistic that fluctuates depending on the character's state. Its base is the ratio between the character's Leg Strength and either Size or Frame (see further down), which is relatively fixed, but on top of this it is modified by the load carried, including separate modifiers for armour or heavy clothing, heavy weaponry carried (a sword or heavy staff gives -1 Fleetness), a shield, and other gear carried (called encumbrance). This modifier is always in the downwards direction.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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			<pubDate>Sun, 26 Dec 2010 06:41:39 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Jump_Factor</comments>		</item>
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			<title>Peter Knutsen:&amp;#32;/* Jump Factor (JF) */ Slight change to section header</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Jump_Factor&amp;diff=1375&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Jump Factor (JF):&amp;#32;&lt;/span&gt; Slight change to section header&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 06:37, 26 December 2010&lt;/td&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Jump Factor &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(JF) &lt;/del&gt;==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Jump Factor ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A character's Jump Factor equals (Agility+6)/3 round to nearest (for Humans and most Humanoid-shaped creatures, anyway), making it a heavily normalized derived statistic.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A character's Jump Factor equals (Agility+6)/3 round to nearest (for Humans and most Humanoid-shaped creatures, anyway), making it a heavily normalized derived statistic.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
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			<pubDate>Sun, 26 Dec 2010 06:37:40 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Jump_Factor</comments>		</item>
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			<title>Peter Knutsen:&amp;#32;Adding the term JF as clarification</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Jump_Factor&amp;diff=1374&amp;oldid=prev</link>
			<description>&lt;p&gt;Adding the term JF as clarification&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 06:36, 26 December 2010&lt;/td&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Jump Factor is a derived statistic, used as the top row of a lookup table for jumping distances. It is derived from Agility but heavily normalized, and is affected by Fleetness, and by Spells.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Jump Factor&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, JF, &lt;/ins&gt;is a derived statistic, used as the top row of a lookup table for jumping distances. It is derived from Agility but heavily normalized, and is affected by Fleetness, and by Spells.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
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			<pubDate>Sun, 26 Dec 2010 06:36:43 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Jump_Factor</comments>		</item>
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			<title>Peter Knutsen:&amp;#32;/* Subject */ Changing section title, and clarifying last paragraph.</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Jump_Factor&amp;diff=1373&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Subject:&amp;#32;&lt;/span&gt; Changing section title, and clarifying last paragraph.&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 06:35, 26 December 2010&lt;/td&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Subject &lt;/del&gt;==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Jump Factor (JF) &lt;/ins&gt;==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A character's Jump Factor equals (Agility+6)/3 round to nearest (for Humans and most Humanoid-shaped creatures, anyway), making it a heavily normalized derived statistic.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;A character's Jump Factor equals (Agility+6)/3 round to nearest (for Humans and most Humanoid-shaped creatures, anyway), making it a heavily normalized derived statistic.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Giving an ad hoc +1 JF to cats and very similar creatures (probably should not be givne to dogs; they get many of the same effects of a cat from Agility and Fleetness already), and an arbitrary ad hoc -1 or -2 JF to bovines, elephants and similar creatures, would be good, but is probably not critically necessary.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Giving an ad hoc +1 JF to cats and very similar creatures (probably should not be givne to dogs; they get many of the same effects of a cat from Agility and Fleetness already), and an arbitrary ad hoc -1 or -2 JF to bovines, elephants and similar creatures, would be good, but is probably not critically necessary.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Jump Factor requires the combat reference sheet (which also contains the Action Point cost sheet) for jump distance lookup. The distance given is for a horizontal jump, and must be divided by 3 to get the vertical jump height. Running jumps give an RD bonus to the Jumping Skill roll.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Jump Factor requires the combat reference sheet (which also contains the Action Point cost sheet) for jump distance lookup. The distance given is for a horizontal jump, and must be divided by 3 to get the vertical jump height. Running jumps give an RD bonus to the Jumping Skill roll&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, and so does not need to modify JF&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Advice ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Advice ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;If you want to jump around a lot, you need a high Jumping Skill, and also a favourrable Fleetness, which you get by having a favourable Leg Strength to Size ratio (or Leg Strength to Frame ratio - the Size rules will undergo some important changes soon, bu it's not yet clear how exactly they'll change) and by not encumbering yourself with armour, gear or heavy weapons. Fleetness affects jumping ''twice'', first by giving you a bonus to your Jump Factor, and secondly by giving an RD modifier to your Jumping Skill (which is an Agility-Heavy Skill, thus it uses the more extreme of the two RD modifiers).