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Yak Face Lieutenant
Joined: 02 Jul 2008 Posts: 82 Location: Michigan
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Posted: Sun Nov 15, 2009 9:33 pm Post subject: Force Jump |
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Sorry to get greedy with posting, but I have one more homebrew. I wanted a mechanic for the big jumps the jedi can do. As with creating a force push, I felt that telekinesis wasn't quite optimal for creating the move-type action I wanted. Again, any ideas for improvement, with the intent of capturing cinematic action while not going overboard, will be welcome.
http://www.megaupload.com/?d=IYIVIE35 _________________ However beautiful the strategy, you should occasionally look at the results. -Sir Winston Churchill |
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vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
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Posted: Sun Nov 15, 2009 11:10 pm Post subject: |
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There is already a version of this, or is this what you were talking about
seems pretty close to what you have
Cheshire's force book wrote: | Force Jump
Control Difficulty: Easy
Control Roll > Jumping
Difficulty by: Increase
1-3 +1D
4-8 +2D
9-15 +3D
16-25 +4D
26-37 +5D
38+ +6D
Alter Difficulty: Easy
Required Powers: Enhance attribute,
telekinesis
Effect: A Jedi uses this power to increase his
jumping ability in order to perform impossibly
high leaps. If both Force skill rolls are successful,
the character uses his normal climbing/jumping
skill to perform the jump, but he uses the special
table below to determine difficulties. If the
control roll exceeds the difficulty, the character
gains an immediate bonus to his climbing/
jumping roll. If the Jedi fails any Force skill roll,
the power is not activated and the character is
left to use his normal jumping ability (and there
are certain situations where you can’t back
out of a jump because your power failed). At
the gamemaster’s discretion, a failed climbing/
jumping roll might mean the Jedi fails to achieve
the desired height or distance, fails to properly
cushion his landing and suffers normal falling
damage, or both. Multiple action penalties apply.
The climbing/jumping roll is a third action in that
round, whether the power is successful or not.
Height Jumped Jumping Difficulty
0 - 1 meter Very Easy
1 - 2 meters Easy
3 - 4 meters Moderate
5 - 8 meters Difficult
9 - 15 meters Very Difficult
16 - 20 meters Heroic
Add +5 to the difficulty for every additional
5 meters. If the character is simply jumping
downwards, with no upwards movement,
reduce jumping difficulty by one level. Add +1
to the difficulty per meter of horizontal distance
jumped.
Example: Ambelled Daru has a control skill
of 5D, alter of 3D+2, and a climbing/jumping
skill of 4D, and wants to perform a Force jump
across a chasm to a ledge above. He rolls 1D+2
for alter (3D+2 subtracting –2D for multiple
action penalties), and gets a 7, making his alter
difficulty. Next he rolls his control of 3D, and gets
a 11 (which exceeds the difficulty by 4). This
adds +2D to his climbing/jumping roll, cancelling
out the multiple action penalty.
The ledge on which he wants to jump is 4
meters up and the chasm is 3 meters across, thus
the difficulty is Moderate+3. Ambelled Daru rolls
his 4D climbing/jumping (4D –2D +2D), and gets
a 16, making the difficulty and using the Force to
leap safely on top of the ledge. |
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Yak Face Lieutenant
Joined: 02 Jul 2008 Posts: 82 Location: Michigan
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Posted: Mon Nov 16, 2009 8:20 pm Post subject: |
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Ahh - very good. Thanks. Shoulda known this had already been handled... _________________ However beautiful the strategy, you should occasionally look at the results. -Sir Winston Churchill |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4855
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Posted: Mon Nov 16, 2009 10:37 pm Post subject: |
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I'm glad you like the power. I think we all went through almost half a dozen drafts of it as a community before we found something we could all agree to. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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