Reading through the Rotted Capes rulebook I found a few moving types like tunneling, teleportation and flight. And I also found jumping mentioned in surge. But aside from that sidenote I did not find anything about jumping at all.

So I'm wondering there, when I'm trying to build a super that can leap quite far (like a frog powers based super). How can I build something? Thought about using fly with a limitation there that it can only be used for single moves each and only when standing on solid ground when the move starts. But in all honesty I'm unsure there, as that looks quite clumsy.

So my question is how can I best simulate a super jump power with the rules?

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    \$\begingroup\$ Please note this question is about a game called Rotted Capes. We have had three answers deleted already because the authors thought this was a question about D&D. \$\endgroup\$ – doppelgreener Sep 13 '19 at 16:07

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