Flying Leap

From gurps
Jump to navigation Jump to search

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.

Martial Arts

Flying Leap is vital for chambara or wuxia fighters! See Special Feats for Cinematic Skills for optional rules that greatly enhance this skill in highly cinematic games.