Dodge All (Action Powers)

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Heroic Action Role-Play

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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.

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.

Interpose

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

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

Select one particular kind of armor. You ignore the reflex penalty when wearing this kind of armor. You can take this schtick twice to ignore the reflex penalty of all armor.

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 grab them and take cover in such a way that they benefit from your immense experience. This lets them use your Dodge +3 for defense for the current shot. You can use this even in situations where you are not aware of the attack; your instincts and training lets you protect others even when you are surprised.

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. This stance ends at the end of the round and cannot be reactivated in the same fight; Bulletproof Nudity only lasts a little while. Several different 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

Limit Break

A crazy creature has motivations that can rapidly and unexpectedly change. While being affected normally by social interactions and mental effects, as a limit break the creature can completely change its motivations and negate all such effects it is currently under. A creature can use this schtick even if such effects would normally prevent her from doing so. This cannot negate a Curse, but can cancel out 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 can be 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

Trigger Action (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.

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.

Dodge Powers

These are powers related to the Dodge skill.

Uses the form to defend against attacks on a personal level, blocking, parrying, or dodging incoming attacks or otherwise boosting personal defenses without clearly using another skill.

Dodge Air

Elusive Wind

Trigger action (Defense)

You are as elusive as the wind. This increases your defensive Dodge and Maneuver by +5 for the current shot.

Resist Concussion

Basic Action

Add your Mind to your soak attribute against concussion damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Wind Focus

Trigger Action (Focus)

When flying, more than 20 meters from solid ground or water surface, you can focus. You can also focus when on a windswept summit or on a wide-open plain and at least 20 meters from any obstacle to the wind.

Dodge Animal

Animal Support

Trigger Action (Focus)

When supporting or being supported by an animal, you can focus.

The simplest version of support is physical support - when riding an animal, you can focus. You can also focus when an animal is touching you and expressing social support. In all cases the animal must be friendly and trying to assist. A riding beast is always supporting you, but other animals must spend a basic Action expressing their support of you.

Carapace

Stance or Inherent

You can create a carapace that gives you natural armor. You gain 4 points of armor, giving you a Toughness equal to your Body +4. The armor is bulky and obvious. Any armor or clothes you were wearing meld into your new form.

When you take this power, you can choose to have it as a natural feature (inherent) or as a power you can turn on and off (stance).

Cutting Resistance

Basic Action

Add your Mind to your soak attribute against Cutting damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Thick Skin

Stance or Inherent

Your skin is protective, having scales, blubber, tough pelt, or some other form of natural armor. You gain 2 points of armor, giving you a Toughness equal to your Body +2. This power is not obvious at a distance, but it can be seen on close inspection.

When you take this power, you can choose to have it as a natural feature (inherent) or as a power you can turn on and off (stance).

Dodge Chi

Adaptive Resistance

Basic Action

Select a Damage Type you took damage from this scene. Add your Mind to your soak attribute against this type of damage for the rest of the scene. You can only resist one type of damage at a time using this power.

Centering Defense

Trigger Action (Defense)

The perfect man is like a fortress, able to defend against all sorts of attack at once.

You get a +3 bonus to all skills used as defensive values for the current shot.

Ki Block

Trigger Action (Defense)

Until the end of the round or until you take your next basic action or limit break, you gain a Dodge bonus of +3.

Psychic Resistance

Inherent

Add your Mind to your soak attribute against psychic damage.

Dodge Dark

Black Hole

Trigger Action (Defense)

When you take Disruption, Energy, or Physical damage, you can shunt incoming energies into nothingness, adding your Mind to your Body or Toughness against one specific attack.

Dark Focus

Trigger Action (Focus)

You can focus when you take Enervation damage. Whenever you are hit by such an attack or subject to harmful amounts of energy, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you. You can also focus when in complete darkness.

Dodge Death

Bone Shield

Trigger Action (Defense)

You create a shield of interlocking bones, that provides a +3 bonus to Dodge and Toughness for the current shot. The Toughness bonus does not stack with other Toughness bonuses, such as armor.

Death Throes

Trigger Action (Focus)

You can focused when close to death. Whenever you are hit by Infection damage or otherwise subject to harmful Infection or otherwise subject to harmful Death powers, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you. You can also focus when you take a Damage Setback.

Life Immunity

Stance or Inherent

Become resistant to extremes of temperature, disease, poison, lack of food water or air and other discomforting environmental conditions. Add your Mind to your soak attribute against biological damage. You are immune to environmoental conditions without a damage value, such as lack of air, food, or water, uncomfortable temperatures, and any kind of fatigue or lack of endurance.

