Difference between revisions of "Dodge Gifts (Action Powers)"

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=== Conditional Focus ===
 
=== Conditional Focus ===
Trigger Action (Focusing)
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Focus
  
 
Pick an [[Form_and_Technique_Descriptions_(Action)#Form_Descriptions|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.
 
Pick an [[Form_and_Technique_Descriptions_(Action)#Form_Descriptions|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.
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You can pick this power several times in order to gain additional triggers.
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{{:Damage Focus (Action)}}
  
You can pick this power several times in order to gain additional triggers.
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=== Damage Absorption ===
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Inherent
  
{{:Damage Focus (Action)}}
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Select a specific type of [[Damage_Types_(Action)|damage]], such as [[Damage_Types_(Action)#Electricity|Electricity]]. Whenever you take damage of this type you heal one [[Hit (Action)|Hit]].
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You do this even if the amount of damage was insufficient to harm you.
  
=== Insubstantial Form ===
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=== Damage Immunity ===
 
Stance
 
Stance
  
You are not fully material. [[Damage_Types_(Action)#Physical|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 (Action)|Mind]] of the attacker. You are immune to the side effects of such damage, such as knockback, shot loss, or burn.
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Select one [[Damage_Types_(Action)|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.
 
 
[[Damage_Types_(Action)#Physical|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.  
 
  
A power such as [[Earth_(Action_Powers_Form)#True_Earth|True Earth]] that prevents resist powers from working also prevents Insubstantial Form from working.
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=== Impassive ===
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Basic Action
  
This is often coupled with the [[Deviance_(Action)#Incorporeal|Incorporeal]] limitation.
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You gain the appearance of a mundane object, and you have the ability to give up all movement to actually function as the object you are imitating.
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While Impassive and not moving or taking any action, you can use [[Dodge (Action)|Dodge]] for
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[[Emote_(Action_Powers_Technique)#Acting|Acting]] to stay in role and such checks are [[Actions_(Action)#Confident_Roll|Routine]].
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When you break this charade as a Basic Action you can use [[Dodge (Action)|Dodge]] to [[Summon_(Action_Powers_Technique)#Terrorize|Terrorize]]
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observers who are not aware of your true nature.
  
 
=== Quill Retaliation ===
 
=== Quill Retaliation ===
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Your body is covered by sharp quills, and anyone striking you is up for a jarring shock.   
 
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 [[Damage_Types_(Action)#Piercing|Piercing]] damage equal to your [[Body (Action)|Body]] minus his attack outcome. If you use a Body-enhancing technique along with Quill Retaliation, the damage you inflict will not increase.
 
Use this power as you are hit in close combat. The attacker takes [[Damage_Types_(Action)#Piercing|Piercing]] damage equal to your [[Body (Action)|Body]] minus his attack outcome. If you use a Body-enhancing technique along with Quill Retaliation, the damage you inflict will not increase.
  
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Stance
 
Stance
  
You heal one [[Hit (Action)|Hit]] at the end of each round in which you used this stance.
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You heal one [[Hit (Action)|Hit]] at the end of each round of combat in which you use this stance.
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You do not regenerate out of combat.
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This will not reduce the effect of a Damage Setback.
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You can take this schtick twice to regenerate out of combat, which quickly restores your Hits even when there is not a new scene.
  
 
=== Resist Damage ===
 
=== Resist Damage ===
 
Inherent
 
Inherent
  
Select one [[Damage_Types_(Action)|Damage Type]] when you take this power. Add your [[Mind (Action)|Mind]] to your soak attribute against this type of damage. You can take this power several times, picking a new type of damage each time. If you pick the same damage type twice, you become immune to that kind of damage, but this is only allowed in special cases and rarely for more than a single type of damage on one creature.
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Select one [[Damage_Types_(Action)|Damage Type]] when you take this power. Add your [[Mind (Action)|Mind]] to your soak attribute against this type of damage. {{ : Damage Vulerability (Action) }} You can take this power several times, picking a new type of damage each time.
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=== Resist Powers ===
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Stance
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When an opponent uses a power on you, your natural power resistance might protect you. The opponent must make a [[Mind (Action)|Mind]] check against your [[Mind (Action)|Mind]] (this does not cost any shots), on a failure the power did not affect you. When in use, this prevents all powers used against you except your own. You can negate the stance when you want to be affected by a power that is not your own, but you then have to activate it again. If you take this as a [[Gifts_(Action_Powers_Form)#Mutation|Mutation]] or otherwise make the power permanent you can still lower the resistance.
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Resist Power does not work against powers that create a freestanding effect, such as freestanding illusions, created objects or walls, cave-ins, and other indirect effects, as determined by the [[GM]]. Nor does it work against [[Melee (Action)|Melee]] powers that lack a damage value.  
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{{:Meta Power (Action)}}
  
