Sakurai Extension
Aug 22, 2017 11:59:01 GMT -7
Post by Ryutatsu "Sakurai Sword" on Aug 22, 2017 11:59:01 GMT -7
0/5
Post 6
Jump Good
Rank: "E"
Skill: TaiJutsu
Effect: Jump Good is the skill to make Jumps or to soften a fall.
Special: ---
Drawback: ---
Description: Jump good is a skill that needs no die roll. Jump Good skill determines how well the user can Jump. Without Jump Good the user can jump both vertically and horizontally up to 10 meters. All Jumps are assumed that the user is getting a running start of at least 6 meters in a straight line before Jumping. If the user does not run at least 6 meters, then the bonuses are cut in half. The Maximum Distance a user can jump is dependent on their Skill + their base Jump of 10 meters. There are no checks needed to determine if a user succeeds on a Jump, if they land prone, or any other variable. There are type Jumps calculated with Jump Good; Long Jump, and High Jump.
Long Jump: A long jump is a horizontal jump. At mid-point of the jump, the user attains a vertical height equal to 1-quarter of the horizontal distance. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Jump. Example: If the user has 43 Skill points in Jump Good, their long jump will be 26 meters.
High Jump: A high jump is a vertical leap made to reach a ledge high above, or reach a vertical height. For every 5 Skill Points the user has in Jump Good they add +1 meters to their Base Jump. Example: If the user has 43 Skill Points in Jump Good, their high jump is 18 meters. Falling: When the user deliberately falls a distance, the Jump Good skill can be used to increase the length of falling. Base Falling distance is 10 meters. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Fall distance. Example: If the user has 43 Skill Points in Jump Good, they can fall at a distance of 26 meters without consequences.
High Water Jump: Normally Jumps incur a -50 penalty when making a high jump out of water.
Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: Must learn from Universal TaiJutsu.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
-Flashback-
Ryutatsu not only used jumping from heights though to his advantage. No he used jumping with his normal attacks as well. It made the battlefield an even more complex place when any surface could be the right surface to launch from. Wall and ceilings just became one more piece of terrain for a kid who used every advantage he could to make it an even battle.
Ryutatsu used such techniques as the Leap from Tensora or the Shunshin that allowed him to leap straight into the air. He would attack from any and all angles in a sword fight. It made the dance of a sword battle all the more complex and flashy but that was the fun. He wasn't one to stand still unless it gave him some sort of advantage. So Jumping good had always been apart of his style.
Post 6
Jump Good
Rank: "E"
Skill: TaiJutsu
Effect: Jump Good is the skill to make Jumps or to soften a fall.
Special: ---
Drawback: ---
Description: Jump good is a skill that needs no die roll. Jump Good skill determines how well the user can Jump. Without Jump Good the user can jump both vertically and horizontally up to 10 meters. All Jumps are assumed that the user is getting a running start of at least 6 meters in a straight line before Jumping. If the user does not run at least 6 meters, then the bonuses are cut in half. The Maximum Distance a user can jump is dependent on their Skill + their base Jump of 10 meters. There are no checks needed to determine if a user succeeds on a Jump, if they land prone, or any other variable. There are type Jumps calculated with Jump Good; Long Jump, and High Jump.
Long Jump: A long jump is a horizontal jump. At mid-point of the jump, the user attains a vertical height equal to 1-quarter of the horizontal distance. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Jump. Example: If the user has 43 Skill points in Jump Good, their long jump will be 26 meters.
High Jump: A high jump is a vertical leap made to reach a ledge high above, or reach a vertical height. For every 5 Skill Points the user has in Jump Good they add +1 meters to their Base Jump. Example: If the user has 43 Skill Points in Jump Good, their high jump is 18 meters. Falling: When the user deliberately falls a distance, the Jump Good skill can be used to increase the length of falling. Base Falling distance is 10 meters. For every 5 Skill Points the user has in Jump Good they add +2 meters to their Base Fall distance. Example: If the user has 43 Skill Points in Jump Good, they can fall at a distance of 26 meters without consequences.
High Water Jump: Normally Jumps incur a -50 penalty when making a high jump out of water.
Look in Task Skills thread found in the Skills and Traits Index for more information. Each time learned user gets 1 die roll to increase the skill.
Limit: Must learn from Universal TaiJutsu.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
-Flashback-
Ryutatsu not only used jumping from heights though to his advantage. No he used jumping with his normal attacks as well. It made the battlefield an even more complex place when any surface could be the right surface to launch from. Wall and ceilings just became one more piece of terrain for a kid who used every advantage he could to make it an even battle.
Ryutatsu used such techniques as the Leap from Tensora or the Shunshin that allowed him to leap straight into the air. He would attack from any and all angles in a sword fight. It made the dance of a sword battle all the more complex and flashy but that was the fun. He wasn't one to stand still unless it gave him some sort of advantage. So Jumping good had always been apart of his style.