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robertperry904@glbb.jp

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  1. I run one of the largest Tabletop Gaming groups and communities on Okinawa. If you are looking for a group, players, or games to play while on Okinawa check us out. We have several groups and pages for you to explore and find the group you want to join. We play a wide verity of games to include several kinds of RPG such as D&D, Star Wars, Savage Worlds, Pathfinder, Age System, Rolemaster, Deathwatch, MechWarrior, Deadlands, Mutants and Masterminds, Hero System, GURPS, Paranoia, and many others. We have a large Miniatures games community here to include WH40K, AOS, Battletech, Blood Bowl, Gaslands, Star Wars, and many others. Board Gamers and Collectable Card Games (CCG) such as Magic have a large community here as well. Please check out some of these great pages or you can reply here and I can see about directing you. https://www.facebook.com/groups/208152255886597 https://www.facebook.com/groups/1807620512892954 https://www.facebook.com/groups/392584354847509 https://www.facebook.com/groups/208193253100861 https://www.facebook.com/groups/531343213686209 https://www.facebook.com/groups/178072535904899 https://www.facebook.com/Tabletop-Warriors-TTW-Gaming-Association-Okinawa-196639113715179 Check us out for our next event at the Foster Comic-Con https://www.facebook.com/groups/1868641276696341 Also check out this great store where you can get games and meet players. https://www.facebook.com/KappaCastleGame https://www.facebook.com/checkpointgamingstore I hope to see you at one of our great gaming events. https://www.facebook.com/groups/208152255886597
  2. I have been looking and looking through all the books but cannot find a definitive chart, table, or rule that lets me determine the size , mass, or weight of a creature. Lets say I want to have an elephant in the game, but need to first determine how big the creature is an then determine who much it weighs. There must be some way to figure this out. Now I know creatures can be big, even huge. But no where in the Bestiary can I find a size reference. The closest I can find is "Heavy" used for Knockback Resistance. If this is completely arbitrary and up to the GM to determine fine. But it is difficult to assign things such as a counter to Powers like Teleport and if the object or creature is too large to move if I cannot determine how big something is or how much its Mass is. Teleportation relies on Mass of target to effect others. What I would like to see is a table that lists the Size, Mass, and Weight of everything from Doors to Aircraft Carriers. I have cross referenced vehicles, and powers such as Growth and Shrinking. In addition to several other powers and items, with no luck. Someone please point me in the correct direction for this result. Thank you.
  3. I have been looking and looking through all the books but cannot find a definitive chart, table, or rule that lets me determine the size , mass, or weight of a creature. Lets say I want to have an elephant in the game, but need to first determine how big the creature is an then determine who much it weighs. There must be some way to figure this out. Now I know creatures can be big, even huge. But no where in the Bestiary can I find a size reference. The closest I can find is "Heavy" used for Knockback Resistance. If this is completely arbitrary and up to the GM to determine fine. But it is difficult to assign things such as a counter to Powers like Teleport and if the object or creature is too large to move if I cannot determine how big something is or how much its Mass is. Teleportation relies on Mass of target to effect others. What I would like to see is a table that lists the Size, Mass, and Weight of everything from Doors to Aircraft Carriers. I have cross referenced vehicles, and powers such as Growth and Shrinking. In addition to several other powers and items, with no luck. Someone please point me in the correct direction for this result. Thank you.
  4. As for martial arts only being for fighting, then you probably don't consider Yoga a martial art, even though it is. Parkour is designated as a Martial Art because it fulfills the basic concept that martial arts emulate. It uses forms of movement and does so athletically. There are several martial arts that do not fit the combat oriented only styles. Many are done for fitness reasons, regardless of other applications of the art. Thi Chi in its full aggressive form is very much a combat martial art. But in its Kata form its almost strictly for physical fitness. What I am looking to do is put together a group of skills and minor power applications that as closely represent the actual ability as possible. Something that can be bought as a package. I did post this query in the wrong area and got some good idea's. But other than the numerous "that's Acrobatics" that was posted by the responder, the one thing that stood out was the suggestion that this might be better served designed as a martial art. The fact that it is actually categorized that way in the real world, never occurred to me to design it that way at the time. So I reposted here for some other input. Basicly I am having problems coming up with some of the aspects of how to do it, because nearly all martial arts in Hero's is aggressive and has mostly aggressive aspects. The few that don't are the various moves or styles that border on the edge of fantasy, such as Gecko Crawling, which is a limited Spider Man power. But I will probably use something close to this to design the final ability. These are each moves and abilities one can buy within a style. This is what I am looking to build. If you want to have a style that you can use to attack with fine. This would be more of a martial arts skill than a style, if you like. Though everyone has some great ideas, I guess my issue is I'm not that good at designing package group of abilities and powers. So I do what everyone should do who isn't very good at something. Talk to those that probably are. I can figure the movement and even some of the acrobatics but coming up with limited leaping, clinging, swinging, even spacial awareness for understanding the environment, is giving me the problems. Too over powered and it might as well be a super power. Too under powered and I might as well just use skills. I thought about just taking Acrobatics and applying modified movements to that skill that can be bought, but Acrobatics says right in its description that it provides bonuses to OCV which is great, but doesn't help a defensive or strait forward athletic ability. I figured early on in the last post I put out there, that this would have to be a skill package or martial art package. Whatever the case. that's what I am looking for. Thanks for the input. If you have any comments on how to design these low powered powers I would love to hear them. Putting limitations is a great tag line, but what would the limitation look like and what would it cost, is what I am looking for. Thanks again
  5. I like the idea with the skill trigger as well as some of the other input. Honestly its only come up one time so far and the player that bitched stopped when I said its not how the system is played. The game went on with no further problems. This did not however stop the nearly 45 min discussion on the subject right after the game ended. Its not going to be a problem, Just trying to plan ahead in case it comes up again in game and the simple "rules say so" doesn't satisfy.
