Personal Retreat [T]
Dec 3, 2017 16:31:06 GMT -7
Post by Zeriq Haruk on Dec 3, 2017 16:31:06 GMT -7
Jump Good - 5 TP / E-Rank - Post Three / ?/5 TP
Jump Good -- [000/125] SP
Jump Good
Rank: "E"
Skill: Sophisticated Skill
Effect: User can jump longer distances and survive from higher falls.
Special: ---
Drawback: ---
Description: Relevant Abilities: Prowess Skill. Die Rolls: 1 Die Roll. Check Requirement: Never. Jump Good is a skill to make jumps or to soften a fall. No Die Roll is needed for Jump Good. There is no Difficulty check with Jump Good. Normally targets may only jump horizontally or vertically 10 meters. All Jumps are assumed with a 6 meter straight line running start before jumping. If user does not run this distance Jump Good is cut in half. Jump good depends on user's Skill + 10 meter base Jump. Successful Jumps allows the user to land prone or any other variation. There are 2 types of Jumps. Long Jump and High Jump. Long Jump is a Horizontal Jump. At mid-point of the jump user's vertical height is equal to 1/4 of Horizontal Jump Distance. Every 5 skill points increases Base Jump by +2 meters. High Jump is a vertical leap. For every 5 skill points increase Base Jump by +1 meter. Base Falling distance is 10 meters. For every 5 skill points the user can increase their fall distance by +2 meters. For High Water Jump the user incurs -50 penalty when making a high jump out of water.
Limit: Must learn from Skills.
Around forty minutes had passed on by since he began his training in his jumping ability, running back and forth to the starting zone and then back to the tree. His legs were beginning to grow sore due to the exertion he was putting on them, mostly due to the added weights. This was nothing to him, considering he broke his bones training a few times, so he works through the pain and continues to run and jump. The distance seemed to close ever faster the more he continued this repetitive motion, though his marks on the tree were still only just getting to the ten meter point. Perhaps it would be best if he decided to take a break and try to figure something out, something different. Sighing to himself, he collapses onto the ground where he did his take offs; sitting there while breathing heavily.
Could he possibly use his vayist training to increase his jumping power, wrap the threads of his chakra through his leg muscles to give them an extra boost. This was actually quite annoying, to say the least, as his legs should not be this weak. Once his heart rate and breathing came under control; Zeri would begin devising plans on how best to reach his goals. Sighing softly, he looks up at the sky above him and just daydreams about things; resting himself against the rock on his back. Though this was a beautiful day to try this form of training, clear sky with just the slightest hint of autumn's scent flowing through the air.
Jump Good -- [000/125] SP
Jump Good
Rank: "E"
Skill: Sophisticated Skill
Effect: User can jump longer distances and survive from higher falls.
Special: ---
Drawback: ---
Description: Relevant Abilities: Prowess Skill. Die Rolls: 1 Die Roll. Check Requirement: Never. Jump Good is a skill to make jumps or to soften a fall. No Die Roll is needed for Jump Good. There is no Difficulty check with Jump Good. Normally targets may only jump horizontally or vertically 10 meters. All Jumps are assumed with a 6 meter straight line running start before jumping. If user does not run this distance Jump Good is cut in half. Jump good depends on user's Skill + 10 meter base Jump. Successful Jumps allows the user to land prone or any other variation. There are 2 types of Jumps. Long Jump and High Jump. Long Jump is a Horizontal Jump. At mid-point of the jump user's vertical height is equal to 1/4 of Horizontal Jump Distance. Every 5 skill points increases Base Jump by +2 meters. High Jump is a vertical leap. For every 5 skill points increase Base Jump by +1 meter. Base Falling distance is 10 meters. For every 5 skill points the user can increase their fall distance by +2 meters. For High Water Jump the user incurs -50 penalty when making a high jump out of water.
Limit: Must learn from Skills.
Around forty minutes had passed on by since he began his training in his jumping ability, running back and forth to the starting zone and then back to the tree. His legs were beginning to grow sore due to the exertion he was putting on them, mostly due to the added weights. This was nothing to him, considering he broke his bones training a few times, so he works through the pain and continues to run and jump. The distance seemed to close ever faster the more he continued this repetitive motion, though his marks on the tree were still only just getting to the ten meter point. Perhaps it would be best if he decided to take a break and try to figure something out, something different. Sighing to himself, he collapses onto the ground where he did his take offs; sitting there while breathing heavily.
Could he possibly use his vayist training to increase his jumping power, wrap the threads of his chakra through his leg muscles to give them an extra boost. This was actually quite annoying, to say the least, as his legs should not be this weak. Once his heart rate and breathing came under control; Zeri would begin devising plans on how best to reach his goals. Sighing softly, he looks up at the sky above him and just daydreams about things; resting himself against the rock on his back. Though this was a beautiful day to try this form of training, clear sky with just the slightest hint of autumn's scent flowing through the air.