Agility

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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 1 You ignore segment properties between your starting area and ending area.
Swim 1 Water areas require a check, and if you fail you are drowning that round.
Climb 1 Steep areas require a check, and if you fail everything counts as behind your flank. If you gain interference you fall.

Unlock Abilities

A high score in Move is required for some abilities:

See Also

Skill Cost

Template:SkillCost


Version 2.5.0
©2014 Frameworks Games

This is outdated content. Update Needed!