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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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