Difference between revisions of "Weapon Abilities (Action)"

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<noinclude>{{Action}}{{tocright|limit=3}}</noinclude>
 
<noinclude>{{Action}}{{tocright|limit=3}}</noinclude>
  
[[All Weapons (Action)|Weapons]] in [[Action]] generally have extra maneuvers available to them, and some have inherent effects; these are all explained here.  
+
[[All Weapons (Action)|Weapons]] in [[Action]] generally have extra maneuvers available to them, and some have inherent effects; these are all explained here. Unlike item schticks, these are not equivalent to full feats but perhaps to half a feat.
  
 
Some abilities are noted as '''limitations'''. These always apply, training or not.
 
Some abilities are noted as '''limitations'''. These always apply, training or not.
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Limit Break
 
Limit Break
  
You attack everyone in a globe with a diameter equal to the damage value in meters centered on the target point. Make a separate attack roll against each target, including friends and bystanders.  
+
You attack everyone in a globe with a diameter equal to your [[Reflexes (Action)|Reflexes]] in meters centered on the target point. Make a separate attack roll against each target, including friends and bystanders.
  
=== Autofire ===
+
This commonly results from explosions and fully automatic weapons fire.
Limit Break
 
  
This weapon can fire on full automatic, covering an area with a diameter equal to your [[Reflexes (Action)|Reflexes]] in meters. Make a separate attack roll against each target, including friends and bystanders.
+
=== Boosted ===
 
+
Limitation
===Block ===
 
Stance
 
 
 
You gain a +2 bonus on Dodge that only applies against melee attacks.
 
 
 
=== Charge ===
 
Inherent
 
  
If you move at least 3 meters in a straight line just before making [[Imbue_(Action_Powers_Technique)#Normal_Melee_Attack|Normal Melee Attack]], add +3 to the damage inflicted.
+
Also called power armor, this armor has servo-motors powering it, directed by sensors inside the armor so that it matches body movement.
 +
If the power fails, the armor turns rigid and it is time for emergency escape, there are manual explosive bolts that ''should'' remove the armor.
 +
Another danger is that the armor is computer controlled and can potentially be hacked or remotely controlled.
 +
A character with an [[Technology_(Action_Powers_Form)#Exo_Link|Exo Link]] can ignore the [[Move (Action)|Move]] and [[Hit (Action)|Hits]] limitations of boosted armor.
  
 
===Disarm===
 
===Disarm===
 
Basic Action
 
Basic Action
  
You can entangle other weapons, especially long and powerfully unbalanced weapons. Add +3 to [[Melee (Action)|Melee]] rolls to [[Imbue_(Action_Powers_Technique)#Disarm|Disarm]].  
+
Add +3 to [[Melee (Action)|Melee]] rolls to [[Imbue_(Action_Powers_Technique)#Disarm|Disarm]].  
If you are allowed to make a counterattack, such as the [[Items_(Action)#Intercept|Intercetp]] weaponability or the [[Imbue_(Action_Powers_Technique)#Riposte|Riposte]] schtick, you can opt to [[Imbue_(Action_Powers_Technique)#Disarm|Disarm]] instead of making a normal attack.
+
If you are allowed to make a counterattack, such as the [[Items_(Action)#Intercept|Intercept]] weapon ability or the [[Imbue_(Action_Powers_Technique)#Riposte|Riposte]] schtick, you can opt to [[Imbue_(Action_Powers_Technique)#Disarm|Disarm]] instead of making a normal attack.
  
===Deflect===
+
=== Counter ===
Stance
+
Trigger Action
  
You gain a +2 bonus on Dodge.
+
You can intercept opponents attacking you in [[Melee (Action)|Melee]], striking would-be attackers that you manage to keep at bay. Whenever an opponent misses you with a Basic Action attack in [[Melee (Action)|Melee]], you can use this weapon to make a [[Imbue_(Action_Powers_Technique)#Normal_Melee_Attack|Normal Melee Attack]] on them.
Deflect applies to attacks from your front, if you face several opponents from opposing directions or an opponent successfully [[Shapeshift_(Action_Powers_Technique)#Outmaneuver|Outmaneuvers]] you, this bonus can be negated.
+
This also keeps them at bay - if you are successful and using a [[Items_(Action)#Reach|Reach]] weapon, you prevent them from moving adjacent to you.
 +
On the other hand, if an opponent starts adjacent to you and there is no behind you, the [[GM]] may not allow you to use Counter.
  
