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=Scout=
=Scout=
[[File:Gangster Template Big Guy.jpg|thumb]]
[[File:Gangster Template Scout.jpg|thumb]]
Aus Pyramid 3/5, page 6. Covert Investigator ist die einzig wirklich passende Ausprägung
<big>250 points</big>, from Pyramid 3/5, page 6. Covert Investigator ist die einzig wirklich passende Ausprägung
 
You’re trained at what’s arguably the scariest job on the squad: going in alone, ahead of the team, to discover where and what the bogeys are. For this you rely on stealth, keen senses, and a general knowledge of monsters and manifestations. Your mission normally resembles that of the infiltrator (Action 1, pp. 11-12), but frequently overlaps that of the assassin (Action 1, p. 7) or investigator (Action 1, pp. 12-13) – silent kills and extended observation come with the territory.
 
'''Customization Notes'''
 
Scouts lack a costly defining ability (like Quick Gadgeteer), so different specialists could populate the entire squad with minimal overlap. Template and lens suggestions include:
 
'''Counter-Scout''': Revealing rival scouts who have superhuman gifts – and concealing team activities from them – takes a pro. Danger Sense is almost mandatory. High Traps is useful for trip flares and noisemakers. Guns aren’t as important; instead, put points into Camouflage, Observation, and Throwing (for smoke grenades). Learn Area Knowledge and Survival to capitalize on terrain; Electronics Operation (Comm) and Gesture to alert allies; and Electronics Operation (Surveillance) to detect foes. The military or security lens is likely.
 
'''Covert Investigator''': A MIB who monitors cults, wizards, and other people involved in paranormal events will appreciate Empathy or Intuition. He should be able to defeat security subtly, using Electronics Operation (Security) and Lockpicking. Concealed weapons are a must; get Guns (Pistol), Knife, Fast-Draw, and Holdout. Knowledge of Intelligence Analysis, Photography, Research, and Search is valuable. The intelligence, law enforcement, and security lenses all fit.
 
'''Occult Assassin''': When a battle would be unwise and standard assassination won’t work, send in a scout with teeth. More Craftiness is a must. Bow, Crossbow, Knife (for stakes), and Liquid Projector often trump Guns, and extra points in Shadowing never hurt. Secondary training should emphasize reaching the target: Acrobatics, Hiking, Jumping, Scuba, and Swimming, plus higher Stealth. The military lens works best – but consider gifted, with Magic Resistance or Mind Shield to foil supernatural senses.
 
'''Spook-Finder''': The most basic and important role is finding bogeys. Load up on Perception and sensory gifts (like Acute Senses), and favor higher Observation and Tracking over combat skills. Secondary skills should include Electronics Operation (Surveillance), Intelligence Analysis, Photography, and Research. Any lens works, but gifted with Detect or Medium is fun!
 
=Shooter=
=Shooter=
[[File:Gangster Template Big Guy.jpg|thumb]]
[[File:Gangster Template Big Guy.jpg|thumb]]

Version vom 7. März 2014, 22:14 Uhr

Kromm hatte inspiririendes dazu zu sagen.

Erlaubt sind die folgenden Templates

Big Guy

Ray Jackson, Big Guy

250 points

Time to separate the men from the boys - Ray Jackson, Bloodsport

You’re a master of barehanded combat – but not the sort who jumps readily to mind. In fact, you prefer not to jump, and favor physical strength and grit over acrobatics. This doesn’t mean that you lack finesse; you simply like to settle scraps with solid hits, not by dancing around. As far as you’re concerned, leaping is a way to exit moving vehicles and second-story windows . . . and in those situations, you’re tough enough to take the fall!

Customization Notes

The two major big-guy archetypes demand careful choices of mental disadvantages. The “gentle giant” has several of Chummy, Honesty, Pacifism, Sense of Duty, and Vow. The “thug” has flaws like Alcoholism, Bad Temper, Bloodlust, Bully, Callous, Odious Personal Habits, and Social Stigma. Overconfidence suits both, but isn’t quite universal.

