Difference between revisions of "Dodge Schticks (Action)"

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=== Defensive Reflex ===
 
=== Defensive Reflex ===
Trigger Action (Defense)
+
Inherent
  
You have reflexes honed to defense. When attacked you can use this to get a [[Dodge (Action)|Dodge]] bonus of +3 this shot. You can use this even when you could not ordinarily use a trigger action, such as when you are surprised or have zero shots left.
+
You have reflexes honed to defense.  
You still cannot trigger this on another Trigger Action.
+
When attacked and unable to use a Trigger Action (Defense), such as when you are surprised, the attack is a trigger action, or have zero shots left, you gain a [[Dodge (Action)|Dodge]] bonus of +3.
  
 
=== En Garde ===
 
=== En Garde ===

Revision as of 07:23, 30 April 2021

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Heroic Action Role-Play

Several of these sticks cover abilities quite unrelated to the Dodge skill. This is because a hero is always assumed to raise Dodge to the highest allowed value, and these schticks relate to the character's overall level. In other word, some Dodge sticks could just as well be based on a character's highest skill rating, placing them in Dodge is just a little more elegant.

Active Dodge

Basic Action

When you would ordinarily be hit by an attack you can take an active dodge, which increases your Dodge value by +3 for the current shot. You also give the +3 bonus to another when you do the Look Out! stunt.

Armor Proficiency

Inherent

You ignore the Reflex penalty when wearing armor, but you still suffer any other penalties. For removing other penalties, see Utility item.

Bodyguard

Trigger Action (Defense)

You are a trained bodyguard, and can instinctively react to threats to other people. When somebody close to you is attacked, you can move your Move in meters to come adjacent to the one you are to protect. If you cannot move adjacent, you cannot move at all. You can then take the attack. This is the same as the Meatshield stunt, except that you are allowed to take further trigger actions to defend yourself. You can use this even in situations where you are not aware of the attack or in a Surprise round but not when you are out of shots for other reasons.

Bulletproof Nudity

Stance

Nudity can distract an opponents at critical moments. If nothing else, it makes the audience root for you. You must be more naked than the local cultural norm allows to use this, and not encumbered by excessive gear or wear armor. You can strip down as a part of activating the stance. Add +2 to your Dodge. Multiple Dodge bonuses do not stack.

Bullheaded

Inherent

You are sure of yourself and not easily impressed by intimidation or social pressure. You can use your Dodge as a defense where you'd normally use Impress.

Cold Fish

Inherent

You are not easily swayed by charm and whiles. You can use your You can use your Dodge as a defense where you'd normally use Charm.

Counter Defense

Trigger Action (Defense)

Your great practice has honed your reactions into instincts You can use this to defend against an attack that is itself a Trigger Action to get a Dodge bonus of +3 this shot. This is an exception to the rule that Trigger Actions cannot trigger other Trigger Actions.

Crazy

Basic Action

Your motivations can rapidly and unexpectedly change. While being affected normally by social interactions and mental effects, you can completely change your motivations and negate all such effects you are currently under. After doing this, you loose all remaining shots for the round. You can only do this once per scene. You can use this schtick even when something would normally prevent you from doing so. This cannot end a Curse, but can cancel the effect of a social or mental curse for a round.

Danger Sense

Inherent

You have an instinctive sense for when danger approaches. You can use your Dodge as if it was Recon for Alertness stunts used to spot sneaking enemies, and as the difficulty of Sneak checks.

This sense only registers actively hostile creatures; ambushes and enemy with intent to harm. You do not sense scouts, spies, thieves, or traps. It does not work against a creature using Sneak to Hide (see the stunt description).

Defensive Reflex

Inherent

You have reflexes honed to defense. When attacked and unable to use a Trigger Action (Defense), such as when you are surprised, the attack is a trigger action, or have zero shots left, you gain a Dodge bonus of +3.

En Garde

Stance

You scorn the use of shields and brute weapons, relying on defensive weapons and a good fighting stance to protect you. Add +2 to your Dodge. Multiple Dodge bonuses do not stack. To use En Garde, you must be using a melee weapon with the Parry ability, and no other melee weapons. This includes a weapon gaining Parry from Melee Technique or similar. You can hold something else in another hand, such as a ranged weapon.

Fox's Retreat

Trigger Action (Defense)

When Attacked, add +3 to your Dodge for the current shot. You can also take a normal move, but may not move closer to the attacker. You are moving after the attack, so you do not get the benefit of any cover you move into.

Grenade Leap

Trigger Action (Defense)

When attacked by an area attack, you can use this to get a +3 bonus to Dodge and take a move in any direction, including up. You can use it with one of your own area attacks to leap in this way as long as you are in the area of the attack—you don't take damage from your own attack in this case. You are moving after the attack, so you do not get the benefit of any cover you move into.

Hold the Line

Focus

When an ally adjacent to you takes a Hit, you can focus.

Kiss the Ground

Trigger Action (Defense)

When attacked you can move your normal Move in any direction after the attack is resolved. You also get a Dodge bonus of +3 this shot.

Signature Item

Inherent

Select one specific item, like the family ancestral sword or the car that saved your life in the deep desert. Your fate is linked to this item.

  • You can own and operate this item legally even if it would normally be beyond your means, illegal, or require some special license. People tend to not question your right to take it along; unless the GM makes a montage of how it is taken, the item stays with you. It can also pop up in the unlikeliest places seemingly on its own.
  • It is harder to steal or disarm you of this item; it takes an Outcome equal to your Dodge to do so. Even if it is stolen, it always crops up later — it is never permanently lost.
  • The item is tougher than normal, having a minimum Toughness score equal to your Dodge. Even when seemingly destroyed, the item can always be repaired.
  • You become fully proficient with the item, gaining the effects of Armor Proficiency and similar limitation-overcoming abilities.
  • Finally, the item becomes infused with your essence. It is considered a supernatural or magical item in situations where this matters.