Difference between revisions of "Impress Stunts (Action)"

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=== At Weapon Point ===
 
=== At Weapon Point ===
Basic Action (Surprise only)
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Trigger Action (Combo)
  
When you have the drop on someone, instead of immediately attacking them, you use your obvious advantage to get them to converse with you.  
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When you have the drop on someone, instead of immediately attacking them, you use your advantage to get them to converse with you.  
 
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Another way to use At Weapon Point is with a hostage.
To use this stunt, you have to have an obvious advantage - usually because the target is surprised, but sometimes other factors can allow it, at the [[GM]]'s discretion. Another way to use At Weapon Point is with a hostage and against someone who is already using it, creating a Mexican standoff.
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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.
 
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This is usually used against creatures that don't obey your instructions, but can be used immediately if desired.
You must have a clear shot at your opponent with something he considers dangerous, generally a Melee or Shoot attack.
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If you use [[Summon_(Action_Powers_Technique)|Impress ]] against multimple targets, you can still only make one reaction attack.
You can use this against several creatures at once, but you can only attack once (see below).
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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.
Make an opposed [[Impress (Action)|Impress]] check, on a success you hold him At Weapon Point until the situation is resolved or until you suffer a Setback.
 
  
 
=== Bad Cop Routine ===
 
=== Bad Cop Routine ===
 
Finisher
 
Finisher
  
Make an opposed [[Impress (Action)|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 [[Charm (Action)#Good Cop Routine|Good Cop Routine]].
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Make an opposed [[Impress (Action)|Impress]] roll against your target.  
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This is generally used against a captive, but can be used anytime you are interrogating someone.
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If you succeed they spill the beans, answering your questions.  
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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 ===
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Basic Action
 
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.
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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 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.
 
=== First Impression ===
 
Basic Action
 
 
You try to establish yourself as a person of prominence worthy of trust and responsibility. You generally only get one chance at this, but can make up for a failed first impression over time as people really get to know you. This need not be the first thing you do on meeting someone, but it should be your first serious interaction with them.
 
 
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.
 
 
Using this on enemies establishes you as a respectable and noteworthy opponent, not to be taken lightly. It 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.
 
  
 
=== 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 (which means the stunt might be impossible or require a [[Setback (Action)|Setback]] to achieve).
+
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.
 
 
=== Impress Defense ===
 
Trigger Action (Defense)
 
 
 
When put under pressure, you can adopt a sullen attitude and actively defend yourself. This gives you a +3 bonus to your Impress for any task where your Impress skill sets the difficulty.
 
  
 
=== Upstage===
 
=== Upstage===
 
Limit Break
 
Limit Break
  
You attract attention. Make an [[Impress (Action)|Impress]] roll against everyone present; if you succeed, you make a strong impression and they will focus their attention on you. If their next action does not include you as a target, it suffers a -2 penalty. This works both is social situations and in battle.
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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.  
If you are performing on a stage, presiding in a court, or otherwise the center of attention this is a Basic Action.
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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 ===
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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.
 
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 Your Friends ===
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=== Stand Up For ===
 
Trigger Action (Defense)
 
Trigger Action (Defense)
  
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You make a [[#Browbeat | Browbeat]] or [[#Scare | Scare]] stunt that affects all enemies present. Roll separately for each.  
 
You make a [[#Browbeat | Browbeat]] or [[#Scare | Scare]] stunt that affects all enemies present. Roll separately for each.  
 
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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.
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 a planned set-up or threatening hostages.
 

Latest revision as of 10:06, 10 October 2023

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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.