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#1
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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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#2
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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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#3
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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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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
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