Agility
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Check against flight to move quickly or gracefully. This is sometimes referred to as 'lightness' in Shiyan, and masters can leap extraordinary distances, stand nearly weightless, and run across grass or water without touching the ground.
- 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 move and then make a attack (or attack and then move) with a penalty.
- Crouch: You may use a snap when adjacent to cover in your area to gain a free dodge with a bonus against any attack that the cover protects you from.
- Dodge: You check against flight to avoid an attack as a defense. You still suffer a penalty if the attack is from behind your flank. A Dive is a special dodge that requires a guard and jumps you out of your area. 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 it if you win the contest.
- Hustle: You may use a snap and attempt a move check to move extra areas. If the check fails you gain 1 speed, and if it succeeds you gain 2 speed.
- 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.
- Stand: If you are down check against your flight. If you succeed you may stand with a snap, if you fail it costs your action instead.
Default Speeds
| Type | Speed | Notes |
| Run | 4 | Standard ground movement. |
| Jump | 1 | You ignore segment properties between your starting area and ending area. |
| Swim | 2 | You fall downward 1 area in liquid unless you hustle to float. If you gain interference you begin to drown. |
| Climb | 2 | Steep areas require a check, and if you fail you must stop moving. If you gain interference you fall. |
Overlap
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.
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.
- 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
Version 2.5.2
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