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I have developed a new skill for my group to use for our urban super powers game. I would like to post it for review and get some feedback. For our group it works fine but I'm sure that its broken in some way.I will post the sill and disctrption below. Please let me know what forum would be best for me post this on for feedback. The actual post could use some editing due to its length if it is ever incorporated into the game system though.

 

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Parkour (Movement Skill)
Agility: 9+(DEX/5)
Cost:3 Character Points; +1 to roll per +2

Prerequisite: Running; Must move 3m minimum to receive bonus.

This is an Agility Skill which is used during movement to get from one point to another in a complex environment, without assistive equipment and in the fastest and most efficient way possible. Parkour is a hybrid movement between Acrobatics and Running. It requires the character to be constantly moving in order to gain the benefits it grants. It includes running, climbing, swinging, vaulting, jumping, rolling, quadrupedal movement, running short distances on vertical surfaces, and other movements as deemed most suitable for the situation. Parkour involves seeing one's environment in a new way, and imagining the potential for navigating it by movement around, across, though, over, and under its features.

 

Parkour is a training discipline using movement that developed from military obstacle course training. Practitioners aim Parkour's development from military training gives it some aspects of a non-combative martial art. It may be taken as part of a Martial Arts skill.

 

Parkour is exciting to watch, but doesn’t just impress bystanders, its useful in both combat and non-combat situations. Where Acrobatics provides benefit to Offence, Parkour provides benefit to Defensive and Non-Combat moves. The skill check is made applying all modifiers for terrain and difficulty. Success means the character can move without hindrance across solid surfaces filled with obstacles, and without any real danger or impediment to movement. Some additional DEX rolls may be required for extremely hazardous terrain, terrain that requires balance, or requires special Parkour Movement to navigate.

When you make a Parkour check you receive two bonuses for a successful check. The first Bonus is generated to provide the DCV and DEX Movement bonuses.

The second Bonus is a strait bonus equal to the amount the check is made by. This bonus is applied for direct movement modifiers, direction changes, pivoting, and bouncing, during Parkour movement. It also lets you know the number of Parkour Movement Points (PMP) the character is allowed.

 

A.       DCV/DEX Movement Bonus: Provide a +1 to DCV and DEX Movement (Similar to Surprise Move, 6E2 51, except for DCV/DEX) for every 2 full points of success. Max +3 to DCV/DEX. Typically, this is a Zero Phase Action, or has an Action that takes no time. The DEX bonus only applies towards movement and cannot be applied towards any other skill check or power.

 

B.       Parkour Movement (Zero Phase Action, or has an Action that takes no time; benefit is applied to character movement): So long as there is a solid surface for the character to move on they may move their full running movement with a successful skill roll. Movement can be made by the most direct path. Ignoring, for the most part, all obstacles or terrain difficulties. Meaning they can run on walls or across obstacles without losing momentum, or movement points. However, Parkour Movement must end on solid normal ground or risk other effects.

Though this skill does not impart balance or sure footedness, because of the constant movement of the character, they will, in the short term, counter most DEX negatives equal to the bonus to DEX Movement they receive. However, in some circumstances additional DEX skill checks may be required.

 

Parkour most directly benefits the character’s ability to move freely across solid surfaces, around obstacles, up walls, pivot direction, etc.… without slowing down or incurring massive penalties. Normal Parkour movement is considered through an open space with obstacles that must be moved around, across, though, over, and under. All other obstacle or special circumstance movement requires the character to use their Parkour Movement Points (PMP). The character gains 1 PMP equal to the amount he made his Parkour Skill check by. So if he made it by +3 then he may have 3 PMP

A Parkour Move is any of the following, and must end on a safe flat horizontal surface (might require additional DEX roll). Each Parkour Movement cost 1 PMP to accomplish; may be spent to counter failed DEX Movement checks:

·         Characters can run equal to half their normal running movement strait up a vertical surface or 2/3 their running movement horizontally across a vertical surface. If running horizontally across a vertical surface, the height of their run cannot exceed their leap height distance.

·         Bounce/spring off vertical surfaces, and/or shift direction off a pivot point, at a rate of one change of direction per PMP.

·         Swing or vault short distances equal to half normal movement (requires a pivot point or tool such as rope or a pole; may require additional DEX check).

