Difference between revisions of "Run"
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{{Fast Sprinter}} | {{Fast Sprinter}} | ||
{{Nimble Charge}} | {{Nimble Charge}} | ||
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{{Free Runner}} | {{Free Runner}} | ||
{{Grass Gliding}} | {{Grass Gliding}} | ||
{{Floating Step}} | {{Floating Step}} | ||
| − | {{Jump}} | + | {{Running Jump}} |
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==See Also== | ==See Also== | ||
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*[[Climb]] | *[[Climb]] | ||
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*[[Swim]] | *[[Swim]] | ||
*[[Tumble]] | *[[Tumble]] | ||
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{{V251}} | {{V251}} | ||
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Latest revision as of 04:17, 28 January 2023
You can run quickly. Normally your run speed is 4 areas. You may use a snap to hustle, gaining 1 extra area of speed, or 2 extra speed if you succeed at a move check.
- 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.
- Default Evolutions
- Distance Runner: Your run speed increases +1 and you may still gain bonuses when exhausted.
- Fast Sprinter: When you successfully hustle or make a check in a foot chase you gain an additional 2 run speed.
- Nimble Charge: You ignore the penalty for a charge.
- Free Runner: You ignore opponents when moving, and gain an extra guard when you successfully hustle.
- Grass Gliding: Your entire run move counts as jump speed, but you must move along any surface, including surfaces that wouldn't normally support your weight.
- Floating Step: Your jump speed increases +1 and jumping upward no longer counts as difficult.
- Running Jump: Your jump speed increases +1 and when you dive you also hustle (so your jump is at least +1 speed and +2 if you make the check).
- Long Jumper: When you successfully hustle you get an extra +2 jump speed.
See Also
Version 2.5.1
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