Then decide how you fight:

Mixed Martial Artist: Some MMA bouts are contests of technique and precision, but you focus on power. To borrow from Brazilian Jiu-jitsu and Muay Thai, take Karate and add Judo or Wrestling – possibly both. Buy your shins as a Striker, too! Additional skills should be athletic: Jumping, Lifting, Swimming, etc. The Focused Fury perk is good for knockouts; common techniques are Neck Snap, Ground Fighting, and Wrench (Limb); and Immovable Stance and Push let you decide when the ground fight starts.

Rassler: High kicking is for sissies! You prefer body slams and elbow drops. More ST – basic, Arm, Lifting, and/or Striking – is a priority. Wrestling is your key skill, but don’t overlook Brawling. Acting (to feign injury), Intimidation, and Jumping (from the top rope) are also useful. Be sure to select a showy Finishing Move or Trademark Move perk; improve some of Elbow Drop, Neck Snap, Piledriver, and Stamp Kick; and get Power Blow or Push for chucking opponents around.

Slugger: You’re a heavyweight who relies on his fists. You’ll definitely want Arm ST and possibly Striking ST, alongside the HP and DR to eat punches. Boxing hurts more than Brawling, but the latter includes kicks – choose wisely. Round this out with an athletic skill or two; e.g., Lifting and Swimming. A fitting perk is Iron Hands; techniques run to Dual-Weapon Attack (“the old one-two”), Roll with Blow, and Uppercut; and use Power Blow to throw fight-finishers.

Streetfighter: You’re a hardened biker or bouncer. You fight dirty – which includes using weapons, often improvised ones. Your enemies do, too, so consider improving DR. Start with Brawling and Wrestling, and add Intimidation, Scrounging, Streetwise, Urban Survival, and a Melee Weapon skill. All three levels of the Dirty Fighting perk are nearly a must, and Cowpoker is common; classic techniques are Knee Strike, Proxy Fighting (for launching scenery!), and Stamp Kick; and a fitting cinematic skill is Power Blow.

Sumotori: Size is your weapon! A sumo wrestler needs high HP for slams, plus the Overweight or Fat disadvantage – likely with Gluttony. The core skill is Sumo Wrestling (allows accurate and powerful slams), but Brawling is a good finisher, Carousing suits the stereotype, and Swimming enjoys a bonus when you’re fat. Focused Fury can make slams irresistible; Feint and Sweeping Kick are key techniques; and Immovable Stance, Kiai, and Push are all excellent cinematic skills. Movie sumotori are often traditionalists, and know Hobby Skill (Flower-Arranging or Origami) (IQ/E), Cooking (IQ/A), or Artist (Calligraphy) (IQ/H), bought with points from quirks like “Surprisingly delicate.

Cleaner

The Wolf, Cleaner

250 points

Now, you’ve got a corpse in a car, minus a head, in a garage. Take me to it. – The Wolf, Pulp Fiction

You make evidence – prints, casings, blood, bodies, and all – disappear. You might clean for the mob or tidy up behind ultra-black government operators, but what you do for the team is crucial: make it look like they weren’t there, and when that’s impossible, make sure that nobody can discover the truth. Some call the assassin (above) a “cleaner,” but your art isn’t killing. Of course, not every “corpse” is dead yet, and an eyewitness is the most damning evidence.

Customization Notes

The cleaner decides how he eliminates evidence. Trucking it off and dumping it with associates requires Driving (Heavy Wheeled), Freight Handling, and Hazardous Materials, plus a Contact Group. A successful skill roll by the Contact Group means the goods are incinerated, dumped overboard, or otherwise truly gone. A cleaner might use Animal Handling to feed bodies to animals; Chemistry to dissolve organic matter in acid; Explosives (Fireworks) for convenient fires; Acting, Disguise, and Fast-Talk to pose as the coroner; Electronics Operation (Media) to doctor security videotapes; and/or Forgery to fake death certificates.

Other considerations:

Criminal: A mob cleaner needs Streetwise for payoffs and Urban Survival to locate convenient Dumpsters and goalposts. Savoir-Faire (Mafia) is vital – the profession is built on connections.

Intelligence: Spies often make live people vanish. Such “hostile extractions” demand Observation and Shadowing, usually followed by Brainwashing or Interrogation. Cover-ups are also common; learn Propaganda for that.