·         Dive or drop through small openings

·         Any special circumstance movement that might apply but not covered. Might require a DEX check. Will cost 1 PMP.

·         Exception: movement through water, mud, entanglements, or other such non-solid surface movement do not benefit from Parkour and may not be countered by Parkour Movements.

 

A DEX check might be required to move across extremely hazardous or sparse surfaces, such as running across a river by jumping on exposed stones, along a thin beam, or even moving through the tree tops (Tarzan was great at Parkour). If the DEX roll fails, then the character can spend one of their Parkour Movement Points (PMP) to grant another DEX check at the new modified bonus.

No DEX roll is required if the Parkour Bonus is Equal to the DEX Penalty. If the DEX penalty is greater than the Parkour DEX Bonus, then make a DEX check at the difference penalty.  

If passed, then the Parkour movement is applied as normal. If it fails then apply the failure to the DEX check immediately, then apply the failure difference to the Parkour Movement bonus. If the character has any PMP they may attempt another modified DEX check by spending 1 PMP. If it exceeds the Parkour Movement Bonus, then it cancels out all effects of the Parkour Movement. If, however, after applying the penalty to the Parkour Movement, it still succeeds, then adjust the Parkour bonus amount by the difference and apply the remaining movement bonus to the move. The character does however lose 3m of movement per DEX failure amount. So a DEX Movement failure of 2 would reduce the Parkour Bonus by -2, the PMP by -2, as well as the total move by -6m, even if all other rolls succeeded.

 

Example: The hero Night Bringer has movement of 12m and is chasing a crook through a warehouse. The crook is running on the warehouse floor and Night Bringer is trying to cut him off by taking a shortcut across the top of the pallets and boxes. He is bounding across the tops of pallets and wooden boxes at a run. It is exactly 12m across the pallets and boxes to stable ground and the crook.

Night Bringer makes his Parkour check by +5, gaining a +2 to DCV/DEX Movement. Also he can perform 5 Parkour Moves if he so wishes. The pallets and boxes are uneven and not too sturdy, so he needs to make a DEX check at -2 to maintain his footing on two such boxes. Also there is a 5m gap between one set of boxes but there is a hanging lamp over the space that the Night Bringer can attempt to grab and swing across the gap on.

Applying all negatives for the first unstable box and the +2 for his Parkour DEX Movement, he rolls and fails his first check by -1. It doesn’t stop his Parkour movement, but he slips and falls from the first box. Since he made his original Parkour Movement by +5, the DEX failure reduces his active Parkour movement bonus by -1, to +4 and 4 PMP. He uses one of his 4 remaining PMP to pivot off a nearby pallet and hand springs back on his path, still at a run. This requires another DEX roll for the maneuver, but this time he succeeds, and continues his movement. The DEX failure reduces his total movement by -3m.

He reaches the gap between pallets and boxes, and must use a PMP to jump, grab the hanging light, and swing across the gap. He needs to make a DEX check at -2, but his Parkour DEX mod is still +2, even after his averted fall, so it’s an even check. He makes it and swings over the distance, landing still at a run.

At the next unstable box, he passes his DEX at the -2 modifier and is able to continue his move unhindered.

However, he ends his Parkour movement balancing on a pallet 3m from end and the crook, who darts out the warehouse door. Night Bringer must make DEX rolls without the Parkour bonus to maintain his footing or fall to the floor, before continuing after the crook.

This check he fails, and since his Parkour movement has ended he cannot save himself from the fall with PMP. It’s only a 3m fall and he lands without injury. Boxes on the pallet however, tilt over and follow him down landing on him, to deliver a +3 OCV attack for 1d6 dam.

Once resolved he continues after the crook, embarrassed by his clumsiness.

 

Or

 

Night Bringer still following the same crook, sees him dash down an alley, through an open fence gate, which he closed behind him. He also took every opportunity to throw trash cans or push over obstacles into Night Bringers way, as he ran. Also, every once in a while he turns and fires his gun at the Night Bringer, as he’s running. At the end of the alley he turns and runs out of view.

The total distance between Night Bringer and the crook is about 20m. The total mod for the Parkour movement will be -1 per obstacle for a total -3. The ground is stable, just blocked. Night Bringer has a high Parkour skill and rolls his skill check and makes it by +4, giving him 4 PMP. His DCV/DEX movement bonus is +2, and his total movement is 12m a round.

