Flying Leap: Difference between revisions

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m Created page with '{{Skill}}{{Cinematic}}{{IQ/Hard}} ''Defaults:'' {{None}}. ''Prerequisites:'' Trained By A Master or Weapon Master, and both Jumping and Power Blow. This skill ...'
 
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{{Skill}}{{Cinematic}}{{IQ/Hard}}
{{Skill}}{{IQ/Hard}}


''Defaults:'' {{None}}.
''Defaults:'' {{None}}.
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''Modifiers:'' -10 if used ''instantly'', dropping to -5 after 1 turn of concentration, -4 after 2 turns, -3 after 4 turns, -2 after 8 turns, -1 after 16 turns, and no penalty after 32 turns.
''Modifiers:'' -10 if used ''instantly'', dropping to -5 after 1 turn of concentration, -4 after 2 turns, -3 after 4 turns, -2 after 8 turns, -1 after 16 turns, and no penalty after 32 turns.
{{Cinematic}}
{{Esoteric Skill}}

Revision as of 08:48, 18 January 2014

IQ/Hard

Defaults: None.

Prerequisites: Trained By A Master or Weapon Master, and both Jumping and Power Blow.

This skill allows you to make incredible leaps. It costs 1 FP per attempt, successful or not. On a success, you may immediately attempt a jump. Use the standard jumping rules (see Jumping), but triple your jumping distance. On a failure, you may still attempt the jump, but you receive no bonus and make all jumping-related rolls at -5. On a critical failure, you fall down!

You may use Flying Leap to jump into someone as part of an attack. Such attacks are at an extra -2 to hit, but if you do hit, triple your ST for damage and knockback purposes. In a slam or collision, calculate Move from jumping distance as described for Super Jump, and use this velocity to calculate damage.

Modifiers: -10 if used instantly, dropping to -5 after 1 turn of concentration, -4 after 2 turns, -3 after 4 turns, -2 after 8 turns, -1 after 16 turns, and no penalty after 32 turns.