Law Enforcement: A crooked cop makes a frighteningly efficient cleaner – he can operate even after the evidence is found! He uses Administration and Law (Police) to alter crime-scene reports, and Savoir-Faire (Police) to finagle access to the evidence locker.

Military: Commandos might bring along someone specifically to hide their activities. Secondary skills like Explosives, Guns, and Knife are likely. Lens skills will be whatever the unit teaches all members.

Security: Cinematic security agencies cover up illegal killings and kidnappings of enemies of the state with red tape – an abuse of Administration. Hazardous Materials specialties can dispose of WMD materials found during operations.

Demolition man

Basher Tarr, Demo Man

250 points

You want broke, blind, or bedlam? – Basher Tarr, Ocean’s Eleven

Setting bombs is an excellent way to learn how to defuse them, while disarming them means thinking like a bomber. Thus, “demolition man” describes explosive ordnance disposal technicians, combat engineers, and mad bombers. All require a steady hand and familiarity with explosives, arson, and sabotage. The differences amount to “How crazy are you?” and “Who pays for your work?” If you belong to a team, you get the fun jobs of clearing booby traps ahead and leaving nasty surprises behind.

Customization Notes

The big question is “Which Explosives specialty?” The answer depends heavily on background:

Criminal: Crooks favor Explosives (Demolition). Bombers use secondary skills like Architecture and Mechanic to situate explosives effectively, and Smuggling to conceal them. Safecrackers need Lockpicking and Traps. Both benefit from Forced Entry, Filch, Holdout, and similar background skills.

Intelligence: Spies use skills identical to those of criminal bomb-makers. Area Knowledge, Interrogation, Observation, and Research can locate suitable targets.

Law Enforcement: Bomb-squad technicians need Explosives (EOD), Search, and Traps. Criminology is useful for outguessing bombers, while Expert Skill (Military Science) and Forensics can reveal where the explosives came from.

Military: Soldiers might follow either path, acquiring Armoury, Artillery, and Guns (Grenade Launcher or LAW) along the way. Pooling secondary and background points can give formidable levels of Scuba and Swimming (for underwater demolition), Throwing (for grenades!), etc.

Security: As law enforcement, but focused on antiterrorism. Dirty bombs and nerve gas demand Hazardous Materials skills.

Face Man

Templeton Peck, Face Man

250 points

I just don’t understand it. I lie, I cheat, I steal, and I just don’t get any respect! – Faceman, The A-Team (Episode 65)

Every crew needs a “social engineer” – they just don’t know it yet! You’ll convince them, though, because that’s your gift. Whether it’s fast-talking the guards at the gate or setting up the long con, you’re a pro at getting close to the mark and into his confidence. Your biggest asset is a devious mind, but you also possess cat-like grace and disarming good looks. Your chief weakness is that even your closest associates can’t quite bring themselves to trust you.

Customization Notes

Face men thrive in any social situation, but most have specialties: falsifying records (Administration, Counterfeiting, Electronics Operation, and Forgery), impersonation (Disguise, plus more Acting and Fast-Talk), living large (Connoisseur, Dancing, and Gambling), “psy-ops” (Interrogation, Propaganda, Psychology, and high Detect Lies), stolen goods (Smuggling and increased Merchant), theft (Filch, Pickpocket, Sleight of Hand, and Stealth), etc. Background puts a further spin on things:

Criminal: A crook has background skill points in Carousing, Intimidation, Savoir-Faire (Mafia), and/or Streetwise – all of which benefit from Smooth Operator!

Intelligence: Some spies use social manipulation to get near objectives; they’ll want Area Knowledge of exotic destinations, Photography (for miniaturized cameras), and Search (for rifling through handbags and discarded clothing). Others are psychological warriors with scary Brainwashing, Interrogation, and Propaganda skills.

Law Enforcement: Undercover detectives and cinematic vice cops need Streetwise (which gets the Smooth Operator bonus), Accounting (for quick peeks at the books), and/or Criminology (to outthink the opposition).

Military: Military face men are well-versed in Leadership, Savoir-Faire, and Tactics. Likeable officers also know Strategy, while well-connected NPCs improve Soldier skill.

