Mad Fnorder Posted October 20, 2005 Report Share Posted October 20, 2005 Board newbie here, trying to construct a power I just haven't been able to build right. The idea is to make a "wall kick" power- the ability to basically make jumps in consecutive phases, A la the wall jumps seen in various fighting games and such. It's simulating the dexterity of the character to basically gain sufficient footing off an unstable or vertical surface long enough to take another jump or whatever. I was trying to simulate it with a limited form of clinging, with Costs END and RSR: Acrobatics- but it didn't seem to get the part about the power only working from phase to phase, and that you have to keep moving. I was thinking some sort of kludge involving continuing charges, but that doesn't seem to be it either. Suggestions for limitations to get this to work? Quote Link to comment Share on other sites More sharing options...
prestidigitator Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power First off, you could possibly define the sequence of jumps as one actual use of Leaping, in which case it would all have to be done in the same Phase, or in only as many Phases as it takes to complete a Non-Combat Leap. That's not really standard rules, though, where you make one Leap per use (at least per Half-Move) and there is no Turn Mode along the way. I recall someone suggesting that you could use Movement Skill Levels and allow one bounce per Level, which strikes me as a good idea. If none of that is to your liking, I would suggest perhaps Linking the Clinging to Leaping. That way you could not use the Clinging in any Phase in which you did not make a Leap. Or maybe a, "Stall Speed," like they have on Flight and Gliding, would work well. Lastly, you can always come up with a custom Limitation. Something like, "Must Leap Next Phase or Fall (-1/2)." I don't know about the actual value of that, but you can play with it. -1/4 to -3/4 feels about right to me. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power Maybe use Jumping; Usable As Clinging; Cannot Cling for more than one phase (-1/2) ? Not sure if that's really legal but it could solve the Jump must land each phase problem where Landing is considering using the Jump as Clinging to the side of a wall? Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power Clinging; Clinging Must Proceed a Leap Onto the Wall (-1/2), Side Effect (Power Ends and Apply Falling Rules if Next Phase Action does not begin with another use of Leaping; -1/4) Quote Link to comment Share on other sites More sharing options...
rayoman Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power Teleport, must cross intervening space. the special effect is the character is actually jumping. Quote Link to comment Share on other sites More sharing options...
Steve Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power I don't see a problem with just using extra inches of Leaping to do this, maybe requiring an Acrobatics roll to use them. The special effect is to bounce from foothold to foothold. Quote Link to comment Share on other sites More sharing options...
Duke Bushido Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power Flight; must land / push off to change directions; cannot hover; only X" between land / push-offs. This is how we've done it in the past for similar genre feels. It's worked well, though it may not suit your needs. It's usually costed at -1 in our games, though has been -1 1/2 under certain game premises. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power You know what's so damned cool about this system? Every single build presented works. Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power Wall Jump: EDM (To a World Where Character with EDM Can Wall Jump) Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power Wall Jump: EDM (To a World Where Character with EDM Can Wall Jump) that's....... just horrible. Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power EDM is my new found solution to everything. Quote Link to comment Share on other sites More sharing options...
Black Rose Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power Flight; must land / push off to change directions; cannot hover; only X" between land / push-offs. This is how we've done it in the past for similar genre feels. It's worked well, though it may not suit your needs. It's usually costed at -1 in our games, though has been -1 1/2 under certain game premises. Does this seems reasonable? The effect I'm going for here is multiple "short" leaps; they're only 6" leaps, but there's more of them, to simulate the rapid leaping of ninja in various anime. Ninja Leap!: Flight 18", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (51 Active Points); Only 6" Between Landings/Pushoffs (-1/2), Must Land/Push Off To Change Directions (-1/4), Cannot Hover Except At Landing Points (-1/4) (25 Real Points) END: 2. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power Looks good, a half move will be 1.5 jumps and a full move 3 jumps. I would assume you would want a half move to be 1 jump and a full move 2 jumps? In which case you need only 12" of Flight. Quote Link to comment Share on other sites More sharing options...
Duke Bushido Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power No-no-no-no! You use Transform: 1.5 jumps to 1, and Transform: 3 jumps to 2. Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power My build: Wall Jump: +X" Leaping. Trigger (+1/4) Trigger automatically resets (+?/?) Lim: Requires skill roll (-1/2) Acrobatics. With this power the character can leap whenever he touches a vertical surface such as a wall or a tree. This is oftentimes done in the same phase as the characters base leap to gain additional height or distance to reach out of the way places. The power is activated automatically when the character touches a wall surface feet first and successfully makes the skill roll. The power can obviously only be activated once per phase, however, it doesn't always have to be at the end of a normal leap....it can be used at interesting "in-between" phases as well, as long as it has not been used that phase. For example, lets say Jackie Chan is fighting a tough enemy. He has the above power written up as +4" Leaping. His enemy actually manages to get Chan in a grab maneuver and throws him against a wall. Chan succeeds with an Acrobatics skill roll to land on his feet and this allows him to activate the Wall Jump power to leap out of reach of his opponent! Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted October 21, 2005 Report Share Posted October 21, 2005 Re: Making a "Wall Jump" power No-no-no-no! You use Transform: 1.5 jumps to 1, and Transform: 3 jumps to 2. "...I swear your honor, I have no idea who tarred and feathered him." Quote Link to comment Share on other sites More sharing options...
rayoman Posted October 22, 2005 Report Share Posted October 22, 2005 Re: Making a "Wall Jump" power that's....... just horrible. This might have already been done. Wall Jumping Ability: Major Transform (a person without the wall jumping ability to a person with the wall jumping ability), self only(-1/2) Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted October 22, 2005 Report Share Posted October 22, 2005 Re: Making a "Wall Jump" power Change Environment (Zero Gravity) Only Until Next First Action of Next Phase Quote Link to comment Share on other sites More sharing options...
