LEAPING (MOVEMENT)
| Name | Type | Action | Range | Duration | Resistance | Base Cost |
|---|---|---|---|---|---|---|
| Leaping | Movement | Free | Personal | Instant | - | 1 per rank |
You can make prodigious leaps, far more than even a skilled athlete. Your Leaping rank -2, is the distance rank you cover in a single standing jump: so 15 feet at rank 1, 30 feet at rank 2. You do not suffer any damage from landing after a jump, so long as it is within your maximum distance. The actual distanced leaped per round is determined by your ground speed and actions taken, and you could possibly end your turn mid leap.
The speed rank of your leap maxes out at 7 (around 250 miles per hour), so leaps of greater than distance rank 7 take time equal to the distance rank minus 7. For example, a massive leap of 500 miles (distance rank 17) takes time rank 10 (17 – 7, or two hours) of time in the air! Because of this, leapers may choose to make shorter “hops” of just a couple miles, leaving them airborne for only a minute or so, to better control their direction.
EXTRAS
Affects Others: You can give someone you are touching the ability to leap like you do while the effect lasts. You do not need this extra to simply carry someone while you leap; you can carry what your Strength normally allows. +0 or +1 cost per rank
FLAWS
Check Required: In order to use Leaping, you must make an appropriate skill check (Easy DC 10). Each point your check total exceeds the DC allows you to use 1 rank of Leaping, up to your total rank. -1 cost per rank
Full Power: With this flaw, you can only leap your maximum distance; you can make shorter leaps only by not using your Leaping effect at all, just the normal jumping distance. This may suit uncontrollable “leaping” effects like rocket boosters and the like. Flat –1 point





