Difference between revisions of "Agility"

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Your speed and evasion. Move is controlled by [[strength]].
 
Your speed and evasion. Move is controlled by [[strength]].
*'''Balance.''' You may be called upon to check against your move score to avoid falling [[down]] from hazardous terrain.
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*'''Balance.''' You may be called upon to check against your move score to avoid falling [[down]] or other effects from hazardous terrain.
*'''Charge.''' Charging is a [[furious]] action that allows you to '''maneuver''' 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).
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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).
*'''Crouch.''' You may use a [[snap]] and be adjacent to [[cover]] in your area to gain a bonus (+2) to [[dodge]] any attack that the cover protects you from.
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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.
*'''Dive.''' A special dodge that requires a [[guard]] and jumps you out of your area. Roll against your [[move]] score. If the check succeeds you make a jump at half your speed, rounding up. If you fail you jump half your speed rounding down. If the attack contests you directly then you avoid the effects only if you win the contest. If it does not contest you directly (such as an explosion attacking your area) you avoid effects if your jump exits the affected areas.
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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.
*'''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 (-2) if the attack is from behind your [[flank]]. A '''dive''' is considered a special dodge.
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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.
*'''Hustle.''' You may use a [[snap]] and attempt a [[move]] check to maneuver extra areas. If the check fails you gain 1 speed, and if it succeeds you gain 2 speed.
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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.
*'''Journey.''' You move regions equal to your speed during a day. A journey may also be rolled as a complication with time, supplies, or wits as consequences.
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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.
*'''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 a friend or adjacent to a foe you enter [[overlap]] and your movement ends.
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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.
  
 
==Default Speeds==
 
==Default Speeds==
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|'''Swim'''||2||Liquid areas require a hustle, and if you fail you begin to [[drown]].
 
|'''Swim'''||2||Liquid areas require a hustle, and if you fail you begin to [[drown]].
 
|-
 
|-
|'''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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|'''Climb'''||2||[[Steep]] areas require a hustle, and if you fail everything counts as behind your [[flank]]. If you gain [[interference]] you [[fall]].
 
|}
 
|}
  
==Unlock Abilities==
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==Associated Abilities==
A high score in Move is required for some abilities:
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{{Climb}}
*[[Climb]]
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{{Jump}}
*[[Jump]]
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{{Protect}}
*[[Protect]]
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{{Run}}
*[[Run]]
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{{Swim}}
*[[Swim]]
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{{Tumble}}
*[[Tumble]]
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==See Also==
 
==See Also==

Revision as of 05:37, 2 July 2015

Your speed and evasion. Move is controlled by strength.

  • Balance. You may be called upon to check against your move score to avoid falling down or other effects from hazardous terrain.
  • Charge. Charging is a furious action that allows you to race and then make a attack (or attack and then move).
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Default Speeds

Type Speed Notes
Run 4 Standard ground movement.
Jump 2 You ignore segment properties between your starting area and ending area.
Swim 2 Liquid areas require a hustle, and if you fail you begin to drown.
Climb 2 Steep areas require a hustle, and if you fail everything counts as behind your flank. If you gain interference you fall.

Associated Abilities

  • Climb: Moving on a steep or Jagged surface requires the Climb Mastery. Difficult surfaces apply a –1 (or more) Penalty to the roll. On roll where you can’t pay for the Penalties you Fall. Note that if Penalties exist and you don’t roll, then you automatically don’t have the Pairs to spend.
  • Jump: With an Action use up to 6” of Movement, then attempt to Jump with the remainder. Where a Dash lets you move farther, a Jump lets you leap over obstacles. If you need to clear something 1” across you roll a Dash Check and succeed on a Good roll. The roll suffers a –1 Penalty if you need to clear 2”, and –2 if you need to clear 3”. On a Bad roll reach the other side but become Stumped. Every Penalty you can’t pay off is 1” short the Jump lands. Ignore extra movement costs and consequences for any Areas you jump over.
  • Protect: If you are within reach of an attack line you may choose to block or parry the attack. If you lose the contest you may choose to suffer the effects in place of the target.
  • Run: Your run speed increases +2 and you may roll a second effect die in a chase on foot each round and choose which to use.
  • Swim: Moving in water deep enough to submerse you uses the Swim Mastery. Strong currents or bad conditions apply a –1 (or more) Penalty to the roll. On roll where you can’t pay for the Penalties you Drown. Note that if Penalties exist and you don’t roll, then you automatically don’t have the Pairs to spend.
  • Tumble: You may check to eliminate down immediately. A success eliminates it for free but a failure costs a defense. You gain the Constant Motion stunt.

See Also

Skill Cost

Template:SkillCost


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©2014 Frameworks Games

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