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| | __NOTOC__ | | __NOTOC__ |
| − | Your speed and evasion. Move is controlled by [[strength]].
| + | {{Agility}} |
| − | *'''Balance.''' You may be called upon to check against your move score to avoid falling [[down]] or other effects from hazardous terrain.
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| − | *'''Charge.''' Charging is a [[furious]] action that allows you to race and then make a attack (or attack and then move).
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| − | *'''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.
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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 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.
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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 if the attack is from behind your [[flank]]. A '''dive''' is a special dodge.
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| − | *'''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.
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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 wits as common consequences.
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| − | *'''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.
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| − | ==Default Speeds==
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| − | {|Border="0" cellpadding="5" cellspacing="0" | + | |
| − | |'''Type'''||'''Speed'''||'''Notes'''
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| − | |'''Run'''||4||Standard ground movement.
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| − | |'''Jump'''||2||You ignore [[segment]] properties between your starting area and ending area.
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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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| − | ==Overlap==
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| − | When you are in an adjacent area, essentially touching an opponent, it's called an '''overlap'''. If the character is friendly there is no effect. Entering an opponent's overlap ends your movement. Once you are in an overlap, you must make a move check to exit from one overlapping area to another, and your opponents may use a defense to contest you with a dodge or parry. If you fail (or lose) your movement ends. There's no check or contest to exit into an area without overlap. You may not enter an opponent's area, but you may jump over it if you have a jump speed of 4 (2 to go up an area, then 2 to move over the area). Moving through an ally is possible, but counts as an overlap requiring a check.
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| − | ==Associated Abilities==
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| − | {{Climb}} | + | |
| − | {{Jump}}
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| − | {{Protect}}
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| − | {{Run}}
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| − | {{Swim}}
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| − | {{Tumble}}
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| | ==See Also== | | ==See Also== |
| − | *[[Skill]] | + | *[[Hustle]] |
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| − | ==Skill Cost==
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| − | {{SkillCost}}
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| − | {{V251}} | + | {{V300}} |
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| − | [[Category:Skill]] | + | [[Category:Ability Save]] |