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Author Topic: Parkour  (Read 2028 times)
Dhampire
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« Reply #15 on: October 08, 2010, 01:18:41 PM »

*light cackle*

That would certainly fit the most extreme cases of mad scaling of buildings.
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Goodlun
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« Reply #16 on: October 08, 2010, 01:41:37 PM »

I wonder if this can be simplified a little bit. Parkour/Freerunning is cool and all, but having to devote a feat chain to it feels excessive.

Suppose you work it with a feat like this:

Freerunning (Covert Feat)
You move like nobody's business.
Prerequisites: Acrobatics 4+ ranks, Athletics 4+ranks
You may spend and roll a single action die. The Wire-Fu campaign quality applies to you and only you for a number of rounds equal to your roll.
I do like the idea of some way of using the wire-fu campaing quality mechanic for just one character not too sure if said feat is the trick or not.  I will have to ponder that for a bit but it certainly is a good idea all and all
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mach1.9pants
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« Reply #17 on: October 09, 2010, 04:27:08 PM »

I certainly like the idea, but isn't that a very powerful feat? I'm not great at balance though, and I know there are some pretty awesome feats in FC.
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Gloria Finis
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« Reply #18 on: October 09, 2010, 04:43:56 PM »

I certainly like the idea, but isn't that a very powerful feat? I'm not great at balance though, and I know there are some pretty awesome feats in FC.
I think this is one of those things that would require play testing.  I don't want to play test it as a feat as it will be a pretty big tip of the hand of whats coming.
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« Reply #19 on: October 09, 2010, 04:44:20 PM »

Power is in the eye of the beholder. It makes you hella mobile, sure. But it doesn't always work (for long), and mobility isn't always especially helpful.
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Goodlun
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« Reply #20 on: October 09, 2010, 04:50:35 PM »

Power is in the eye of the beholder. It makes you hella mobile, sure. But it doesn't always work (for long), and mobility isn't always especially helpful.
Don't get me wrong I love the idea.  I just think it may need some fine tuning is all. 
I am not to sure if it is too powerful or could even maybe use a little more oomph.
I am actually slightly tempted to have it last till end of scene or encounter. 
Blowing  an action dice to possible have just for one round seems a bit extreme.
On the other hand I am cautious as to what that level of mobility could do to a game.
You certainly got me thinking that is for sure.
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« Reply #21 on: October 10, 2010, 12:40:56 AM »

Power is in the eye of the beholder. It makes you hella mobile, sure. But it doesn't always work (for long), and mobility isn't always especially helpful.
Don't get me wrong I love the idea.  I just think it may need some fine tuning is all. 
I am not to sure if it is too powerful or could even maybe use a little more oomph.
I am actually slightly tempted to have it last till end of scene or encounter. 
Blowing  an action dice to possible have just for one round seems a bit extreme.
On the other hand I am cautious as to what that level of mobility could do to a game.
You certainly got me thinking that is for sure.
How's it compare to flight say...?
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« Reply #22 on: October 10, 2010, 01:15:10 AM »

How does Wire-Fu compare to Flight, or something else? Wire-Fu lets you move anywhere in any direction or along any surface at your full speed, but if you're not standing on something at the end of a round you fall. It's a nice straightforward way to mechanically represent wicked-awesome mobility. Admittedly, it means a normal guy could "run" 120 feet straight up in the air, so long as he ended his motion on a ledge or tree or something.

I can see where some would find that too strong. I happen to not be one of those people in this instance, but I believe the action die roll create a nice balance wherein you can gain a burst of parkour action, but aren't a flying monkey 24 hours a day.

If you want it to do something more granular, a little less wahoo, and not as short-lived, you might also consider:

Freerunning
You can't change the laws of physics, but it sure looks like you bend them a lot.
Prerequisites: Acrobatics 4+, Athletics 4+
Effect: You may spend one action die to gain the superior climber II and superior jumper II NPC qualities until the end of the scene.     
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Goodlun
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« Reply #23 on: October 10, 2010, 01:22:23 AM »

How does Wire-Fu compare to Flight, or something else? Wire-Fu lets you move anywhere in any direction or along any surface at your full speed, but if you're not standing on something at the end of a round you fall. It's a nice straightforward way to mechanically represent wicked-awesome mobility. Admittedly, it means a normal guy could "run" 120 feet straight up in the air, so long as he ended his motion on a ledge or tree or something.

I can see where some would find that too strong. I happen to not be one of those people in this instance, but I believe the action die roll create a nice balance wherein you can gain a burst of parkour action, but aren't a flying monkey 24 hours a day.

