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Old 07-11-2015, 05:05 AM   #1
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default [Basic] Skill of the week: Flying Leap and Power Blow

Flying Leap is an IQ/H esoteric martial-arts skill, with no default and prerequisites of Trained by a Master or Weapon Master, plus both Jumping and Power Blow. On a successful roll, you can jump three times your normal jumping distance. On a failure, you can only jump your normal distance and make related rolls at -5; on a critical failure, you fall down. An attempted Flying Leap costs 1FP, successful or not. You can deliberately collide with someone in a jump, as part of an attack. The attack is at -2, but if it succeeds, you triple your ST for damage and knockback. Your effective Move for slam attacks and knockback is calculated from jumping distance as per Super Leap. The time required and related skill penalties are as per Power Blow.

Power Blow is a Will/H esoteric martial-arts skill, with no default and a prerequisite of Trained by A Master or Weapon Master. On a successful roll, you can double your effective ST for a single attack, or a single non-combat action. If you have skill 20+, you can triple your ST by rolling at -10. Any Power Blow attempt costs 1FP. You roll at -10 to use it instantly, at -5 after 1 turn of preparation, and on a sliding scale to no penalty after 32 turns.

Naturally, these skills are confined to cinematic martial artists. A fair number of such templates provide them, but not at levels that make them reliable, which takes quite a bit of investment. DF11 allows Swashbucklers to take either skill based on DX, usually saving a lot of points; Gun-Fu allows Flying Leap to Gunslingers without Power Blow. Martial Arts allows Flying Leap at +5 for only double distance, and at +5 for no ST bonuses to damage or Move. Those options can be used together, making it far more practical for use in combat. Martial Arts also provides for Flying Leap that affects your horse, rather than yourself, and for Power Blow skill to replace Will rolls for Extra Effort. Power-Ups 2, 3 and 7 have examples that include these skills. Powers has extra uses of Chi for boosting these skills, and Supers has plenty of applications for them. Chinese Elemental Powers has more powers that can help these skills.

The only martial artist I've played under GURPS is an alchemical construct with superb basic attributes and some magic-as-powers, but no TbaM or WM. I'd like to try this stuff sometime, and there's a character in my Infinite Cabal campaign who does some of it: he impressed a Julius Caesar by jumping the walls of Lutetia to win the siege.

What have you jumped into, or over-powered?
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basic, flying leap, power blow, skill of the week

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