Moving at a run, he heads strait down the alley, leaping and vaulting over trash cans and other debris. But as he attempts to vault over a box, the box slips and falls in his path, tripping him up. He makes an immediate DEX check at +2, but fails by -1. This reduces his PMP to 3, and his DCV/DEX to +1. The negative is not enough to cancel out his Parkour movement, so Night Bringer spends 1 PMP. With a quick tumble, and another DEX check, which he passes, he’s back on the trail, losing only -3m to his movement.

The crook takes that moment to fire his gun down the alley, and misses his OCV by 1, due to the bonus DCV Night Bringer has from the Parkour.

Continuing on the Night Bringer sees a whole dumpster blocking his path, so he spends another PMP, and vaults up the wall running the 2m latterly and 4m high to clear the dumpster before returning to the ground an after the crook. Since Night Bringer’s total movement is 12M and his leaping is 4m he can effectively run about 8m along a horizontal wall at a height of 4m before falling or needing to jump off. There is however a fire escape blocking part of his path on the wall, so Night Bringer uses his last PMP to use it as a pivot point, grabs it and swings to the ground on the other side of the dumpster. This move requires a DEX check at -1, but Night Bringer makes it.

This however ends his movement for the current phase. During the next round Night Bringer continues after the crook making another Parkour check. This time he only succeeds by +1. He gains 1 PMP but no bonus to his DCV/DEX movement.

Night Bringer moves down the alley and over the debris and blocking obstacles with no problems. The crook however gets lucky with one of his shots and hits Night Bringer in the chest. The crook made his OCV roll by 1 hitting Night Bringer. Since he had no DCV modifier from his Parkour the crook hits him. The shot does not do enough damage to get through Night Bringers body armor or cause Knock Back, but does make him roll an immediate DEX check to see if it interrupts his Parkour movement.

Night Bringer passes his DEX check and is able to continue after the crook unhindered.

At the fence, which is 4m high but topped with barbed wire, Night Bringer spends his only PMP to jump and bounce off the alley wall and vault over the fence to the ground beyond. He can clear it easily but still must make a DEX check for the attempt because of the barbed wire. He makes the check and clears the barbed wire landing easily on the other side.

Night Bringer still has 6m to go to the end of the alley and has 9m of movement left. He reaches the end of the alley, but must make a DEX check to round the corner at full speed and maintain his balance, or lose 3m of movement. If he still had PMP left, he could have used a point to pivot off the corner of the alley and not lose any momentum or pace. Night Bringer fails his DEX check, losing the 3m movement as his turn goes wide. Luckily there is nothing blocking his way or anything he can stumble into.

He then continues his pursuit of the crook.

 

 

 

 

 

 

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Have to split it up - too many quotes.

 

I have developed a new skill for my group to use for our urban super powers game. I would like to post it for review and get some feedback. For our group it works fine but I'm sure that its broken in some way.I will post the sill and disctrption below. Please let me know what forum would be best for me post this on for feedback. The actual post could use some editing due to its length if it is ever incorporated into the game system though.

I question why this needs to be a separate skill, rather than a series of power builds.

 

Parkour (Movement Skill)

Agility: 9+(DEX/5)

Cost:3 Character Points; +1 to roll per +2

Prerequisite: Running; Must move 3m minimum to receive bonus.

Sounds like a Limitation to me.

 

This is an Agility Skill which is used during movement to get from one point to another in a complex environment, without assistive equipment and in the fastest and most efficient way possible. Parkour is a hybrid movement between Acrobatics and Running. It requires the character to be constantly moving in order to gain the benefits it grants. It includes running, climbing, swinging, vaulting, jumping, rolling, quadrupedal movement, running short distances on vertical surfaces, and other movements as deemed most suitable for the situation. Parkour involves seeing one's environment in a new way, and imagining the potential for navigating it by movement around, across, though, over, and under its features.

 

Parkour is a training discipline using movement that developed from military obstacle course training. Practitioners aim Parkour's development from military training gives it some aspects of a non-combative martial art. It may be taken as part of a Martial Arts skill.

