Hustle

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Get there fastest. If it’s a question of whether you are quick enough to do something, Hustle is the most relevant Ability. It is mainly used for covering ground quickly, but anything that requires balance or athleticism fits.

Hustle Checks

  • Dash: Use an Action and move up to 6”, then roll a Check and move another 6” with a Good roll. You need to use the Action if you want to move more than 2” (less than that is only an Effort), but you don’t have to roll if you don’t intend to move more than 6” total. Rough Terrain costs extra inches of movement, and may Penalize the roll.
  • Jump: With an Action use up to 6” of Movement, then attempt to Jump with the remainder. Where a Dash lets you move farther, a Jump lets you leap over obstacles. If you need to clear something 1” across you roll a Dash Check and succeed on a Good roll. The roll suffers a –1 Penalty if you need to clear 2”, and –2 if you need to clear 3”. On a Bad roll reach the other side but become Stumped. Every Penalty you can’t pay off is 1” short the Jump lands. Ignore extra movement costs and consequences for any Areas you jump over.
  • Race: A contest to reach a destination first—or to escape from someone else—may be rolled as Opposition. When a race is miles or hours long it’s rolled as a Mission, and the winner has the most Pairs. The winner is the fastest participant, and reaches the destination first or evades any pursuit. The next highest total is next to the destination, and so on. Orders break ties as usual. You suffer a –1 Penalty if your maximum Movement is lower than the fastest participant.

Hustle Saves

  • Agility: Hazardous terrain or some actions may force a Save to avoid ending your movement prematurely, Falling, or becoming Stumped. In rare cases an Agility Save is required to recover from being Stumped at all.
  • Dodge: You may roll a Save as a Defense against any attack from outside your Reach. Attacks from adjacent enemies, even ranged attacks, must be Parried instead of Dodged. If you win the Opposition with the attack you avoid the effects completely. Cover provides a +1d6 Bonus to the roll, so keep your head down!
  • Flee: When the Band loses an Exchange or when you would get knocked Down you have the option to Flee. When you Flee you suffer Trauma and Rout. The Rout grants you 6” of immediate movement, but you must discard an Order or become Stumped. On a Good Save you may move as though you Hustled or Jumped as you Flee.
  • Climb: Moving on a steep or Jagged surface requires the Climb Mastery. Difficult surfaces apply a –1 (or more) Penalty to the roll. On roll where you can’t pay for the Penalties you Fall. Note that if Penalties exist and you don’t roll, then you automatically don’t have the Pairs to spend.
  • Swim: Moving in water deep enough to submerse you uses the Swim Mastery. Strong currents or bad conditions apply a –1 (or more) Penalty to the roll. On roll where you can’t pay for the Penalties you Drown. Note that if Penalties exist and you don’t roll, then you automatically don’t have the Pairs to spend.

Hustle Masteries

  • Climb: Moving on a steep or Jagged surface requires the Climb Mastery. Difficult surfaces apply a –1 (or more) Penalty to the roll. On roll where you can’t pay for the Penalties you Fall. Note that if Penalties exist and you don’t roll, then you automatically don’t have the Pairs to spend.
  • Swim: Moving in water deep enough to submerse you uses the Swim Mastery. Strong currents or bad conditions apply a –1 (or more) Penalty to the roll. On roll where you can’t pay for the Penalties you Drown. Note that if Penalties exist and you don’t roll, then you automatically don’t have the Pairs to spend.

Build Points

Score Save Points Label Description
1 (1) 0 Amateur You dabble, or try to get by on luck.
2 (1) 1 Proficient You are trained and competent.
3 (2) 2 Expert You are talented or extensively trained.
4 (2) 3 Master You are an accomplished expert.
5 (3) 4 Genius You have a rare and extraordinary gift.
6 (3) 5 Paragon You are the greatest of all time.

See Also


Version 3.0.0
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