Difference between revisions of "Agility"

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__NOTOC__
 
__NOTOC__
Your speed, flexibility, and ability to avoid obstacles. Move is controlled by [[strength]].
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{{Agility}}
Your speed, flexibility, and ability to avoid obstacles. Move is controlled by [[strength]].
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*'''Balance.''' You may be called upon to check against your move score to avoid falling down from shaking or hazardous terrain.
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*'''[[Charge]].''' A charge is a [[furious]] action which allows you to [[shift]] and then make an attack. As usual with a furious action, you lose your [[guard]] and both the move and your attack suffer the penalty (-2).
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*'''[[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 make a jump move with a hustle. If the attack didn't contest you directly (such as an [[explosion]]) then a success means you jump before any effects happen. If the attack did contest you specifically then you only avoid the effects only if you succeed and win the contest. You can try to dive when [[fall]]ing, and if you succeed you subtract your jump speed from the number of areas fallen.
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*'''[[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.
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*'''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 [[endure]] checks. A journey may also be rolled as a complication with time, supplies, or even encounters as consequences.
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*'''[[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, but if you fail you suffer 1 agony.
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*'''Step.''' You may use a [[snap]] to move within your area and change facing to any direction.
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==Default Speeds==
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{|Border="0" cellpadding="5" cellspacing="0"
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|'''Type'''||'''Speed'''||'''Notes'''
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|-
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|'''Run'''||2||Standard ground movement.
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|-
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|'''Jump'''||0||You ignore [[segment]] properties between your starting area and ending area.
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|-
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|'''Swim'''||0||Water movement requires a check, and if you fail you are [[drowning]] that round.
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|-
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|'''Climb'''||0||[[Steep]] areas use [[strength]] to hustle and you lose you are always [[flank]]ed. If you gain [[interference]] you [[fall]].
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|}
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==Unlock Abilities==
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A high score in Move is required for some abilities:
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*[[Climb]]
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*[[Jump]]
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*[[Run]]
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*[[Swim]]
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*[[Protect]]
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*[[Tumble]]
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==See Also==
 
==See Also==
*[[Skill]]
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*[[Hustle]]
*[[Fight]]
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*[[Endure]]
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*[[Strength]]
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==Skill Cost==
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{{SkillCost}}
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{{V250}}
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{{V300}}
  
[[Category:Skill]]
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[[Category:Ability Save]]

Latest revision as of 20:29, 28 January 2023

  • 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.

See Also


Version 3.0.0
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