Difference between revisions of "Impress Stunts (Action)"
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<noinclude>{{Action}}{{main|Action}}{{tocright}}</noinclude>Impress stunts are used to slow down and dominate others in and out of combat. | <noinclude>{{Action}}{{main|Action}}{{tocright}}</noinclude>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. | ||
+ | Another way to use At Weapon Point is with a hostage. | ||
+ | After you successfully use [[Summon_(Action_Powers_Technique)|Impress ]] to cow a creature you have the drop on, you can use this stunt to make a [[Imbue_(Action_Powers_Technique)|Melee ]] or [[Blast_(Action_Powers_Technique)|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 [[Summon_(Action_Powers_Technique)|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 (Action)|Setback]] can allow it, at the [[GM]]'s discretion. | ||
=== Bad Cop Routine === | === Bad Cop Routine === | ||
− | + | Finisher | |
− | Make an opposed [[Impress (Action)|Impress]] roll against your target. If you succeed | + | Make an opposed [[Impress (Action)|Impress]] roll against your target. |
+ | This is generally used against a captive, but can be used anytime you are interrogating someone. | ||
+ | If you succeed they spill the beans, answering your questions. | ||
+ | Basically, they will do what they have to do to 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 [[Charm (Action)#Good Cop Routine|Good Cop Routine]]. | ||
=== Browbeat === | === Browbeat === | ||
Basic Action | Basic Action | ||
− | You try to get an advantage or force someone else to cooperate with you | + | You try to get an advantage or force someone else to cooperate with you. |
− | + | Make an opposed [[Impress (Action)|Impress]] roll against your target. If you succeed you gain an [[Stunt_(Action)#Advantage|Advantage]]. It you score an Outcome matching the target's [[Mind (Action)|Mind]], you inflict a [[Setback (Action)|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. | |
− | Make an opposed [[Impress (Action)|Impress]] roll against your target. If you succeed you gain an [[Stunt_(Action)# | ||
− | === | + | === Demoralize === |
Basic Action | Basic Action | ||
− | You try to | + | You try to demoralize another into a disadvantage. |
− | + | Make an opposed [[Impress (Action)|Impress]] roll against your target. If you succeed the target is [[Stunt_(Action)#Stymie | Stymied]]. It you score an Outcome matching the target's [[Mind (Action)|Mind]], you inflict a [[Setback (Action)|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. | |
− | Make an opposed [[Impress (Action)|Impress]] roll against the | ||
− | |||
− | |||
=== Gauge Reaction === | === Gauge Reaction === | ||
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 | + | 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. |
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− | |||
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=== Upstage=== | === Upstage=== | ||
Limit Break | Limit Break | ||
− | You | + | 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 (Action)|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 (Action)|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. | |
=== Scare === | === Scare === | ||
Basic action | 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 (Action)|Mind]], he is seriously scared and | + | 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 (Action)|Mind]], he is seriously scared and suffers an appropriate [[Setback (Action)|Setback]] instead. |
+ | |||
+ | === Stand Up For === | ||
+ | Trigger Action (Defense) | ||
+ | |||
+ | When one or more of your friends are the target of an ability where [[Impress (Action)|Impress]] is the difficulty, you can substitute your own [[Impress (Action)|Impress]] for that of your friends for the current shot. | ||
+ | Normally, you need to be within [[Impress (Action)|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 | Browbeat]] or [[#Scare | 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 [[GM]]s opinion. This is often the result of threatening hostages or a planned set-up. |
Latest revision as of 10:06, 10 October 2023
Heroic Action Role-Play |
- Main article: Action
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. Another way to use At Weapon Point is with a hostage. After you successfully 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.
Bad Cop Routine
Finisher
Make an opposed Impress roll against your target. This is generally used against a captive, but can be used anytime you are interrogating someone. If you succeed they spill the beans, answering your questions. Basically, they will do what they have to do to 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. 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.
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 threatening hostages or a planned set-up.