All Stunts (Action)
|Heroic Action Role-Play|
- Main article: Action
There are certain actions that everyone can perform, and which do not require any schticks.
Move twice in one action, doing nothing else. This lets you move twice your Move.
Make an attack with no special modifiers or rules.
You aid a friend in performing an action. Decide on a person, skill, and action to assist. If your chosen friend attempts this as their next action, he gains a bonus. You must be in a position where this makes sense.
Make a Confident Roll of the skill you are assisting, the difficulty is your friend's skill rating. If you succeed, your friend gets a +1 modifier to his roll. Several assistants can help the same action, to a maximum bonus of +3.
When assisting someone of the same or lower skill, you can forgo the die roll for speed. To assist, you should generally be physically capable of the action you're supporting (in the right spot, not prevented from acting), but need not have any relevant schtick or equipment. The GM has the final say on whether assist action is relevant to a certain task, and how many helpers can assist.
When assisting an action, you are not considered to be performing the action yourself - for example, you do not trigger Trigger Actions. If the character you were supposed to assist becomes unable to complete the action (usually from the result of a trigger action), the action fails.
Use a power or stunt you can normally use and which is either a Basic Action or a Limit break. If this action fails, there is no effect, and the target suffers no additional effect from the Finisher. If this action succeeds, it effectively has infinite outcome; it scores an automatic Setback or otherwise works as well as it reasonably can. If the action you choose to do is a Limit Break, roll for it normally. If it is a Basic Action, the task is Routine and the roll is Confident.
Athletes undergo mental training to achieve top results when it really matters. Any hero can achieve this kind of concentration.
Make a Basic Action with a +3 bonus. Unlike most other bonuses, this one stacks - it can be added to any other bonus in the game. Out of combat, this must be a specific, quick action - you cannot use this to get a bonus on a task taking more than a minute to complete.
When you are being attacked, you can defend. This adds +3 to one particular skill used as the difficulty of someone else's task. The most typical defense is Active Dodge, but almost all skills can be used as a defense at some point.
In a situation where shots are not counted, defending means you are not fully participating - you play defensive rather than engaging in the situation - which in means you can't initiate actions or make stunts of your own.
You interact with the environment in some manner, opening a door, manipulating controls, trowing a lever, picking something up off the floor. This takes a separate basic action, but if the environment interaction can be described as part of a Stunt, you can combine the two actions into one. Examples are closing a door in the face of opponents (using Maneuver to make them to lose shots), picking up the fallen enemy flag (using Impress to make them lose morale) and so on.
Normally, you cannot combine environment interaction with attacks, but you can combine it with powers that can be classified as stunts.
Make a Interaction Stunt with no special modifiers, targeting another creature.
Trigger Action or Limit Break
When you see someone else use a skill, you can make an opposed roll of that skill against them. If you succeed, you know how skilled they are and get to know 3 skill schticks they know relating to the skill they used. If you fail, you still know the result of your own roll and this gives you some information about how skilled they are. You can use this skill on someone even when they are not using a skill, but in this case it is a limit break.
You set your target up for someone else to use a finisher on. One other person designated by you can use a finisher on that target as a Trigger Action.
The endurance rule is sketchy. Endurance is really a bit to gritty for Action.
You can work a number of hours each day equal to twice your Body. If there is no water or air is in short supply, reduce the multiplier by one. Exceeding this cause one Hit and one more Hit after additional hours each day equal to your Body. These hits need full rest to recover.
Example: Tim has a Body of 4. Under normal conditions, he can work 8 hours a day. If water or air (or both) is in short supply, he can work 4 hours a day. After he has worked up to his limit, he takes one Hit and then one additional Hit every 4 hours thereafter.
Marching, you move at a speed in kph based on your Move rating -1. Moving at full speed is much more tiring, and every 15 minutes spent like that counts as a full hour of normal exertion.
Feat of Strength
The Encumbrance rule covers how much a character can carry. But it is possible to make even more impressive feats of strength by spending a Basic Action on them. In this way a character can use his strength to push trough doors, walls, tangled wines and other hindrances. Toppling walls, statues and other heavy objects are also common feats of strength, along with many, many other stunts based on heroic strength.
- Carrying heavy weights a short distance allows lifting at two Body more than normal.
- Lifting something off the ground while remaining still allows lifting at three Body higher than normal.
- Breaking trough doors and walls needs a Body equal to their Toughness.
- Toppling something takes a strength based on its weight, with a bonus based on how precariously it is balanced. Reduce the required Body by 3 for a square block you want to tip up to 5 for something on the verge of falling.
It is possible to push these limits for short periods by doing a Strength Push stunt.
Feat of Strength Coordination
You can assist another on a Feat of Strength. If you have identical Body scores, this is automatically successful. To assist another character with a higher Body, you must use Strength Push to push your Body until equals or exceeds the Body of the person you want to assist; failure means your assistance did not in fact help. Each successful assistant gives a +1 bonus to the main character's body, to a maximum bonus of +3. Not that the main character can push his strength without changing the assistance difficulty, which allows truly impressive coordinated tasks.
Using Limit breaks consumes a fair part of your stamina, giving an effective limit on daily Limit Breaks equal to your Body. Don't bother keeping track of this during action sequences; this limit is to prevent characters from working miraculous powers all day, not to stop heroic action.