Security: Some agencies employ spokesmen to defuse diplomatic bombs; e.g., when a spy is deported. Most hail from the side of the company that teaches Administration and Intelligence Analysis.

Fast Guy

Billy Lo, Fast Guy

250 points

Murata: You know all of that upper body strength really slows you down.

Kenner: I’m not slow.

Murata: You didn’t hit me.

Kenner: If I did, you wouldn’t be here.

Murata: Not arguing. But you didn’t . . . – Showdown in Little Tokyo

You’re what most people think of as a “martial artist”: lean, agile, and lethally skilled at unarmed combat. In the world of Action, this makes you the closest thing to a wuxia or chambara star. You can’t quite break the laws of physics, but you’re working on it! Until you succeed, you satisfy yourself with breaking boards, bricks, and records. You perform feats at the edge of human capability with ease – frequently to the surprise of friend and foe alike.

Customization Notes

Classic fast-guy archetypes include “hard-working jock” (choose Code of Honor, Obsession, Stubbornness, and/or Workaholic), “hothead” (with several of Bad Temper, Bloodlust, Impulsiveness, and Obsession), “kid with heart” (select a few of Chummy, Honesty, Pacifism, and Sense of Duty), and “showoff” (look at Compulsive Behavior, Delusion, Jealousy, and Trickster). Overconfidence always fits!

You’ll also need a style of fighting:

Acrobat: You’re adept at Capoeira, Savate, Wushu, or the like, and dazzle rivals with spins and leaping kicks. You’ll want higher DX, Enhanced Dodge, or Perfect Balance. Pick Karate as your fighting skill, boost Acrobatics and Jumping, and consider Dancing and Running. If you buy Acrobatic Feints and Acrobatic Kicks, feel free to swap Karate and Acrobatics! Key techniques are Acrobatic Stand, Evade, Flying Jump Kick, Spinning, and Spinning Kick. The consummate cinematic skill is Flying Leap.

Boxer: You’re a master of the lightning punch. Efficiency is paramount – you only throw big, exhausting hits when they’ll be decisive. Raise Basic Move and get Enhanced Dodge to aid your footwork. Your core unarmed skill is Boxing, while logical supporting skills are athletic: Running, Swimming, etc. Feint is your most prized technique. Get the Focused Fury perk, Uppercut technique, and Power Blow skill to turn on the power when necessary.

Bruce Lee: You may favor Karate or Shaolin over Jeet Kune Do, but like Bruce, you use your whole body – and mind – in a fight. This role benefits greatly from cinematic skills, so Strong Chi is handy. The basics are Judo and Karate, plus Melee Weapon skills for exotic weaponry. Any perk, technique, or cinematic skill is fair game. Action movies are full of heroes who’ve honed one of Elbow Strike, Kicking, Knee Strike, Lethal Kick, or Lethal Strike to perfection, and heroines who deliver High-Heeled Hurt.

Mister Pain: Size matters not! You use your foe’s strength against him, traditionally through the secrets of Aikido or Jujutsu. Extra ST doesn’t hurt, though, and Flexibility is good for escaping beefier grapplers. Judo is your prime skill; helpful accompaniments are Escape, and more Acrobatics and Stealth, for weaseling into and out of “situations.” Dirty Fighting is the customary perk; Arm Lock, Choke Hold, and Evade are all useful techniques; and Immovable Stance, Pressure Points, and Push are ideal cinematic skills.

Mixed Martial Artist: Some MMA bouts are crude contests of power, but you focus on technique and precision. To reflect Brazilian Jiu-jitsu and Muay Thai, start with Karate and add Judo and/or Wrestling. Also buy your shins as a Striker! Supplemental skills should be athletic: Running, Swimming, etc. The fast guy often has a Trademark Move perk for his finishing move; vital techniques are Arm Lock, Choke Hold, and Ground Fighting; and Immovable Stance and Push can compensate for low ST

Femme Fatale

Femme Fatale

250 points, Pyramid 3/8, page 7.

Prerequisite: The person playing a PC built with this template must be female.

