Quote:
Originally Posted by Varyon
A Triple Weapon Attack should probably be built as a Combination, which does require all 3. Of course, already having the Dual Weapon Attack Technique should decrease the cost of the Combination, so if you go that route you'll have the DWA as its own separate deal, allowing you to use it at full skill without the Kiai.
As for the surprise, do note that, unless I'm mistaken, you are still restricted to Move yards/sec in a jump - meaning that even if he has a Move of 10, that jump's still taking over 5 seconds. That's a lot of time for his opponent to notice and react...
Very Fit works for lost FP, not spent FP, so no.
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So a combination DWA + Kiai would add another [4]? Seems reasonable.
I did forget about the jump speed limit. It's the greater of max jump distance/5 or Move, so 10.8.
On Very Fit:
Quote:
Originally Posted by Kromm
You always round FP costs (and most other things that are bad for the characters) up in GURPS. Half of 1 is still 1. You need at least 2 FP for a single action before Very Fit does a thing. The main job of Very Fit is to halve multi-point FP costs for things like exertion in armor.
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I take that as saying it does apply to spent FP so that e.g. the 10 FP for Great Rage would become 5 FP. On the other hand, it does agree that FP spent in one Maneuver can't be aggragated before being divided. So you're right.
Quote:
Originally Posted by gilbertocarlos
You use half Jumping skill for move, so, long distance jump is 15 feet, not yards, running he goes up to 30 feet, with flying jump it's 90 feet, 30y, not 54y.
For high jump, it's 44", little better than a meter or yard. Running you go to 88", 2.44y, or 2.23m. Flying jump will put him 7y from the ground.
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I based it on this:
DF11:34 Chandelier Leap
"You may do the math on p. B352 or simply approximate: the better of Basic Move/4 or Jumping/8 yards, doubled out of combat or with a running start, or quadrupled for both."
As an approximation it does seem pretty loose.