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;If you want to jump around a lot, you need a high Jumping Skill, and also a favourrable Fleetness, which you get by having a favourable Leg Strength to Size ratio (or Leg Strength to Frame ratio - the Size rules will undergo some important changes soon, bu it's not yet clear how exactly they'll change) and by not encumbering yourself with armour, gear or heavy weapons. Fleetness affects jumping ''twice'', first by giving you a bonus to your Jump Factor, and secondly by giving an RD modifier to your Jumping Skill (which is an Agility-Heavy Skill, thus it uses the more extreme of the two RD modifiers).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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			<pubDate>Sun, 26 Dec 2010 06:35:13 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Jump_Factor</comments>		</item>
		<item>
			<title>Peter Knutsen:&amp;#32;/* Analysis of expectable values */  some thinking out loud about expectable JF values</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Jump_Factor&amp;diff=1372&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Analysis of expectable values:&amp;#32;&lt;/span&gt;  some thinking out loud about expectable JF values&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 06:33, 26 December 2010&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 39:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 39:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== Analysis of expectable values ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== Analysis of expectable values ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;There should really be two Jump Factor tables, one wide table taking into account the full span of Jump Factors in a campaign with JF-boosting magics, and another using only the more expectable section of the first table.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;There should really be two Jump Factor tables, one wide table taking into account the full span of Jump Factors in a campaign with JF-boosting magics, and another using only the more expectable section of the first table.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[insert analysis here]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;[insert analysis here]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;Temporary notes: Agi -3 gives JF 0, and Agi 11 gives JF 7, so a reasonable span would be from base JF 1 to JF 6. High but natural Fleetness can give +1 JF (+3 for supernaturally high Leg Strength, as in Spiderman), very heavy encumbrance could give -5 JF, and powerful magic can add +6 JF&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;Assuming Agility from 0 to 9 (JF 1 to 6) and no magic, and the absence of plate mail and other extremely heavy equipment, JF can be as high as 7 (+1 from high Fleetness), and as low as -3 (-3 encumbrance penalty from Fleetness).&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt; Assuming Agility from -3 to 11 (JF 0 to 7) and powerful magic possible (+6 JF), the highest possible value is JF 14, and the lowst possile is JF -8 (-5 from extreme encumbrance), so -8 to 14.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt; There should probably be a choice of 3 JF range tables, one for JF -1 to 7, on for JF -3 to 9, and one for JF -8 to 14, the later usually only appearing in a dedicated JF table.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt; Or maybe a special table for characters that can be expected to be high JF, like the normal table goes from -1 to 7, but this one goes from 2 to 10 instead? That's a toal of 4 tables, but probably serves well in terms of conserving reference sheet space.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Quick mini-glossary ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Quick mini-glossary ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Agility-Heavy'''. Denotes a Skill roll (or sometimes other roll) that is heavily affected by the character's Fleetness, thus using the more extreme of the two Fleetness-based RD modifiers. Examples incudes the Dodge, Jumping and Acrobatics Skills, as well as all unarmed combat Skills.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Agility-Heavy'''. Denotes a Skill roll (or sometimes other roll) that is heavily affected by the character's Fleetness, thus using the more extreme of the two Fleetness-based RD modifiers. Examples incudes the Dodge, Jumping and Acrobatics Skills, as well as all unarmed combat Skills.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-17 18:00:57 --&gt;
&lt;/table&gt;</description>
			<pubDate>Sun, 26 Dec 2010 06:33:58 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Jump_Factor</comments>		</item>
		<item>
			<title>Peter Knutsen:&amp;#32;/* Quick mini-glossary */ Adding BR tags to subsection</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Jump_Factor&amp;diff=1371&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Quick mini-glossary:&amp;#32;&lt;/span&gt; Adding BR tags to subsection&lt;/p&gt;

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		&lt;col class='diff-marker' /&gt;
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		&lt;col class='diff-content' /&gt;
		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 06:26, 26 December 2010&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 42:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 42:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Quick mini-glossary ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Quick mini-glossary ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Agility-Heavy'''. Denotes a Skill roll (or sometimes other roll) that is heavily affected by the character's Fleetness, thus using the more extreme of the two Fleetness-based RD modifiers. Examples incudes the Dodge, Jumping and Acrobatics Skills, as well as all unarmed combat Skills.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Agility-Heavy'''. Denotes a Skill roll (or sometimes other roll) that is heavily affected by the character's Fleetness, thus using the more extreme of the two Fleetness-based RD modifiers. Examples incudes the Dodge, Jumping and Acrobatics Skills, as well as all unarmed combat Skills.