You can try to slip out of ropes, manacles or other restraints, as well as openings to small for you to ordinarily move through. The difficulty depends on the mode of restraint used. Regardless of the method employed, the minimum difficulty is the binder's Melee skill. Certain methods of restraint have other set difficulties.
|Simple handcuffs, hole wider than your shoulders but too narrow to crawl.||6|
|Manacles, hole as wide as your hips but not your shoulders.||9|
|Straightjacket, foot cuffs, hole as wide as your head but not your hips||12|
|Bonds custom-adjusted for you||15|
Charm stunts cover a wide variety of social situation and action uses of the skill.
Acting & Disguise
You can disguise yourself as somebody else and play out an assumed role with an opposed Charm roll. Make a roll on the initial encounter and a further roll at important junctures, which generally works out to once per scene. You cannot impersonate a specific person, and need cosmetics and bulky clothes to change your apparent race or gender.
You can convince people that you have common values and should be allies. First, you must find some conviction or loyalty the target has, then you convince the target that you share this belief and that these common values make you allies. Once you have found some common ground, you can convince the target in the same manner as a Seduction.
If you don't live up to the values you are claiming to have and can't provide a very convincing excuse, the charm fails.
In certain cases, you can do this as a basic action, when you have a good enough stunt or setup in the GMs opinion. This is often the result of a planned set-up.
You can baffle others with tricky words and misleading demeanor. Make an opposed Charm roll; on a success, your target loses 3 shots and you can move past or by them or claim some minor boon from them. Typical uses include distracting a doorman or police officer, conning someone out of some change, or stealing an unsuspecting kiss. It can also be used to get a respite in a fight.
You try to make a good impression on someone you are interacting with. If you succeed on an opposed Charm check, you become acquaintances and have a short conversation if time allows - just enough to allow a Limit Break. The person will recognize you if you meet again and generally shows you a friendly face. If you have an Outcome matching the target's Mind, you become friends, and the target will happily spend time with you when convenient.
Make a quick examination of someone, looking for hidden weapons, contraband, and so on. This is an opposed roll compared to the target's Charm, Create, or Impress skill. Depending on what you are looking for and how you do it, there are several modifiers. In order to even try to hide an item like this, the character must be carrying enough clothes.
|You are using a detection device of the same or higher sophistication that the item sought.||+3|
|You know exactly what you are looking for.||+3|
|Person carries the object inside his body (swallowed, surgically implanted).||-5|
|Type of search||Modifier|
|No Action Passive search; you are not actively searching, but the concealed object would attract your notice if you did search (not an action)||-5|
|Trigger Action Visual observation only.||-3|
|Basic Action Pat-down||+0|
|Limit Break Body cavity search||+5|
In general, you only get one chance at frisking. But if you can change your modifiers so you get better odds, you can try again.
Sometimes, the GM will give you hints even on a failed roll, especially if the plot demands it; you generally get a bad feeling about a the situation even if you failed to find exactly what you looked for as long as you did not fail by a margin greater than your Mind. This realization might not come at once, and you might not be certain who your suspect is, but it gives you incentive to look more closely. By the same token, the GM might delay the result of a successful roll to heighten tension and move the plot along.
When a player tries to smuggle something past a guard, the GM should generally let the player roll their Charm, Create, or Impress skill against the guard's modified Recon; it is much more interesting to have the players be the active party.
Various stunts can be used to distract a guard or fool someone into revealing what they carry, these generally modify the Recon check further. A Setback on such a stunt makes either avoidance or discovery automatic.
Now and then the GM will have to fudge these rolls; generally to allow either a hero or villain to pass inspection but still cause suspicion - this is often the best setup for an exiting action scene.
When gambling against another character, make opposed Charm rolls to see who gains the advantage at each stage. Success earns Advantage. If you get an Outcome matching your opponent's Mind, you win. As with any stunt, style gives a bonus. Stakes are raised raised before each roll; refusing to raise and roll means you forfeit the game at the current stakes. Rigged games give the cheater a bonus of +3 or more, but if the target would ordinarily have won, he becomes suspicious.
You hang out with people, perhaps buy a few drinks, and get in on the local gossip. This gives you the local scuttlebutt and rumors, and possibly some real information as well. When gathering information about someone, make an opposed Charm check against them to learn their whereabouts and general information. On an Outcome matching the target's Mind you catch wind of some secret or unusual information. If the roll fails, you still learn general information, but not his current whereabouts, and friends of the mark may inform him of your nosing around.
Note that you can use the Contacts Element of any skill to do this, not just Charm, as long as the information sought are known among the contacts given by your skill.
Good Cop Routine
Make an opposed Charm roll against a prisoner or someone who is otherwise at your mercy or dependent on you. If you succeed, you gain their confidence and they see how you are trying to work out the best for them in their current situation; they would not lie to you or play tricks on you, but they still maintain their old loyalties and might not spill the beans to you either. Combines well with Bad Cop Routine.
This is the ability to convey different messages to different listeners by alluding to knowledge only some of them have. It is generally used when you know you are being overheard, but still wish to tell your allies something without the listener realizing what it is. This is useful both in polite conversation and when talking over an open line.
Make an opposed Charm roll against any listeners you want to hide your true meaning from. If you fail, the unintended recipients understand there is a hidden message. If you fail by a margin matching your own Mind, they understand what the message is. The people you are addressing automatically understand what you are trying to convey.
You can swipe a small object without attracting attention. This is usually used to steal, but can be used for other purposes, such as to to plant evidence or for parlor tricks.