This power is normally a stance, but commonly inherent in nonliving creatures, such as Undead.

Dodge Earth

Blunt Resistance

Basic Action

Add your Mind to your soak attribute against Blunt damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Earth Armor

Basic Action or Limit Break

You coat a willing target (which can be you) in protective rock. This increases Toughness by 2 points but reduces Reflexes by 1. You can use this up to 5 times on each target, encasing them in more and more stone, with stacking benefits and penalties. If you use this as a Basic Action, it lasts until the end of the scene, if you use it as a Limit Break it lasts for the rest of the day.

Earth Shield

Trigger Action (Defense)

You create a barrier of earth between yourself and the attacker. This increases your Dodge and Toughness by +3 for this shot. You must be within Mind meters of a large chunk of earth to do this.

Earth Skin

Stance

You grow a thick, stony skin and gain 8 points of armor, increasing Toughness, but you suffer a Reflex penalty of -2.

Earth Stance

Stance

You harden yourself against attacks by focusing. You increase your Toughness to Body +4.

Focus of the Soil

Trigger Action (Focus)

You can focus when in contact with rich and fertile soil.

Rock Focus

Trigger Action (Focus)

You can focus when in contact with a natural rock formation.

Dodge Electricity

Electric Aura

Stance

Your body is electrified, and anyone striking you risks being electrocuted.

If you are hit in Melee while using this power, the attacker takes Electricity damage equal to your Mind minus his attack outcome.

Electric Jolt

Trigger Action

When you are hit by an attack causing electricity damage, you can take an action that would normally be an Basic Action.

Shocking Shield

Trigger Action (Defense)

Your create a shield of arc lightning to block attacks with.

You gain a +3 bonus to Dodge. If you are hit in Melee while using this power, the attacker takes Electricity damage equal to your Body minus his attack outcome.

Dodge Fey

Biological Resistance

Inherent

Add your Mind to your soak attribute against all types of biological damage.

Faerie Dance

Limit Break

You perform a dance routine, expressing the nature of a Form through dance. Until the end of the next round, when you use another power of this Form, you can base any roll or stunt using that power on your Dodge skill instead of whatever skill the power would normally be based on.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Fairy Dodge

Trigger Action (Defense)

When Attacked, add +5 to your Dodge for the current shot. You can move 1 meter as a part of this action but after the triggering attack.

Faerie Improvisation

Limit Break

You perform a dance routine expressing a specific power of a Form you know. This power can be a Basic Action, Limit Break, Finisher, or Stance. You use this power as a part of the action to use Faerie Dance. Limit breaks used this way only work on voluntary or helpless targets. Stances used like this work for the remainder of the scene.

Fey Resistance

Inherent

Add your Mind to your soak attribute against all types of physical damage. Iron weapons ignore fey resistance, and the touch of iron objects cause you minor discomfort. All weapons of Blacksmith or Clockwork complexity, as well as melee weapons of Coal, Combustion, and Electronic tech level are generally made out of iron.

Follow the Faerie

Basic Action

You can invite an adjacent creature to participate in a game of follow the leader. As long as that creature does not let go of your hand or moves to a position not adjacent to you, it will follow any movement you take. This applies even if you move in ways the creature could not normally follow, such as flying or teleporting.

You can use this power again to add one more creature to the dance. Each person participating in the dance must be adjacent to at least one other dancer after each move. Normally dancers trail after you in a long line, but this can vary from moment to moment; you can re-position dancers in any legal position after each time you move.

Dodge Fire

Fire Focus

Trigger Action (Focus)

You can focus when you take Fire damage. Whenever you are hit by such an attack or subject to harmful amounts of energy, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you.

The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Fire Shield

Trigger Action (Defense)

Your block with a burning shield, and anyone striking you risks being burnt.

You gain a +3 bonus to Dodge. If you are missed in Melee while using this power, the attacker takes Fire damage equal to your Mind plus his (negative) attack outcome—subtract the margin of failure to your Mind to calculate the damage. Missing by a wide margin means he never got close to your fire shield.

Flame Skin

Trigger Action (Defense)

Your body is hard aflame, and anyone striking you risks being burnt.

Use this power as you are hit in close combat. The attacker takes Fire damage equal to your Body minus his attack outcome. If you use a Body-enhancing technique along with Flame Skin, the damage you inflict will increase. Does not work against a a weapon with range of reach or that otherwise lets the attacker keep all his vital parts out of range.

