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[d20 Modern] Skydiving?
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<blockquote data-quote="JediSoth" data-source="post: 3543924" data-attributes="member: 13882"><p>I wrote a skill called "Skydiving" for a D20 Past campaign I was working on (set in WWII). It was for a one-shot game I still haven't run.</p><p></p><p><strong>Skydiving (Dex)</strong></p><p>Use this skill when operating a parachute, such as you might when jumping out of a perfectly good airplane. </p><p><strong>Check</strong>: Under normal circumstances, it will allow you to jump from a plane (or any sufficiently high object, deploy a parachute canopy and float safely down to the ground. Steering ability is very limited. Parachute DCs assume you jump from a height sufficient to allow the canopy to fully deploy.</p><p></p><p>Conditions DC</p><p>Calm 5</p><p>Light Wind 10</p><p>Windy 15</p><p>Gale 20</p><p></p><p>If you fail the check by less than 5, you’re blown 100-400 yards off course. If you fail the check with a natural 1, there is a 10% chance of a mishap. Jumping with a static line (as most military paratroopers do) reduces the chances of a mishap to 1%.</p><p></p><p>Skydiving Mishaps</p><p>Roll %</p><p>Roll Mishap</p><p>01 You become tangled in your lines. Take falling damage from the height you jumped.</p><p>02-25 You get your lines tangled but are able to recover; you have a hard landing, take 2d6 damage (reflex for half).</p><p>26-35 Your main canopy deploys late. You make a hard landing, take 2d6 damage (reflex for half).</p><p>36-100 Your main canopy fails to deploy. If you have a reserve chute, make a DC10 skill check to deploy it. You make it down safely, 100-1000 yards off course. Otherwise, take falling damage from the height you jumped.</p><p></p><p>If you succeed on the check, your canopy deploys as it was supposed to and you float gently to the ground.</p><p>Jumping under a height of 200’ will not give the parachute sufficient time to fully deploy. Characters jumping from such a low altitude will take 3d6 damage from the hard landing (reflex for half).</p><p><strong>Try Again?:</strong> No.</p><p><strong>Special:</strong> If you have 3 or more ranks in Jump or Tumble, you receive a +2 synergy bonus to your Skydiving skill check. If you have 3 or more ranks in both Jump and Tumble, you receive a +4 insight bonus to your Skydiving skill check. If you have the Acrobatic feat, you receive a +2 synergy bonus to your Skydiving skill check.</p><p><strong>Time</strong>: Opening a parachute is a move-equivalent action. Characters descend at the rate of 100’ per round. They cannot alter the rate of descent, but they can fire weapons while descending, suffering a -4 to hit penalty in addition to range penalties if they do so. </p><p></p><p>JediSoth</p></blockquote><p></p>
[QUOTE="JediSoth, post: 3543924, member: 13882"] I wrote a skill called "Skydiving" for a D20 Past campaign I was working on (set in WWII). It was for a one-shot game I still haven't run. [B]Skydiving (Dex)[/B] Use this skill when operating a parachute, such as you might when jumping out of a perfectly good airplane. [B]Check[/B]: Under normal circumstances, it will allow you to jump from a plane (or any sufficiently high object, deploy a parachute canopy and float safely down to the ground. Steering ability is very limited. Parachute DCs assume you jump from a height sufficient to allow the canopy to fully deploy. Conditions DC Calm 5 Light Wind 10 Windy 15 Gale 20 If you fail the check by less than 5, you’re blown 100-400 yards off course. If you fail the check with a natural 1, there is a 10% chance of a mishap. Jumping with a static line (as most military paratroopers do) reduces the chances of a mishap to 1%. Skydiving Mishaps Roll % Roll Mishap 01 You become tangled in your lines. Take falling damage from the height you jumped. 02-25 You get your lines tangled but are able to recover; you have a hard landing, take 2d6 damage (reflex for half). 26-35 Your main canopy deploys late. You make a hard landing, take 2d6 damage (reflex for half). 36-100 Your main canopy fails to deploy. If you have a reserve chute, make a DC10 skill check to deploy it. You make it down safely, 100-1000 yards off course. Otherwise, take falling damage from the height you jumped. If you succeed on the check, your canopy deploys as it was supposed to and you float gently to the ground. Jumping under a height of 200’ will not give the parachute sufficient time to fully deploy. Characters jumping from such a low altitude will take 3d6 damage from the hard landing (reflex for half). [B]Try Again?:[/B] No. [B]Special:[/B] If you have 3 or more ranks in Jump or Tumble, you receive a +2 synergy bonus to your Skydiving skill check. If you have 3 or more ranks in both Jump and Tumble, you receive a +4 insight bonus to your Skydiving skill check. If you have the Acrobatic feat, you receive a +2 synergy bonus to your Skydiving skill check. [B]Time[/B]: Opening a parachute is a move-equivalent action. Characters descend at the rate of 100’ per round. They cannot alter the rate of descent, but they can fire weapons while descending, suffering a -4 to hit penalty in addition to range penalties if they do so. JediSoth [/QUOTE]
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