Make an opposed Charm roll against your mark. On a success you can swipe or plant a small object that is not attended, secured, or attached and the theft will not be immediately noticed. If you fail and score a negative Outcome matching your Reflexes the attempt is noticed. To swipe an object that is larger than your palm, is attached or worn in a pocket, or that is in clear sight you must score a positive outcome matching the observer's Mind.
You look over a person, trying to see if he is disguised, concealing an object on his person, or otherwise is hiding something. Make an opposed Charm roll to notice such discrepancies.
Charm can be used to get others to help you because of love and desire. Seduction only works on someone potentially exited by your species and gender. You can generally continue to try and make Seduction rolls as long as you succeed; on a failure the mood is broken and you cannot try again in this situation.
Once someone has been seduced, they will willingly follow and help you out. They seek to avoid conflict with their old allies, and if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former loyalties.
Someone who you have seduced expects favored treatment, company, and possibly sexual favors from you; if you refuse them when the occasion present itself or if they discover you've been unfaithful your power over them is broken and they might become vindictive or even downright hostile.
Observe someone in a social context and make an opposed Charm roll to learn his immediate goals and motivations, seeing trough surface motives into another person's deeper motivations and personality. You know what kind of person this is; gaining insight into his motivations, methods, and habits. This is not an exact science, and if the target is projecting a social facade, that counts as actively resisting your attempt.
You have a one-on-one interaction encounter with another character present at the scene. Only you and the other know this happened. This is strictly a social encounter, there is something that prevents this from escalating into combat or that makes attacks impossible. In the middle of a fight this might be a pause enforced by the environment, an impasse, or a mexican standoff.
This interlude happens immediately and is quite short; you can each make an interaction check against the other and have a meaningful exchange. You can use a Charm Limit Break during a tete-a-tete. It happens outside of the normal sequence of rounds. Short as it is, it can still be used to have a meaningful relationship development, make points clear, or otherwise be used to establish common ground or revitalize a rivalry.
You gain an advantage against an opponent by quick and deceptive actions or words, causing him to stumble or otherwise make a fool of himself. This is a useful set-up both in and outside of combat. The roll will be heavily modified depending on how well you describe your stunt and use available props.
It you score an Outcome matching the target's Mind, you instead inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your maneuver. He might mistake you for an ally, strike past you at a friendly target, run off after some imaginary danger, or otherwise temporarily make a fool of himself.
Trigger Action (Defense)
If you suspect your character is being hoodwinked, you can adopt a skeptical attitude and actively defend yourself. This gives you a +3 bonus to your Charm for any task where your Charm skill sets the difficulty. In a social situation where shots are not counted, this means you are not fully participating - you remain aloft, standing back and observing rather than engaging in the situation - which in means you can't initiate social interactions or make stunts using social skills.
The most important Create stunt is Tinkering, a whole complex of rules covering almost any build or repair situation, but there are other stunts you can do using Create. These stunts assume you have (or improvise) the relevant tools for the job.
Make a Create roll against the Toughness of an object to break it. To do this, the object must be stationary relative to you; you may have to use other skills (like Maneuver) to get into position. You need appropriate tools to break an object this way (this can be another power with the GM's approval) and, depending on the tools used, you usually need to be adjacent to your target as well.
Breaking & Entering
You can break open normal locks, doors, widows, and similar everyday security devices by destroying them. This requires an opposed an opposed Create roll. Typical difficulties depend on where the security is and whether it is a locale that is accessible or a vault that requires a complicated process to enter.
Breaking & Entering destroys the lock, making it impossible to try again. If you roll half the difficulty or less, you do not manage to destroy the lock but you still cannot try again.
You can rummage through your pockets and pack to find various odds and ends you stashed for later. An item found this way cannot be so large that it would not fit in what you are currently wearing. The difficulty depends on the type of gear.
- 10 Everyday gear
- 12 Specialized gear you need for your adventuring career
- 14 Gear others need for their careers
- 16 Cutting-edge or magical gear
- 18 Out-of context gear
- 20 True rarities, not including macguffins or plot objects
You need appropriate tools to demolish an object (this can be another power with the GM's approval) and, depending on the tools used, you usually need to be adjacent to your target as well.
If the object is stationary relative to you, double the result of your Create roll. You may have to use other skills like Maneuver to get into such a position.
You can disable a mechanism such as a trap, bomb, or vehicle, making it inoperable and safe to handle. This requires an opposed Create check. If you fail the check, you have encountered a difficulty. You can try to Disable Mechanism again, but if this second check also fails, the device is triggered, usually with bad results, particularly with a bomb or alarm. The difficulty is the same as Breaking & Entering.
You search an area with a diameter equal to your Mind, locating hidden devices with an opposed Create check. Typical things you find are traps, alarms, surveillance equipment, and secret doors. You automatically find all things a normal Recon roll can find - normal concealed objects, improvised traps, doors, and other things that could be found with a quick Scan are obvious to an Examination.
In a round where you have not made any attacks or interactions, you can perform a Limit Break with a Create stunt, schtick, or power as if you were focused.
Make a Create roll against the Body of a damaged item to restore it to full (if sometimes temporary) functionality. For personal gear, this is the Body they were designed for (usually the Body of the user or wearer). This applies to relatively simple repairs, more complex tasks should use the Tinkering rules.
Basic combat, movement and evasion stunts.
Trigger Action (Defense)
When attacked you can take an active dodge, which increases your Dodge value by +3 for the current shot.
You do a Trigger Action (Defense) maneuver you know as a part of this action, at no additional shot cost. Until your shot comes up next you gain the benefits of the Trigger Action (Defense) chosen.
