Dodge (Action Powers)

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Heroic Action Role-Play

Dodge Skill Description

Dodge is the ability to stay out of harms way. Different heroes approach this differently; some use reflexes to dodge, others use insight to simply not put themselves in danger, while some are heroic enough to just shrug off attacks that would kill lesser men. In many ways, Dodge is not really a skill, it is more of a measure of your heroic potential. It is very much recommended that you raise this skill as high as possible, even if you are not a combat character. Dodge defaults to Reflexes and an outcome matching this attribute on a stunt directed against Dodge will often result in a Setback.

Use in Action

Dodge is the default defense against physical attacks, and even most mental and mystic attacks in combat use Dodge as the difficulty. It has few active uses.

Knowledge

Dodge has no knowledge element.

Contacts

Dodge has no contacts element.

Perception

Dodge can spot clear and present danger, and can also sense when a situation is potentially dangerous. This sense is pretty blunt and cannot sense simple spying or be used to spot sneakers.

Powers

Dodge is linked to the forms of Fey, Flux, and Illusion.

Stunts

Basic combat, movement and evasion stunts.

Active Dodge

Trigger Action (Defense)

When attacked you can take an active dodge, which increases your Dodge value by +3 for the current shot.

All-Out Defense

Basic Action

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.

Meatshield

Trigger Action (Defense)

You can interpose yourself between an attacker and an ally next to you, redirecting the attack to hit you instead. You must be aware of the attack and have shots to spend. You can't take further trigger actions to defend yourself from the attack.

Run & Dodge

Basic Action

Until your next action, you get a +3 bonus to Dodge.

Schticks

Schticks are mundane specializations.

Dodge Schticks

Several of these sticks cover abilities quite unrelated to the Dodge skill. This is because a hero is always assumed to raise Dodge to the highest allowed value, and these schticks relate to the character's overall level. In other word, some Dodge sticks could just as well be based on a character's highest skill rating, placing them in Dodge is just a little more elegant.

Armor Proficiency

Inherent

You ignore the Reflex penalty when wearing armor, but you still suffer any other penalties. For removing other penalties, see Utility item.

Bodyguard

Trigger Action (Defense)

You are a trained bodyguard, and can instinctively react to threats to other people. When somebody close to you is attacked, you can move your Move in meters to come adjacent to the one you are to protect. If you cannot move adjacent, you cannot move at all. You can then take the attack. This is the same as the Meatshield stunt, except that you are allowed to take further trigger actions to defend yourself. You can use this even in situations where you are not aware of the attack or in a Surprise round but not when you are out of shots for other reasons.

Bulletproof Nudity

Stance

Nudity can distract an opponents at critical moments. If nothing else, it makes the audience root for you. You must be more naked than the local cultural norm allows to use this, and not encumbered by excessive gear or armor. You can strip down as a part of activating the stance. Add +2 to your Dodge. The shock and awe quickly wears off, this stance ends at the end of the round and cannot be reactivated in the same fight. Multiple Dodge bonuses do not stack.

Bullheaded

Inherent

You are sure of yourself and not easily impressed by intimidation or social pressure. You can use your Dodge as a defense where you'd normally use Impress.

Cold Fish

Inherent

You are not easily swayed by charm and whiles. You can use your You can use your Dodge as a defense where you'd normally use Charm.

Crazy

Basic Action

Your motivations can rapidly and unexpectedly change. While being affected normally by social interactions and mental effects, you can completely change your motivations and negate all such effects you are currently under. After doing this, you loose all remaining shots for the round. You can use this schtick even when something would prevent you from doing so.

This cannot end a Curse, but can cancel the effect of a social or mental curse for a scene.

Danger Sense

Inherent

You have an instinctive sense for when danger approaches. This sense only registers actively hostile creatures; ambushes and enemy with intent to harm. You do not sense scouts, spies, thieves, or traps. This sense is automatic as long as any of the enemy has a Recon lower than your Dodge and are in a position to attack you or within a distance equal to your Dodge in meters. It does not actually reveal where the enemy is or what they are about to do, only that creatures of hostile intent is nearby.

If a hidden attacker notices that you have sensed them and decides not to attack, the premonition fades and you surmise that it was a false alarm and take no further notice of it or report it; it is assumed that Danger Sense triggers many more times than the events actually played out.

Defensive Reflex

Trigger Action (Defense)

You have reflexes honed to defense. When attacked you can use this to get a Dodge bonus of +3 this shot. You can use this even when you could not ordinarily use a trigger action, such as when you are surprised or have zero shots left.

Fox's Retreat

Trigger Action (Defense)

When Attacked, add +5 to your Dodge for the current shot.

Grenade Leap

Trigger Action (Defense)

When attacked by an area attack, you can use this to get a +5 bonus to Dodge and move up to your speed in any direction, including up. You can use it with one of your own area attacks to leap in this way. You are moving after the attack, so you do not get the benefit of any cover you move into.

Hold the Line

Focus

When an ally adjacent to you takes a Hit, you can focus.

Kiss the Ground

Trigger Action (Defense)

When attacked you can move your normal Move in any direction after the attack is resolved. You also get a Dodge bonus of +3 this shot.

Signature Item

Inherent

Select one specific item, like the family ancestral sword or the car that saved your life in the deep desert. Your fate is linked to this item.

  • You can own and operate this item legally even if it would normally be beyond your means, illegal, or require some special license. People tend to not question your right to take it along; unless the GM makes a montage of how it is taken, the item stays with you. It can also pop up in the unlikeliest places seemingly on its own.
  • It is harder to steal or disarm you of this item; it takes an Outcome equal to your Dodge to do so. Even if it is stolen, it always crops up later - it is never permanently lost.
  • The item is tougher than normal, having a minimum Toughness score equal to your Dodge.

Even when seemingly destroyed, the item can always be repaired.

  • You become fully proficient with the item, gaining the effects of Armor Proficiency and similar limitation-overcoming abilities.
  • Finally, the item becomes infused with your essence. It is considered a supernatural or magical item in situations where this matters.

Slayer

Inherent

You are an expert at attacking a particular type of enemy. This is generally a nemesis or ancestral enemy, but might also be skill and practice. When you make an attack against such an enemy, the attack roll is Confident. But if you roll snake eyes on such an attack, you need to reroll and are Stymied as your zeal backfires.

The kind of targets you can select as favored enemies depend on the campaign and must be approved by the GM. In general, a favored enemy should apply about 10% of all enemies you fight. Ethnicities and organizations work, even clans. Fantasy Races are usually appropriate, except against the dominant race of the setting (usually humans) where only specific ethnicities are applicable.

Untouchable

Trigger Action (Defense)

You never dodge except when it counts, ignoring misses and sidestepping would-be hits.

You can do this after an attack has been rolled for, but before it actually hits; it gives you a +3 bonus to Dodge against the triggering attack and for the remainder of the current shot.