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Old 11-10-2011, 10:50 AM   #11
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Default Re: Anthro-Penguins

Coming soon as the 6.0 World of Warcraft expansion, "Seas of Penguinaria".
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Old 11-10-2011, 09:42 PM   #12
roguebfl
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Default Re: Anthro-Penguins

So for a Racial Template

We have: [21]

ST -1 [-10] (arms still more adapted for swimming than lifting)
Basic Move (Land) -1 [-5] (Short legs)
Basic Move (Water) +2 [10]

Amphibious [10] (oiled Feathers)
Enhanced Move (Water) 1 [20] (Penguins are described as being able to fly underwater)
Super Jump (Enhanced Move Only -10%) [9]
Perk (Feathers) [1] (No exposure risk)
Sharp Beak [1]

Bad Grip 1 [-5] (Didn't want to give them the Killer Penguin's bad grip 2 as I do seem them as sword fighters)
Disturbing Voice [-10]

They're not going to need Temperature Tolerance for (sub) Tropical waters are they?

So how are going to detail with their leap?
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Last edited by roguebfl; 11-11-2011 at 01:56 PM. Reason: to get Base Move (Water) up to 6. Adding Super Jump
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Old 11-11-2011, 12:22 AM   #13
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Default Re: Anthro-Penguins

Allow a 'running' jump out of water using full Enhanced Move.
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Old 11-11-2011, 07:56 AM   #14
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Quote:
Originally Posted by vicky_molokh View Post
Allow a 'running' jump out of water using full Enhanced Move.
That what I was thinking but is it good enough to land on a Deck 10ft above the water line? (Caravel)
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Old 11-11-2011, 08:44 AM   #15
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Default Re: Anthro-Penguins

Quote:
"High Jump: (6 * Basic Move) - 10
inches. For example, a Basic Move of
6 lets you jump 26” straight up. For a
running jump, add the number of
yards you run to Basic Move in this
formula. Maximum running highjump
height is twice standing highjump
height.
The caravel's 10' side is 120 inches.

Now these penguins have Enhanced Move, but that does not appear to help by RAW. By RAW, then they can do a 'standing' jump of 26", and maximum effective run up of 11 yards will give the maximum jump of 52" -- not nearly enough.

If you allowed Enhanced Move to substitute for Basic Move in the forumula it gets a bit better -- standing jump of 62" which could double to 124" (just enough for the caravel leap) with a run up of 23 yards.
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Old 11-11-2011, 12:07 PM   #16
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Default Re: Anthro-Penguins

Quote:
Originally Posted by Figleaf23 View Post
The caravel's 10' side is 120 inches.

Now these penguins have Enhanced Move, but that does not appear to help by RAW. By RAW, then they can do a 'standing' jump of 26", and maximum effective run up of 11 yards will give the maximum jump of 52" -- not nearly enough.

If you allowed Enhanced Move to substitute for Basic Move in the forumula it gets a bit better -- standing jump of 62" which could double to 124" (just enough for the caravel leap) with a run up of 23 yards.
Actully it is RAW, top of the page in the middle column.
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Old 11-11-2011, 12:41 PM   #17
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Default Re: Anthro-Penguins

So their move of 10 can be used for Basic Move in the jumping formula and gives us a 50" jump out of water. Which is pretty impressive. But we're not getting on deck with this. A level of Super Jump(water only?) would give us a 100" jump, which is almost there. A level more enhanced move(water) would give us a 80". I think either two levels of superjump(water only) or Superjump and Enhanced move 2 would do the ticket.

I kinda like the super jump and enhanced move 2. These lil' guys can straight up fly underwater.
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Old 11-11-2011, 12:44 PM   #18
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Quote:
Originally Posted by Verjigorm View Post
So their move of 10 can be used for Basic Move in the jumping formula and gives us a 50" jump out of water. Which is pretty impressive. But we're not getting on deck with this. A level of Super Jump(water only?) would give us a 100" jump, which is almost there. A level more enhanced move(water) would give us a 80". I think either two levels of superjump(water only) or Superjump and Enhanced move 2 would do the ticket.

I kinda like the super jump and enhanced move 2. These lil' guys can straight up fly underwater.
Basic Move (Water) +2 [10] to give them a Water move of 6 (12) is a better bet I think. Enhanced Move (Water) 1 give the same move that Flight give Air as base.

This give us 62" standing, 124" Running (Swimming). and i do see it as more a Running leap rather than standing one.
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Last edited by roguebfl; 11-11-2011 at 12:48 PM.
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Old 11-11-2011, 12:57 PM   #19
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Quote:
Originally Posted by roguebfl View Post
Actully it is RAW, top of the page in the middle column.
Quote:
Those with the Enhanced Move
(Ground) advantage (p. 52) may apply
their movement multiplier to Basic
Move before inserting it into these formulas
when they have a running start.
This is instead of adding the number
of yards run!
For instance, a horse
with Basic Move 6 and Enhanced
Move 1 makes running jumps as if its
Basic Move were 12.
This applies to Enhanced Move (Ground), but if you apply it to Water it will not allow for the penguins to leap onto Caravel decks:

(6*12)-10 = 50". This is worst than a non-Enhanced Move creature could do with a proper run.

Personally, I don't think it makes sense to deprive an Enhanced Move creature of the possibility of a run improving its jump.
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Old 11-11-2011, 01:10 PM   #20
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Default Re: Anthro-Penguins

Quote:
Originally Posted by Figleaf23 View Post
This applies to Enhanced Move (Ground), but if you apply it to Water it will not allow for the penguins to leap onto Caravel decks:

(6*12)-10 = 50". This is worst than a non-Enhanced Move creature could do with a proper run.

Personally, I don't think it makes sense to deprive an Enhanced Move creature of the possibility of a run improving its jump.
you math is a bit off (6*12) = 72, so the end answer is 62" not 50"

When you pointed out the RAW issue I asked Kromm ow he would built would build it.

Quote:
Originally Posted by Kromm
It seems to me that you would want to use the rules for Enhanced Move (Ground) at the top of the middle column on p. B352, but with Enhanced Move (Water). That makes perfect sense for high jumps by fast swimmers.
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