Parkour

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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

Hazards

Setups

Contingencies