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 FORCE JUMP

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Pax Holocron
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PostSubject: FORCE JUMP   Tue 13 Jun - 10:30

FORCE JUMP

Force Jump allows the user to leap to great and high distances, and it uses a move action and not standard action. The distance Force Jump can reach by the game rules is 10 meters. Force Jump can be used only once in 5 rounds.

Power Alignment: Universal
Use: Move Action

Rank 1:
Range: 10 meters
Cooldown: 5 rounds

Rank 2:
Range: 10 meters
Cooldown: 4 rounds

Rank 3:
Range: 10 meters
Cooldown: 3 rounds
Allows a single melee attack at target you jump towards

Rank 4:
Evolution A: Dash +25% for 1 round
Evolution B: +1 melee attack if minimum BAB is met

Rank 5:
Evolution A: Dash +25% for 1 round
Evolution B: +1 melee attack if minimum BAB is met
Evolution C: Cooldown reduced to 2 rounds, ranged increased to 15 meters

Dash allows you jump so fast to become blurry for 25% until your next turn or until you are hit in combat. If attack hits you, the attacker must roll d100 to confirm the hit. If result is equal or lower than 25, the attack misses anyway. If result is higher than 25 you receive damage. Upgrading Dash to 50% gives your attackers increased miss chance.

Force Jump: Force jump is one of the basic Force powers that Jedi and Sith master. The principle is easy: the Force-user uses the Force to push him/herself higher than a humanoid could possible attempt to jump normally. In games, it is useful in fights to confuse your opponents' aim or to throw off their attack patterns. It is also useful for getting up to high places where a normal person could not get up unaided.
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