  6. Some of my players, being wrapped up in what other game systems would do, are stuck on penalties for disengaging from Hand to Hand combat. They aren't satisfied with the -2 DCV for leaving that the system suggests. So I/they proposed the following though I think some of it could unbalance things if not applied across the board. I put this here for input to anyone who has had similar issues and might have some other ideas. Disengaging from HTH: Opposed roll either DEX vs DEX or DEX vs INT (INT for attacker to figure out where/how the defender is fleeing) Could also use PRE depending on intimidation factors Modified by +/- 1 per number in combat if more than just the 2 Difference in opposed roll is the modified DCV or every 2 failure equals -1 DCV Must spend 1-2 actions doing evasive actions to leave combat based on difference in opposed roll. (Optional and subject to situation) Optional: The DEX vs DEX could allow the attacker to follow with a +1 to +2 bonus to OCV or +2 to +4 additional movement, based on situation and opposed roll. I don't like this one but this is to satisfy those that think they should be able to catch or prevent from leaving HTH. Ultimately I am going to follow the rules with some modifications if not too drastic. Those that want additional rules are just doing so to try and game things. I won't let it happen, but I am willing to compromise or come up with alternate methods. Have any of you dealt with this or have an input on the options you may have used.
  7. I am looking for some input on designing a movement based martial art. The martial art I have in mind is Patkour. Below is most of the ideas I have for the MA. But I know that some limited powers might be necessary. Such as limited clinging, climbing, swinging, jumping, landing, movement, and avoiding contact. But this is a real martial art, that exists. So I want to keep it in the realm of possibilities. I came up with a few ways to do this, but the mechanics are a bit off. I originally went as a skill until it was pointed out that it's more of a martial art. Please see below for what I came up with. If you have any changes or improvements please let me know. This is an Agility Martial Art 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 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 Special Movement points 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. 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 Special Movement (SM) Points. The character gains 1 Special Movement point equal to the amount he made his Parkour Skill check by. So if he made it by +3 then he may have 3 Special Movement Points. A Special Move is any of the following, and must end on a safe flat horizontal surface (might require additional DEX roll). Each Special Movement cost SM 1 point to accomplish: • 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 SM point. • 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 SM point. Exception: movement through water, mud, entanglements, or other such non-solid surface movement do not benefit from Parkour and may not be countered by Special Movements. A DEX roll 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). 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 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, as well as the total move by -6m, even if all other rolls succeeded. Any help making this a viable MA would be appreciated
  8. Who would take president in actions by multiple characters that fall under another's speed. Ex: four characters are in a vehicle and the vehicle is speeding past another vehicle that some wish to attack in both ranged and hand to hand. One character is driving/piloting the vehicle. The vehicle has a speed listed as 3. The drivers speed is 4, and the other passengers speeds range from 3 to 5. Now the attack on the other vehicle wants to happen as it is being passed by the other. Now I am reasonably sure that some will need to hold actions until the vehicle gets to the correct point of passing. On which speed do we engage the attack on and whose speed is the vehicle moved on. The vehicle speed is slower than that of the driver, so would the drivers speed slow to the vehicle speed and maybe give him an additional action, or does the vehicle speed get dismissed in favor of the drivers. How would you determine this if the vehicle were say a horse? I figure the ones riding along will have to hold and time there actions but because there are such widely differing speeds which speed would all the characters need to focus their actions and speed around.
  9. This might be an obvious question, but I have not been able to provide an obvious answer to my players. Could someone please point me towards the answer for rules governing breaking away, leaving, disengaging, or whatever term you like in regards to exiting from close/hand to hand combat. Ex:two or more are involved in a close combat. One of the combatants decides to leave combat. What does each do in regards to exiting of the combat. I figure it's just an aborted action resulting in a modifier to DCV. But what about the one left behind. Think of it as players stuck in other game systems methods of combat. Using this concept does the remaining combatants get free attacks as the one combatant leaves. What if they are in the same segments, or in different segments. Is it a form of Move By attack/action. There are a lot more examples and rules I can quote or refer to, but I think you get what I'm looking for. I just need an answer to point those rules lawyers towards, that we all deal with. Thanks
  10. I say give it a try. Some will drop out, just as a matter of cause. The rest will stick it out until the ME time everyone wants, starts to bog the game down. But regardless, if you think you can do it then give it a try. I will say one thing though, unless you have a structured game that doesn't allow a lot of side quests, or endless shopping, then you better be able to control everyone. I got lucky, or maybe there's another word for it, but I had the chance to run a long 12 player campaign. It was a Super Powered game and it was very structured around the group fleeing, hiding, and reacting. So there was not much chance for side quests and shopping. In the end though the group lasted about 4 months before the excess numbers started to show. So if you want to try, then do so. Me I don't think I would do it again unless I had the same group and situation again.
  11. Could someone please move the forum question Where can I post questions on a new Skill I came up withTo its proper location. I tried and could not move it. Thank you in advance.
  12. Could someone please move this to the proper forum. I tried and I do not have permission to do so
  13. 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.
  14. 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. ******************************************************** 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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