Agility

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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.
  • 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).
  • 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.
  • 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.
  • 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.
  • 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.
  • 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 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.

Unlock Abilities

A high score in Move is required for some abilities:

See Also

Skill Cost

Template:SkillCost


Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!