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Agility-Light'''. Denotes a Skill roll (or sometimes oter roll) that is somewhat affected by the character's Fleetness, using the less extreme of the two Fleetness-based RD modifiers. For many Fleetness values, this modifier will be +0 RD. Examples include most melee combat skills.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;'''Agility-Light'''. Denotes a Skill roll (or sometimes oter roll) that is somewhat affected by the character's Fleetness, using the less extreme of the two Fleetness-based RD modifiers. For many Fleetness values, this modifier will be +0 RD. Examples include most melee combat skills.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Fleetness'''. A statistic that fluctuates depending on the character's state. Its base is the ratio between the character's Leg Strength and either Size or Frame (see further down), which is relatively fixed, but on top of this it is modified by the load carried, including separate modifiers for armour or heavy clothing, heavy weaponry carried (a sword or heavy staff gives -1 Fleetness), a shield, and other gear carried (called encumbrance). This modifier is always in the downwards direction.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;'''Fleetness'''. A statistic that fluctuates depending on the character's state. Its base is the ratio between the character's Leg Strength and either Size or Frame (see further down), which is relatively fixed, but on top of this it is modified by the load carried, including separate modifiers for armour or heavy clothing, heavy weaponry carried (a sword or heavy staff gives -1 Fleetness), a shield, and other gear carried (called encumbrance). This modifier is always in the downwards direction.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Magic tends not to improve Fleetness, but can instead improve it indirectly by increasing Strength or more specifically Leg Strength, or by directly affecting some of the statsthat are affected by Fleetness.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;Magic tends not to improve Fleetness, but can instead improve it indirectly by increasing Strength or more specifically Leg Strength, or by directly affecting some of the statsthat are affected by Fleetness.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Each Fleetness value modifies numerous other statistics, such as two RD modifiers (Agi-H an Agi-L, see above), Jump Factor, movement distance, in such a way that any time Fleetness goes up or down by 1, at least one of these statistics are modified, so that a character is always penalized, in some way, for encumbering himself more, and is always rewarded, in some way,&amp;nbsp; for reducing his load carried.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;Each Fleetness value modifies numerous other statistics, such as two RD modifiers (Agi-H an Agi-L, see above), Jump Factor, movement distance, in such a way that any time Fleetness goes up or down by 1, at least one of these statistics are modified, so that a character is always penalized, in some way, for encumbering himself more, and is always rewarded, in some way,&amp;nbsp; for reducing his load carried.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Frame'''. A new Secondary Attribute that will perhaps replace Size. It will function in somewhat the same way, and the specific differeces are currently unavailable due to a severe computer malfunction.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;'''Frame'''. A new Secondary Attribute that will perhaps replace Size. It will function in somewhat the same way, and the specific differeces are currently unavailable due to a severe computer malfunction.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Size'''. A secondary Attribute that will probably be replaced by Frame. Size defines the &amp;quot;skeletal size&amp;quot; of the character, and is thus independent of the amount of fatty tissue that the character has (as defined by Advantages and DisAdvanages such as Skinny, Overweight and Fat) and by the amount of muscle tissue (as defined by the Strength Secondary Attribute and its Sub-Attributes). Size serves to cap Strength, with base Strength as well as both Sub-Attributes(Arm Strength and Leg Strength) being unable to be higher than 2xSize, except in supernatural cases, e.g. the character Spiderman from the Marvel comics universe, or indeed many Undead such as Vampires.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;'''Size'''. A secondary Attribute that will probably be replaced by Frame. Size defines the &amp;quot;skeletal size&amp;quot; of the character, and is thus independent of the amount of fatty tissue that the character has (as defined by Advantages and DisAdvanages such as Skinny, Overweight and Fat) and by the amount of muscle tissue (as defined by the Strength Secondary Attribute and its Sub-Attributes). Size serves to cap Strength, with base Strength as well as both Sub-Attributes(Arm Strength and Leg Strength) being unable to be higher than 2xSize, except in supernatural cases, e.g. the character Spiderman from the Marvel comics universe, or indeed many Undead such as Vampires.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== See also ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== See also ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Fleetness]]&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Fleetness]]&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-17 18:00:57 --&gt;
&lt;/table&gt;</description>
			<pubDate>Sun, 26 Dec 2010 06:26:59 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Jump_Factor</comments>		</item>
		<item>
			<title>Peter Knutsen:&amp;#32;/* See also */  Addin BR tags in See Also section</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Jump_Factor&amp;diff=1340&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;See also:&amp;#32;&lt;/span&gt;  Addin BR tags in See Also section&lt;/p&gt;

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		&lt;col class='diff-marker' /&gt;
		&lt;col class='diff-content' /&gt;
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		&lt;tr valign='top'&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 03:01, 23 December 2010&lt;/td&gt;
		&lt;/tr&gt;