So why is it not a group of martial arts maneuvers, and perhaps related skills, rather than a separate skill?

 

Parkour is exciting to watch, but doesn’t just impress bystanders, its useful in both combat and non-combat situations. Where Acrobatics provides benefit to Offence, Parkour provides benefit to Defensive and Non-Combat moves. The skill check is made applying all modifiers for terrain and difficulty. Success means the character can move without hindrance across solid surfaces filled with obstacles, and without any real danger or impediment to movement. Some additional DEX rolls may be required for extremely hazardous terrain, terrain that requires balance, or requires special Parkour Movement to navigate.

This seems like a reasonable use of acrobatics. At the extreme, a form of Environmental Movement would also work.

 

When you make a Parkour check you receive two bonuses for a successful check. The first Bonus is generated to provide the DCV and DEX Movement bonuses.

The second Bonus is a strait bonus equal to the amount the check is made by. This bonus is applied for direct movement modifiers, direction changes, pivoting, and bouncing, during Parkour movement. It also lets you know the number of Parkour Movement Points (PMP) the character is allowed.

Sounds like bonus Running (and/or leaping) and bonus DCV, both limited with the Requires a Skill Roll (probably Acrobatics) to me.

 

A. DCV/DEX Movement Bonus: Provide a +1 to DCV and DEX Movement (Similar to Surprise Move, 6E2 51, except for DCV/DEX) for every 2 full points of success. Max +3 to DCV/DEX. Typically, this is a Zero Phase Action, or has an Action that takes no time. The DEX bonus only applies towards movement and cannot be applied towards any other skill check or power.

How can it be zero phase when you have to move at least 3m to use it? Buying +1 DCV for 4 points (+2 to the roll) and getting added benefits does not strike me as remotely balanced, although "must move" and "requires a roll" certainly offsets some of the cost.

 

B. Parkour Movement (Zero Phase Action, or has an Action that takes no time; benefit is applied to character movement): So long as there is a solid surface for the character to move on they may move their full running movement with a successful skill roll. Movement can be made by the most direct path. Ignoring, for the most part, all obstacles or terrain difficulties. Meaning they can run on walls or across obstacles without losing momentum, or movement points. However, Parkour Movement must end on solid normal ground or risk other effects.

 

Though this skill does not impart balance or sure footedness, because of the constant movement of the character, they will, in the short term, counter most DEX negatives equal to the bonus to DEX Movement they receive. However, in some circumstances additional DEX skill checks may be required.

Again, seems a lot like Acrobatics, at the outside maybe some very limited Clinging that requires an acrobatics roll and does not allow stationary clinging, but I think most can be simulated with a Climbing check, possibly with an Acrobatics synergy..

 

Parkour most directly benefits the character’s ability to move freely across solid surfaces, around obstacles, up walls, pivot direction, etc.… without slowing down or incurring massive penalties. Normal Parkour movement is considered through an open space with obstacles that must be moved around, across, though, over, and under. All other obstacle or special circumstance movement requires the character to use their Parkour Movement Points (PMP). The character gains 1 PMP equal to the amount he made his Parkour Skill check by. So if he made it by +3 then he may have 3 PMP

Back to Acrobatics and Environmental Movement.

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Part II

 

I'm not going to keep repeating "requires an acrobatics roll" - add it where relevant.

 

A Parkour Move is any of the following, and must end on a safe flat horizontal surface (might require additional DEX roll). Each Parkour Movement cost 1 PMP to accomplish; may be spent to counter failed DEX Movement checks:

· Characters can run equal to half their normal running movement strait up a vertical surface or 2/3 their running movement horizontally across a vertical surface. If running horizontally across a vertical surface, the height of their run cannot exceed their leap height distance.

Climbing/clinging

 

· Bounce/spring off vertical surfaces, and/or shift direction off a pivot point, at a rate of one change of direction per PMP.

Running has no turn mode anyway.

 

· Swing or vault short distances equal to half normal movement (requires a pivot point or tool such as rope or a pole; may require additional DEX check).

Leaping

 

· Dive or drop through small openings

Seems like normal movement, perhaps accompanied with a DEX or Acrobatics check where difficult.

 

· Any special circumstance movement that might apply but not covered. Might require a DEX check. Will cost 1 PMP.

