Difference between revisions of "Agility"

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*'''[[Dive]].''' A dive is a special dodge used to move out of an area. A dive may only be used with a [[guard]]. Roll against your [[move]] score. If the check succeeds you make a jump move with a hustle. If the attack didn't contest you directly (such as an [[explosion]]) then a success means you jump before any effects happen. If the attack did contest you specifically then you only avoid the effects only if you succeed and win the contest. You can try to dive when [[fall]]ing, and if you succeed you subtract your jump speed from the number of areas fallen.  
 
*'''[[Dive]].''' A dive is a special dodge used to move out of an area. A dive may only be used with a [[guard]]. Roll against your [[move]] score. If the check succeeds you make a jump move with a hustle. If the attack didn't contest you directly (such as an [[explosion]]) then a success means you jump before any effects happen. If the attack did contest you specifically then you only avoid the effects only if you succeed and win the contest. You can try to dive when [[fall]]ing, and if you succeed you subtract your jump speed from the number of areas fallen.  
 
*'''[[Dodge]].''' You move to avoid an attack. You may dodge with a normal [[defense]] or a [[guard]]. A dodge uses the [[move]] score. You can try to dodge any attack you are aware of, but if the attack is behind your [[flank]] you suffer a Penalty (-2). If you [[lock]] or are locked by an opponent then you may not dodge.
 
*'''[[Dodge]].''' You move to avoid an attack. You may dodge with a normal [[defense]] or a [[guard]]. A dodge uses the [[move]] score. You can try to dodge any attack you are aware of, but if the attack is behind your [[flank]] you suffer a Penalty (-2). If you [[lock]] or are locked by an opponent then you may not dodge.
*'''Journey.''' You move regions equal to your speed during a project. You may hustle to gain an extra region of speed, but that makes the project automatically strenuous for [[endure]] checks. A journey may also be rolled as a complication with time, supplies, or even encounters as consequences.
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*'''Hustle.''' You may use a [[snap]] make a [[move]] to shift extra areas. If the check fails you may still change your facing and position within an area. If it succeeds you moved areas equal to half your speed, rounding down. If you used your action to maneuver then a successful hustle gives you a minimum 1 extra area.
*'''[[Reflex]]:''' In any encounter, each participant gets a [[turn]]. The order which you take your turn is called your [[reflex]]. All participants check against their move score. The highest success margin goes first, and the largest failure margin goes last. For a tie, the higher reason score goes first, or roll a new contest if the scores are the same. Once established, this reflex order remains for the rest of the encounter. You can't change your reflex once it is set, but you may [[hesitate]] to act later.
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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.
*'''[[Shift]].''' You may move up to your speed without making a check at all. 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, but when you are finished moving you must pick a facing, which sets your [[flank]]. If you enter an area occupied by another character (friend or foe) you enter [[overlap]] and your movement ends. You may attempt a [[hustle]] during your movement by rolling against your [[move]] score. If you succeed you gain +1 speed, but if you fail you suffer 1 agony.
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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 another character (friend or foe) you enter [[overlap]] and your movement ends.
*'''Step.''' You may use a [[snap]] to move within your area and change facing to any direction.
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==Default Speeds==
 
==Default Speeds==

Revision as of 05:29, 28 September 2014

Your speed, flexibility, and ability to avoid obstacles. Move is controlled by strength.

  • Balance. You may be called upon to check against your move score to avoid falling down from shaking or hazardous terrain.
  • Charge. Charging is a furious action that allows you to shift 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).
  • Crouch. You may use a snap and be touching cover in your area to gain a bonus (+2) to dodge an attack that the cover protects you from.
  • Dive. A dive is a special dodge used to move out of an area. A dive may only be used with a guard. Roll against your move score. If the check succeeds you make a jump move with a hustle. If the attack didn't contest you directly (such as an explosion) then a success means you jump before any effects happen. If the attack did contest you specifically then you only avoid the effects only if you succeed and win the contest. You can try to dive when falling, and if you succeed you subtract your jump speed from the number of areas fallen.
  • Dodge. You move to avoid an attack. You may dodge with a normal defense or a guard. A dodge uses the move score. You can try to dodge any attack you are aware of, but if the attack is behind your flank you suffer a Penalty (-2). If you lock or are locked by an opponent then you may not dodge.
  • Hustle. You may use a snap make a move to shift extra areas. If the check fails you may still change your facing and position within an area. If it succeeds you moved areas equal to half your speed, rounding down. If you used your action to maneuver then a successful hustle gives you a minimum 1 extra area.
  • 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.
  • 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 another character (friend or foe) you enter overlap and your movement ends.

Default Speeds

Type Speed Notes
Run 2 Standard ground movement.
Jump 0 You ignore segment properties between your starting area and ending area.
Swim 0 Water movement requires a check, and if you fail you are drowning that round.
Climb 0 Steep areas use strength to hustle and you lose you are always flanked. If you gain interference you fall.

Unlock Abilities

A high score in Move is required for some abilities:

See Also

Skill Cost

Template:SkillCost


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