Difference between revisions of "Reflexes (Action)"
m (→Stunts: -endurance => Body) |
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== Stunts == | == Stunts == | ||
+ | === Contortions === | ||
+ | Basic Action | ||
+ | |||
+ | You can try to slip out of ropes, manacles or other restraints, as well as openings to small for an ordinary human to move through. In an action scene you can try to do this any number of times; out of action all rolls after the first one are considered Limit Breaks and the GM can have script reasons for you to fail. | ||
+ | |||
+ | You use [[Reflexes (Action)|Reflexes]] for these stunts, and the difficulty depends on the mode of restraint used. Regardless of the method employed, the minimum difficulty is the binder's [[Melee (Action)|Melee]] skill. Certain methods of restraint have other set difficulties. | ||
+ | |||
+ | {|Wikitable | ||
+ | ||'''Restraint'''|||'''Difficulty''' | ||
+ | |- | ||
+ | ||Simple handcuffs, hole wider than your shoulders but too narrow to crawl in. |||5 | ||
+ | |- | ||
+ | ||Manacles, hole as wide as your hips but not your shoulders. |||10 | ||
+ | |- | ||
+ | ||Straightjacket, foot cuffs, hole as wide as your head but not your hips |||15 | ||
+ | |- | ||
+ | ||Bonds custom-adjusted for you |||20 | ||
+ | |} | ||
== Schticks == | == Schticks == | ||
{{: Reflexes_Schticks_(Action)}} | {{: Reflexes_Schticks_(Action)}} |
Revision as of 14:15, 5 November 2010
Heroic Action Role-Play |
Reflexes is a measure of speed, coordination, agility, and strength compared to weight. High Reflexes means you carry yourself quickly and gracefully; you are not hindered by your bulk.
The most important use of Reflexes is in Initiative. It is also used as the default value for some Skills and to see how much Outcome is needed to get a Setback result on a stunt against these skills.
Reflexes has some effect on movement; the more actions you have, the further you can move in a round, but Move really is the attribute for movement speed.
Stunts
Contortions
Basic Action
You can try to slip out of ropes, manacles or other restraints, as well as openings to small for an ordinary human to move through. In an action scene you can try to do this any number of times; out of action all rolls after the first one are considered Limit Breaks and the GM can have script reasons for you to fail.
You use Reflexes for these stunts, and the difficulty depends on the mode of restraint used. Regardless of the method employed, the minimum difficulty is the binder's Melee skill. Certain methods of restraint have other set difficulties.
Restraint | Difficulty |
Simple handcuffs, hole wider than your shoulders but too narrow to crawl in. | 5 |
Manacles, hole as wide as your hips but not your shoulders. | 10 |
Straightjacket, foot cuffs, hole as wide as your head but not your hips | 15 |
Bonds custom-adjusted for you | 20 |
Schticks
Act Now
Trigger Action
Trigger: Somebody finished their action. If you have yet to take your first action this round, you can spend three shots (in addition to 1 shot to trigger) to take your first action right now. If more than one character takes this action they act in order of current highest shot. This schtick can only be used once per round.
Athlete
Inherent
You are a physical paragon and well beyond the norm of your people, which shows in your appearance and mannerisms. Your Reflexes can be up to two points higher than the normal racial maximum.
Super Reflexes
Inherent
You can freely exceed the normal Reflexes limit based on your race. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return. Note that this is mainly a problem for Folk - other creatures do not have ability maximums.
Quicker than the Eye
Inherent
If your Reflexes are higher than your opponent's, you can use this to gain a +3 bonus to any skill used as a defense value. As normal, you do this after you know whether the opponent's action succeed.