		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 49:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 49:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Size'''. A secondary Attribute that will probably be replaced by Frame. Size defines the &amp;quot;skeletal size&amp;quot; of the character, and is thus independent of the amount of fatty tissue that the character has (as defined by Advantages and DisAdvanages such as Skinny, Overweight and Fat) and by the amount of muscle tissue (as defined by the Strength Secondary Attribute and its Sub-Attributes). Size serves to cap Strength, with base Strength as well as both Sub-Attributes(Arm Strength and Leg Strength) being unable to be higher than 2xSize, except in supernatural cases, e.g. the character Spiderman from the Marvel comics universe, or indeed many Undead such as Vampires.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;'''Size'''. A secondary Attribute that will probably be replaced by Frame. Size defines the &amp;quot;skeletal size&amp;quot; of the character, and is thus independent of the amount of fatty tissue that the character has (as defined by Advantages and DisAdvanages such as Skinny, Overweight and Fat) and by the amount of muscle tissue (as defined by the Strength Secondary Attribute and its Sub-Attributes). Size serves to cap Strength, with base Strength as well as both Sub-Attributes(Arm Strength and Leg Strength) being unable to be higher than 2xSize, except in supernatural cases, e.g. the character Spiderman from the Marvel comics universe, or indeed many Undead such as Vampires.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== See also ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== See also ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Fleetness]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Fleetness]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Agility]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Agility]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Jumping Skill]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Jumping Skill]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Jumping Table]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Jumping Table]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-17 18:00:57 --&gt;
&lt;/table&gt;</description>
			<pubDate>Thu, 23 Dec 2010 03:01:02 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Jump_Factor</comments>		</item>
		<item>
			<title>Peter Knutsen:&amp;#32;Creating the article (2nd try)</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Jump_Factor&amp;diff=1339&amp;oldid=prev</link>
			<description>&lt;p&gt;Creating the article (2nd try)&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 03:00, 23 December 2010&lt;/td&gt;
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		&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Describe - briefly - what &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;article &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;about&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in 1 or 2 sentenes&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or 3 at the most&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Jump Factor is a derived statistic, used as &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;top row of a lookup table for jumping distances. It &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;derived from Agility but heavily normalized&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and is affected by Fleetness&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and by Spells&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del style=&quot;color: red; font-weight: bold; text-decoration: none;&quot;&gt;The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Subject ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Subject ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;=== Examples I ===&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;A character's Jump Factor equals (Agility+6)/3 round to nearest (for Humans and most Humanoid-shaped creatures, anyway), making it a heavily normalized derived statistic.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;== Getting more &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;depth ==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;=== Examples II ===&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;A character with Agility 9 would have a JF of 5, and a character with Agility -3 would have a JF of 1, while an average person has a JF of 3.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Currently there is no ruling on Jump Factor for non-humanoid-shaped characters, but it is possible that one is not badly needed. For instance, cats have an automatic high Fleetness and a higher average Agility than Humans, resulting &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a high JF without the cat character creator needing to do anything, and likewise elephants have a very low average Agility and tend towards an abysmal Fleetness, so their JF will naturally be low.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Giving an ad hoc +1 JF to cats and very similar creatures (probably should not be givne to dogs; they get many of the same effects of a cat from Agility and Fleetness already), and an arbitrary ad hoc -1 or -2 JF to bovines, elephants and similar creatures, would be good, but is probably not critically necessary.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Jump Factor requires the combat reference sheet (which also contains the Action Point cost sheet) for jump distance lookup. The distance given is for a horizontal jump, and must be divided by 3 to get the vertical jump height. Running jumps give an RD bonus to the Jumping Skill roll.