Difference between revisions of "All Stunts (Action)"

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Revision as of 16:36, 21 April 2012

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Heroic Action Role-Play
Main article: Action

Standard Stunts

There are certain actions that everyone can perform, and which do not require any schticks.

Action Advantage

Limit Break

Athletes undergo mental training to achieve top results when it really matters. Any hero can achieve this kind of concentration.

Make a Basic Action. You gain an Advantage that must be spent immediately on this action. Out of combat, this must be a specific, quick action - you cannot use this to get a bonus on a task taking more than a minute to complete.

Active Defense

Trigger Action (Defense)

When you are being attacked, you can defend. This adds +3 to one particular skill used as the difficulty of someone else's task. The most typical defense is Active Dodge, but almost all skills can be used as a defense at some point. In a situation where shots are not counted, defending means you are not fully participating - you play defensive rather than engaging in the situation - which means you can't initiate actions or make stunts of your own.

Assist

Trigger Action (Combo)

You aid a friend in performing an action. You must be in a position where this makes sense, adjacent to the creature you are assisting or to the target of the action. Assist triggers after the action you are assisting, which means you know the result of the action you would assist before you decide to actually use Assist. Make a Confident Roll of the skill you are assisting, the difficulty is your friend's skill rating. If you succeed, your friend gets a +1 modifier to his roll. Several assistants can help the same action, to a maximum bonus of +3. When assisting someone of the same or lower skill, you can forgo the die roll for speed of play. Assist is a variant of Advantage and can stack with other bonuses.

To assist, you should generally be physically capable of the action you're supporting (in the right spot, not prevented from acting), but need not have any relevant schtick or equipment. The GM has the final say on whether assist action is relevant to a certain task, and how many helpers can assist.

In some situations it makes sense to assist using another skill than the one you are supporting. Suppose a friend is using Create to fix a radio tower, it might be possible to use Maneuver to assist by climbing to where help is needed. The GM decides when this is feasible.

For an unnamed character, it is a Basic Action to assist, and it must be done before the action to be assisted. Unnamed characters often work in groups of 4, one acting and the other three assisting. No Assist rolls are required as long as all the unnamed characters have the same skill. This allows the group a single action with a +3 bonus. If the mook actually taking the action is stopped, such as with Carnival of Carnage, the entire action fails.

Attack

Basic Action

Make an attack with no special modifiers or rules.

Combination Action

Limit Break

You perform two Basic Actions in quick succession. If you are allowed to move as a part of both these Basic Actions you can also move before, between, or after acting - but only once. If one of your actions is a Full Move, this allows you to move even with actions that normally do not allow movements, such as Seven Sword Strike.

Environment Interaction

Basic Action

You interact with the environment in some manner, opening a door, manipulating controls, throwing a lever, picking something up off the floor. This takes a separate basic action, but if the environment interaction can be described as part of a Stunt, you can combine the two actions into one. Examples are closing a door in the face of opponents (using Maneuver to make them to lose shots), picking up the fallen enemy flag (using Impress to make them lose morale), kicking a dagger lying on the floor to make a thrown weapon attack, and so on. Sometimes, Environment Interactions can be attacks, like rolling a boulder down on enemies below you, using the normal attack rules. More often, an Environment Interaction sets up a later attack.

Finishing Stunt

Finisher

Use a power or stunt you can normally use and which is either a Basic Action or a Limit break. If this action fails, there is no effect, and the target suffers no additional effect from the Finisher. If this action succeeds, it effectively has infinite outcome; it scores an automatic Setback or otherwise works as well as it reasonably can. If the action you choose to do is a Limit Break, roll for it normally. If it is a Basic Action, the task is Routine and the roll is Confident.

Full Move

Basic Action

Move as an action, doing nothing else. This adds to the normal movement allowed with a Basic Action, as a result you move twice your Move. If you do this when you are not allowed to move with a Basic Action, such as when using a Static piece of gear, you can still make a normal move this way, but you do not get any other action. Combined with Free Running, you make a Maneuver check to see if you can move your normal or double Move.

Gauge Skill

Trigger Action or Limit Break

When you see someone else use a skill, you can make an opposed roll of that skill against them. If you succeed, you know how skilled they are and get to know 3 skill schticks they know relating to the skill they used. If you fail, you still know the result of your own roll and this gives you some information about how skilled they are. You can use this skill on someone even when they are not using a skill, but in this case it is a Limit Break.

Interaction Stunt

Basic Action

Make a Interaction Stunt with no special modifiers, targeting another creature.

Push Luck

Trigger Action (Combo)

If your last action was a failure, you can push your luck to try and succeed anyway. Re-roll the failed check. If you succeed, it counts as if your first roll was a success. If you fail you suffer a Setback in addition to any result of the failure.

Setup Finisher

Finisher

You set your target up for someone else to use a finisher on. One other person designated by you that is in position can immediately use a finisher on that target as a Trigger Action.

