Telekinetik Leap.
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- Greyaxe
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Telekinetik Leap.
Telekinetic leap adds to the base leap, but where can one find the base leap?
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Re: Telekinetik Leap.
Greyaxe wrote:Telekinetic leap adds to the base leap, but where can one find the base leap?
I can't find anything in P2E. Maybe measure your own real-life leaps and use that as a basis?
Don't hurt yourself.
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Re: Telekinetik Leap.
Hotrod wrote:Greyaxe wrote:Telekinetic leap adds to the base leap, but where can one find the base leap?
I can't find anything in P2E. Maybe measure your own real-life leaps and use that as a basis?
Don't hurt yourself.
I used the Adobe Acrobat search feature on my 2nd Edition PDF and couldn't find a table or anything else that equates speed or strength into any sort of leaping ability. #bummer
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Re: Telekinetik Leap.
Greyaxe wrote:Telekinetic leap adds to the base leap, but where can one find the base leap?
These threads might help -
viewtopic.php?f=37&t=79337&p=1574325&hilit=Jumping#p1574325
viewtopic.php?f=44&t=148779&hilit=Leap#p2871990
Re: Telekinetik Leap.
Greetings and Salutations. There's nothing in PF that I'm aware of. However, some of the other game lines do have answers (though they're not consistent with each other). This can be found on the F.A.Q. section of the forums.
viewtopic.php?f=37&t=79337&p=1574325&hilit=Jump#p1574325
I'll note the HU GM Guide rule is taken out of context, and the normal ruling is pathetically poor (in my opinion). The Super Brawling rule, while not designed for normal usage, is actually a decent rule. Though it's toed only to P.S., it provides each character with more if a variance, which I like.
Anyways, hope some of that helps. Farewell and safe journeys for now.
viewtopic.php?f=37&t=79337&p=1574325&hilit=Jump#p1574325
Spoiler:
I'll note the HU GM Guide rule is taken out of context, and the normal ruling is pathetically poor (in my opinion). The Super Brawling rule, while not designed for normal usage, is actually a decent rule. Though it's toed only to P.S., it provides each character with more if a variance, which I like.
Anyways, hope some of that helps. Farewell and safe journeys for now.
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Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Re: Telekinetik Leap.
This is an important question for the 10% of PCs who don't start with Acrobatics or Gymnastics.
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Re: Telekinetik Leap.
Not really trying to necro, but having tripped over it recently, I'll toss this out there.
Rifts Main Book. 12th printing, has a paragraph inserted on page 44
Jump/Leap Rules
For humans figure that normal untrained characters can leap 4 feet(1.2m) high and 5 feet (1.5m) long. Characters with either the acrobatics or gymnastics skills increase their distance by 2 feet (0.6m) per level of experience. (Note this is 2 feet for either skill. Having both skills will NOT increase the distance beyond the 2 feet) Modifying a character's leaping distance for physical attributes (i.e. Speed, strength, and or prowess) is an option for the individual GM. If so applied, characters with Superhuman/Supernatural Strength would leap twice the normal distance (I.e. 8feet/2.4m and 10 feet/3m plus 4feet/1.2m per level of experience) increasing leaping height and distance 50% with a good running start.
Rifts Main Book. 12th printing, has a paragraph inserted on page 44
Jump/Leap Rules
For humans figure that normal untrained characters can leap 4 feet(1.2m) high and 5 feet (1.5m) long. Characters with either the acrobatics or gymnastics skills increase their distance by 2 feet (0.6m) per level of experience. (Note this is 2 feet for either skill. Having both skills will NOT increase the distance beyond the 2 feet) Modifying a character's leaping distance for physical attributes (i.e. Speed, strength, and or prowess) is an option for the individual GM. If so applied, characters with Superhuman/Supernatural Strength would leap twice the normal distance (I.e. 8feet/2.4m and 10 feet/3m plus 4feet/1.2m per level of experience) increasing leaping height and distance 50% with a good running start.
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Re: Telekinetik Leap.
My houserule for leaping distance was "If your speed was your PS, how far could you throw an object that weighed as much as you do"?
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