Source: Street Magic, page 180
This power allows the adept to run up sheer walls or other vertical surfaces. The adept makes a Strength + Running Test, with hits indicating the number of meters he may climb. Attempts to run up longer distances require stops or landings and additional uses of Wall Running. Any move that requires a Gymnastics Test (such as jumping from one wall to another) performed while using this power suffers a –2 dice pool modifier. Secondary effects of the adept’s motion still occur, such as resulting sound or tracks, unless combined with the Traceless Walk power.