Difference between revisions of "Body Stunts (Action)"
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You can work a number of hours each day equal to twice your [[Body (Action)|Body]]. | You can work a number of hours each day equal to twice your [[Body (Action)|Body]]. | ||
− | If there is no water or air is in short supply, reduce the multiplier by one | + | If there is no water or air is in short supply, reduce the multiplier by one. Exceeding this cause one [[Damage_(Action)#Hits|Hit]] and one more Hit after additional hours each day equal to your [[Body (Action)|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 is in short supply, he can work 4 hours a day | + | ''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 [[Damage_(Action)#Hits|Hit]] and then one additional Hit every 4 hours thereafter.'' |
Marching, you move at a speed in kph based on your [[Move (Action)|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. | Marching, you move at a speed in kph based on your [[Move (Action)|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. |
Revision as of 09:29, 23 April 2012
Heroic Action Role-Play |
- Main article: Action
Endurance
Inherent
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.
Similarly Limit Breaks and other strenuous tasks use up a full hour of endurance for each time you make them, giving an effective limit on daily Limit Breaks equal to twice 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 them from heroic action.
Feat of Strength
Basic Action
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
Basic Action
You can assist another on a Feat of Strength . If they have identical Body scores, this is aromatically 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 coordinates Strength tasks.
Hold Breath
Inherent
You can hold your breath a number of rounds equal to your Body; for each round after that you take one Hit.