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Jump Legs

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JimJungle

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« on: <08-06-11/1619:10> »
So I dont have all the books so i might have missed this one but, is there an augment that boosts jumping?  Are there cyber legs specifically for that? If there isnt then there really should be. We already have ware like the Raptor legs, and Hover disks, so why not Jump Legs? The idea of a runner jumping a ridiculous amount of distance is very appealing. Of course there would be some requirements and negatives. Like having a high enough strength and body to support the ware. It wouldnt be much good to jump really far if the fall kills you.

On a side note, what are the rules for a jump attack? Can you fit sprint, jump and melee all in one pass?

Ryo

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« Reply #1 on: <08-06-11/1633:15> »
Hydraulic Jacks, page 344 of SR4A. It requires two cyberlegs and adds +1 dice pool to jumping tests, 20% to maximum jumping distance, and reduces the effect of falling by 2 meters per rating. Goes up to rating 6, which would be +6 dice on the test, 120% increase in distance, and reduces fall damage by 12 meters.

JimJungle

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« Reply #2 on: <08-07-11/0210:54> »
Wow.
I missed that one. Damn, that is a helluva improvement.
So lemme get this straight, let's say i have a Human with Agility 5, gymnastics 5, specialized Jumping, and Hydraulic legs rating 6, and he wants to jump as far as he can. He rolls Gym 5(+2), Agility 5, + 6 for Hydraul Legs, for a total of 18. The distance in meters = hits x2. Lets say he gets 6 hits, thats 12 M. But the description of the jumping skill says that you can only jump as far as agility x 1.5, which is 8 M (round up). I'm guessing that the         120% is for that max distance. Damn its been far too long since school. Can someone more math oriented help with this? It seems to me that you can roll to jump much further than your max distance will allow.

Ryo

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« Reply #3 on: <08-07-11/0302:06> »
120% additional distance when 8 meters is your cap means your new cap is 17.6 meters.

JimJungle

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« Reply #4 on: <08-07-11/0313:32> »
OK, so max distance is 18 M (round up), with a DP of 18 and hits x2, its possible to roll higher than max distance. What happens then? Crash?

Ryo

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« Reply #5 on: <08-07-11/0338:52> »
Max Distance is max distance. If you get enough hits to get that far, that's as far as you go. Extra hits don't accomplish anything.

JimJungle

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« Reply #6 on: <08-07-11/0402:20> »
So I know the answer is going to be "no", but I have to ask: Can the Adept Power Great Leap, be used with Cyber Legs? With Raptor Legs, and Hydraulics.

Medicineman

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« Reply #7 on: <08-07-11/0435:53> »
So I know the answer is going to be "no", but I have to ask: Can the Adept Power Great Leap, be used with Cyber Legs? With Raptor Legs, and Hydraulics.
Yes  ;D (with all of them)why not ?

with a Dance to Jumpin' Jack Flash (its a Gas,Gas,Gas)
Medicineman
http://english.bouletcorp.com/2013/08/02/the-long-journey/
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JimJungle

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« Reply #8 on: <08-07-11/0534:42> »
OK I made a char named Jumper who is specically designed for Jumping. Not a By The Rules char by any means.
Still 400 BP tho. Some availability exceeded.
DP for Jump test: Gym 6+2(spec) + 1 Reflex Recorder (Jumping), +5 (Great Leap), +4  Improv Ability (Jumping),  +12 Agility, +6 Hydraulics, +2 Raptor Legs= 38. Nice, right?
Max Distance(horizontally)= Agility 12, +6 Hydrauls, +5 Great Leap,= 23 x 1.5= 34.5 x 1.2 (hydrauls)= 41.4 (round up) = 41 meters max distance. Fall Distance= 12 (Hydrauls) + 6 (FreeFall)= 18m absorbed from fall damage
Impressive. This guy is gonna be a new prime runner. jk. I have a full char worked out if interested.
« Last Edit: <08-07-11/0544:30> by JimJungle »

Medicineman

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« Reply #9 on: <08-07-11/0618:59> »
+4  Improv Ability (Jumping)
max +3 impr.Ability / +2 only with Reflex Recorder 
so its 36 Dice total

HokaHey
Medicineman
http://english.bouletcorp.com/2013/08/02/the-long-journey/
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JoeNapalm

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« Reply #10 on: <08-07-11/0942:15> »

I am just curious...that is some mighty fine jumping about, but...

What is the practical application? Assuming, of course, that the is one?

I am all for jumping for jumping's sake, don't get me wrong... :P

I just can't help but wonder if there is an envisioned, say, advanced combat technique I am missing?

-Jn-
City of Brass Expatriate


Stahlseele

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« Reply #11 on: <08-07-11/1016:20> »
Same as with all such high dice pool things.
To show it can be done.

Also, DEATH FROM ABOVE!
« Last Edit: <08-07-11/1039:42> by Stahlseele »
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Medicineman

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« Reply #12 on: <08-07-11/1342:26> »
@Joe Napalm
Imagine a Troll Pitfighter(weight 300 Kilos) with Raptorlegs, 17Dice for Jumping,Hydraulic Jacks Lvl 5,M.A.Maneuver All Out Attack (+ Finishing Move).
Calculate all Boni from Reach, heightened Position,charge,all out attack, STR 11 Raptorlegs & Sangre Y Aceiro Lvl 2
(Base Damage 7 or 9 K)
Thats "Meteor" (aka Death from Above). I'm playing him right now in Gostcartells (he has Late Awakening and I hope its gonna be Adept or mystical Adept).His favorite tactic is to jump on Enemies

with a Dance from Above
Medicineman
http://english.bouletcorp.com/2013/08/02/the-long-journey/
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SirDelta

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« Reply #13 on: <08-07-11/1522:50> »
Speaking of Hydraulic Jacks, is there a way to put them in a character's cyberarms?

Medicineman

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« Reply #14 on: <08-07-11/1527:22> »
Speaking of Hydraulic Jacks, is there a way to put them in a character's cyberarms?
Nope they're Legs accessoires

Hough !
Medicineman
http://english.bouletcorp.com/2013/08/02/the-long-journey/
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https://www.youtube.com/watch?v=-RYlAPjyNm8