Difference between revisions of "Impress Stunts (Action)"

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Basic Action
 
Basic Action
  
This is useful to avoid pitfalls in social situations. You can gauge what another creatures reaction to an order or request would be. Decide on a hypothetical impress stunt and make an opposed [[Impress (Action)|Impress]] roll. On a success you can gauge the targets reaction if you succeeded with the actual stunt. You understand whether the request is reasonable or if the target is uncomfortable or even violently opposed to it (which means the stunt might be impossible or require a [[Setback (Action)|Setback]] to achieve).
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This is useful to avoid pitfalls in social situations. You can gauge what another creatures reaction to an order or request would be. Decide on a hypothetical impress stunt and make an opposed [[Impress (Action)|Impress]] roll. On a success you can gauge the targets reaction if you succeeded with the actual stunt. You understand whether the request is reasonable or if the target is uncomfortable or even violently opposed to it, which means the stunt might require a [[Setback (Action)|Setback]] to achieve or even be impossible in extreme cases.
  
 
=== Upstage===
 
=== Upstage===

Revision as of 11:34, 25 August 2023

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Impress stunts are used to slow down and dominate others in and out of combat.

At Weapon Point

Trigger Action (Combo)

When you have the drop on someone, instead of immediately attacking them, you use your advantage to get them to converse with you. You can also use this to create a shock and awe effect when you spring an ambush. After you try to use Impress to cow a creature you have the drop on, you can use this stunt to make a Melee or Shoot attack that is normally a Basic Action. This is usually used against creatures that don't obey your instructions, but can be used immediately if desired. If you use Impress against multimple targets, you can still only make one reaction attack. To use this stunt, you have to have an obvious advantage - usually because the target is surprised, but other factors such as a Setback can allow it, at the GM's discretion. Another way to use At Weapon Point is with a hostage.

Bad Cop Routine

Finisher

Make an opposed Impress roll against your target. If you succeed, they give up, spill the beans, and give in to your demands. Basically, they will do anything to momentarily please and appease you, which means they might give you a plausible lie instead of an uncomfortable truth, especially if you ask leading questions. They also have no qualms about causing you harm as long as it is not obvious, such as by triggering a silent alarm. Combines well with Good Cop Routine.

Browbeat

Basic Action

You try to get an advantage or force someone else to cooperate with you. Make an opposed Impress roll against your target. If you succeed you gain an Advantage. It you score an Outcome matching the target's Mind, you inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and what you did to him. He might cave in to your demands, run off scared, break down babbling, or otherwise lose his cool.

Demoralize

Basic Action

You try to demoralize another into a disadvantage. The roll will be heavily modified depending on how well you describe your stunt and use the situation and available props.

Make an opposed Impress roll against your target. If you succeed the target is Stymied. It you score an Outcome matching the target's Mind, you inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and what you did to him. He might run off scared, fail to do anything, surrender, or otherwise lose his cool.

Gauge Reaction

Basic Action

This is useful to avoid pitfalls in social situations. You can gauge what another creatures reaction to an order or request would be. Decide on a hypothetical impress stunt and make an opposed Impress roll. On a success you can gauge the targets reaction if you succeeded with the actual stunt. You understand whether the request is reasonable or if the target is uncomfortable or even violently opposed to it, which means the stunt might require a Setback to achieve or even be impossible in extreme cases.

Upstage

Limit Break

You try to establish yourself as a person of prominence worthy of trust and responsibility. You generally only get one chance at this in each scene. Make an opposed Impress roll against the highest skill of those doubting you. On a success, you establish yourself as a person to be respected and not to be crossed. On an outcome matching their Mind you establish yourself in an alpha position, a leader, noble, or otherwise with a very strong authority. This makes it much more likely that they will accord you special privileges, such as accepting a settlement by negotiation or duel, but it does not make them friendly or make them back down from their position. You gain an Advantage against each named creature or group of unnamed creatures you succeeded against.

Scare

Basic action

Use this to scare someone to lay off and let you be for a while; on a success, the target loses three shots and backs off, allowing you to move by or away. If your Outcome matches the target's Mind, he is seriously scared and suffers an appropriate Setback instead.

Stand Up For

Trigger Action (Defense)

When one or more of your friends are the target of an ability where Impress is the difficulty, you can substitute your own Impress for that of your friends for the current shot. Normally, you need to be within Impress meters of them to do this, but if you have some means of communicating and are aware of the situation, you can use this at a longer range.

Terrorize

Limit Break

You make a Browbeat or Scare stunt that affects all enemies present. Roll separately for each.

In certain cases, you can do this as a basic action, when you have a good enough stunt or setup in the GMs opinion. This is often the result of a planned set-up or threatening hostages.