Jump is a skill to cross a distance or to move up over something. Most creatures have the ability to jump and some are better at it than others. You can use jumping as a part of a charge action but at a lose of agility once you leave the ground. Other wise you can run, jump and attack in the same round. Jumping is broken into a few different types; standing, running and, hurdling.
Jumping Levels are used to adjust the angle modier roll to 10.
A standing jump for distance will modify the result by *1.25
A standing jump for height will add space to strength and modify the result by *.5
A running jump for distance will add speed to strength and modify the result by *1.5
A running jump for height will add speed and space to strength and modify the result by *.75
Hurdling is treated as a running jump for height but the modifier is *.225. You can not use vaulting with hurdling.
Velocity is simply distance moved in 1 round and is added to the strength.
Vaulting is making use of leverage to increase your distance. Add the vault item's length to the strength (using a arm is considered the same as reach (1 for tiny, 2 for small, etc...)
The Angle Modifier a percentage. Roll 1d20 with 10 being the exact attack angle you need and scores a 100%. For every point above will reduce the angle modifier by 5%. Every point below will also reduce your jump by 5% except for hurdling which will also force a balance check to stay on you feet, and if you succeed to stay on your feet but lose 2 points to speed for the next round. fail again and the speed is reduced by another 2 (for 4 total) and so on until you are forced to restart the hurdle. You can use your Jump Levels to adjust this roll to 10 or reduce the severity of a failed roll.
Distance traveled is (((Users Strength + speed) * jump type modifier) * (Angle Modifier/100)). If the result is short of any landing you are now in a fall....use the falling rules under climbing.
So lets take a few examples using a medium creature with 10 for its abilities:
Max standing high jump is 6.5 spaces (((10 strength + 3 size)*.5)*(100/100)
If the same person rolls poorly on the angle and end up with a minus 10% for rolling an 8 on a 1d20 he would jump over an object 5.2 spaces (((10 strength + 3 size)*.5)*(80/100).
If the character was trying to hurdle with the same 8 rolled on a 1d20 they would clear an obstacle that is 3.42 spaces high(((10 strength + 3 size + 5 speed)*.225)*(80/100)