Trigger Action (Defense)
When an ally within Move meters of you is attacked, you can put yourself in the way, taking the attack meant for them. This redirects the attack to affect you instead of them. You can use additional Trigger Actions to improve your own defense.
Run & Dodge
Until your next action, you get a +3 bonus to Dodge.
Impress stunts are used to slow down and dominate others in and out of combat.
At Weapon Point
Basic Action (Surprise only)
When you have the drop on someone, instead of immediately attacking them, you use your obvious advantage to get them to converse with you.
To use this stunt, you have to have an obvious advantage - usually because the target is surprised, but sometimes other factors can allow it, at the GM's discretion. Another way to use At Weapon Point is with a hostage and against someone who is already using it, creating a Mexican standoff.
You must have a clear shot at your opponent with something he considers dangerous, generally a Melee or Shoot attack. You can use this against several creatures at once, but you can only attack once (see below). Make an opposed Impress check, on a success you hold him At Weapon Point until the situation is resolved or until you suffer a Setback.
Bad Cop Routine
Make an opposed Impress roll against your target. If you succeed, they give up, spill the beans, and give in to your demands. Basically, they will do anything to momentarily please and appease you, which means they might give you a plausible lie instead of an uncomfortable truth, especially if you ask leading questions. They also have no qualms about causing you harm as long as it is not obvious, such as by triggering a silent alarm. Combines well with Good Cop Routine.
You try to get an advantage or force someone else to cooperate with you. Make an opposed Impress roll against your target. If you succeed you gain an Advantage. It you score an Outcome matching the target's Mind, you inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and what you did to him. He might cave in to your demands, run off scared, break down babbling, or otherwise lose his cool.
You try to demoralize another into a disadvantage. The roll will be heavily modified depending on how well you describe your stunt and use the situation and available props.
Make an opposed Impress roll against your target. If you succeed the target is Stymied. It you score an Outcome matching the target's Mind, you inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and what you did to him. He might run off scared, fail to do anything, surrender, or otherwise lose his cool.
You try to establish yourself as a person of prominence worthy of trust and responsibility. You generally only get one chance at this, but can make up for a failed first impression over time as people really get to know you. This need not be the first thing you do on meeting someone, but it should be your first serious interaction with them.
Make an opposed Impress roll against the highest skill of those doubting you. On a success, you establish yourself as a person to be respected and not to be crossed. On an outcome matching their Mind you establish yourself in an alpha position, a leader, noble, or otherwise with a very strong authority.
Using this on enemies establishes you as a respectable and noteworthy opponent, not to be taken lightly. It makes it much more likely that they will accord you special privileges, such as accepting a settlement by negotiation or duel, but it does not make them friendly or make them back down from their position.
This is useful to avoid pitfalls in social situations. You can gauge what another creatures reaction to an order or request would be. Decide on a hypothetical impress stunt and make an opposed Impress roll. On a success you can gauge the targets reaction if you succeeded with the actual stunt. You understand whether the request is reasonable or if the target is uncomfortable or even violently opposed to it (which means the stunt might be impossible or require a Setback to achieve).
Trigger Action (Defense)
When put under pressure, you can adopt a sullen attitude and actively defend yourself. This gives you a +3 bonus to your Impress for any task where your Impress skill sets the difficulty.
You attract attention. Make an Impress roll against everyone present; if you succeed, you make a strong impression and they will focus their attention on you. If their next action does not include you as a target, it suffers a -2 penalty. This works both is social situations and in battle.
If you are performing on a stage, presiding in a court, or otherwise the center of attention this is a Basic Action.
Use this to scare someone to lay off and let you be for a while; on a success, the target loses three shots and backs off, allowing you to move by or away. If your Outcome matches the target's Mind, he is seriously scared and suffers an appropriate Setback instead.
In certain cases, you can do this as a basic action, when you have a good enough stunt or setup in the GMs opinion. This is often the result of a planned set-up or threatening hostages.
Make a Know roll against the target's Know. On a success you either learn one of the targets weaknesses or gain an Advantage against that opponent. If you score an Outcome matching the target's Mind, you either analyze all special weaknesses or defenses have, specifically all their Dodge powers and schticks. If the target has some specific secret or weakness, you learn them. If you have already completely analyzed the creature, you instead gain an Advantage.
A debate is a scientific or theological discussion about points of fact and theory - not a piece of oratory. It only works if both sides are willing to discuss the issue in a rational manner. But it is also very persuasive - convincing someone in a debate can often change their entire world-view, as well as that of your audience.
A debate is run in rounds of approximately 15 minutes. Generally a debate is 1-2 hours long. To successfully debate, you need to beat your opponent in an opposed Know roll. An outcome equal to your opponent's Mind counts as two successes. The side with the most successes at the end wins the debate, but with no major repercussions. If you manage to score successes equal to a listener's Mind you have convinced either him or the audience you are right. If the opponent scored less than half as many successes as you did in the debate, the result is a lasting one and the listener is permanently swayed; otherwise it is merely a temporary conviction, maybe the permanent ceding of some minor point.
If either side is "in the right" - that is has significantly more proof than the opposition - they get a bonus of +3 or even +5 on their debate rolls.
You can stabilize a Mortal Wounded character you touch. This takes a Know roll against the damage value of the attack, and must be done soon; in an action scene you can try this again and again, but outside of combat you only get one attempt per victim you try to help. It reduces the lasting effect of such damage, saving lives and helping future recovery. It does nothing for the immediate situation.