Dodge Flux

Drink Like the Devil

Trigger Action (Focus)

You are a master of the ancient and esoteric art of speed-drinking. You can drink alcohol at a prodigious rate, and have an uncanny ability to snatch drinks from others nearby.

Use this as a reaction to the presence of alcohol within reach; this can be either a drink you are carrying yourself, someone else is carrying, or incidental liquor like an open beer barrel or a bottle used as a projectile. You immediately take one hit from drunkenness, but become focused. If the alcohol was somehow used as a part of an attack (using a beer bottle to attack you), that attack fails.

Flux Focus

Trigger Action (Focus)

When either die comes up a 6 on the die roll for an action, you can focus. The GM might disallow this if you abuse it by making die rolls for meaningless actions.

You can reroll the dice after you've focused, for example by using Fortune, and the focus is still valid.

Wily Stupor

Stance

Add the number of hits you have taken to your Dodge for the round. Your dodge will increase as you take additional damage, to a maximum of +3. Does not stack with other Dodge bonuses.

Dodge Force

Bronze Bell Block

Trigger Action

Create a protective sphere of energy around you. Gain an Armor bonus of +6 for this shot only, increasing your Toughness to Body +6 if it is currently lower than that. Does not combine with any other armor.

Kinetic Focus

Focus

You can focus when you take Physical damage. The damage need not be sufficient to cause a Hit or otherwise have an effect on you.

The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Force Shield

Trigger Action (Defense)

You create a shield of force to block attacks. For this shot and until you take your next action of any type (including a trigger action), you gain a Dodge bonus of +3. Any actions you take in the shot when you use this power do NOT break the defensive bonus.

Resist Impact

Basic Action

Add your Mind to your soak attribute against impact damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Dodge Gifts

Conditional Focus

Trigger Action (Focusing)

Pick an Form. When a power of this form is used in an attempt to inflict harm on you, you can focus. This applies even if the attack failed to harm you.

You can pick this power several times in order to gain additional triggers.

The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Damage Immunity

Inherent

Select one subtype of damage when you take this power. You are immune to that subtype of damage. Select a kind of attacks that can penetrate your Resist Wounds ability or a condition when it will not work; typical examples include weapons made of (or incorporating) certain materials (such as silver), or under particular circumstances (such as in daylight). You can take this power several times, picking a new subtype of damage each time.

Quill Retaliation

Trigger Action (Defense)

Your body is covered by sharp quills, and anyone striking you is up for a jarring shock.

Use this power as you are hit in close combat. The attacker takes Piercing damage equal to your Body minus his attack outcome. If you use a Body-enhancing technique along with Quill Retaliation, the damage you inflict will not increase.

Regeneration

Stance

You heal one Hit at the end of each round in which you use this stance.

Resist Damage

Inherent

Select one Damage Type when you take this power. Add your Mind to your soak attribute against this type of damage. Select a kind of attacks that can penetrate your resistance or a condition when it will not work; typical examples include attacks based on a specific subtype of the damage type you are resistant to (such as Disruption/ Fire), weapons made of (or incorporating) certain materials (such as silver), or under particular circumstances (such as in daylight). You can take this power several times, picking a new type of damage each time.

Resist Wounds

Inherent

You cannot take deep wounds and are immune to Damage Setbacks from one damage type. Select a kind of attacks that can penetrate your resistance or a condition when it will not work; typical examples include attacks based on a specific subtype of the damage type you are resistant to (such as Disruption/ Fire), weapons made of (or incorporating) certain materials (such as silver), or under particular circumstances (such as in daylight). You can take this power several times, each time you do, it applies to a separate damage type.

Dodge Ice

Ice Armor

Basic Action or Limit Break

You coat the target (which can be you) in protective ice. He gains 4 points of armor, increasing Toughness. If you use this as a Basic Action, it lasts until the end of the scene, if you use it as a Limit Break it lasts for the rest of the day.

Frostbite Stance

Stance

Improve your Dodge by +2 for the current round, against melee attacks only. This is not cumulative with other Dodge modifiers.

Frozen Focus

Trigger Action (Focus)

You can focus when you take Cold damage or an Ice attack. Whenever you are hit by such an attack or subject to harmful amounts of cold, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you.

Dodge Illusion

Displacement

Trigger Action (Defense)

Your Dodge increases by +3 for the current shot. If you are missed, you can Sneak to become hidden, even in a location where you do not have concealment.

