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 each. Exceeding this cause one [[Damage_(Action)#Hits|Hit]] for each additional multiple. These hits need full rest to recover.
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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. if air and water is in short supply, he cannot work at all without suffering fatigue. After he has worked for such a time, he takes one [[Damage_(Action)#Hits|Hit]] and then one additional Hit every 4 hours thereafter.''
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''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.
 
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 (Action)|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 ===
 
=== Feat of Strength ===
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It is possible to push these limits for short periods by doing a [[Melee_(Action)#Strength_Push|Strength Push]] stunt.
 
It is possible to push these limits for short periods by doing a [[Melee_(Action)#Strength_Push|Strength Push]] stunt.
 
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You can assist another on a [[#Feat of Strength |Feat of Strength]]. If you have identical [[Body (Action)|Body]] scores, this is automatically successful. To assist another character with a higher Body, you must use [[Imbue_(Action_Powers_Technique)#Strength_Push|Strength Push]] to push your Body until equals or exceeds the [[Body (Action)|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 coordinated tasks.
=== Feat of Strength Coordination===
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Feat of Strength Coordination is a variant of [[Stunt_(Action)#Advantage|Advantage]] and can stack with other bonuses.
Basic Action
 
 
 
You can assist another on a [[#Feat of Strength |Feat of Strength ]]. If they have identical [[Body (Action)|Body]] scores, this is aromatically successful. To assist another character with a higher Body, you must use [[Imbue_(Action_Powers_Technique)#Strength_Push|Strength Push]] to push your Body until equals or exceeds the [[Body (Action)|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 ===
 
=== Hold Breath ===
 
Inherent
 
Inherent
  
You can hold your breath a number of rounds equal to your [[Body (Action)|Body]]; for each round after that you take one [[Damage_(Action)#Hits|Hit]].
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You can hold your breath a number of rounds equal to your [[Body (Action)|Body]]; for each round after that you take one [[Damage_(Action)#Hits|Hit]]. An unconscious character that takes damage this way suffers a [[Damage_(Action)#Damage_Setbacks|Damage Setback]].
  
== Schticks ==
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=== Vitality ===
{{: Body_Schticks_(Action)}}
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Inherent
 
 
== Toughness ==
 
Toughness is a calculated value in [[Action]], it is used to soak most physical damage damage. Some special abilities makes you ignore armor, and thus do damage directly to [[Body (Action)|Body]] and ignoring Toughness.
 
 
 
Normally, Toughness equals [[Body (Action)|Body]] plus armor. If you have no armor it defaults to [[Body (Action)|Body]]. Armor can be [[Armor_(Action)|worn]], some power granting you armor, or the inherent structure of an object.
 
 
 
=== Object Toughness and Armor ===
 
Objects have a [[Body (Action)|Body]] based on their weight alone. The Toughness of an object depends on its weight and structural integrity. This works just like armor for a creature, and armor is a more convenient term than structural integrity. Unlike most creatures, an object can have a negative armor value, indicating it is weaker than the norm and its Toughness is lower than its [[Body (Action)|Body]].
 
 
 
In some cases, a surface toughness value is needed. Hammering away at solid rock, the rock would be completely impenetrable if it's entire weight were included in the calculations. Yet we know tunnels can be chiseled by hand. In this case, use a surface toughness, which is 15 plus the armor value of the material, the Toughness of one ton of the stuff.
 
 
 
Some example materials are given here. This list is by no means comprehensive.
 
 
 
==== Object Toughness Table ====
 
{|
 
||'''Material'''||'''Armor Value'''
 
|-
 
|| Soft soil, Wood, plastic ||| +0
 
|-
 
|| Packed soil, thin metal ||| +2
 
|-
 
|| Soft stone, sandbags, sturdy civilian construction ||| +4
 
|-
 
|| Hard stone, soft metal, riveted steel armor ([[Tech_Level_(Action)#Coal|coal]]) ||| +6
 
|-
 
|| Hard metal, welded steel armor ([[Tech_Level_(Action)#Combustion|combustion]])||| +8
 
|-
 
|| Composite armor ([[Tech_Level_(Action)#Electronic|electronic]]) ||| +10
 
|-
 
|| Crystallized armor ([[Tech_Level_(Action)#Fusion|fusion]]) ||| +12
 
|-
 
|| Force fields ([[Tech_Level_(Action)#Hyperspace|hyperspace]]) ||| +14
 
|-
 
|}
 
  
The armor ratings are for heavily armored military vehicles. An armored civilian or lightly armored military vehicle would be at least three points lower. Immobile fortified installations can be tougher than this, but usually do better as scenery.
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Using Limit breaks consumes a fair part of your stamina, giving an effective limit on daily Limit Breaks equal to your [[Body (Action)|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 heroic action.

Latest revision as of 14:14, 17 December 2020

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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.

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. You can assist another on a Feat of Strength. If you have identical Body scores, this is automatically 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 coordinated tasks. Feat of Strength Coordination is a variant of Advantage and can stack with other bonuses.

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. An unconscious character that takes damage this way suffers a Damage Setback.

Vitality

Inherent

Using Limit breaks consumes a fair part of your stamina, giving an effective limit on daily Limit Breaks equal to 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 heroic action.