You can make a focused attempt to remember something out of your background and education, such as a particular name, date, or simple fact. The difficulty depends on the obscurity of the fact and how it relates to your background and experiences.
|10||General context and background|
|20||Detailed context, background, and motivations|
You get only one chance per scene at recalling something with Lore; if you do not remember it at once, you will have to use Research or wait until later. This is similar to, and in addition to, any Knowledge Element rolls your skills may entitle you to do - you can do one Lore and one Knowledge Element check for each topic, but the difficulty might well be different depening on how scholarly the information is.
Trigger Action (Combo)
You can use this stunt to focus in order to function at a higher Mind rating for one action. This is useful with a lot of powers whose effect derives from Mind. This works only for effects whose effectiveness is solely determined by Mind. You cannot do this for a power where the Outcome is directly added to Mind to derive an effect, such as most attacks.
An illustrative example is the Telekinesis power. The amount you lift depends on a skill roll and cannot be pushed, but the speed at which you move it is determined solely by Mind and can thus be pushed.
This is a trigger action triggered by whatever action you needed greater mental power for. Make a Know roll against your own Mind; for every 3 points you score on this roll, your effective Mind is increased by one, with a minimum of +1 for a successful roll. An Outcome of 1-5 allows +1 Mind, 6+ allows +2 Mind, 9+ allows +3, 12+ allows +4 and so on.
So, if they fire their weapons in there, won't they rupture the cooling system? - Ripley, Aliens (1986).
A scientific theory can never be verified; it only stands until refuted. You can refute what another is trying to do, and why it cannot succeed as well as they think. Refute Effort cannot hinder everyday actions such as walking or actions the targets have already undertaken this scene, such as firing a gun. But if conditions have changed or are somehow extraordinary, Refute Action can work.
Propose an action and why it would not work and make an opposed Know roll against the highest Know among the opposition. If you succeed the specified action has a minimum difficulty equal to your Know. It you score an Outcome matching the target's Mind, and the target fails the specified skill check, he suffers a Setback.
You can find information in reference books; from small handbooks like a travel guide or Woodchuck guide to whole libraries. Make a Know roll to find the actual facts you seek; the difficulty is generally the same as Lore. Books and libraries are limited mainly in the number of research attempts you can make in them; a small reference work is exhausted after one attempt, the congressional library or internet is good for years of research on almost any subject.
Certain libraries are especially good in some fields, and make research in these fields easier. Big libraries give this bonus in many fields, but really esoteric information might require looking in out-of-the way repositories of knowledge. Research in such a library is Confident. This never applies to the internet.
You aid a friend in performing an action. It doesn't matter if you know the skill that would normally be used. You can use the bonus yourself, or give others advice (and the bonus). This works as an Assist Action, except that you always make a Confident Roll Know roll, regardless of what skill is involved. When assisting someone of the same or lower skill, you can forgo the die roll for speed.
This stunt allows you to capture power-users, preventing them from using their powers. The result is that you can actually keep a powered character as a prisoner instead of having to kill them.
All Traditions have weaknesses and flaws that can be used to suppress power use. But beside those limitations severe enough to become Methods or Power Loss Limitations, all traditions also include smaller flaws, not significant enough to count as one of the above, but which can still be used to temporarily suppress power use. Exactly how this is done depends on the situation, tradition, and the gamemaster's whim.
Make an opposed Know roll against the target to see if the method you are trying works. If you succeed, the target suffers from Power Loss. This roll is modified depending on how well you know the target's powers and tradition.
|Strange or foreign tradition you have limited experience with||-2|
|You have successfully power-suppressed this individual before||+5|
This kind of restraint involves an object; a seal, talisman, plug, or other inhibitor placed on the target. This seal is fairly easy to remove, which means the target must generally be restrained or kept under watch to make sure the seal is not broken.
You search an area (crime scene, fight scene, hall, apartment), looking for hidden dangers and clues. You automatically find all things a normal perception element check can find - anyone simply using Sneak, normal concealed objects and doors, and other things that could be found with a quick scan are obvious to a Search. You can also find hidden clues, deduce what happened in the area recently, and find carefully hidden devices such as advanced traps and secret doors with a successful Know check.
|Thing to notice||Difficulty|
|Carefully hidden device or door.||Create skill of the builder.|
|Find physical clues, hidden notes and such.||5|
|Reconstruct events at a fight or crime scene by physical evidence.||10|
|Recognize people you know of by physical evidence.||15|
|Identify people you do not know by physical evidence.||20|
You can create logical conundrums; tricks that can be simple for normal common sense to see through, but which are at least superficially logical and can fool logical automatons and others lacking common sense. In this way, you can bluff anyone who is immune or resistant to normal Charm, using your Know skill as tough it was Charm. You cannot bluff ordinary people this way, only those with special resistances such as Automatons or those with Logical Detachment.
List of specific stunts the skill can be used for, and rules for each using the standard power format.
Trigger Action (Defense)
When another creature attempts to make a roll against your Maneuver, you can make an active defense to increase your defensive Maneuver by +3 for the current shot. You can also use this to replace the difficulty of Free Running stunts when people are moving within your reach.
You can throw off pursuers by selecting a route they cannot easily follow. You need some terrain you can conceivably shake pursuit in, (check out the Free Runing rules for examples). Make an opposed Maneuver roll against the Ride or Maneuver of the target. If several people are chasing you, you still have to concentrate on shaking one at a time or use the multi-target rules. If you succeed, the target loses three shots or must give up pursuit. It you score an Outcome matching the target's Reflexes, he loses shots equal to the Outcome and has to give up the chase or suffer some Setback.
