Difference between revisions of "Agility"

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==See Also==
 
==See Also==
 
*[[Skill]]
 
*[[Skill]]
*[[Fight]]
+
 
*[[Strength]]
+
*[[Survive]]
+
  
 
==Skill Cost==
 
==Skill Cost==

Revision as of 05:21, 19 October 2015

Your speed and evasion. Move is controlled by strength.

  • Balance. You may be called upon to check against your move score to avoid falling down or other effects from hazardous terrain.
  • Charge. Charging is a furious action that allows you to race and then make a attack (or attack and then move).
  • Crouch. You may use a snap when adjacent to cover in your area to gain a bonus to dodge any 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 move your jump speed before effects hit your area. If you fail you move after effects hit your area and you fall down. If the attack contests you directly then you only avoid the effects if you win the contest.
  • Dodge. You check against move to avoid an attack as a defense. You can try to dodge any physical attacks that aren't a surprise, but you still suffer a penalty if the attack is from behind your flank. A dive is a special dodge.
  • Hustle. You may use a snap and attempt a move check to race extra areas. If the check fails you gain 1 speed, and if it succeeds you gain 2 speed.
  • 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 wits as common consequences.
  • Race. 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 a friend or adjacent to a foe you enter overlap and your movement ends.

Default Speeds

Type Speed Notes
Run 4 Standard ground movement.
Jump 2 You ignore segment properties between your starting area and ending area.
Swim 2 Liquid areas require a hustle, and if you fail you begin to drown.
Climb 2 Steep areas require a hustle, and if you fail everything counts as behind your flank. If you gain interference you fall.

Associated Abilities

  • 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.
  • 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.
  • Protect: If you are within reach of an attack line you may choose to block or parry the attack. If you lose the contest you may choose to suffer the effects in place of the target.
  • Run: Your run speed increases +2 and you may roll a second effect die in a chase on foot each round and choose which to use.
  • 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.
  • Tumble: You may check to eliminate down immediately. A success eliminates it for free but a failure costs a defense. You gain the Constant Motion stunt.

See Also


Skill Cost

Template:SkillCost


Version 2.5.1
©2014 Frameworks Games

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