Gravity Ski - Wall Running Is Fun
Feb 28, 2019 23:29:54 GMT -6
Post by Traskus on Feb 28, 2019 23:29:54 GMT -6
Alternate for Point Blank
For every action, there is an equal and opposite reaction. This is the core tenet of the Gravity Ski Gun Kata, a martial discipline emphasizing high-velocity maneuvers and the rapid calculation of the exact trajectory necessary to hit a chosen target midair with a krak grenade while performing aforementioned high-velocity maneuvers. Adepts of this discipline are quite skilled in hit-and-run, and an elite few can even chase down fast vehicles on their own two feet.
The key skill for Gravity Ski is Acrobatics, which is a necessary skill to have should one want to avoid tripping over themselves and shredding their face against the ground at a hundred meters per second. The Gravity Ski discipline has a rich history and it can be traced far back to the days where warring tribes were the greatest powers in the Wheel.
Apprentice:
Potential Energy: If on a Run action you run toward the pull of gravity, add your Dexterity once more to your Speed for the purpose of the Run action.
Action (Run): Use Run actions with your special attacks. The benefit from this special attack applies to next standard attack after the Run action; that attack may not be a special attack.
Initiate:
(-1)Brachistochrone Transfer: This attack may only be made with Launcher weapons.
(1)Conservation of Momentum: You may make a Run action after performing this attack if you still have a half action remaining. In order to do so, you must make an acrobatics test with a TN equal to the distance traveled. If you fail, you fall prone at the end of the Run action and take fall damage as though you fell the distance you ran.
Journeyman:
(-1)Skill (Acrobatics): As part of this attack, make an Acrobatics test against the static defence of the target. If it fails, the attack fails.
(2)Change Vector: You may run along or up vertical surfaces (or even upside down!) during this or next turn. If your movement action finishes and you are not back on the ground, holding onto something, or capable of sustained z-axis movement, you fall and take fall damage as normal. This advantage can only apply to run actions.
Master:
(3)Ballistic Arc: If you would run over a gap, such as a hole in the ground or the space between the roofs of buildings, in this turn or the next, as long as there is solid ground at the end point of your Run action, you may treat the gap as solid ground. This allows you to "wall jump" between vertical surfaces if need be.
Mastery (Frictionless): You do not take fatigue from overusing the Fleet of Foot feat.
Grandmaster:
(4)Blue Plate: If you performed a Run action in this round or the last, add a static bonus to your damage rolls from this attack equal to your Speed. Double this bonus if the enemy is hit while they're in the air.