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  #1  
Old 05-28-2011, 09:28 PM
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Default Parkour in T2K?

It occurs to me that Parkour might be an interesting skill for a PC or NPC to have in T2K. Anybody come up with some rules for that?
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Old 05-29-2011, 07:46 AM
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Militaries from different countries began looking for ways to incorporate parkour into training. The British Royal Marines hired parkour athletes to train their members. Colorado Parkour began a project to introduce parkour into the U.S. military and parkour is slowly being introduced into the United States Marine Corps
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Old 05-29-2011, 09:43 AM
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My latest character in Targan's game, Lt Cmdr Black is a Capoeira practitioner, which is not dissimilar in terms of fluid dynamic body movement. And I also once had a cat buglar character, Wolfgang Heckler who was a master of Snake Style Kung Fu. Parkour may have been part of his skill set but I'm not sure. In the game system we use he may have used acrobatics skill instead to the same effect. We worked out some basic rules for lots of different martial arts but the system we use may not be compatible with what your using anyway. Suffice to say that yes it's a cool idea. It's pretty radical. Most characters wouldn't be up to it though IMO in terms of their background, training/ conditioning, nutrition/ energy levels and the necessary risk taking attitude required to let themselves fly!
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Old 05-29-2011, 09:49 AM
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Personally I just can't see the average soldier, loaded down with all the gear necessary for them to be effective in combat, being able to apply such a free flowing and essentially light method of movement.
Perhaps if they ditched webbing and pack and only had a rifle and maybe a couple of mags, but certainly not with 20-30 kgs of gear (minimum) throwing off their balance and reducing their flexibility and manoeuvrability.
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Old 05-29-2011, 10:50 AM
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Yeah I don't think that you could carry or even wear that much without falling and you know, giving yourself something like bi-lateral compound tib/fib fractures causing severe pain and making you cry out for help that's probably not coming, leading to a lack of sufficient medical care resulting in death due to complication from wounds.
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Old 05-29-2011, 07:44 PM
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I agree that you'd have to be carrying a pretty light load to attempt full-on parkour moves. In the system we use in my campaigns parkour could be performed using a variety of skills/attribute checks - the skills of jumping, climbing and acrobatics would be the most obvious, along with Agility atribute checks; some martial art skills could be substituted for some or all of the above.

Our rules system is quite punishing so I find that players who know the system well will tend to avoid having their characters engage in activities like parkour unless they think they'll have a good chance of succeeding. Obviously jumping from rooftop to rooftop can have pretty disastrous consequences in the event of a catastrophic failure.

Skills related to parkour can also be used to attempt to mitigate the consequences of a fall or something similar, like bailing out of a moving vehicle for instance.
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Old 05-29-2011, 07:54 PM
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Breaking it right down, I'd say the Acrobatics skill of 2.1/2.2 is probably the best way to go. Apply negative modifiers for every 5kg block of gear carried, plus other modifiers for the actual action attempted.
Use of some equipment may increase the chance of success such as a pole to assist in a vault, or swinging across a chasm on a rope (rather than a straight jump).

*Acrobatics first appeared in the Twilight Encounters box before 2.2 was released.
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