 
=== Resist Wounds ===
 
=== Resist Wounds ===
Stance
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Inherent
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You cannot take deep wounds and are immune to  [[Damage_(Action)#Damage_Setbacks|Damage Setbacks]] from one [[Damage_Types_(Action) | damage type]]. {{ : Damage Vulerability (Action) }}
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You can take this power several times, each time you do, it applies to a separate [[Damage_Types_(Action) | damage type]].
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=== Varmint ===
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Inherent
  
You cannot take deep wounds and are immune to [[Damage_(Action)#Damage_Setbacks|Damage Setbacks]] except from certain types of attacks. Select three kinds of attacks that can penetrate your Resist Wounds ability; typical examples include attacks based on certain Forms (such as fire), weapons made of (or incorporating) certain materials (such as silver) or under particular circumstances (such as in daylight). Abilities such as [[Dispel_(Action_Powers_Technique)#True_Fire|True Fire]] that bypass resistance powers also bypasses resist wounds.
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You are a primitive creature directed by some simple directive or instinct.
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You are immune to social interactions and thus to most stunts and powers targeting your [[Charm (Action)|Charm]] or [[Impress (Action)|Impress]].
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You are unable to use [[Charm (Action)|Charm]].  
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If a stunt using either of these skills  is made so that it would reasonably affect you, usually a physical trick, you can use [[Dodge (Action)|Dodge]] as your defense.

Latest revision as of 09:20, 10 August 2023

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Main article: Dodge (Action Powers)

Conditional Focus

Focus

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 Absorption

Inherent

Select a specific type of damage, such as Electricity. Whenever you take damage of this type you heal one Hit. You do this even if the amount of damage was insufficient to harm you.

Damage Immunity

Stance

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.

Impassive

Basic Action

You gain the appearance of a mundane object, and you have the ability to give up all movement to actually function as the object you are imitating. While Impassive and not moving or taking any action, you can use Dodge for Acting to stay in role and such checks are Routine. When you break this charade as a Basic Action you can use Dodge to Terrorize observers who are not aware of your true nature.

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 of combat in which you use this stance. You do not regenerate out of combat. This will not reduce the effect of a Damage Setback. You can take this schtick twice to regenerate out of combat, which quickly restores your Hits even when there is not a new scene.

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 Fire if you are resistant to Disruption damage), weapons made of (or incorporating) certain materials (such as silver), damage caused by effects that are mundane (not from powers). or under particular circumstances (such as in daylight). You can take this power several times, picking a new type of damage each time.

Resist Powers

Stance

When an opponent uses a power on you, your natural power resistance might protect you. The opponent must make a Mind check against your Mind (this does not cost any shots), on a failure the power did not affect you. When in use, this prevents all powers used against you except your own. You can negate the stance when you want to be affected by a power that is not your own, but you then have to activate it again. If you take this as a Mutation or otherwise make the power permanent you can still lower the resistance. Resist Power does not work against powers that create a freestanding effect, such as freestanding illusions, created objects or walls, cave-ins, and other indirect effects, as determined by the GM. Nor does it work against Melee powers that lack a damage value. 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.

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 Fire if you are resistant to Disruption damage), weapons made of (or incorporating) certain materials (such as silver), damage caused by effects that are mundane (not from powers). 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.

Varmint

Inherent

You are a primitive creature directed by some simple directive or instinct. You are immune to social interactions and thus to most stunts and powers targeting your Charm or Impress. You are unable to use Charm. If a stunt using either of these skills is made so that it would reasonably affect you, usually a physical trick, you can use Dodge as your defense.