Schticks or powers can modify this stunt by +5 or even +10, as appropriate for the situation. For example, it is very hard for someone to catch up with you if you fly off and they can't, but in this case it is usually quite easy for them to follow you at a distance unless you are also faster. You can usually avoid vehicles by going for rugged terrain.
You can move over hindering terrain, run and leap over hazards and difficult ground that would slow or hinder others. The difficulty depends on the situation.
|Rubble or other slowing obstacle.||6|
|Obstacle course, fences, walls up to 3m in height, tightrope.||9|
|Moving obstacles, fast traffic, slack ropes and swaying supports.||12|
|Running on walls.||15|
|Running on ceilings, flames, or slow missiles such as spears or arrows.||18|
|Running on clouds, flames, or bullets.||21|
|You end your move still in the hazard.||+3|
Free Running is not an action unless you fail the roll. If you fail by a margin less than your Reflexes, you need to focus on moving to the extent that the move itself counts as a Basic Action - if you planned to do something after the move you cannot, if you acted before moving the movement fails. If the margin matches your Reflexes you suffer a Setback.
|Swell or small waves, no turbulence.||6|
|Wavy or choppy water, slight turbulence. Body surfing.||9|
|Breaking waves, marked turbulence or strong current.||12|
|Violently choppy water, strong turbulence, undertow.||15|
|Extreme turbulence, rapids, passing a propeller or other water-churning event.||18|
|Waterfall, fountain, ignoring a strong current.||21|
|You end your move still in the hazard.||+3|
This is similar to Free Running, only it involves air or space travel. Only creature capable of flight need bother with this.
|Strong wind or turbulence. Light flying debris. Narrow areal passage.||9|
|Severe wind. Storm or narrow passage with a strong air current. Flying debris.||12|
|Windstorm, lots of flying debris. Tight passage (forcing the flier to bank to pass).||15|
|Hurricane. Flying through a slow propeller or other periodic hindrance.||18|
|Tornado, fast propeller.||21|
Moving Past an Enemy
You can make a jump equal to your Move in meters as a running jump; A quarter of that is the height of the jump. The difficulty of the stunt is twice the distance or eight times the height in meters. This is for when you cannot "cheat" somehow. If you can use a pole, trampoline, rope or other aid, you can make a Maneuver roll with the length (or four times the height) of the jump in meters as the difficulty.
Free Running is the more common stunt. Use the jump stunt only when there is a distinct hazard to be passed trough, not for difficult ground in general.
You use this is combat to get a momentary advantage. It represents such maneuvers as outflanking, getting a height advantage, and causing someone to stumble. The roll will be heavily modified depending on how well you describe your stunt and use available props.
Make an opposed Maneuver roll against your target. If you succeed you gain an Advantage. It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might drop his weapon, fall over a cliff, temporarily show off his unarmored flank and so on.
You can use this stunt to run at a higher Move rating for one action. This is useful as a temporary speed boost and for keeping up with a chase in open terrain, where your Move would not enough to participate in a chase. If you fail any action to keep up with the case, you fall behind and cannot re-enter the chase unless special circumstances permit it.
This is a trigger action triggered by whatever action you needed greater speed for. Make a Maneuver roll against your Move; for every 3 points you score on this roll, your effective Move is increased by one. An Outcome of 3 allows +1 Move, 6 allows +2 Move, 9 allows +3, 12 allows +4 and so on.
You try to delay and hinder another character by unbalancing them. This is a buying time stunt. Make an opposed Maneuver check, on a success the target loses three shots from his current shot. On an outcome matching the target's Reflexes the target suffers a Setback.
You present an attractive target for a split second, causing your opponent to take a wild swing or otherwise expose or make a fool of himself.
Make a Melee vs. Dodge roll against your target. If you succeed, you gain an Advantage. It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might strike past you at a friendly target, run out of ammunition, lose his weapon, or otherwise temporarily make a fool of himself.
You can disarm opponents causing them to drop their weapons. Make an Melee vs Dodge roll. If you succeed, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, he loses the weapon and you can either kick it away or pick it up. If your Outcome matches his Reflexes, he loses both the weapon and the shots.
You baffle others with false maneuvers. Make a Melee vs. Dodge roll; on a success, your target loses 3 shots and you can move past a position they covered or otherwise get a small respite in a fight - he cannot take Trigger Actions to hinder your movement. If your Outcome matches the target's Reflexes, you cause him major consternation; he loses six shots any anyone can move by him until his next shot comes up.
If you are using a melee weapon with the Entangle ability, the target looses an additional shot on a successful stunt.
Make a Normal Melee Attack with a damage of Body +0 soaked by Body. If you cause any damage, you do not inflict a Hit but instead grab hold of your opponent and move close, body-to-body. If you score a damage outcome matching the targets's Reflexes you also score an Advantage but still do no actual damage.
You are clinching that opponent until one of the following happens:
- He succeeds at an attack or stunt directed at you.
- You are no longer adjacent.
- You suffer a Setback—this is in addition to the effect of the setback itself.
- You can voluntary end the grab at any time.
While in a grab, you get a +3 bonus to Dodge and Impress as a defense against attacks and stunts from the opponent you are clinching and neither of you can employ weapons, including implements. Both you and your target are restricted to only attacking each other. If your Body scores are within 1 point of each other, you cannot move with a Basic Action, but can move both of you your Move as a basic action. If either of you have 2 or more Body higher than your opponent, the stronger one can move normally, carrying the weaker one around.