Trebuchet Posted October 22, 2005 Report Share Posted October 22, 2005 Re: Making a "Wall Jump" power Change Environment (Zero Gravity) Only Until Next First Action of Next PhaseNow you've crossed over from the merely horrible to outright obscene. Well done. Quote Link to comment Share on other sites More sharing options...
Super Squirrel Posted October 22, 2005 Report Share Posted October 22, 2005 Re: Making a "Wall Jump" power Now you've crossed over from the merely horrible to outright obscene. Well done. I actually like that idea. I mean, from the concept of knockback it is a bad idea, but it does the trick. Quote Link to comment Share on other sites More sharing options...
Trebuchet Posted October 23, 2005 Report Share Posted October 23, 2005 Re: Making a "Wall Jump" power I actually like that idea. I mean' date=' from the concept of knockback it is a bad idea, but it does the trick.[/quote']A couple of years ago I asked Steve Long if this same idea of "wall-jumping" was legal by splitting Leaping into segments, and his answer was essentially "No, because using Leaping a character cannot change direction. He'd have to Leap, stop and wait until his next Phase, then Leap again." I wasn't real happy with that since it's such a staple of kung fu movies, so talked it over with my co-GM's (It's obviously a natural for Zl'f) and between us we decided that with her 43 DEX, her 9 SPD, her 12" Leaping, and her Teleport 11" (Must Cross Intervening Space) she could do it and the actual mechanics of how weren't important. The Teleport 11" (Must Cross Intervening Space) seemed to be the deciding factor, so if I was forced to build this ability I think that's the way I'd probably go. Quote Link to comment Share on other sites More sharing options...
TheRavenIs Posted October 23, 2005 Report Share Posted October 23, 2005 Re: Making a "Wall Jump" power I've done this with a C, but the C had clinging already. I just allowed the C to make an Acrobatic's roll as they touched a surface and then leap. To change direction in the middle of the leap I used the landing/touch to allow the direction change. The C had 18" leap and a acrobatics roll of 17-, so he could take a full 18" move and could alter the direction each time he landed. I also allowed the C to buy levels with leaping so he could stop using the acrobatics roll and just use a level for the bounces. Quote Link to comment Share on other sites More sharing options...
dr. mindslayer Posted October 24, 2005 Report Share Posted October 24, 2005 Re: Making a "Wall Jump" power I would buy up the basic leaping to equal the running speed, and buy clinging as well, and that would pretty much cover it all. you could mix/match your leap/run to do the ninja hop across rooftops, since the numbers are the same, you could do either and both in the same phase (I don't know a GM that wouldn't allow a lil bit of run in a jump, and vice versa). with the clinging, you could stick to the side of a tree or whatever. Clinging, not against smooth/untextured surface (-1/2) in a city setting, you could cling to the side of a stone building, but slip right off the glass. that would be less depending on genre though. Quote Link to comment Share on other sites More sharing options...
Duke Bushido Posted October 24, 2005 Report Share Posted October 24, 2005 Re: Making a "Wall Jump" power I've done this with a C' date=' but the C had clinging already. I just allowed the C to make an Acrobatic's roll as they touched a surface and then leap. To change direction in the middle of the leap I used the landing/touch to allow the direction change. The C had 18" leap and a acrobatics roll of 17-, so he could take a full 18" move and could alter the direction each time he landed. I also allowed the C to buy levels with leaping so he could stop using the acrobatics roll and just use a level for the bounces.[/quote'] This has some potential, if you want to approach it as a mechanic instead of a power. Perhaps something along the lines of using an Acrobatics Roll (or Power Skill: Leaping) to determine the ability to 'point land' and leap off at a tangent. Perhaps figure a successful roll means that he can 'touchdown' short of his full leap and hop off the remainder of his leap in a different direction? Figuring that his base success is, say, 11-, with penalties for inches over half of his full move, and bonuses for inches under half his full move..... It goes in a different direction, as it limits immediately that he will always be 'landed' at the end of his phase, and that each successive leap in the same phase will be necessarily shortened by the amount of Leap already used...... Sorry. Just thinking out loud, but when I read this post, it occured to me that perhaps a mechanic might serve as well as a build. And really, Power Skill should have some sort of purpose..... Quote Link to comment Share on other sites More sharing options...
Dr. Anomaly Posted October 24, 2005 Report Share Posted October 24, 2005 Re: Making a "Wall Jump" power Change Environment (Zero Gravity) Only Until Next First Action of Next Phase Hey, SS -- I noticed a misspelling in your title. It's "Monster", not "Master." Quote Link to comment Share on other sites More sharing options...
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