Parkour
Gift Details
Types
Gift Requires
Effect Description
Requires:
Fast Climber
Action “stunt: free running up”
As a stunt, you may run up a wall … either to the top or some platform way up there.
First, declare a straight line to a high spot that you will move to, and the wall that you will scale. Then, roll your Sprint die. Move that many paces towards the wall – if you fail to reach it, stop moving.
If you do reach the wall, you may start to run up the wall. For every pace of ground that you covered before you got to the wall, you may move one pace vertically, up the wall.
If you fall short of your target, you have two choices: you may either fall back down the wall (which results in falling damage) or you may attempt a last-ditch grab – see “Falling” in the Spot Rules.
No matter the outcome, you are always Reeling after this stunt.
Action “stunt: free running down”
As a stunt, you may run down a wall.
First, declare a straight line to a low spot that you will move to, and the wall you’re going to run down. Then, roll your Sprint die. Your Sprint score is both your lateral movement (across) and your descending movement (down). For example, if you score a 7, then you move 7 paces forward and 7 paces down.
If you fail to reach the ground, you’re in trouble.
Following the previous example, if you scored a 7, but you needed to descend 8 paces, then you didn’t make it. If you fall short, you have two choices: you may either fall back down the wall (which results in falling damage) or you may attempt a last-ditch grab – see “Falling” in the Spot Rules.
No matter the outcome, you are always Reeling after this stunt.
Action “stunt: free running sideways”
As a stunt, you may run along a wall … possibly to a platform on the other side of a gap.
First, declare a straight line to a spot that you will move to, and the wall that you will run across. The wall must be within your Stride distance.
Then, roll your Sprint die. Move that many paces along the wall. You must run in a straight line – if the wall is curved, you won’t be able to run. The wall must also be smooth – if the wall would be bad footing, then you can’t run across it. (Yes, the Gift of Sure-Footed would negate bad footing penalties.)
At the end of your movement, you must then move your Stride in any horizontal direction. If you end up on good footing, your movement ends and you are sent Reeling. If you end up on no footing – then you fall!
See “Falling” in the Spot Rules.
No matter the outcome, you are always Reeling after this stunt.
Source
Pg. No. 52