Saturday, December 18, 2010

The Church of Parkour Highlights

The Church of Parkour
The largest institution below the shattered moon, at least in North America, is the church of Parkour. The church divides itself into two bodies: the thinkers and the doers. The thinkers are doers who choose to progress beyond doing and they pass along the philosophical aspects of the religion to the young who are too young to do. This results in many of the doers possessing highlights of The Thinkers as they learned them as children and will teach them to more children once they are too old to do. The doers actively practice the 3 holy tenants of the church through movement: Be Strong to be Useful, Think Like Children, Reclaim Humanity.

The Doers
Art of Movement (Basic): You have learned and practiced the basic arts of movement from the church. Your movement increases to 6/53.

Art of Endurance (Intermediate): You have learned how to move for extended periods. You can travel for much longer than others without becoming tired or fatigued. You gain a +3 to any roll concerning endurance.

Art of Overcoming (Intermediate): You have learned to bypass obstacles that would prevent most others from passing as long as you have enough distance to get a running start. You gain a +1 to any roll involving moving or difficult terrain.

Art of Thought (Ultra): You have learned to spin your mind in a constant circle of repetitive though, protecting yourself from mental effects. You gain a +1 to any roll preventing mental control. If you do not roll, your opponents receive a -1 on their rolls.

The Thinkers
Art of Quietness (Basic): You have learned the art of being quiet as you move. You gain a +1 to all rolls concerning moving quietly. If you do not roll, your opponents receive a -1 on their rolls to hear you.

Art of Stillness (Intermediate): You have learned the art of non-movement - the art of remaining still. You gain a +1 to all rolls concerning stillness. If you do not roll, your opponents receive a -1 on their rolls to notice you.

Art of Cleverness (Intermediate): You have learned to almost anticipate what is forthcoming. When spending Fortune related to any Church of Parkour activity (typically a church run) you spend at a 3 to 4 ratio - meaning that for every three points you spend, you receive 4 points in benefit.

Art of Obstacles (Ultra): You have learned to make it harder to follow you as you run. At the cost of 5 Fortune, you can create an obstacle behind you that brings pursuit to a dead stop for 2 turns.

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