· Exception: movement through water, mud, entanglements, or other such non-solid surface movement do not benefit from Parkour and may not be countered by Parkour Movements.

Not seeing anything Acrobatics or a DEX skill roll while moving could not achieve.

 

A DEX check might be required to move across extremely hazardous or sparse surfaces, such as running across a river by jumping on exposed stones, along a thin beam, or even moving through the tree tops (Tarzan was great at Parkour). If the DEX roll fails, then the character can spend one of their Parkour Movement Points (PMP) to grant another DEX check at the new modified bonus.

Sounds like Acrobatics and Climbing. Tarzan had good rolls in both.

 

No DEX roll is required if the Parkour Bonus is Equal to the DEX Penalty. If the DEX penalty is greater than the Parkour DEX Bonus, then make a DEX check at the difference penalty.

Or we could just roll Acrobatics.

 

If passed, then the Parkour movement is applied as normal. If it fails then apply the failure to the DEX check immediately, then apply the failure difference to the Parkour Movement bonus. If the character has any PMP they may attempt another modified DEX check by spending 1 PMP. If it exceeds the Parkour Movement Bonus, then it cancels out all effects of the Parkour Movement. If, however, after applying the penalty to the Parkour Movement, it still succeeds, then adjust the Parkour bonus amount by the difference and apply the remaining movement bonus to the move. The character does however lose 3m of movement per DEX failure amount. So a DEX Movement failure of 2 would reduce the Parkour Bonus by -2, the PMP by -2, as well as the total move by -6m, even if all other rolls succeeded.

This just seems excessively complicated, and a much more granular skill resolution than is typical of the Hero system. We've discussed more granular resolution systems in the past, often in the context of social combat, for issues more central to a given game, and possibly reducing less important matters to opposed skill checks (perhaps a game of court intrigue where combat is resolved by opposed skill rolls, but a much more robust resolution system for social interaction is added; or a game where athletics are a focus and receive a much more granular resolution). The above may be a good starting point for such a system if chase scenes are really central.

 

Without digging through the example in depth, the character seems to be using acrobatics and getting extra bonuses on the side, rather than paying for extra abilities linked to movement and acrobatics.

 

Once Upon a Time, acrobatics provided a DCV bonus. It also cost 10 points.

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As always, what suits one campaign is not always necessary for all campaigns. I love the idea of a parkour based hero, but like Hugh I do wonder if it could be achieved without needing extra bolt-on rules.

 

At its simplest you can use Climbing and add extra Running, Leaping & DCV with Requires Skill Roll (Acrobatics). Even Flight (w/ Must Contact Surface and RSR?) to allow bounding up buildings at high speed, and falling great distances without injury?

 

But ultimately, it depends how big a part of your campaign it is going to be.

Are lots of people going to use this skill? Then if you and your players enjoy it and both get the benefits - that's great.

If only one person is really going to use it, or it isn't going to be a frequent issue, then maybe simpler is better?

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Yeah, don't want to rain on the parade...But...I would build a Char with this sort of skill set with some small powers, and limited skills I think...

 

 

Acrobatics

+ X Running

+2+ RSR: Acrobatics...might use "must run maybe...?

 

Enviro movement: Urban Environment

 

Add some minor "Leap" etc to taste, and you have a good soup.

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Thanks for all your input. First is was set up as a Zero Phase Maneuver, for determination only. The act of running 3m, would not be Zero Phase. It would be more like psyching your self up for the maneuver that would have been Zero phase, just like in Acrobatics. Acrobatics, isn't zero phase, but in gaining its OCV bonus it is. I was probably wrong in repeating the Zero Phase Maneuver statement as part of teh Parkour movement phase. In that I agree.

 

In reading your posts, I now feel that this would be better designed as a martial art, since that is how it is viewed by many. As for all the ways its like Acrobatics, well while its true to some degree, and does incorporate Acrobatics into its matrix. Its as close to true Acrobatics, as Acrobatics is to Yoga, or Sky Diving. Both use aspects of Acrobatics, but are not. So I will set this up as a form of Martial Arts, using the Skills Acrobatics, Break-fall, Climbing, and maybe Defensive Maneuver, Maybe toss in some Skill levels, some advantages, and some limitations. I'll first look and see if there are any current martial arts in the 6E Martial Arts book. I know Parkour and Free Running are not.

