Difference between revisions of "Agility"

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*[[Fight]]
 
*[[Fight]]
 
*[[Explore]]
 
*[[Explore]]
*[[Move Action]]
 
*[[Move Snap]]
 
*[[Move Project]]
 
 
*[[Strength]]
 
*[[Strength]]
  

Revision as of 05:44, 29 March 2014

Your speed, flexibility, and ability to avoid obstacles. Move is controlled by strength.

  • Charge. A charge is a furious action which allows you to shift and then hack. As usual with a furious action, you lose your guard and both the move and your attack suffer the Penalty (-2).
  • Dive. A dive is a special dodge used to move out of an area. A dive may only be used with a guard. Roll against your move score. If the check succeeds you may make a normal jump move. If the attack didn't contest you directly (such as an explosion) a success means you jump before any effects happen. If the attack did contest you specifically then you only avoid the effects if you succeed and win the contest. You can try to dive when falling, and if you succeed you subtract your jump from the number of areas fallen.
  • Dodge. You move to avoid an attack. You may dodge with a normal defense or a guard. A dodge uses the move score. You can try to dodge any attack you are aware of, but if the attack is behind your flank you suffer a Penalty (-2). If you lock or are locked by an opponent then you may not dodge.
  • Journey. You move regions equal to your speed during a project. You may hustle to gain an extra region of speed, but that makes the project automatically strenuous for endurance checks. A journey may also be rolled as a complication with time, supplies, or even encounters as consequences.
  • Shift. You may move up to your speed without making a check at all. Speed varies depending on what kind of terrain you are moving through, run for regular ground movement, swim for movement through water, climb for vertical clinging, and so on. You may move into any adjacent area, assuming the terrain allows it, but when you are finished moving you must pick a facing, which sets your flank. If you enter an area occupied by another character (friend or foe) you enter overlap and your movement ends. You may attempt a hustle during your movement by rolling against your move score. If you succeed you gain +1 speed, if you fail you suffer 1 grief.
  • Step. You may use a Snap to run 1 extra area.

Default Speeds

Type Speed Notes
Run 3 Standard ground movement.
Jump 1 You ignore segment properties between your starting area and ending area.
Swim 1 Water movement requires a check, and if you fail you are drowning that round.
Climb 1 Steep areas use strength to hustle and you lose you are always flanked. If you gain interference you fall.

Unlock Abilities

A high score in Move is required for some Abilities:

See Also

Skill Cost

Template:SkillCost


Version 2.5.0
©2014 Frameworks Games

This is outdated content. Update Needed!