Difference between revisions of "Agility"

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Your speed, evasion, and balance. Check against agility to move quickly or gracefully. This is sometimes referred to as 'lightness', and masters can leap extraordinary distances, stand nearly weightless, and run across grass or water without touching the ground.
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{{Agility}}
*'''Balance:''' A successful check avoids falling [[down]] crossing hazardous [[terrain]]. Slender or unstable surfaces may penalize the check.
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*'''Crouch:''' You may use a [[snap]] when adjacent to [[cover]] to gain a free [[dodge]] against any attack that the cover protects you against. The cover penalty is added to each dodge as a bonus.
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*'''Dodge:''' Use a [[defense]] to contest an attack with agility. You suffer a penalty if the attack is from behind your [[flank]]. A [[Dive]] is a special dodge which requires a [[guard]], and jumps you out of your area. If the check succeeds hustle your jump speed before effects hit. If you fail you make a minimum jump after any effects hit. If the attack contests you directly then you only avoid it if you win the contest.
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*'''Hustle:''' Use a [[snap]] and check agility. The level of success is the number of areas you move, up to your normal speed. If your speed is zero you must use an action to move and try to hustle, and a success allows you to move one area.
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*'''Stand:''' If you are [[down]], check against your [[agility]]. 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'''||0||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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*'''Charge:''' Charging is a furious action that allows you to move and then attack with a penalty.
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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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==Associated Abilities==
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{{Climb}}
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{{Run}}
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{{Rush}}
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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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{{V252}}
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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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