 

Thanks for the input. You have given me a lot to think about. 

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I'll first look and see if there are any current martial arts in the 6E Martial Arts book. I know Parkour and Free Running are not.

Hypercombat is probably as close as you get in the existing 6e book. You are going to have to create something, it might be helpful as a basis. 

 

Personally, I don't see it as a martial art in Hero terms, which focus nearly exclusively on combat techniques. There are no combat techniques required for Parkour or Free Running. I would use a set of skills to represent them in a package deal. Probably using acrobatics, a couple levels with dodge while moving, climbing skills, environmental movement, running and leaping.

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. The first Bonus is generated to provide the DCV and DEX Movement bonuses

I'm not sure what you mean by "DEX Movement Bonuses." Are you referring to initiative? Is this a bonus added to DEX to determine when the character moves in the phase?

 

Lucius Alexander

 

The palindromedary is chewing the rest of it over

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An excellent breakdown of parkour. However while I think the guidelines are pretty good, I dont see the need for Parkour as a skill. Acrobatics, Breakfall and Climbing handles all those things.

 

How I would represent Parkour is as a Talent composed of Skill levels to the 3 above mentioned skills (3pt level) with the limitation of only cancelling penalties to traversing obstacles while moving.

 

For my games, I would probably just boil it down to a single Acrobatics, climbing or breakfall roll depending on which skill the specific action requires. Going over a tall wall would be climbing. Vaulting over a series of obstacles would be acrobatics and diving off a 13 foot roof would be breakfall. I would base the difficulty on the number of obstacles in the characters path and only require a single roll unless the area was particularly complex. Then I would only require one roll per skill.

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Here is a way to build the effect as something above and beyond Acrobatics or Breakfall without actually replacing them. In fact, having both of those skills would allow one to be used as a complimentary roll for the other. It's basically a Super Skill that could be added to the Talents list.

 

3 Parkour: Usable As Flight (Naked Advantage; +1/4) for up to 18 Active Points of Running, Reduced Endurance (0 END; +1/2) (6 Active Points); Requires A Roll (Skill roll, -1 per 10 Active Points modifier; Must be made each Phase/use, Can choose which of two rolls to make from use to use; Acrobatics or Breakfall; -3/4), Limited Power Must Start In Contact With A Surface And Land Each Phase (custom; -1/4) - END=0
 

*I think Flight is the key here since almost all the other forms of movement can be expressed as a limited form of Flight.

 

:)

HM

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The only probably I see with trying to use Flight is that it adds a Turn Mode, and parkour most definitely does not have that as a restriction. You would either need to add "No Turn Mode" to the build, or just go with Skills & actual Running (No Gravity Penalty may also be appropriate).

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Here is a way to build the effect as something above and beyond Acrobatics or Breakfall without actually replacing them. In fact, having both of those skills would allow one to be used as a complimentary roll for the other. It's basically a Super Skill that could be added to the Talents list.

 

3 Parkour: Usable As Flight (Naked Advantage; +1/4) for up to 18 Active Points of Running, Reduced Endurance (0 END; +1/2) (6 Active Points); Requires A Roll (Skill roll, -1 per 10 Active Points modifier; Must be made each Phase/use, Can choose which of two rolls to make from use to use; Acrobatics or Breakfall; -3/4), Limited Power Must Start In Contact With A Surface And Land Each Phase (custom; -1/4) - END=0

 

*I think Flight is the key here since almost all the other forms of movement can be expressed as a limited form of Flight.

 

:)

HM

 

 

The only probably I see with trying to use Flight is that it adds a Turn Mode, and parkour most definitely does not have that as a restriction. You would either need to add "No Turn Mode" to the build, or just go with Skills & actual Running (No Gravity Penalty may also be appropriate).

 

Updated:

 

3 Parkour v2: Usable As Flight (Naked Advantage; +1/4), No Turn Mode (Naked Advantage to offset the Turn Mode gained by Usable As Flight; +1/4) for up to 12 Active Points of Running (6 Active Points); Requires A Roll (Skill roll, -1 per 10 Active Points modifier; Must be made each Phase/use, Can choose which of two rolls to make from use to use; Acrobatics or Breakfall; -3/4), Limited Power Must Start In Contact With A Surface And Land Each Phase (custom; -1/4) - END=1

 

From the discussions around Parkour, as GM's, how often do you create new Talents within your games?