Beside her, her husband could only splutter, and he stopped even that when she half turned to flash him a smile - the instinctive, brilliant smile of a woman who knows what feeble creatures men can be. You couldn't learn to smile like that. It was something a woman either knew the minute she was born, or never knew at all. ("I'm Dangerous Tonight") ― Cornell Woolrich, The Fantastic Stories of Cornell Woolrich

You have great gams, a thousand-watt smile, and equally high-voltage brains – and you like to get your way. Does that make you a “bad girl”? Maybe, but while some doors are closed to a woman, lots more open because you’re a skirt. At a club where a fellow would be searched for a heater and punched in the kisser, the lunk at the door takes one look at you and shows you to the best table.

Customization Notes

Femmes fatales are a diverse lot. In many ways, all they have in common is “female” and “good-looking.” Important subtypes from pulp stories include the following.

Gun Moll: You’re a gangster gal, and you don’t try to hide it. Higher HT is good for surviving a violent life – and don’t forget Gun Perks, along with Signature Gear in the form of a cute little gun that fires real bullets. Disadvantages are things like Compulsive Gambling and Duty to the mob. Poisons and Sleight of Hand are handy for slipping some goof a Mickey. Intimidation, Streetwise, and improved Savoir-Faire (Mafia) are vital if you plan to play with the boys.

Perky Companion: Sometimes, the square-jawed pulp hero brings along his secretary or wife – and naturally, she’s a headturner who can shoot and drive. Advantages should include classics: Empathy or Intuition, and maybe Pitiable for gamines. Disadvantages shouldn’t be criminal or appetite-driven; Chummy, Duty, Pacifism, and Sense of Duty fit best. She can sing, dance, primp, and pout with the best, and even gamble (“Four kings . . . that’s good, right?”); other skills are more proper, like Cooking, Housekeeping, and Sewing.

Torch Singer: You’re a dusky gaze and a husky voice packed into a tight red dress. Voice is a given, Fashion Sense or higher Appearance is likely, and Alcohol Tolerance and No Hangover suit the lounge life. Problems might include Compulsive Carousing, Lecherousness, or a Secret – and sadly, sometimes Alcoholism. You’re at home in front of a crowd, so get Public Speaking. Other skills depend on the venues where you work, and range from Sewing for your own costumes to Acrobatics and Erotic Art for certain kinds of dancing. At a club with the right clientele, Current Affairs (People) is likely.

Investigator

Det. John McClane, Investigator

250 points

This is the resume of a professional mercenary! You got the world’s biggest drug dealer on his way here. What, do you need a slide rule to figure it out? Or maybe another body in a zipper bag before you start asking questions? – Det. Lt. John McClane, Die Hard 2

It’s crucial to know where you’re headed, when the opposition intends to move, what you (or they) are grabbing, who you’re shooting at, and why. Hitting the wrong mark can be embarrassing – or fatal. You might not be as slick as the face man (pp. 9-10), a computer wizard like the hacker (pp. 10-11), or the equal of the wire rat (p. 16) at surveillance, but you still get the facts, and can coordinate these experts and analyze their results.

Customization Notes

Investigators have significant latitude in primary skills. Their many strategies include document searches (Research and Speed-Reading), physical searches (Criminology and Search), pursuit (Shadowing and Tracking), “reading” people (Body Language and Lip Reading), shakedowns (Detect Lies and Interrogation), and surveillance (Electronics Operation, Observation, and Photography) – pick a few favorites. Secondary skills cover everything from checking the news (Current Affairs) and the ’net (Computer Operation) to forensic accounting (Accounting), lab analysis (Forensics), and other exotica.

Criminal: Every crew needs someone to case objectives – typically via surveillance – and formulate plans. Major background skills are Streetwise (for “word on the street”), plus Filch, Forced Entry, and Stealth for testing security, grabbing keys, etc.

Intelligence: Like real spies, cinematic ones often utilize dogged research and tedious surveillance. Background training consists of many Area Knowledge and Current Affairs specialties, plus additional points plowed into primary and secondary areas.

Law Enforcement: The detective (private or police) might use any strategy! A decent Law (Police) skill is crucial to ensure evidence is admissible in court. Combat skills are vital when hunting dangerous crooks.