Normal Melee Attack
You make an attack roll against your target's Dodge and inflicting damage equal to your Body plus relevant modifiers for the weapon used. A basic unarmed attack like a fist or kick does Body Blunt damage and has the Stun ability, while a dedicated natural attack like claws or jaws does Body +1 Cutting damage. Weapons, powers, and schticks can greatly enhance these values.
The Body and Mass table shows what kinds of loads can be lifted depending on Body. Handling such loads does not require an action or roll. Handling greater loads is done with a Trigger Action triggered by whatever event required greater strength. Make a Melee roll against your Body; for every 3 points of Outcome, your effective Body is increased by one, with a minimum bonus of +1 for a successful roll. An Outcome of of 1-5 allows lifting at +1 Body, 6+ allows +2 Body, 9+ allows +3, 12+ allows +4 and so on.
When an adjacent enemy tries to move away from you, you can try to intercept. The opponent must try to Move past an Enemy or stop where they are.
You cannot use this stunt on an opponent who starts their turn adjacent to you and then immediately moves away without moving into another space that is also adjacent to you; the enemy must be trying to move past you, not simply be disengaging. This is typically to move into an area adjacent to you and then try to continue moving.
If you successfully use this against a flying creature, that creature is forced to land and cannot take off again for the rest of the round.
You use this to prevent a creature from using special movement modes, such as flight, wall walking, burrowing and the like. It does not work against swimming targets. Make a Melee check against Maneuver, on a success the special movement mode is negated for the rest of the round. On an outcome matching the target's Body the special movement is negated for the rest of the scene or until the target receives successful First Aid with a difficulty equal to your Melee skill.
A creature that would be stuck in a dangerous position due to this maneuver can still move to safety, but can perform no Basic Actions or Limit Breaks until they are safely on the ground.
Recon stunts cover basic hide-and-seek abilities.
Trigger Action (Defense)
You get a +3 bonus to your Recon when it is used as the difficulty of an action. This includes both staying alert and keeping your head down. Outside of action scenes you cannot initiate actions or stunts of your own while staying alert.
You look around, trying to spot hidden enemies and dangers. Make an opposed Recon check against an enemy trying to Sneak. Scan cannot find someone using Surveillance unless you are actively out scouting for them.
Make a Recon roll and compare it against the highest Recon rating among the opposition. If you fail and it is important to know who spotted you, observers can make opposed Recon rolls to see who noticed you first, but generally this is a moot point as long as the enemy is able to communicate. You must be in some plausible place of concealment to sneak, but the GM is encouraged to be lenient on this. Basically you need to give a suitably cinematic description of your stunt.
Your Sneak roll gets a bonus or penalty based on circumstances, as normal - generally being more than their Mind meters away or on the other side of a solid barrier is good for a +3 bonus.
If successful you are under cover and hiding, effectively invisible. You cannot be selected as the target of an attack and gain a +3 bonus to Dodge against area attacks. Any attacks you make in the shot where you exploit your cover gets a +3 attack bonus and your attacks do not allow Trigger Actions.
You need not make additional Recon rolls to stay hidden and can perform other actions as long as you remain still and under cover, but opponents can actively use Scan or schticks to find you. You become visible if you call attention to yourself, move, or take an action that directly affects someone other than yourself. If you start hidden, move (thus revealing yourself), and then successfully sneak again, enemies have only a vague idea you are in the area.
A character that is Sneaking can do stunts that affect only himself without attracting attention, but actions affecting others, even allies, draw attention.
Trigger Action (Defense)
You stay hidden at a distance (from 50 meters to several kilometers away, depending on cover), trying to keep a place or person under surveillance while concentrating on staying hidden. You are far away and under cover, enough that foes will only find you if you fumble or if they start an active search, but you have a limited perception of what goes on. If your opponent's security measures are strong, you have to focus more on hiding and will notice less. Range as such is not a factor, but tighter security keeps you at a distance while also making the task harder. Surveillance of a person is harder than of a place. Depending on what surveillance methods you use, it might be pretty easy for the enemy to prevent or disrupt your surveillance, such as by unpredictably changing modes of transportation or using a secret passage. Paranoid enemies might use such methods even if they don't know they are under surveillance.
To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. If organized security exists, use the Recon value of the chief of security. Depending on the security present your opponent might use other skills to defend, such as Create for an electronic counter-surveillance system.
You can retrace the path of other creatures. If those creatures were aware they might be tracked and are trying to avoid it, this is a roll against their Recon or Ride (depending on how they are traveling), otherwise the difficulty is their Reflexes. The roll is heavily modified depending on the situation.
|Each creature being tracked||+1|
|Each hour since the tracks were made||-1|
|Traffic or interfering tracks||+5|
|Heavy Traffic||+10 to impossible|
Tracking requires constant Basic Actions to stay on the trail, making tracking rather arduous and impossible to do when moving quickly. An actual roll is only needed every hour and at each obstacle, such as a stream, branch in the road, or other problem.
List of specific stunts the skill can be used for, and rules for each using the standard power format.
When you ride, you can use this to get a momentary advantage. It represents such maneuvers as outflanking, getting a positional advantage, and driving someone off the road.
It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might drop his weapon, fall over a cliff, temporarily show off his unarmored flank and so on.