Mirror Image

Basic Action

You create 5 mirror images, illusions of yourself that stay in your immediate vicinity and act as if they were you. You a bonus to Dodge equal to the number of images you have at the moment, but not against area attacks. Each attack which misses you causes one image to disappear. The images otherwise last for a scene, or until you dismiss them.

Remember that skill bonuses do not stack, this is not cumulative with other Dodge bonuses. The images are obvious, which makes them obnoxious in many situations.

Monkey Roll

Trigger Action (Result)

After you have been damaged by an attack, you can use Monkey Roll to roll with the punch to reduce the damage. Make a move in the general direction of the attack (the attacker can control the direction if he is aware of your ability). Add your Reflexes to your Body or Toughness against this attack.

If the attack is a throw or causes knock-back, Monkey Roll supersedes this; ignore any involuntarily move or shot loss.

Dodge Life

Antibodies

Basic Action

Protect a creature from disease and slow toxins by touch. The target adds his Mind to his Body when resisting Infection, both damage and any rolls to halt the progress of disease or poison. This protection lasts for a day. You are normally assumed to use this on yourself each day. This does nothing for other types of biological damage, including neurotoxins; the only poisons affected are the slow ones covered under Infection damage.

Armored in Life

Inherent

This power grants you additional life force. Once per session, it can absorb one hit you would otherwise take. You can take this power several times with cumulative benefits. It does not work for unnamed characters.

Health Surge

Trigger Action

When you or an ally within Dodge meters takes damage, you increase their soak attribute by +3 for resisting that particular damage.

Dodge Light

Impervious as the Sun

Trigger Action (Defense)

Make an Active Defense, with the usual +3 Dodge bonus. In addition, those that fail to strike you in close combat during this shot loses one additional shots from their shot counters. Unnamed characters that fail to hit you lose their entire next action.

Light Focus

Trigger Action (Focus)

You can focus when you take Radiation damage. Whenever you are hit by such an attack or subject to harmful amounts of energy, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you. You can also focus when subject to blinding light - even if you are immune to it.

The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Radiant Defense

Trigger Action (Defense)

When you take Disruption, Energy, or [[1]] damage, you can defeat the damage with radiant energy, adding your Mind to your Body or Mind against one specific attack.

Dodge Magic

Damage Form Focus

Trigger Action (Focus)

When you take a Hit from damage of a type that correspond to one of the Forms you know, you can focus.


Damage Resistance Spell

Basic Action

Select the subtype of damage associated with a Form you know. Add your Mind to your soak attribute against this type of damage for the rest of the scene. You can only protect yourself from one kind of damage at a time, but you can learn this power several times to be able to stack several instances of this spell, protecting yourself against multiple forms of damage.

Magic Vengeance

Trigger Action (Defense)

Your create a shield radiating magical energy, and anyone striking you risks being burnt.

You gain a +3 bonus to Dodge. Select the subtype of damage associated with a Form you know. If you are missed in Melee while using this power, the attacker takes damage of the selected type equal to your Mind plus his (negative) attack outcome—subtract the margin of failure to your Mind to calculate the damage. Missing by a wide margin means he never got close to your shield.

Dodge Metal

Metal Armor

Basic Action or Limit Break

You coat the target (which can be you) in protective metal. He gains 6 points of armor, increasing Toughness, but suffers a Reflex penalty of -1. If you use this as a Basic Action, it lasts for a scene, if you use it as a Limit Break it lasts for the rest of the day.

Metal Block

Trigger Action

Use a metal weapon to block incoming attacks; gives a +5 Dodge bonus during the current shot. If a melee attack against you fails, your blocking weapon takes the impact. Usually it can withstand this just fine, but an attack of a higher tech level or by a much stronger opponent might cause it to break or weaken. A metal weapon normally has a Toughness equal to its damage value (including your Body. A Hit reduces its Toughness by one, a Damage Setback means it breaks.

Resist Piercing

Basic Action

Add your Mind to your soak attribute against piercing damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Dodge Mind

Empty Mind Stance

Stance

You may substitute your Dodge skill for your Mind when resisting interactions and mental attacks.

Mind Block

Trigger Action (Defense)

You get a +3 bonus on defense to Charm, Dodge, and Impress. You also gain a +3 bonus to Mind when resisting damage and to see the outcome needed to cause a setback. These bonuses last for the remainder of the current shot

Dodge Order

Discipline

Stance

You discipline yourself to overcome adversity and maintain your resolve; you will not waver. Any stunt that fails to cause a setback does not affect you at all. You never fumble.