 
=== Dual Damage ===
 
=== Dual Damage ===
The does two types of damage. The damage of each type is the same as in the original attack. Use the lesser soak value. See also [[Touch_(Action_Powers)|Touch]]
+
The does two or more types of damage.  
 +
Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2.
 +
Additional kinds of damage uses the lowest soak value among the types.  
 +
See also [[Touch_(Action_Powers)|Touch]].
  
 
===Entangle===
 
===Entangle===
 
Basic Action
 
Basic Action
  
You can make an attack that does no damage, but entangles your target so that he loses three shots. If you score an Outcome matching the target's [[Reflexes (Action)|Reflexes]], he loses six shots instead. The target can spend no shots until his next shot comes up.
+
You can do a
 
+
[[Imbue_(Action_Powers_Technique)#Feint|Feint]],
===Extra Damage ===
+
[[Imbue_(Action_Powers_Technique)#Grab|Grab]], or
Inherent
+
[[Imbue_(Action_Powers_Technique)#Wingclip|Wingclip]]
 
+
stunt with a +3 bonus on your [[Melee (Action)|Melee]] or [[Shoot (Action)|Shoot]] check (as appropriate).
The weapon has a condition under which it does extra damage. If the condition is fulfilled, add +2 to the damage value.
 
 
 
* '''Armor Defeating''' The weapon does extra damage against all objects and against creatures with at least three points of armor.
 
* '''Armor Exploiting''' The weapon does extra damage against creatures with no armor.
 
 
 
===Great Blow ===
 
Basic Action
 
 
 
The weapon is suited for grandiose all-out attacks. This adds +3 to damage. After great blow, you may not take any trigger actions until your next shot comes up.
 
 
 
Example moves include the flèche, impale, or roundhouse blow. For a ranged weapon, this is generally an extended burst (and the subsequent reload).
 
 
 
===Improvised===
 
Inherent - Limitation
 
 
 
You can improvise a weapon from materials at hand. Improvised means it's not made as a dedicated weapon - it has been found or scrounged from civilian gear. Examples include broom handles used as quarterstaves or spears, wood cutting axes used for war, signposts used as shields, and so on.
 
Improvised versions are less durable than the real thing, and are [[#Unreliable|unreliable]]. A purpose-made version of the weapon does not have this drawback.
 
 
 
This does not imply that other weapons cannot be improvised using the [[Transmute_(Action_Powers_Technique)|Create]] skill. But anyone can improvise weapons that have this quality.
 
 
 
=== Intercept ===
 
Trigger Action
 
 
 
You can intercept opponents attacking you in [[Melee (Action)|Melee]], striking would-be attackers that you manage to keep at bay. Whenever an opponent misses you with a Basic Action attack in [[Melee (Action)|Melee]], you can use this weapon to make a [[Melee (Action)|Melee]] attack on them.
 
  
 
=== Loud ===
 
=== Loud ===
Inherent - Limitation
+
Limitation
  
 
This gear makes a lot of noise and can be heard a good distance away, depending on its size. A loud weapon alerts neighbors but it is often difficult for witnesses to pinpoint where a ranged weapon is fired, as the trajectory makes as much noise as the weapon itself. Larger items generally make much more noise; a Small or smaller weapon is only audible nearby and dampened by a simple wall, a Medium weapon can be heard a cross a hall or through an interior wall, while a Large weapon is audible over a wide area, possibly kilometers away if conditions are right.
 
This gear makes a lot of noise and can be heard a good distance away, depending on its size. A loud weapon alerts neighbors but it is often difficult for witnesses to pinpoint where a ranged weapon is fired, as the trajectory makes as much noise as the weapon itself. Larger items generally make much more noise; a Small or smaller weapon is only audible nearby and dampened by a simple wall, a Medium weapon can be heard a cross a hall or through an interior wall, while a Large weapon is audible over a wide area, possibly kilometers away if conditions are right.
 +
Armor with this limitation continually makes noise.
 +
Any action that requires quiet or stealth is [[Stunt_(Action)#Stymie|Stymied]] when using such gear.
  
=== Noisy ===
+
=== Mirabilia ===
Inherent - Limitation
+
Inherent
  
All combat gear makes noise in combat, but this item makes noise with normal use. Any action that requires quiet or stealth is [[Stunt_(Action)#Stymie|Stymied]] when using such gear.
+
A minor miracle, the power use version of [[#Mundane|Mundane]]. An item of power that is so common it is not an Item Schtick and instead considered everyday gear in a setting where this type of power is common.
 +
In settings where this kind of power is rare or secret, items that are Mirabilia don't exist.
  