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Advice ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Advice ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Include any &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;all pertinent advice here. The goal is &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;increase &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;chance of each player having fun&lt;/del&gt;, by giving &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;advice helping the player &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;decide whether &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;buy the ability or not &lt;/del&gt;(&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;if the article &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;about one or &lt;/del&gt;more &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;abilities&lt;/del&gt;) or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;use the option &lt;/del&gt;(if &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the article is about something that characters &lt;/del&gt;can &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;choose to do&lt;/del&gt;), &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and later on how to make use &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the ability (e&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;g. to avoid any pitfalls &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;aren't extremely obvious)&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If you want to jump around a lot, you need a high Jumping Skill, &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;also a favourrable Fleetness, which you get by having a favourable Leg Strength to Size ratio (or Leg Strength &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Frame ratio - &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Size rules will undergo some important changes soon&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bu it's not yet clear how exactly they'll change) and by not encumbering yourself with armour, gear or heavy weapons. Fleetness affects jumping ''twice'', first &lt;/ins&gt;by giving &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you a bonus &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;your Jump Factor, and secondly by giving an RD modifier &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;your Jumping Skill &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;which &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an Agility-Heavy Skill, thus it uses the &lt;/ins&gt;more &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;extreme of the two RD modifiers&lt;/ins&gt;)&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;A good Agility helps, but it only helps a little directly. Agility 5 to 7 gives you a Jump Factor of 4, and Agility 8 &lt;/ins&gt;or &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;9 &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;or up to 10 &lt;/ins&gt;if &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;your species &lt;/ins&gt;can &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;have it&lt;/ins&gt;) &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gives you a JF of 5. If you can have Agility 11&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you get a JF &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;6&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The main benefit of a high Agility is &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it increases your Aptitud for the Jumping Skill&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Please note ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Please note ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Clarify, elaborate, try to predict &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;answer questions &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;are somewhat likely &lt;/del&gt;to be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;asked during character creation or during play.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;There are several Spells &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Item Abilities &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;gives you a bonus &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Jump Factor, but no item Enchantments can do this; at best items can &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Enchated to cast the JF&lt;/ins&gt;-&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;improving Spells &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Item Abilities on you&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;== Mini&lt;/del&gt;-&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;FAQ ==&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;insert a blank line between each individual Q&amp;amp;A&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;=== sub-section ===&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'''Q''': &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;'''A''': &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/del&gt;''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;'Q''': &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Spells and Item Abilities can sometimes substitute for equipment, for instance a light staff (or a Lightened heavy staff) can be an effective weapon if temporarily boosted with the Shillelagh I or II Item Ability. Same goes for a wooden sword. The abysmal Armour Penetration ability of wooden weapons can be slightly mitiated by a Damage Bonus Enchantment. Many such Spells and Item Abilities can also enhance heavier weapons, of course, although Shillelagh only works on balanced and wooden weapons.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;'''A''': &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Likewise, Spells and Item Abilities can give you a survival edge if you&lt;/ins&gt;'&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;re not wearing armour, although many of these synergize with armour, so as with weapon loadout it&lt;/ins&gt;'&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;s a choice between travelling light, so that you can get the benefits of good Fleetness (including a higher Jump Factor and better RD for Jumping), or using heavier gear that lets you deal more damage and protects you better.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;== Mini-FAQ ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Omitted for now.