Difference between revisions of "Agility"

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Your nimbleness and evasion. The better technique the lighter you can become and the faster you move.
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{{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 free [[dodge]] with a bonus against any attack that the cover protects you from.
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*'''Dodge.''' You check against [[flight]] to avoid an attack as a [[defense]]. You still suffer a penalty if the attack is from behind your [[flank]]. A '''Dive''' is a special dodge that requires a [[guard]] and jumps you out of your area. 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 it if you win the contest.
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*'''Hustle.''' You may use a [[snap]] and attempt a [[move]] check to move extra areas. If the check fails you gain 1 speed, and if it succeeds you gain 2 speed.
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*'''Move.''' You use an action to move areas up to your speed. Speed varies depending on the terrain, see '''Default Speeds''' below. You may move into any adjacent area terrain allows, and when you are finished moving you must pick a facing for your [[flank]].
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*'''Stand.''' If you are [[down]] check against your [[flight]]. If you succeed you may stand with a snap, if you fail it costs your action instead.
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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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==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}}
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{{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]]
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*[[Hustle]]
 
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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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