Agility

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Your speed, evasion, and balance. Check against agility to move quickly or gracefully. This is sometimes referred to as 'lightness', and masters can leap extraordinary distances, stand nearly weightless, and run across grass or water without touching the ground.

  • Balance: A successful check avoids falling down crossing hazardous terrain. Slender or unstable surfaces may penalize the check.
  • Crouch: You may use a snap when adjacent to cover to gain a free dodge against any attack that the cover protects you against. The cover penalty is added to each dodge as a bonus.
  • Dodge: Use a defense to contest an attack with agility. You suffer a penalty if the attack is from behind your flank. A Dive is a special dodge which requires a guard, and jumps you out of your area. If the check succeeds hustle your jump speed before effects hit. If you fail you make a minimum jump after any effects hit. If the attack contests you directly then you only avoid it if you win the contest.
  • Hustle: Use a snap and check agility. The level of success is the number of areas you move, up to your normal speed. If your speed is zero you must use an action to move and try to hustle, and a success allows you to move one area.
  • Stand: If you are down, check against your agility. 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 0 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.

  • Charge: Charging is a furious action that allows you to move and then attack with a penalty.
  • 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.

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.
  • 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.
  • Rush: After reflex cards are revealed you may choose to replace yours with the top card of the deck.
  • 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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