The sergeant is three steps below her, lantern up and his free hand at his blade. At her shoulder is a window, open a hand’s width. Below is the yard, and a hard landing will cost her. The gate-man is down there.
THE JUMPA jump is a Basic Human Competency: 2d6 and her Prowess, which is +0. No skill, no Acumen.
THE MARKThe GM starts at 8 and counts. Conditions: the dark, and stone below: a step, 10. Time: she has the three steps it takes him to reach her: no step. Tools: none needed: no step. Stakes: a jump is one move and does not punish hesitation: no step.10
Ten, said out loud. She needs eleven or twelve on the dice, with nothing to add. Ten is a tie, and a tie is a fall.
The dice are not thrown yet. She can jump, or she can put the box down. The choice is hers.
A mark is said out loud before the dice are picked up, and never moves after the roll.
KASIA the strongbox · the windowTHE SERGEANT three steps below · his hand at his blade