=== One-Shot ===
+
=== Mundane ===
 
Inherent
 
Inherent
  
The weapon is one-use and destroyed when used, such as a grenade.
+
This item requires an item schtick at the tech level it is introduced.
 +
One tech level later, the item is no longer an item schtick and is now normal equipment available to anyone.
  
 
===Parry ===
 
===Parry ===
 
Trigger Action
 
Trigger Action
  
The weapon can be used to parry other melee attacks, giving a +5 [[Dodge (Action)|Dodge]] bonus for the shot, but only against melee attacks.
+
The weapon can be used to parry other melee attacks.
 +
Use it after an enemy hits you, giving a +3 [[Dodge (Action)|Dodge]] bonus until you take your next action, but only against melee attacks.
 +
 
 +
===Penetrating===
 +
Inherent
 +
 
 +
Against armor of its own tech level and lower, this weapon is soaked by [[Body (Action)|Body]] rather than [[Toughness (Action)|Toughness]].
  
 
===Powered===
 
===Powered===
 
Inherent
 
Inherent
  
The armor has servo-motors powering it, directed by sensors inside the armor so that it matches body movement. If the power fails, the armor turns rigid and it is generally time for emergency escape. If the armor is remote controlled, there are still manual explosive bolts that ''should'' remove the armor. You just need to access them.
+
A development of [[#Boosted|Boosted]] armor, power armor has all the advantages of [[#Boosted|Boosted]] armor, but also makes the wearer stronger and tougher, giving a +2 bonus to [[Body (Action)|Action]], which further increases [[Toughness (Action)|Toughness]] beyond the protection provided by the armor. A character with [[All_Attributes_(Action)#Superstrength|Superstrength]] cannot benefit form this ability.
 +
 
 +
===Rash ===
 +
Limitation
 +
 
 +
The weapon prevents you from taking a [[Actions_(Action)#Trigger_Action|Trigger Action]] until your next shot comes up.
 +
Example moves include the fleche, impale, or roundhouse blow. For a ranged weapon, this is an extended burst and the subsequent reload.
 +
When you make an attack you can chose to ignore this limitation, but doing so lowers damage by 2.
  
 
===Reload===
 
===Reload===
 
Basic Action - Limitation
 
Basic Action - Limitation
  
The weapon is slow to reload (or otherwise prepare for a second use) and requires a basic action to reload before each attack. It also suffers the drawbacks of a [[#Slow|Slow]] weapon.
+
The weapon is slow to reload (or otherwise prepare for a second use) and requires a Basic Action to reload before each attack.  
  
 
=== Returning ===
 
=== Returning ===
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Inherent
 
Inherent
  
The weapon fires in a tight cone, like a shotgun or particle weapon. It does not lose accuracy over range, instead losing damage at the same rate. Apply any range penalties to damage instead of to the attack roll.
+
The weapon fires in a tight cone that widens lightly at range, like a shotgun or particle weapon. It does not lose accuracy over range, instead losing damage at the same rate. Apply any range penalties to damage instead of to the attack roll.
 
+
A typical example is the shotgun, but most [[#Saturation|Saturation]] weapons have this ability too.
===Second Strike===
 
Trigger Action
 
 
 
Your weapon can deliver an extra attack as a follow-up when one of your attack miss. Whenever you make an unsuccessful melee attack, you can use this to make an additional melee attack on the same opponent.
 
You must be using your weapon with two hands to do this.
 
 
 
There are several variants of second strike, with various additional rules.
 
 
 
* '''Butt strike''' You deliver the second strike with the butt end of your weapon. Such a strike always does Body +2 blunt damage, regardless of what weapon you are using.
 
 
 
* '''Double strike''' Your weapon has two weapon heads, and uses the same damage for both.
 
 
 
* '''Offhand strike''' You must be holding two weapons to use this second strike, and the attack that triggered it must be held in the other (main) hand. This can be a different one-handed weapon or a paired, identical weapon.
 
  
 
=== Slick ===
 
=== Slick ===
 
Inherent
 
Inherent
  
The weapon does not look like a weapon, and can pass observation by all but the most astute observers. It can be hidden in plain sight.
+
The item does not look dangerous.
 +
It can be hidden in plain sight and can pass observation by all but the most astute observers.  
 +
When required an opposed [[Charm (Action)|Charm]] against [[Charm (Action)|Charm]] or [[Create (Action)|Create]] can avoid even close inspection.
  
