Dodge Schticks (Action)

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Heroic Action Role-Play

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


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


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


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.



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


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.


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 normally 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


You have an instinctive sense for when danger approaches. You can use your Dodge as if it was Recon for Alertness stunts used to spot sneaking enemies, and as the difficulty of Sneak checks.

This sense only registers actively hostile creatures; ambushes and enemy with intent to harm. You do not sense scouts, spies, thieves, or traps. It does not work against a creature using Sneak to Hide (see the stunt description).

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


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


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.



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.


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.