Parkour/Free Running
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Parkour/Free Running by Mephisto
Simply put, Parkour and Free Running is the practice of getting from point A to point B in the fastest most direct path possible, whether it be climbing a wall, jumping off a building, walking on railings, or many other feats of speed and agility. For the first few levels, the skills are all for getting from point A to Point B. At level 4 is when more free style comes into play.
- Requirements: Must be part of a Skill program or if using an O.C.C. system, an O.C.C. related skill. Secondary skills can not be used to acquire Parkour/Free Running.
- Character Bonuses: +1 to P.S., +1 to P.P., +2 to P.E., +1D6 to Spd and +2D6 to S.D.C. Can jump strait up 2ft +4in per level and can jump forward 4ft +6in per level.
- Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Back Flip – Escape, Somersault – Escape, Vault*, Maintain Balance, Grab, and Automatic Dodge.
- Level Advancement Bonuses
- 1st: +1 to Vault and +2 to Back Flip
- 2nd: +2 to Vault, +1 to Back Flip and +1 to Roll with Punch/Fall/Impact
- 3rd: Add Leap – Escape
- 4th: +2 to Vault, add +1 to Roll with Punch/Fall/Impact and +1 to Somersault
- 5th: Add +1 to Spd and +2 to Maintain Balance
- 6th: Add +1 to Grab and +1 to Vault
- 7th: Add Wall Flip. This special move uses the Back Flip bonus but must be done off a wall and must require having the initiative or as a dodge. The character can Wall Flip into a standing position and can dodge melee attacks as long as the Wall Flip is successful. A failed Wall Flip dodge can not be negated for damage by a Roll with Punch/Fall/Impact and the fall does 1D6 damage plus the character takes full damage from the opponents attack.
- 8th: +2 to Vault and +1 to Grab
- 9th: +1 to Automatic Dodge
- 10th: +1 Maintain Balance and +1 to Roll with Punch/Fall/Impact
- 11th: +1 to Back Flip and +1 to Somersault
- 12th: +1 to Vault and +2 to Maintain Balance
- 13th: +1 to Vault and +2 to Roll with Punch/Fall/Impact
- 14th: +2 to Maintain Balance
- 15th: +1 to Grab and +1 to Somersault
- Vault is a skill where the character runs, gains enough acceleration over a certain obstacle and uses either a hand or foot to “vault” over the obstacle. Timing is critical in the use of a vault but it can propel the character either up to gain a hand or foothold, or over an obstacle that a character without this skill cannot climb. Like several skills the GM requires a 1D20 roll to determine a successful vault;18 for a difficult vault, 14 for a tough vault, 12 for a standard vault, 8 for a mediocre vault and 4 for an easy vault. A failed vault means not climbing it, and being trapped or requiring successive attempts. Vaults can be attempted once per melee action unless there is a failure; then it costs three melee actions before the next Vault can be attempted (hope you have the climbing skill if you need to climb fast).