 
=== Slow ===
 
=== Slow ===
 
Inherent - Limitation
 
Inherent - Limitation
  
The weapon is slow to reload (or otherwise prepare for repeated use). It cannot combine several attacks into one action, such as firing at several targets or over an area.
+
The weapon is slow to reload (or otherwise prepare for repeated use). It cannot be used with schticks or powers combine several attacks into one action such as [[Actions_(Action)#Combination_Action|Combination Action]], attacks that are Trigger Actions, or extra actions granted by abilities like [[Summon_(Action_Powers_Technique)#Hands-On_Leadership|Hands-on Leadership]].
 +
The [[GM]] determines when this applies, but you should remind the [[GM]] in situations that might qualify.
  
 
=== Static===
 
=== Static===
 
Inherent - Limitation
 
Inherent - Limitation
  
The weapon requires preparations to use or is very unwieldy, making it impossible to move in the same action you use it to attack.
+
The weapon requires preparations to use or is very unwieldy, making it impossible to move in the same action you use it to attack.  
If you chose to move but fail (but do not fumble) a [[Shapeshift_(Action_Powers_Technique)#Free_Running|Free Running]] check, you can still act instead of moving, which can be a second attempt at movement.
 
  
 
=== Stowed ===
 
=== Stowed ===
 
Basic Action
 
Basic Action
  
A stowed weapon is large and unwieldy and likely worn on your back to be out of the way. It is a Basic Action to draw such a weapon, and while worn it easily gets in your way. On a snakeyes roll, a worn (not wielded) weapon with this ability snags on something, requiring a Basic Action to sort out, or the weapon is dropped.
+
A stowed weapon is large and unwieldy and likely worn on your back to be out of the way. It is a Basic Action to draw such a weapon,  
These weapons are often carried in hand to avoid the encumbrance of wearing one.
 
  
 
===Stun ===
 
===Stun ===
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This weapon can be thrown as a ranged attack using either the [[Shoot (Action)|Shoot]] or [[Melee (Action)|Melee]] skill. If it is a melee weapon it can also be used in close combat, but only the [[Melee (Action)|Melee]] skill applies there.
 
This weapon can be thrown as a ranged attack using either the [[Shoot (Action)|Shoot]] or [[Melee (Action)|Melee]] skill. If it is a melee weapon it can also be used in close combat, but only the [[Melee (Action)|Melee]] skill applies there.
If the weapon has no given range category, it has [[Items_(Action)#Close|Close]] range.
+
If the weapon has no range category given for it, it has [[Items_(Action)#Close|Close]] range.
  
 
=== Unreliable ===
 
=== Unreliable ===
Inherent - Limitation
+
Limitation
  
The weapon is mechanically unreliable and sometimes fails spectacularly. Treat any snake eyes roll using this weapon as a fumble, quite often breaking the weapon or harming the user. This is a common drawback with experimental or [[#Improvised|improvised]] weapons.
+
The weapon is mechanically unreliable and sometimes fails spectacularly. Treat any snake eyes roll using this weapon as a fumble, quite often breaking the weapon or harming the user.  
 +
One tech level after they are introduced this limit disappears.
 +
Experimental and improvised weapons, as well as weapons you are  unfamiliar with gain this limitation.

Latest revision as of 23:43, 19 August 2023

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Heroic Action Role-Play

Weapons in Action generally have extra maneuvers available to them, and some have inherent effects; these are all explained here. Unlike item schticks, these are not equivalent to full feats but perhaps to half a feat.

Some abilities are noted as limitations. These always apply, training or not.

Area

Limit Break

You attack everyone in a globe with a diameter equal to your Reflexes in meters centered on the target point. Make a separate attack roll against each target, including friends and bystanders.

This commonly results from explosions and fully automatic weapons fire.

Boosted

Limitation

Also called power armor, this armor has servo-motors powering it, directed by sensors inside the armor so that it matches body movement. If the power fails, the armor turns rigid and it is time for emergency escape, there are manual explosive bolts that should remove the armor. Another danger is that the armor is computer controlled and can potentially be hacked or remotely controlled. A character with an Exo Link can ignore the Move and Hits limitations of boosted armor.

Disarm

Basic Action

Add +3 to Melee rolls to Disarm. If you are allowed to make a counterattack, such as the Intercept weapon ability or the Riposte schtick, you can opt to Disarm instead of making a normal attack.

Counter

Trigger Action

You can intercept opponents attacking you in Melee, striking would-be attackers that you manage to keep at bay. Whenever an opponent misses you with a Basic Action attack in Melee, you can use this weapon to make a Normal Melee Attack on them. This also keeps them at bay - if you are successful and using a Reach weapon, you prevent them from moving adjacent to you. On the other hand, if an opponent starts adjacent to you and there is no behind you, the GM may not allow you to use Counter.