 

One of the players in my game has "Parkour" but we use the Acrobatics, Breakfall and Climbing skills instead of creating a new "Super Skill".

 

I think a character with all 3 of those Skills would still face several negative modifiers (whatever the conditions of the desired path dictate plus attempting to uses multiple Skills simultaneously).  This Talent/Superskill mitigates the 2nd part.

 

I'm fine with the inclusion as a special specific skill for some settings.  It probably should cost 5 points as a base or more because of all it gives, but its a neat idea.

 

I think 3 points is a good default price point as I doubt it would be purchased at a 5 point minimum.

 

:)

HM

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Updated:

 

3 Parkour v2: Usable As Flight (Naked Advantage; +1/4), No Turn Mode (Naked Advantage to offset the Turn Mode gained by Usable As Flight; +1/4) for up to 12 Active Points of Running (6 Active Points); Requires A Roll (Skill roll, -1 per 10 Active Points modifier; Must be made each Phase/use, Can choose which of two rolls to make from use to use; Acrobatics or Breakfall; -3/4), Limited Power Must Start In Contact With A Surface And Land Each Phase (custom; -1/4) - END=1

 

I find it incredibly amusing that I need this for a character you commented on earlier...Yoink! :P

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I find it incredibly amusing that I need this for a character you commented on earlier...Yoink! :P

 

Welcome aboard!

And be sure to check out: Welcome to Hero Forum - Please Introduce yourself (especially Lurkers)

 

Yeah, I had literally just posted to THIS thread and considered adding it to the post on the other forum but I figured it could wait.

 

After giving some more thought to the build I posted above I think I would change the specific skills to use for the Requires a Roll portion:

 

Requires A Roll (Skill roll, -1 per 10 Active Points modifier; Must be made each Phase/use, Can choose which of two rolls to make from use to use; Acrobatics or Climbing; -3/4)

 

 

Since one is DEX based and the other is STR based it actually provides more mechanical choices than Acrobatics & Breakfall which are both DEX based.

 

Edit... All 3 Skills are DEX based.

 

:)

HM

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I've used a movement multipower to represent the kind of super-parkour that is commonly used by many street level heroes. So they can run and jump and bounce off flagpoles or awnings or the roof of a nearby car, etc.

 

11 pt Multipower "Super-athletics"

1u -- +5" Running

1u -- 11" Swinging

1u -- +11" Leaping

1u -- +5" Swimming

 

5th edition, obviously, but it allows a Batman type character to bound all over the place and use the environment to aid him in moving up buildings, etc.

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I'd have to examine this more thoroughly to give a definite opinion, but:

 

I have often seen Hero gamers use Powers to do a Skill's job. In this case, I think I may conclude that someone is using a Skill to do a Power's job.

 

But I'd want to understand more before making that a definite statement. It's probably well worth playtesting and hammering out the details by experience.

 

Lucius Alexander

 

The palindromedary suggests making it a Power Skill for Movement

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Climb has been a DEX skill for several editions now, although using a STR roll as a complementary skill is pretty common, and noted in the skill description.

 

Doh!

 

Just goes to show how long it has been since I actually looked at the Climbing Skill.

 

HM

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From the discussions around Parkour, as GM's, how often do you create new Talents within your games?

 

One of the players in my game has "Parkour" but we use the Acrobatics, Breakfall and Climbing skills instead of creating a new "Super Skill".

I create new Talents all the time. I utilize the powers constuction system at lower levels to do so. I treat Talents in Hero the way D&D 3.5 treated Feats. I have done this for a very long time.

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I've used a movement multipower to represent the kind of super-parkour that is commonly used by many street level heroes. So they can run and jump and bounce off flagpoles or awnings or the roof of a nearby car, etc.

 

11 pt Multipower "Super-athletics"

1u -- +5" Running

1u -- 11" Swinging

1u -- +11" Leaping

1u -- +5" Swimming

 

5th edition, obviously, but it allows a Batman type character to bound all over the place and use the environment to aid him in moving up buildings, etc.

Brilliant!

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