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Old 11-19-2024, 07:33 AM   #1
Bicorn
 
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Join Date: Aug 2015
Default New skill - Flash Move (critique)

This is an Esoteric Skill meant for emulating one of the most popular special tricks in action manga/anime: the sudden burst of movement that makes the character move so fast it looks like they teleported.

You may know it as Flash Step (shunpo) if you're a Bleach fan, or Shave (soru) if One Piece is your thing, Body Flicker Technique (shunshin) if you prefer Naruto, Lightning Flash (raisen) if Kengan Ashura is your jam, or any of a number of other names. Whatever it's called it's extremely popular, so I thought I'd try to design a skill for it.


Flash Move (Will/VH)
Prerequisites: Trained by a Master and either Flying Leap or Power Blow
With this skill, the user can focus his chi to momentarily obtain an amazing burst of speed. With a successful roll the user can either move up to his full Move or perform a full-length jump in addition to any other maneuver they are performing; the movement must be along a path the user could otherwise take. (e.g. flashing up a wall requires combining the skill with Lizard Climb.)

The extra move can occur either before or after their maneuver, though moving afterwards is at -3 to skill. When this technique is used together with a normal Move maneuver to cover additional distance the user appears to "flicker" as they alternate between normal running and flashing. Using the skill together with a Concentrate maneuver is at -3 to skill; additionally, if what the user is concentrating on involves a roll (e.g. spellcasting, using chi abilities, etc.), that roll gets -3 as well. You can attempt to flash twice in a turn, both before and after your normal maneuver, but that is done at an additional -5 to both rolls.

Used immediately prior to attack, a Flash Move gives a penalty to the opponent's active defense equal to the difference between the attacker's and defender's Basic Speed (ignore fractions); even if the defender is as fast or faster, there is a minimum penalty of -1 unless they have Enhanced Time Sense or succeed in a Danger Sense roll.

The skill can also be used as an Active Defense, rolling against (Flash Move/2)+5; a success allows the effect to be used out-of-turn to move out of the way of an attack.

Normally, someone cannot be attacked during the flash as they move too quickly to react to. If the flashing character does become target of an attack (e.g. from a Wait performed by a character with Enhanced Time Sense, or due to moving through a zone of suppressive fire) their extreme speed give +2 to Dodge.

If this technique is used to move into concealment, watching characters without Enhanced Time Sense will need a perception check with a penalty equal to the flashing character's Move to tell which way they went; the penalty can be waived or reduced if there are telltale signs (disturbed dust, rustling leaves, etc.)

Each use of Flash Move costs 1 fatigue.

This skill can be combined with Flying Leap to perform an enhanced jump without using a turn, at -5 to the Flying Leap skill.


Critique and suggestions?
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