Difference between revisions of "Agility"

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(Replaced content with "__NOTOC__ {{Agility}} ==See Also== *Hustle {{V300}} Category:Ability Save")
 
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Your speed and evasion. Move is controlled by [[strength]].
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{{Agility}}
*'''Balance.''' You may be called upon to check against your move score to avoid falling [[down]] from hazardous terrain.
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*'''Charge.''' Charging is a [[furious]] action that allows you to '''maneuver''' 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).
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*'''Crouch.''' You may use a [[snap]] and be adjacent to [[cover]] in your area to gain a bonus (+2) to [[dodge]] any attack that the cover protects you from.
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*'''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.
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*'''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 (-2) if the attack is from behind your [[flank]]. A '''dive''' is considered a special dodge.
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*'''Hustle.''' You may use a [[snap]] and attempt a [[move]] check to maneuver extra areas. If the check fails you gain 1 speed, and if it succeeds you gain 2 speed.
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*'''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.
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*'''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 a friend or adjacent to a foe you enter [[overlap]] and your movement ends.
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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'''||4||Standard ground movement.
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|-
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|'''Jump'''||2||You ignore [[segment]] properties between your starting area and ending area.
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|-
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|'''Swim'''||2||Liquid areas require a hustle, and if you fail you begin to [[drown]].
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|-
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|'''Climb'''||2||Steep areas require a hustle, and if you fail everything counts as behind your [[flank]]. 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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*[[Strength]]
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*[[Survive]]
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==Skill Cost==
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{{SkillCost}}
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{{V251}}
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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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