If you want it to do something more granular, a little less wahoo, and not as short-lived, you might also consider:

Freerunning
You can't change the laws of physics, but it sure looks like you bend them a lot.
Prerequisites: Acrobatics 4+, Athletics 4+
Effect: You may spend one action die to gain the superior climber II and superior jumper II NPC qualities until the end of the scene.     
That is starting to shape up pretty nicely for a pc.  Perhaps it is something that if all goes well with this NPC he could teach them.
Although I may just have to give the NPC the advantageous of wire-fu(so I don't have to worry about jump and climb checks not artificially raising certain other combat abilities)  and not abuse it.  Huh I wounder what sort of XP cost that should be.
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« Reply #24 on: October 10, 2010, 01:44:35 AM »

Wire-Fu is an addable campaign quality. In any scene where you need the NPC to be able to do it, spend one of your action dice and Hey Presto he can do it for the duration of the scene. Technically so can any Special Character (as that's the RAW), but that's easy to fudge--you're the GM.
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Goodlun
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« Reply #25 on: October 10, 2010, 01:54:29 AM »

Wire-Fu is an addable campaign quality. In any scene where you need the NPC to be able to do it, spend one of your action dice and Hey Presto he can do it for the duration of the scene. Technically so can any Special Character (as that's the RAW), but that's easy to fudge--you're the GM.
If he is the only character benefiting from it I think the PCs should be thrown a few extra XP to compensate for it.  Just a matter of figuring out what is reasonable perhaps I will figure it out after the encounter.
What this situation has brought to light for me is I would like to see an NPC quality or trait that would allow me to if you will zoom in on an aspect of a skill like athletics(climb) and increase just the skill check for that particular part of the skill.  I am thinking with the modern games coming up it will be even more important.
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Mister Andersen
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« Reply #26 on: October 10, 2010, 03:59:03 AM »

Specialties

Traceur
     You are a practitioner of Parkour, the physical discipline of training to overcome any obstacle within one's path by adapting one's movements to the environment. If female, you are instead known as a traceuse.
·    Bonus Feat: Mobility Basics.
·    Free Run: You gain the Free Run trick.
·    Paired Skills: Each time you gain 1 or more ranks in the Resolve skill, you also gain an equal number of ranks in the Acrobatics skill. This may not increase your Acrobatics skill beyond its maximum rank.
·    Trackless Step: The DC of Survival/Tracking checks to follow your trail is increased by 10.
·    Trap-sense: You may roll twice when making reflex saves prompted by a security device or trap, keeping the result you prefer.


Advanced Actions & Tricks

Free Run
     Run Trick: When you run, you may reduce your multiplier by 1 in order to make an Acrobatics check as a free action.
« Last Edit: October 10, 2010, 07:50:22 AM by Mister Andersen » Logged

Dawnblade
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« Reply #27 on: October 10, 2010, 05:13:57 AM »

Specialties

Traceur
     You are a practitioner of Parkour, the physical discipline of training to overcome any obstacle within one's path by adapting one's movements to the environment. If female, you are instead known as a traceuse.
·    Bonus Feat: Mobility Basics.
·    Free Run: You gain the Free Run trick.
·    Paired Skills: Each time you gain 1 or more ranks in the Acrobatics skill, you also gain an equal number of ranks in the Resolve skill. This may not increase your Resolve skill beyond its maximum rank.
·    Trackless Step: The DC of Survival/Tracking checks to follow your trail is increased by 10.
·    Trap-sense: You may roll twice when making reflex saves prompted by a security device or trap, keeping the result you prefer.


Advanced Actions & Tricks

Free Run
     Run Trick: When you run, you may reduce your multiplier by 1 in order to make an Acrobatics check as a free action.

I like it, but I think paired skills Acrobatics and Athletics would be better.  They gotta climb a lot also.
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Mister Andersen
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« Reply #28 on: October 10, 2010, 07:11:56 AM »

I disagree. By all counts, parkour requires a degree of focus, commitment and self-awareness that's nicely dealt with via Resolve, which I find tends to be an undervalued skill. And if it's not Resolve as the paired skill, it should be Notice given the discipline's emphasis on situational awareness.

Parkour's form is predominantly jumping and tumbling, with very little climbing. However, nothing is stopping you "putting in the effort" and purchasing Athletics ranks.
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Dawnblade
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« Reply #29 on: October 10, 2010, 07:24:43 AM »

Well then I hope they put the "Effort" in or else there only gonna be good at going down.  Most of the Parkour videos I have seen where they are going up, they jump up grab a handhold and climb the rest of the way.
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