Military: Intelligence officers interrogate prisoners (Interrogation) and search enemy positions (Search). Lens skills are whatever the unit teaches all members.

Security: Counterspies use every means to locate spies. Background points should boost primary and secondary choices and buy the combat skills that every cinematic agent needs.

Medic

Paramedic John Gage, Medic

250 points

Ten-four, we’re transmitting EKG. We’re sending you a strip. Vitals to follow. Pulse is 160, the victim is in extreme pain, Rampart. V-fib! – Paramedic John Gage, Emergency

Firefights, explosions, and car crashes mean injuries – and when the hurt comes down, you’re ready with the dressings and defibrillator paddles. You might be a military field medic, an urban EMT, a first-rate physician, or a third-rate vet who stitches up mobsters for cash. Whatever your credentials, you find uses for your medical expertise even when nobody has been shot: captives need drugging, allies need antidotes, and an action hero’s world is full of scorpion stings, snakebites, and terrorist bioweapons.

Customization Notes

Extreme Physician skill is necessary to simulate actionmovie realism. With decent gear (+1 or +2 to skill), the medic can accept the -10 for instant use described in Time Spent (p. B346) and thus patch people up during a gunfight! This suggests a talented professional; however, actionheroes are rarely bookish researchers. A better archetype is the bush doctor (Knife, Naturalist, Piloting, and Scrounging): adept at working whatever’s at hand and treating venomous bites. Another is the cinematic epidemiologist (Expert Skill (Epidemiology), Hazardous Materials, Interrogation, and NBC Suit), who enters hot zones, identifies plagues, and confronts the miscreants who unleashed them. Background is equally important:

Criminal: A violent crew might include a back-alley doc. Good Filch and Streetwise let him steal or buy equipment – and other skills may suggest how he lost his license (Carousing or Gambling).

Intelligence: The hands that heal can also torture and administer truth serums. Lens skills of importance are Brainwashing, Interrogation, and improved Psychology.

Law Enforcement: Many an action-hero EMT is functionally a cop and a doctor. Crucial training includes combat skills – and often a remarkable level of Forensics.

Military: In military games, PC survival depends on somebody with Surgery being right there to stabilize mortal wounds. Corpsmen have their unit’s usual background skills – especially combat skills.

Security: The notes for the intelligence lens apply. Medics are also assets on a team of bodyguards, where they’ll need Body Language, Observation, and combat skills.

Scout

250 points, from Pyramid 3/5, page 6. Covert Investigator ist die einzig wirklich passende Ausprägung

You’re trained at what’s arguably the scariest job on the squad: going in alone, ahead of the team, to discover where and what the bogeys are. For this you rely on stealth, keen senses, and a general knowledge of monsters and manifestations. Your mission normally resembles that of the infiltrator (Action 1, pp. 11-12), but frequently overlaps that of the assassin (Action 1, p. 7) or investigator (Action 1, pp. 12-13) – silent kills and extended observation come with the territory.

Customization Notes

Scouts lack a costly defining ability (like Quick Gadgeteer), so different specialists could populate the entire squad with minimal overlap. Template and lens suggestions include:

Counter-Scout: Revealing rival scouts who have superhuman gifts – and concealing team activities from them – takes a pro. Danger Sense is almost mandatory. High Traps is useful for trip flares and noisemakers. Guns aren’t as important; instead, put points into Camouflage, Observation, and Throwing (for smoke grenades). Learn Area Knowledge and Survival to capitalize on terrain; Electronics Operation (Comm) and Gesture to alert allies; and Electronics Operation (Surveillance) to detect foes. The military or security lens is likely.

Covert Investigator: A MIB who monitors cults, wizards, and other people involved in paranormal events will appreciate Empathy or Intuition. He should be able to defeat security subtly, using Electronics Operation (Security) and Lockpicking. Concealed weapons are a must; get Guns (Pistol), Knife, Fast-Draw, and Holdout. Knowledge of Intelligence Analysis, Photography, Research, and Search is valuable. The intelligence, law enforcement, and security lenses all fit.

