Difference between revisions of "Agility"
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*'''Charge.''' Charging is a [[furious]] action that allows you to '''shift''' and then make a attack. As a furious action this is a [[privilege]], you lose your [[guard]] and both your move and your attack suffer a penalty (-2). | *'''Charge.''' Charging is a [[furious]] action that allows you to '''shift''' and then make a attack. As a furious action this is a [[privilege]], you lose your [[guard]] and both your move and your attack suffer a penalty (-2). | ||
*'''Crouch.''' You may use a [[snap]] and be touching [[cover]] in your area to gain a bonus (+2) to [[dodge]] an attack that the cover protects you from. | *'''Crouch.''' You may use a [[snap]] and be touching [[cover]] in your area to gain a bonus (+2) to [[dodge]] an attack that the cover protects you from. | ||
| − | *''' | + | *'''Dive.''' A special dodge that requires a [[guard]] and jumps you out of your area. Roll against your [[move]] score. If the check succeeds you make a jump at half your speed, rounding up. If you fail you jump half your speed rounding down. If the attack contests you directly then you avoid the effects only if you win the contest. If it does not contest you directly (such as an explosion attacking your area) you avoid effects if your jump exits the affected areas. |
| − | *''' | + | *'''Dodge.''' You check move to avoid an attack as a [[defense]]. You can try to dodge any attacks that aren't [[surprise]] or [[social]], but still suffer a penalty (-2) if the attack is from behind your [[flank]]. A '''dive''' is considered a special dodge. |
*'''Hustle.''' You may use a [[snap]] make a [[move]] to shift extra areas. If the check fails you may still change your facing and position within an area. If it succeeds you moved areas equal to half your speed, rounding down. If you used your action to maneuver then a successful hustle gives you a minimum 1 extra area. | *'''Hustle.''' You may use a [[snap]] make a [[move]] to shift extra areas. If the check fails you may still change your facing and position within an area. If it succeeds you moved areas equal to half your speed, rounding down. If you used your action to maneuver then a successful hustle gives you a minimum 1 extra area. | ||
*'''Journey.''' You move regions equal to your speed during a day. A journey may also be rolled as a complication with time, supplies, or even encounters as consequences. | *'''Journey.''' You move regions equal to your speed during a day. A journey may also be rolled as a complication with time, supplies, or even encounters as consequences. | ||
Revision as of 17:42, 28 September 2014
Your speed, flexibility, and ability to avoid obstacles. Move is controlled by strength.
- Balance. You may be called upon to check against your move score to avoid falling down from shaking or hazardous terrain.
- Charge. Charging is a furious action that allows you to shift and then make a attack. As a furious action this is a privilege, you lose your guard and both your move and your attack suffer a penalty (-2).
- Crouch. You may use a snap and be touching cover in your area to gain a bonus (+2) to dodge an attack that the cover protects you from.
- Dive. A special dodge that requires a guard and jumps you out of your area. Roll against your move score. If the check succeeds you make a jump at half your speed, rounding up. If you fail you jump half your speed rounding down. If the attack contests you directly then you avoid the effects only if you win the contest. If it does not contest you directly (such as an explosion attacking your area) you avoid effects if your jump exits the affected areas.
- Dodge. You check move to avoid an attack as a defense. You can try to dodge any attacks that aren't surprise or social, but still suffer a penalty (-2) if the attack is from behind your flank. A dive is considered a special dodge.
- Hustle. You may use a snap make a move to shift extra areas. If the check fails you may still change your facing and position within an area. If it succeeds you moved areas equal to half your speed, rounding down. If you used your action to maneuver then a successful hustle gives you a minimum 1 extra area.
- Journey. You move regions equal to your speed during a day. A journey may also be rolled as a complication with time, supplies, or even encounters as consequences.
- Maneuver. You use an action to move areas up to your speed. 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. 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.
Default Speeds
| Type | Speed | Notes |
| Run | 2 | Standard ground movement. |
| Jump | 1 | You ignore segment properties between your starting area and ending area. |
| Swim | 1 | Water areas require a check, and if you fail you are drowning that round. |
| Climb | 1 | Steep areas require a check, and if you fail everything counts as behind your flank. If you gain interference you fall. |
Unlock Abilities
A high score in Move is required for some abilities:
See Also
Skill Cost
Version 2.5.0
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