Dual Damage

The does two or more types of damage. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Additional kinds of damage uses the lowest soak value among the types. See also Touch.

Entangle

Basic Action

You can do a Feint, Grab, or Wingclip stunt with a +3 bonus on your Melee or Shoot check (as appropriate).

Loud

Limitation

This gear makes a lot of noise and can be heard a good distance away, depending on its size. A loud weapon alerts neighbors but it is often difficult for witnesses to pinpoint where a ranged weapon is fired, as the trajectory makes as much noise as the weapon itself. Larger items generally make much more noise; a Small or smaller weapon is only audible nearby and dampened by a simple wall, a Medium weapon can be heard a cross a hall or through an interior wall, while a Large weapon is audible over a wide area, possibly kilometers away if conditions are right. Armor with this limitation continually makes noise. Any action that requires quiet or stealth is Stymied when using such gear.

Mirabilia

Inherent

A minor miracle, the power use version of Mundane. An item of power that is so common it is not an Item Schtick and instead considered everyday gear in a setting where this type of power is common. In settings where this kind of power is rare or secret, items that are Mirabilia don't exist.

Mundane

Inherent

This item requires an item schtick at the tech level it is introduced. One tech level later, the item is no longer an item schtick and is now normal equipment available to anyone.

Parry

Trigger Action

The weapon can be used to parry other melee attacks. Use it after an enemy hits you, giving a +3 Dodge bonus until you take your next action, but only against melee attacks.

Penetrating

Inherent

Against armor of its own tech level and lower, this weapon is soaked by Body rather than Toughness.

Powered

Inherent

A development of Boosted armor, power armor has all the advantages of Boosted armor, but also makes the wearer stronger and tougher, giving a +2 bonus to Action, which further increases Toughness beyond the protection provided by the armor. A character with Superstrength cannot benefit form this ability.

Rash

Limitation

The weapon prevents you from taking a Trigger Action until your next shot comes up. Example moves include the fleche, impale, or roundhouse blow. For a ranged weapon, this is an extended burst and the subsequent reload. When you make an attack you can chose to ignore this limitation, but doing so lowers damage by 2.

Reload

Basic Action - Limitation

The weapon is slow to reload (or otherwise prepare for a second use) and requires a Basic Action to reload before each attack.

Returning

Inherent

After you throw a weapon, you can use this to instantly retrieve it. It might be attacked to a string, bounce back to you, or naturally return to you like a boomerang does in movies.

Saturation

Inherent

The weapon saturates an area, making it immune to all effects of cover. A typical example is the flamethrower.

Scatter

Inherent

The weapon fires in a tight cone that widens lightly at range, like a shotgun or particle weapon. It does not lose accuracy over range, instead losing damage at the same rate. Apply any range penalties to damage instead of to the attack roll. A typical example is the shotgun, but most Saturation weapons have this ability too.

Slick

Inherent

The item does not look dangerous. It can be hidden in plain sight and can pass observation by all but the most astute observers. When required an opposed Charm against Charm or Create can avoid even close inspection.

Slow

Inherent - Limitation

The weapon is slow to reload (or otherwise prepare for repeated use). It cannot be used with schticks or powers combine several attacks into one action such as Combination Action, attacks that are Trigger Actions, or extra actions granted by abilities like Hands-on Leadership. The GM determines when this applies, but you should remind the GM in situations that might qualify.

Static

Inherent - Limitation

The weapon requires preparations to use or is very unwieldy, making it impossible to move in the same action you use it to attack.

Stowed

Basic Action

A stowed weapon is large and unwieldy and likely worn on your back to be out of the way. It is a Basic Action to draw such a weapon,

Stun

Inherent

This attack does not cause any direct injury on a Damage Setback, instead favoring stun, knockback, and other non-lethal effects.

Throw

Inherent

This weapon can be thrown as a ranged attack using either the Shoot or Melee skill. If it is a melee weapon it can also be used in close combat, but only the Melee skill applies there. If the weapon has no range category given for it, it has Close range.

Unreliable

Limitation

The weapon is mechanically unreliable and sometimes fails spectacularly. Treat any snake eyes roll using this weapon as a fumble, quite often breaking the weapon or harming the user. One tech level after they are introduced this limit disappears. Experimental and improvised weapons, as well as weapons you are unfamiliar with gain this limitation.