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| − | Check against flight to move quickly or gracefully. This is sometimes referred to as 'lightness' in Shiyan, and masters can leap extraordinary distances, stand nearly weightless, and run across grass or water without touching the ground.
| + | {{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 move and then make a attack (or attack and then move) with a penalty.
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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" | + | |
| − | |'''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'''||1||You ignore [[segment]] properties between your starting area and ending area.
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| − | |-
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| − | |'''Swim'''||2||You fall downward 1 area in liquid unless you hustle to float. If you gain [[interference]] you begin to [[drown]].
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| − | |-
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| − | |'''Climb'''||2||[[Steep]] areas require a check, and if you fail you must stop moving. If you gain [[interference]] you [[fall]].
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| − | |}
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| − | ==Overlap==
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| − | When you enter an adjacent area (touching an opponent) it's called '''overlap'''. Once you overlap an opponent can use a block or dodge to force you to stop moving. You can oppose this with your own block or dodge. You may not end a move in an opponent's area, any failed attempt to move through stops you where you entered overlap instead.
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| − | ==Associated Abilities==
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| − | {{Climb}} | + | |
| − | {{Jump}}
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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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| − | {{V252}} | + | {{V300}} |
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| − | [[Category:Skill]] | + | [[Category:Ability Save]] |