Page 67 - GM EBOOK
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Chart 4-6: Flight
Flight is the ability to move through the air by creating and generating lift and/or thrust. Characters who learn
Flight techniques may demonstrate the following proficiencies against targets of all belt ranking.
High Jump– The ability to jump exceeding the norm of lift.
Prerequisite: N/A
Ki Energy Range Description/Effects
10 0 +2 to Action Rolls to Jump
20 0 +1D4 to Action Rolls to Jump
30 0 +1D6 to Action Rolls to Jump
Double Jump– The ability to utilize a second jump while in mid air.
Prerequisite: N/A
Ki Energy Range Description/Effects
10 0 +1D4 to the height of the 2nd Jump
20 0 +1D4 to the Height of the 2nd Jump, 1D4 Odds & Evens roll to change direction
30 0 +1D6 to the Height of the 2nd Jump, 1D4 Odds & Evens roll to change direction
Launch– The ability to jump higher than before and double jump with the same gained ability.
C
Prerequisite: High Jump or Double Jump h
a
Ki Energy Range Description/Effects p
t
10 0 +4 to Action Rolls to Jump e
r
20 0 +1D6+2 to Action Rolls to Jump
30 0 +1D8 to Action Rolls to Jump
Hover– The ability to stay in the air longer without falling.
Prerequisite: Bonus Attack
Ki Energy Range Description/Effects
10 0 Maximum height= Initial Jump +1D6, Hover lasts 1D4 melee rounds
20 0 Maximum height= Initial Jump +1D8, Hover lasts 1D6 melee rounds
30 0 Maximum height= Initial Jump +1D8, Hover lasts 1D8 melee rounds
Soar– The ability to travel distances through the air.
Prerequisite: Bonus Action
Ki Energy Range Description/Effects
10 0 Maximum height= Initial Jump +1D6, Flight Speed= MOVx2, Flight time= 1D6x2
melee rounds
20 0 Maximum height= Initial Jump +1D8, Flight Speed= MOVx3, Flight time= 1D8x2
melee rounds
30 0 Maximum height= Initial Jump +1D12, Flight Speed= MOVx4, Flight time=1D12x2
melee rounds
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