IN> Parkour within In Nomine

-=|horsefly|=- st0fkillers at gmail.com
Wed Apr 1 13:07:28 CDT 2009


On Wed, Apr 1, 2009 at 5:53 AM, William Keith <wjk26 at drexel.edu> wrote:
> 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 [snip]
   Yes, a non-combat style is a great way of putting it. I like the
Precision + *lowest* skill among Acrobatics, Climbing, Jumping, and
Running you suggest, but don't want to go the full Sorcerous ritual
route to keep it accessible to anyone. Buying up from the worst skill
of the four encourages parity and the more skills spent, the better
the chances of success with miraculous results rather than failure
with catastrophic results. I also like your method of covering an
entire Parkour run with one roll, with the modified CD equaling miles
covered laterally or yards covered vertically. Yeah, Essence spent
that way would be hugely efficient or simply a preventative measure
from failure. I can see lots of unAware humans blowing all the Essence
they have on any given run, then sucking badly for the next few days
after.
-=|horsefly|=-


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