You can find a safe hiding place and rest spot. A camp can be a campsite, cave, hidden cove, safehouse, untraceable flophouse, abandoned attic, sheltered mausoleum... Whatever suits the story. You must be out of direct harms way and a reasonable distance away from the base of your enemies. Make a Ride check against the Recon among the oppositions; on a success your camp is hidden well enough not to be found except with extensive searching (which allows the opposition a Recon check against your Ride skill.
You can cut travel time by taking creative shortcuts. In a land without obvious paths, you might have to use this stunt to even navigate across some wilderness. Make a stunt roll against a difficulty determined by the terrain, or against the Ride of another pathfinder if you are competing on finding an objective.
|Known area, good map, or good signs and markers.||3|
|Pathways exist but you do not know them, lack of roadsigns or a bad map.||6|
|Confusing pathways with no signs and no map.||9|
|No blazed paths, good terrain.||12|
|No blazed paths, broken terrain.||15|
|No blazed paths, dangerous terrain.||18|
On a success, you save some time, arriving early by about 5% per point of outcome (but in no less than half the usual time except in very unusual circumstances). On a failure, you lose time and take about 25% more time per point of negative outcome. Only bother to roll if the situation is opposed or if a meaningful challenge exists; driving along a known highway does not call for this stunt.
When riding an animal or vehicle, you use the ride's Speed and your Ride replaces the ride's Dodge and Maneuver. You use the lower of your and the ride's Reflexes, and you and the ride share shots and actions.
If the ride is open - like scooters and cycles of all kinds and most living mounts - attackers can target either you or the ride separately. You are considered to fill the entire space ofthe ride and can make Shoot or Melee attacks.
If it is closed - most vehicles and some howdas - enemies can only attack the ride. You can make shoot attacks only straight ahead.
Passengers other than the driver in a closed vehicle cannot be attacked, but otherwise these rules do not apply to passengers, who use their own abilities normally.
Sense of Location
You can sense when space and time is distorted, such as when you have been subjected to Teleport powers or when reality around you has been changed. This also allows you to sense the movement of a large vehicle you are riding, such as a ship or train. It can also penetrate trickery designed to make you think you've been moved when you actually have not. Make an opposed Ride check against whoever is causing the distortion - on a success you gain some idea of what really happened.
You must consciously use this power, and do so soon after the event you are trying to detect; generally within the same scene.
You can ride over hindering terrain, leap over hazards and difficult ground that would normally slow or hinder others. This is similar to Free Running but generally more difficult. The difficulty depends on the situation.
|Off road but flat or within the expectations of an off-road vehicle.||6|
|Obstacle course, rubble or other slowing obstacle, heavy traffic, riding a car on two wheels.||9|
|Jumps up to 3m in height, tightrope, congested traffic.||12|
|Riding on walls.||15|
|Riding on ceilings (at speed).||18|
|Riding on flames, smoke, or the missiles of a ranged attack||21|
|You end your move still in the hazard (this requires you to maintain speed and continue the stunt on later actions).||+5|
Failure at stunt driving means you hesitate. You can up the ante and try anyway (as a Standard action), but if you fail this second attempt you suffer a Setback.
In a similar way, you can move trough turbulence and other areal hazards.
Boats have their own set of obstacles, that you can avoid using skill and luck.
In space, no-one can hear your brakes scream.
Submarines exist in their own highly dangerous environment. This schtick also applies to digging devices.
You can throw off pursuers by selecting a route they cannot easily follow. You need some terrain you can conceivably shake pursuit in. Make an opposed Ride roll against the Ride or Maneuver of the target. If several people are chasing you, you still have to concentrate on shaking one at a time or use the multi-target rules. If you succeed, the target loses three shots or must give up pursuit. A target reduced to zero shots shots way is evaded. It you score an Outcome matching the target's Reflexes, he loses shots equal to the Outcome and has to give up the chase or suffer a serious Setback such as a crash.
Schticks or powers can modify this stunt by +5 or even +10, as appropriate for the situation. For example, it is very hard for someone to catch up with you if you fly off and they can't, it will be easy for them to follow you unless you are also faster.
You can use this stunt to give your mount or vehicle a higher Move rating for one action. This is useful as a temporary speed boost and for keeping up with a chase in open terrain, there the Move of your vehicle would not enough to participate in a chase. If you fail any action to keep up with the case, you fall behind and cannot re-enter the chase unless special circumstances permit it.
Use this as a trigger action, triggered by whatever condition makes you need more speed. Make a Ride roll; for every 4 points you score on this roll, your effective Move is increased by one. A roll of 4 allows +1 Move, 8 allows +2 Move, 12 allows +3, 16 allows +4 and so on.
List of specific stunts the skill can be used for, and rules for each using the standard power format.
Spend an action aiming at a specific target. If you attack that target as your next action, not having spent any shots in between, and as long as the target stays in the same spot, you get a +3 bonus on your Shoot skill.
Trigger Action (Defense)
When you see someone attacking you or another or performing an action, shoot in their general direction to keep their heads down and disrupt their action. The difficulty of their action now becomes your Shoot skill +3 if it was otherwise less than that.
Normal Ranged Attack
While photographic apparatus and technology is covered by Create, actual action photography is covered by Shoot, providing gun-tooting characters something to do in non-action scenarios. To make a photo shoot in action is very much like taking a lethal shot, and most schticks can be used normally. To make a moving and insightful shot of some other aspect of a character requires a Shoot against whatever skill the shot is to manifest—often Charm or Impress. The impact of a successful photograph is decided by the skill of the person being photographed.