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Old 06-03-2021, 10:33 AM   #13
Varyon
 
Join Date: Jun 2013
Default Re: Opinions on cinematic martial arts skills?

Quote:
Originally Posted by Tyneras View Post
Flying Leap
18 +9 per level
Skill: Flying Leap (Will/H)

You can jump twice as far as normal at no cost. For a cost of 1 FP you can double this again. Each extra level doubles both of these values.

Statistics: Super Jump 1 (Chi -10%)[9] plus Super Jump 1 (Costs 1 FP, -5%; Chi -10%) [9]

Technique: Direction Change
Default: Flying Leap -2, cannot exceed Flying Leap.
You can change your direction, but not total jump distance, mid-air. Each direction change after the first requires another roll at an additional -1. Failure sends you wildly off course at the GMs discretion.
As written, it appears you'd only buy the Flying Leap skill for purposes of using Techniques like Direction Change. If you intend for Flying Leap to be rolled in order to activate the ability, consider adding Requires (Attribute) Roll (as per P162, a Hard skill can substitute for an Attribute). That's -10% IIRC; combined with Fred's suggestion to double the worth of the Costs FP Limitation, that makes it:
Super Jump 1 (Chi -10%; Requires Flying Leap Roll -10%) [8] + Super Jump 1 (Costs Fatigue 1/use -10%; Chi -10%; Requires Flying Leap Roll -10%) [7], for an initial cost of [15] and [+8] for each additional level.

As Fred also noted, of course, most characters these "skills" seem to be trying to emulate would be more accurately represented as simply having the Advantage, no rolling or expenditure of FP required - even when ability use technically does have a chance for failure and consume energy/mana/chakra/whatever, it's usually reliable enough and consumes such a small amount of the character's reserves you'd end up better off* representing them more accurately with reliable, unlimited-use Advantages and a Quirk-level Delusion: "My powers are difficult to use and drain my energy".

*It's technically more accurate to give the character a massive ER and have their powers deplete it, but given how little of a reduction Costs FP/ER is and just how much those characters tend to use their "energy-expending" abilities, you'd end up spending more points than you would just leaving Costs FP/ER off of the build in the first place.
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