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======Leaping======

||**Type:** Movement||**Action:** Move (active)||
||**Range:** Personal||**Duration:** Instant||
||**Saving Throw:** None||**Cost:** 1 point per rank||

You can make prodigious leaps. Rank 1 Leaping doubles your jumping distances. Each additional rank moves the multiple one step up the Progression Table. So at rank 9, you leap 1,000 times your normal distance. At rank 20, you can make leaps of up to 5 million times your normal distance! (Each foot becomes approximately 1,000 miles!)

You do not suffer any damage from landing after a jump, so long as it is within your maximum jumping distance. Distance multipliers are shown on the Leaping Movement table.

You can carry a light load while leaping with no reduction in distance. A medium load reduces your leaping distance to two-thirds normal, while a heavy load halves it. You cannot leap carrying more than a heavy load.

At rank 5 (50 times normal distance), you are in the air for at least a full round before you land. Each additional rank adds another full round in the air. So a rank 10 leap (x 1,000 your normal distance) lasts for six full rounds before you land. You can act normally during this time, as if you were flying, but you can|t change your speed or direction without using some other effect.

Given the previously described time requirements, Leaping does not have "all out" movement. You can make two leaps of rank 4 (25 times your normal distance) as two move actions; higher than that rank, and Leaping takes the time given in the previous paragraph.

====Leaping Movement====

||**Rank**||**Multiplier**||**Time**||
||**1**||x2||move action||
||**2**||x5||move action||
||**3**||x10||move action||
||**4**||x25||move action||
||**5**||x50||full round||
||**6**||x100||2 rounds||
||**7**||x250||3 rounds||
||**8**||x500||4 rounds||
||**9**||x1,000||5 rounds||
||**10**||x2,500||6 rounds||
||**11**||x5,000||7 rounds||
||**12**||x10,000||8 rounds||
||**13**||x25,000||9 rounds||
||**14**||x50,000||10 rounds||
||**15**||x100,000||11 rounds||
||**16**||x250,000||12 rounds||
||**17**||x500,000||13 rounds||
||**18**||x1,000,000||14 rounds||
||**19**||x2,500,000||15 rounds||
||**20**||x5,000,000||16 rounds||

=====Extras=====

- **Action: **Since Leaping is a movement effect its required action cannot be decreased below a move action.

- **Affects Others: **You can give someone you are touching the ability to leap like you do. Note that since Leaping improves base jumping distances (from Strength), different characters can leap different distances at the same power rank. This usually means Affects Others Leaping is most useful as a ranged effect.

- **Attack: **This extra cannot be applied to the Leaping effect to send a target flying; that requires [[MMMoveObject Move Object]] (see the [[MMMoveObject Move Object]] effect description for details).

=====Flaws=====

- **Distracting: **Leaping short distances normally has no effect on your defense bonus. This flaw suits a type of Leaping that leaves you somewhat vulnerable to attack when you make a leap.

- **Acrobatics Check Required (-1): **In order to use Leaping, you must make an Acrobatics skill check (DC 10 + Leaping rank). Each point your check total exceeds the DC allows you to use 1 rank of Leaping, up to your total rank. A natural 1 rolled on the check means if fails automatically, regardless of the check result.

=====Drawbacks=====

- **Full Power: **You can only leap your maximum distance; you can make shorter leaps only by not using your Leaping effect at all, just the normal jumping distance for your Strength.

=====Associated Effects=====

- **[[MMImmunity Immunity]] to Falling Damage: **While you normally don|t suffer any damage from a deliberate leap, regardless of distance, this effect (requiring 5 ranks of [[MMImmunity Immunity]]) is common and useful for characters jumping--and potentially falling--from great heights.

[[MMPoderes]]
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