IN> Parkour within In Nomine
William Keith
wjk26 at drexel.edu
Wed Apr 1 07:53:54 CDT 2009
On Apr 1, 2009, at 4:12 AM, -=|horsefly|=- wrote:
>> From an earlier discussion on the In Nomine-l, I discovered a few
> things allow for combo skill rolls beyond the obvious Acrobatics +
> Dodge to avoid melee attacks.
>
> Watch this video http://www.youtube.com/watch?v=WEeqHj3Nj2c and tell
> me if you think Acrobatics + Running makes sense. Or for that matter,
> Acrobatics + Climbing or + Jumping, for that matter. What do you
> think? Parkour is not so much a skill unto itself, but rather only
> functions if your Acrobatics, Climbing, Jumping, and Running are all
> equal to one another.
I would treat parkour as a complex action that involves all of these
elements at different moments. I agree that a good parkour run
involves precise timing, but that's what Precision is for.
I think you're looking for freerunning as a sort of "noncombat style,"
the way it's worked up in GURPS. (INING, KINS, I know.) If you want
to make Parkour a sort of meta-skill, and encourage skill points being
spent on all four skills, say that Parkour is a technique like a
Sorcerous ritual or alchemical formula, defaulting from the *worst* of
Acrobatics, Running, Climbing, and Jumping at some penalty which can be
bought off. Then buying up the underlying skills would buy up Parkour
as well. Each of the individual skills would be rolled to perform
specific stunts, and Parkour would be rolled once per run (add
Precision) to integrate them all into a performance "flow."
Alternatively, one might simply roll the Parkour technique once to
cover an entire run. Spending Essence on that roll would realize a
great gain in efficiency over trying to boost each individually, as
long as you're focused on this discrete task.
William
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