Parkour

From LegendWiki

Type of Skill Game: Option
Number of Skills Chosen per Action Round: 3
Maximum Number of Actions per Action Round: 3
Skill List: Athletics, Acrobatics, Geography, Perception, and Stealth. If it is appropriate to the situation, you may wish to include the Engineering, History, or Nature skills in addition to the skill list.

Parkour takes place between two parties — the pursuing party and the pursued party, as designated by the GM. Every once in a while, you need to orchestrate a dramatic chase through a crowded street festival, across a sprawl of tenement rooftops, or in a stretch of burning forest. The Parkour skill game allows you to resolve these sorts of high-energy chases and gives the GM and players alike an opportunity to define small aspects of the immediate setting.

Each party begins the Parkour skill game with 3 Chase Points. A party's Chase Points cannot drop below 0. The party with the most Chase Points at the end of the skill game wins the skill game.

Actions in the Parkour skill game are divided into Leads, which allow parties to gain additional Chase Points, Hazards, which reduce the opposing party's Chase Points, Setups, which allow parties to gain tactical advantages later, and Contingencies, which allow a parties to negate the effects of Hazard actions. No party can choose a single action more than once per [Action round].

Once a total of either 7 Lead or 7 Hazard actions have been taken in the skill game, the next [Action round] becomes a Final Stretch [Action round]. At the end of each Final Stretch [Action round], if the parties are not tied for Chase Points, the skill game ends. If the parties are tied for Chase Points, another Final Stretch [Action round] takes place.

Parkour Action Set

Leads

Run For It! (1 token)

The party gains 1 Chase Point when actions are revealed during the next [Action round]. If it is the Final Stretch [Action round], the party gains 1 Chase Point now instead.

Take A Gamble (2 tokens)

If the opposing party did not take any Hazard actions this [Action round], your party gains 2 Chase Points when actions are revealed during the next [Action Round]. Otherwise, your party gains 1 Chase Point when actions are revealed during the next [Action round]. If it is the Final Stretch [Action round], your party gains these Chase Points now instead.

Make Way! (3 tokens)

The party gains 1 Chase Point each [Action round] when actions are revealed, beginning with the next [Action round].

Hazards

Barricade (1 token)

The opposing party loses 1 Chase Point when actions are revealed during the next [Action round]. If it is the Final Stretch [Action round], the opposing party loses 1 Chase Point now instead.

Sudden Twist (2 tokens)

The effects of a Make Way! action the opposing party has taken cease.

Lethal Terrain (3 tokens)

The opposing party loses 1 Chase Point each [Action round] when actions are revealed, beginning with the next [Action round].

Setups

Analysis (1 token)

During any [Action round] after this one, when parties choose actions, the party may choose to trigger this action. When this action is triggered, the party may increase the number of Chase Points a party gains or loses from a single Lead or Hazard action this [Action round] by 1.

Misdirection (2 tokens)

During any [Action round] after this one, when parties choose actions, the party may choose to trigger this action. When this action is triggered, the party does not reveal actions it takes this [Action round], except for the Sudden Twist action or Contingency actions. The party still takes these actions this [Action round] (which affects when the action's effects occur); and these actions are revealed during the next [Action round] when actions are revealed. If it is the Final Stretch [Action round], this action has no effect.

Momentum (3 tokens)

During any [Action round] after this one, when parties choose actions, the party may choose to trigger this action. When this action is triggered, the party may increase the number of Chase Points parties gain or lose from each of the party's Lead and Hazard actions this [Action round] by 1.

Contingencies

Stop (1 token)

If the party would lose any number of Chase Points this [Action round], it loses 1 fewer instead.

Drop (2 tokens)

If the party would lose any number of Chase Points this [Action round], it loses 2 fewer instead.

Roll (3 tokens)

The effects of a Lethal Terrain action the opposing party has taken cease. Additionally, the party may increase the number of Chase Points it gains from a single Lead action it takes during the next [Action round] by 1.