Harmony of Body

Stance

You may substitute your Mind for your Body and Toughness when soaking the damage of Melee attacks.

Home Ground

Limit Break

You bless a place and the people therein, giving them the benefits of Discipline. You must genuinely believe these people have a right to this place. As long as they are on Home Ground, they remain blessed, and so is anyone else who they accept as a part of their group. They can temporarily leave the area and still get the bonus when they return. If they desert the place the power ends.

Law of Averages

Trigger Action (Focus)

When you or another creature that directs an action at you roll a die roll of ±0, you can focus. The GM might disallow this if you abuse it by making die rolls for meaningless actions. You can reroll the dice after you've focused, for example by using Fortune, and the focus is still valid.

Dodge Plant

Bending Reed

Trigger Action (Defense)

Use this when attacked. Increase your Dodge by +3 for the current shot, and you will not take a Damage Setback unless the damage of the attack equals or exceeds your Reflexes +10.

Blockhead

Inherent

You have all the mental sensitivity of a block of wood.

You are immune to stunts and powers targeting your Charm or Impress. You are also unable to use these skills. If a stunt using either of these skills is made so that it would still reasonably affect you, you can use Dodge as your defense. You also ignore Psychic Damage.

Entangling Embrace

Trigger Action (Defense)

When you are attacked, you can use this power to surround yourself in deflecting and entangling vines. Increase your defensive Dodge by +3 for the current shot. If the target hits you with a in Melee attack, he loses one shot from his shot counter. An unnamed target instead loses his next action.

Heart of Oak

Basic Action

Add your Mind to your soak attribute against Neurotoxin damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Plant Support

Trigger Action (Focus)

When completely supported by living plants you can focus. Grass and undergrowth that cannot carry your weight does not count, but climbing on trees, vines, or brambles does.

Resist Disruption

Basic Action

Add your Mind to your soak attribute against Disruption damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Root

Stance

You root yourself to the ground. Any attacks or Stunts designated to move or throw you automatically fail, with no effect whatsoever; you cannot lose shots from physical Stunts when rooted. Against attacks enhanced by or including movement, such as Charge or Flying Strike, you can substitute your Dodge for your Toughness.

You move one multiple less of your Move while this stance is in effect, removing the move that usually accompanies a Basic Action. You have to take some action that includes extra movement, such as the Full Move action, to move at all.

Dodge Psi

Mental Bastion

Stance

You create an immobile defensive sphere with a diameter equal to your Mind in meters. In this area, you and allies can use your Dodge skill instead of the normal Charm, Dodge, Impress, and Maneuver skills for defense. Whenever the difficulty of an opponent's stunt depends on one of these skills, you can use your Dodge skill as the difficulty if that would be higher.

You also ward the area against teleportation. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Dodge; if the Outcome was less than your Mind the teleport succeeded, but made an awful noise and dazed the teleporter(s), giving you a surprise round if combat has not started or costing them three shots if it has. You can allow friends to teleport normally.

Mind Over Matter

Trigger Action (Defense)

Use this when attacked. Increase your Dodge by +3 for the current shot, and you will not take a Damage Setback unless the damage of the attack equals or exceeds your Mind +10.

Psychic Sacrifice

Trigger Action

When a willing ally who you touch or who is within reach takes one or more Hits, you can use this power to take one Hit of that damage for them.

Share Resistance

Basic Action

Select one Damage Type a willing person you are touching is resistant to. For the rest of the scene, add your Mind to your soak attribute against this type of damage. You can only become resistant to one type of damage this way.

Dodge Space

Hard Lessons

Trigger Action (Focus)

When you miss an opponent who used an Active Defense, or when you hit someone but fail to inflict damage, you can use this schtick to focus.

Reverse Bullets

Trigger Action (Defense)

You set up a spatial defense field that redirects attacks targeted at you.

You gain a +3 bonus to Dodge. If you are hit by a Shoot attack while using this power, the attacker takes damage equal to your Reflexes minus his attack outcome. The damage is of the same type as his original attack.

Dodge Spiritual

Insubstantial Form

Stance

You are not fully material. Physical attacks find it very hard to do damage to you, doing damage based on the attacker's spirit rather than brute force. Such attacks do damage equal to the Mind of the attacker, ignoring all bonuses. You are immune to the side effects of such damage, such as knockback, shot loss, or burn. Damage and effects based on Force affect you normally.

