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imp_fireball
2009-11-17, 12:51 PM
Anyone ever thought of this before? Or were the laws of physics too wonky?

In any case, my goal here is to provide a simple translation to tabletop.

Here's an outline:

- Spend XP to learn skateboarding. Skateboarding is too 'minor' to be a skill or a feat. It in no way relates to adventuring. The GM can rule that winning competitions earns XP that can only be spent towards increasing skateboarding skill. Treat Skateboarding as a skill of its own that can only be increased with this investment. Each investment increases it by one rank. Each rank adds bonuses to jump, tumble and other related maneuverability associated with skateboarding, including the ability to turn on the vehicle itself.

- Ollie is a jump check. Don't apply STR for this check unless not moving. Each rank in skateboarding adds a +1 to this check as it does to every other skill involved in skateboarding.

- Grinding requires a rail or other suitable object. It in itself is a balance check. The DC increases depending on how bad the 'mount' check was and the speed you are moving at. You must reroll a balance check if you grind up to half your base speed. A feat may allow you to take 10 on these additional rolls (Rail Rider, ie.). When jumping off of a grind (demounting, or simply hopping while grinding ala Tony Hawk Pro Skater), treat as if moving at half speed and apply half STR modifier. Balance determines if you land it.

- Making an immediate 180 turn is a balance check.

- Performing aerial acrobatic tricks are mostly tumble checks. Tricks are there to impress the audience, not enhance maneuverability. Taking evasive action while riding (making multiple turns while still managing to go where you wanna go) is a ride check.

- The amount of 'air' you gain from skating off a ramp is a jump check if you are willing (otherwise, it's a roll of 10 automatically if having moved in a straight line 20ft. and having drifted for an entire round at 'all out' such as 120ft./round; roll is usually 1 if the movement is awkward, however an unwilling take off can be rolled as a jump check by the GM anyway). Don't apply STR for this check. Speed is the main factor, and so apply speed bonus to jump according to this formula - divide speed by 4 if 'going all out', and by 2 if devoting a round to riding. Don't divide if coasting (moving base speed, or devoting only one full move action to speed). For every 10ft. above 30ft. base speed, add +4 to jump and -6 to jump for every 10ft. below 30ft. base speed. Tumble and jump help reduce falling damage, as does ranks in skateboarding. Additional air is gained according to the 'drop factor' a ramp provides. As usual, a running jump is applied if moving at least 20ft.

- Moving in itself is similar to the 'skate' power in the d20 SRD. Moving up an incline lessens speed to as if you were walking, although if you were moving fast to begin with, then this usually only lowers speed by about 15ft. or so. Moving down an incline increases speed by about 15ft. These affects immediately end once you begin cruising flat incline.

- You begin falling once you end your turn and you exceed the amount of move granted by your jump. You can strategize - making hopping up a ramp and down all part of your jump check, thus no falling speed applies (although falling damage may still factor). Or in a competition of speed where falling is faster, make it your goal to get as high in the air as possible and don't factor traveling downwards as part of that check. Falling damage will apply either way if you 'fail' your trick or fail the balance check to land. Balance checks apply whenever you would soar particularly high (usually higher then how far you can jump if you were simply running).

- Accelerating is a Ride check. Use STR instead of DEX for this check. You base speed is raised by 10 every time you beat a DC of 15; the DC increases by 5 every time you double this increase; effectively becoming DC 30 to accelerate base speed by 80). Usually, skateboarding also has a maximum speed at which you can maintain control. This is determined by your ranks in skateboarding and the type of skateboard you might have (light, heavy, untrued and crappy, magical, etc.). Exceeding this maximum speed causes you to take penalties to all of your checks, except jumping off inclines. Crashing while skateboarding on a flat incline is similar to falling damage in accordance with how far you slide (usually you slide your base speed once falling off in the direction you are traveling; tumble can reduce this; catching your board can also be a part of the tumble check or be a reflex save). Crashing into objects is at GM discretion.

- Endurance: Skateboarding is a tiring activity. Double your CON score determines how many minutes you can continuously practice or compete for without at least ten minutes rest; exhaustion and fatigue take over and penalize riding beyond this according to their regular penalties in addition to 1d4 nonlethal damage that you take every minute. Casual riding means only performing tricks or so equal to CON every hour. Exceeding this, for whatever reason, qualifies as practice and/or competition. In this way, tricks are like power points that have to be expended but can recover numerous times each day.
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Feats

Rail Rider
Prerequisite: Skateboarding (2 ranks)

You can now take 10 on balance checks to continue a grind. This feat does not apply to balance checks made to mount and begin a grind.

Hands and Feet
Prerequisite: Skateboarding (2 ranks), Awareness

You can now perform actions with your skateboard while simultaneously performing an unrelated action of the same duration. Ie. You can merge an immediate action with an immediate action involving your skateboard, thus allowing you to effectively perform two immediate actions in a round. For example, you could do a 180 turn and cast a quickened spell.

Before: Performing actions with your skateboard can interfere with other actions that you might perform in a round.