Occult Assassin: When a battle would be unwise and standard assassination won’t work, send in a scout with teeth. More Craftiness is a must. Bow, Crossbow, Knife (for stakes), and Liquid Projector often trump Guns, and extra points in Shadowing never hurt. Secondary training should emphasize reaching the target: Acrobatics, Hiking, Jumping, Scuba, and Swimming, plus higher Stealth. The military lens works best – but consider gifted, with Magic Resistance or Mind Shield to foil supernatural senses.

Spook-Finder: The most basic and important role is finding bogeys. Load up on Perception and sensory gifts (like Acute Senses), and favor higher Observation and Tracking over combat skills. Secondary skills should include Electronics Operation (Surveillance), Intelligence Analysis, Photography, and Research. Any lens works, but gifted with Detect or Medium is fun!

Shooter

Gangster Template Big Guy.jpg

Traceur

David Belle, Traceur

250 points

A bad traceur practices a technique until he gets it right. A good traceur practices a technique until he can’t get it wrong. – David Belle

You’re a traceur: a Parkour (PK) practitioner. Your discipline isn’t strictly a martial art – it’s about moving from A to B as efficiently and directly as possible, surmounting obstacles using your body and objects in the environment. But “obstacles” might include enemies, so traceurs sometimes regard PK as the martial art of the chase before or after a fight. Technically, PK isn’t about acrobatics, either; adding that makes it “free running.” You might not be a purist about this, however!

Customization Notes

The traceur is a newcomer on the action scene. This makes it tricky to suggest strong personality types. A reasonable choice would be a clean-living jock with traits such as Compulsive Behavior (Physical fitness), Intolerance (Nonathletic people), Vow (No alcohol, etc.), and Workaholic – but a troublemaking punk with disadvantages like Compulsive Behavior (Reaching “inaccessible” locations), Social Stigma, and Trickster would also work. All that’s certain is that the role demands some of Impulsiveness, On the Edge, and Overconfidence!

Not every traceur runs the same way:

Free Runner: You’re an urban acrobat, not a PK purist. Where’s the fun in running in straight lines? High Basic Move and Daredevil are apt advantage choices. Anything goes as far as skills are concerned; Dancing, improved Escape, and Karate (for showy kicks, not necessarily in a fight!) seem likely, and Computer Operation lets you post your cool videos to YouTube. Special-ability points might go into more Acrobatics or Running; the Acrobatic Feints and Acrobatic Kicks perks; the Flying Leap skill; or stunt techniques like Acrobatic Stand, Dive n’ Roll, Running Climb, Skidding, Sliding, and Spinning.

Monkey: You relish the vertical side of your discipline, defying walls, fences, and anything else that stands in your way. You’ll want Flexibility for its big Climbing bonus, Arm ST for pull-ups, and Catfall and/or DR for surviving falls. Helpful skills are Knot-Tying and Throwing for ropes and grapnels, plus Area Knowledge and improved Urban Survival to know your way around. Aside from higher Climbing, special-abilities points might buy the Combat Pole-Vaulting perk, the Flying Leap skill, or techniques such as Rappelling, Roll with Blow, Rope Up, Running Climb, and Scaling.

Punk: You are a warrior – maybe even a ruffian – but you privilege mobility above strikes and parries. Efficient uses of advantage points are combative traits like Combat Reflexes, DR, Enhanced Dodge, High Pain Threshold, and upgraded Trained by a Master. Skills should include Shadowing, Stealth, Streetwise, and probably weapons training. Useful martial-arts abilities are the Acrobatic Feints and Acrobatic Kicks perks; Immovable Stance skill; and combat techniques such as Feint, Flying Jump Kick, Jump Kick, Spinning Kick, and Sweeping Kick.

Urban Explorer: You use PK as a means to an end: exploring urban areas that are off-limits, like rooftops, sewers, abandoned buildings, and subway tunnels. More Perception, Absolute Direction, Flexibility (for the tiniest cracks), and Serendipity (“Oh, the door is open!”) can help. Valuable skills here are Area Knowledge, Forced Entry, Lockpicking, Stealth, and higher Urban Survival. Handy special abilities are the Compact Frame perk, the Light Walk skill (for areas condemned as dangerously unstable), and the Disappear and Evade techniques (for eluding security guards).