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== The world ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== The world ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;A section mainly for the GM&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or worldbuilder, about &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;world impact of the phenomenon, e&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;g. an Item Creation Power&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or an attribute or &lt;/del&gt;other &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;stat that may sometimes be starkly high or low relative to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Human average&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Jump Factor is only one statistic among many that makes armour choice a difficult and non-obvious one&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;setting&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Fleetness affects more important stats&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;such as Dodge and even most &lt;/ins&gt;other &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;combat skills, although most of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;others are Agility-light&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== World impact ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;=== World impact ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Talk about &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;effect on the world that this phenomenon would realistically have (taking into account such facts &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;human nature as greed&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;ambition &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;sexual impulses)&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;In large-scale stratetic engagements, heavy armour is still a good idea, but in lighter and more mobile combat, especially in tricksy and/or unexpected enviroments, &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;choice &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;travelling light is vindicated. Being able to jump up onto or over obstables can be occasionally helpful&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;many characters are aware of this. Professional grave robbers even more so than most other adventurer types&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==== The Ärth setting ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;==== The Ärth setting ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Talk about how this trait appears and functions &lt;/del&gt;in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Ärth historical fantasy &lt;/del&gt;setting.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The Ärth setting is unremarkable &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this regard, at it has &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;same concerns as any other Sagatafl &lt;/ins&gt;setting&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, the choice between travellng light or carrying heavy war gear, and with warriors who choose to travel light rarely doing it so because a high JF is their main priority&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Design Notes ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Design Notes ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Talk briefly about what &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;purpose &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;mechanic &lt;/del&gt;is. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Omit this section if &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is extremely &lt;/del&gt;obvious to the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;target audience&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It seems to me highly valuable to have an actual stat that magic and various other effects can interact with, so that a jumping-improving Spell can give a flat numerical bonus to this, Jump Factor, instead of a more cumbersome percentual bonus to jump distances.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It does require a lookup table, but hopefully that table will be useable for a few things beside Jumping, eventually. Also note that not having a table would be silly, because any formulaic conversion of Jump Skill Roll outcomes to jump distance will produce results that are wildly incongruous with how &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;real world works. The base outcome &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a decent but not good Jump roll should be 3 hexes (6 meters), and with &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;coarse-grainedness of the hex map scale chosen, it will be difficult to get much more than 4 hexes for a character who doesn't have supernatural Attributes or &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;boosted by Spells or Item Abilities&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=== Other uses for the Jump Factor table ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Not much of an idea, so far. Maybe something to do with Haggling? Instead of hexes jumped, &lt;/ins&gt;it&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'s percentage modification of final price? Doubled for very haggle-able goods, halved for not-very-haggleable goods, and quartered for absurd haggle situations (e.g. trying to haggle over the price of a single pitcher of beer). It's non-&lt;/ins&gt;obvious to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;me that this is a very good use of the table, and Haggling also really requires an Opposed Roll, so probably if something like this is implemented, Haggling will use only a small mid-section of the Jumping Table.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=== Analysis of expectable values ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;There should really be two Jump Factor tables, one wide table taking into account the full span of Jump Factors in a campaign with JF-boosting magics, and another using only the more expectable section of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;first table&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[insert analysis here]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Quick mini-glossary ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== Quick mini-glossary ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Explain terms &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;great relevance to &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;subject matter &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;article here&lt;/del&gt;, but not &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;terms &lt;/del&gt;that are of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;generally great importance &lt;/del&gt;(e.g. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;RD)&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''Agility-Heavy'''. Denotes a Skill roll (or sometimes other roll) that is heavily affected by the character's Fleetness, thus using the more extreme &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;two Fleetness-based RD modifiers. Examples incudes the Dodge, Jumping and Acrobatics Skills, as well as all unarmed combat Skills.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''Agility-Light'''. Denotes a Skill roll (or sometimes oter roll) that is somewhat affected by the character's Fleetness, using the less extreme &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;two Fleetness-based RD modifiers. For many Fleetness values, this modifier will be +0 RD. Examples include most melee combat skills.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''Fleetness'''. A statistic that fluctuates depending on the character's state. Its base is the ratio between the character's Leg Strength and either Size or Frame (see further down), which is relatively fixed&lt;/ins&gt;, but &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;on top of this it is modified by the load carried, including separate modifiers for armour or heavy clothing, heavy weaponry carried (a sword or heavy staff gives -1 Fleetness), a shield, and other gear carried (called encumbrance). This modifier is always in the downwards direction.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Magic tends &lt;/ins&gt;not &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to improve Fleetness, but can instead improve it indirectly by increasing Strength or more specifically Leg Strength, or by directly affecting some of the statsthat are affected by Fleetness.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Each Fleetness value modifies numerous other statistics, such as two RD modifiers (Agi-H an Agi-L, see above), Jump Factor, movement distance, in such a way &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;any time Fleetness goes up or down by 1, at least one of these statistics &lt;/ins&gt;are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;modified, so that a character is always penalized, in some way, for encumbering himself more, and is always rewarded, in some way,&amp;nbsp; for reducing his load carried.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''Frame'''. A new Secondary Attribute that will perhaps replace Size. It will function in somewhat the same way, and the specific differeces are currently unavailable due to a severe computer malfunction.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''Size'''. A secondary Attribute that will probably be replaced by Frame. Size defines the &amp;quot;skeletal size&amp;quot; &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the character, and is thus independent of the amount of fatty tissue that the character has &lt;/ins&gt;(&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;as defined by Advantages and DisAdvanages such as Skinny, Overweight and Fat) and by the amount of muscle tissue (as defined by the Strength Secondary Attribute and its Sub-Attributes). Size serves to cap Strength, with base Strength as well as both Sub-Attributes(Arm Strength and Leg Strength) being unable to be higher than 2xSize, except in supernatural cases, &lt;/ins&gt;e.g. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the character Spiderman from the Marvel comics universe, or indeed many Undead such as Vampires&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== See also ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;== See also ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Fleetness]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;link&lt;/del&gt;]]&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Agility]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;link&lt;/del&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Jumping Skill&lt;/ins&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Jumping Table&lt;/ins&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:Sagatafl]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:Sagatafl]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Character creation&lt;/del&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;NC action mechanics&lt;/ins&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Category:x]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Category:New 22 Dec 2010]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:No Content]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;!-- &lt;/ins&gt;[[Category:No Content]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;--&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;!-- &lt;/del&gt;[[Category:ICart]] &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;--&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;[[Category:ICart]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;!-- diff generator: internal 2026-04-17 18:00:57 --&gt;
&lt;/table&gt;</description>
			<pubDate>Thu, 23 Dec 2010 03:00:10 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Jump_Factor</comments>		</item>
		<item>
			<title>Peter Knutsen:&amp;#32;Creating the article (no content yet)</title>
			<link>http://imap.sagataflwiki.net/index.php?title=Jump_Factor&amp;diff=1337&amp;oldid=prev</link>
			<description>&lt;p&gt;Creating the article (no content yet)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Subject ==&lt;br /&gt;
=== Examples I ===&lt;br /&gt;
== Getting more in depth ==&lt;br /&gt;
=== Examples II ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Explain terms of great relevance to the subject matter of the article here, but not terms that are of generally great importance (e.g. RD).&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Sagatafl]]&lt;br /&gt;
[[Category:Character creation]]&lt;br /&gt;
[[Category:x]]&lt;br /&gt;
&lt;br /&gt;
[[Category:New 22 Dec 2010]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;/div&gt;</description>
			<pubDate>Wed, 22 Dec 2010 16:36:10 GMT</pubDate>			<dc:creator>Peter Knutsen</dc:creator>			<comments>http://imap.sagataflwiki.net/index.php?title=Talk:Jump_Factor</comments>		</item>
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