Amazing Leap [trait]

Cost: 1CP

You get a +10 competence bonus to your Jump checks.

Enhancements

Enhancement: Powered Leap
Cost: 1CP per +10 to Amazing Leap
Activate: free; use-activated (Jump check)

Your Amazing Leap ability is now a power. For every rank in this enhancement, you gain an additional +10 enhancement bonus to all of your Jump checks. With this power, you also ignore maximum distances for both long and high Jumps.

 

Enhancement: Long-Distance Leap
Cost: 3CP

Given a very long running jump, you can, at your discretion, calculate your lateral jumping distance in miles rather than feat. The run-up to the jump is a single Run action (i.e., full-round action, your total Speed x4). You then spend a number of rounds travelling through the air at your Run speed until you complete your jump. While in the air, you can perform other actions, logic and practical circumstances permitting.

Normally, when you make a Long-Distance Jump, you just jump “that way” and the GM places you a number of miles away in “that” direction. However, you can also try to land on a particular spot. To do that, you need to either know the terrain very well or have studied a map closely. When you make your Jump check, the DC for distance applies normally (i.e., the DC equals the distance in miles), but if you fail the check, then you don’t fall short. Instead, you miss the target by a number of miles equal to the difference between your roll and the DC. For example, if the DC were 25 and you rolled a 22, you would be 3 miles off-target. You determine what direction off-target by rolling 1d12 and using clock directions: 12 o’clock is past your target, 6 o’clock is short of the target, and so on.

 

 Enhancement: Super Long-Distance Leap
 Cost: 3cp

Your Long-Distance Leaps (and misses!) are now in tens of miles instead of miles.

 

Enhancement: Wall Spring
Cost: 2CP

You can leap toward any wall and make a second leap off of that wall, springing upwards and away from the first wall. You can string as many Wall Springs together as you have surfaces to spring from, but of course, you can only move so far in a single round. You can keep Wall Springing for a number of rounds equal to your Constitution score. In between your uses of Wall Spring, you must rest for a number of rounds equal to the number of rounds for which you last Wall Sprang. A “wall,” for the purpose of this description, includes any solid, more-or-less vertical surface upon which your feet can find sufficient purchase. A wall of ice would be too slippery, for example, but the concrete side of a building would be perfect.

Each spring requires a Jump check. Calculate these checks as if you were making a running high jump off of the wall and as if the vertical wall were a horizontal surface. When you reach the apex of your Wall Spring, as dictated by your Jump check, you begin to fall, moving 2 feet laterally for every 5 feet vertically, but you can, at any time during either the ascent or descent, execute another Wall Spring if you come into contact with a stable, vertical surface. In cases where a “wall” has an extremely small surface area, such as a single branch on a tree, GMs might raise the Jump DC.

If the distance between two surfaces is so small that you cannot fail the Jump checks, then GMs should feel free to let you skip the math unless there is some pressing reason to roll every time. Outside of a combat situation, it’s best not to sweat the small details of a Wall Spring unless serious bodily harm is a possibility. If it’s just for flavour, there’s no need to go through the headache of doing all the dice-rolling and the math.

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