Physical damage that is not directed by a creature, such as that caused by mechanical traps or accidents, lacks a spiritual component and does not hurt you at all.

Select a kind of attacks that can penetrate your resistance or a condition when it will not work; typical examples include attacks based on a specific subtype of the damage type you are resistant to (such as Disruption/ Fire), weapons made of (or incorporating) certain materials (such as silver), or under particular circumstances (such as in daylight).

This is often coupled with the Incorporeal limitation.

Physical Resistance

Inherent

Your other-worldly nature makes you resistant to physical damage. Add your Mind to your soak attribute against physical damage.

Plead for Resistance

Basic Action

Select one Damage Type. Add your Mind to your soak attribute against this type of damage for the rest of the scene. You can only become resistant to one type of damage this way, if you use this power again, any earlier resistance granted by this power ends.

Sanctuary

Trigger Action (Defense)

Use this after you have been attacked, increasing your Dodge by +3 against this particular attack. If the target is a supernatural creature and hits you with an attack, he loses one shot from his shot counter. An unnamed target instead loses his next action. These include Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.

Dodge Tech

Automaton

Inherent

You are not a sentient creature but rather low-grade artificial intelligence. This makes you immune to stunts and powers targeting your Charm or Impress. You are also unable to use these skills. If a stunt using either of these skills is made so that it would still reasonably affect you, you can use Dodge as your defense. You also ignore Psychic Damage.

You are vulnerable to Spurious Logic.

Cyborg Armor

Inherent

You have internal hardpoints installed that can carry cybernetic armor. These hardpoints are flexible, and you can mount different kinds of armor depending on the needs of the situation. With no armor mounted the hardpoints are visible and your body looks like an emaciated robot.

  • You can mount a cover that passes for skin to most observation and gives 2 points of armor, giving you a Toughness equal to your Body +2.
  • You can mount an armored exoskeleton. Your body becomes hard and rigid, tough you retain full mobility. This can be hidden under bulky clothes, such as combat fatigues. You gain 6 points of armor, giving you a Toughness equal to your Body +6.
  • You can mount a powered exoskeleton. Your size and bulk increases, making it basically impossible for you to pretend to be a baseline human. You gain 10 points of armor, giving you a Toughness equal to your Body +10. Your exoskeleton also includes a life support system, avoiding the need to eat or breathe, but it is not as extensive as a true Cyborg Metabolism. If this armor fails, you are physically paralyzed, tough you can jettison the armor with explosive bolts.

Cyborg Metabolism

Inherent

This replaces your vital organs, lungs and intestines with cybernetic equivalents. You also add shielding to your eyes and other sensitive surfaces. It makes you immune to inhaled or ingested poisons, and allows you to operate without food, water, air, and in hostile environments such as underwater or in a vacuum. You can eat and drink anything with no adverse effect on your metabolism.

Exo Link

Inherent

Used to operate cybernetic exoskeletons or power armors. You can always ignore any first-time skill use penalties when using an exo link. If you have an appropriately cybered power armor, you can ignore the Reflex penalties of the armor.

Mind Backup

Basic Action

You back up your mental state into protected hardware memory, and in an emergency you can run on this backup and reboot your wetware memory, ignoring some mental damage.

Add your Body to your Mind attribute when soaking psychic damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Phat Armor

Inherent

Modifies the layer of fat under your skin to become shock absorbent. This is almost impossible to discern except trough very invasive body scans. You gain 2 points of armor, giving you a Toughness equal to your Body +2.

Dodge Time

Foresight

Trigger Action (Defense)

You react to an unfortunate event before it happens, defending against things even before you perceive them. This provides a +3 bonus to any skill used as a defense. This trigger action can be used even when you otherwise could not use a trigger action - such as against a Water Strike or when you are surprised or out of shots. If you have no shots remaining, the shot cost of this power is ignored. You still need to use this power before you know the result of the attack roll.

Slither of the Snake

Stance

You get +2 Dodge against ranged attacks. Does not stack with other Dodge bonuses.

Dodge Water

Breakwater Defense

Trigger Action (Defense)

Use this when you are attacked. Move your Move in meters towards an enemy. This movement ignores normal Free Running difficulties and cannot be intercepted with a Tackle stunt.

If you get adjacent to an enemy, you get a +5 bonus to Dodge for the current shot.

Fluid Focus

Trigger Action (Focus)

When in water natural flowing water you can focus. In a large body of water, there has to be a noticeable current, like a stream, estuary, or underwater wellspring.