Triumph

Focus

When a named opponent is defeated by you - either at zero hits or suffers another result that makes them unable to continue acting in this scene, you can focus. Also, when you inflict a Setback or Damage Setback on a named opponent, you can focus.

Body Stunts

Endurance

Inherent

The endurance rule is sketchy. Endurance is really a bit to gritty for Action.

You can work a number of hours each day equal to twice your Body. If there is no water or air is in short supply, reduce the multiplier by one. Exceeding this cause one Hit and one more Hit after additional hours each day equal to your Body. These hits need full rest to recover.

Example: Tim has a Body of 4. Under normal conditions, he can work 8 hours a day. If water or air (or both) is in short supply, he can work 4 hours a day. After he has worked up to his limit, he takes one Hit and then one additional Hit every 4 hours thereafter.

Marching, you move at a speed in kph based on your Move rating -1. Moving at full speed is much more tiring, and every 15 minutes spent like that counts as a full hour of normal exertion.

Feat of Strength

Basic Action

The Encumbrance rule covers how much a character can carry. But it is possible to make even more impressive feats of strength by spending a Basic Action on them. In this way a character can use his strength to push trough doors, walls, tangled wines and other hindrances. Toppling walls, statues and other heavy objects are also common feats of strength, along with many, many other stunts based on heroic strength.

  • Carrying heavy weights a short distance allows lifting at two Body more than normal.
  • Lifting something off the ground while remaining still allows lifting at three Body higher than normal.
  • Breaking trough doors and walls needs a Body equal to their Toughness.
  • Toppling something takes a strength based on its weight, with a bonus based on how precariously it is balanced. Reduce the required Body by 3 for a square block you want to tip up to 5 for something on the verge of falling.

It is possible to push these limits for short periods by doing a Strength Push stunt. You can assist another on a Feat of Strength. If you have identical Body scores, this is automatically successful. To assist another character with a higher Body, you must use Strength Push to push your Body until equals or exceeds the Body of the person you want to assist; failure means your assistance did not in fact help. Each successful assistant gives a +1 bonus to the main character's body, to a maximum bonus of +3. Not that the main character can push his strength without changing the assistance difficulty, which allows truly impressive coordinated tasks. Feat of Strength Coordination is a variant of Advantage and can stack with other bonuses.

Hold Breath

Inherent

You can hold your breath a number of rounds equal to your Body; for each round after that you take one Hit. An unconscious character that takes damage this way suffers a Damage Setback.

Vitality

Inherent

Using Limit breaks consumes a fair part of your stamina, giving an effective limit on daily Limit Breaks equal to your Body. Don't bother keeping track of this during action sequences; this limit is to prevent characters from working miraculous powers all day, not to stop heroic action.

Mind Stunts

Reflexes Stunts

Contortions

Limit Break

You can try to slip out of ropes, manacles or other restraints, as well as openings to small for you to ordinarily move through. 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. 6
Manacles, hole as wide as your hips but not your shoulders. 9
Straightjacket, foot cuffs, hole as wide as your head but not your hips 12
Bonds custom-made for you 15 or Create

The Escape artist schtick lets you use your Maneuver instead of your Reflexes for these rolls.

Charm Stunts

Charm stunts cover a wide variety of social situation and action uses of the skill.

Acting

Limit Break

You can disguise yourself as somebody else and play out an assumed role with an opposed Charm roll. Make a roll on the initial encounter and a further roll at important junctures, which generally works out to once per scene. You cannot impersonate a specific person, and need cosmetics and bulky clothes to change your apparent race or gender.

Charm Defense

Trigger Action (Defense)

When a Charm stunt is made against you, you can defend. This adds +3 to the Charm skill used as the difficulty for the current shot. In a situation where shots are not counted, defending means you are not fully participating - you play defensive rather than engaging in the situation - which means you can't initiate actions or make stunts of your own.

Cunning Stratagem

Limit Break or Basic Action

You make a Distraction or Trick 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 situation in the GMs opinion. This is often the result of a planned set-up.

Distraction

Basic Action

You can baffle others with tricky words and misleading demeanor. Make an opposed Charm roll; on a success, your target loses 3 shots or you can move past or by them or claim some minor boon from them. Typical uses include distracting a doorman or police officer, conning someone out of some change, or stealing an unsuspecting kiss. It can also be used to get a respite in a fight. If your Outcome matches the target's Mind, you cause him major consternation; he suffers a Setback.

Good Impression

Basic Action

You try to make a good initial impression on someone with whom you can communicate. You can only attempt a single Good Impression check on a creature in each scene. If you succeed on an opposed Charm check, you have a short conversation as time allows—just enough to allow a Limit Break. The person becomes an acquaintance and will recognize you if you meet again. If you have an Outcome matching the target's Mind, you become at least temporary friends, and the target will happily spend time with you when convenient. This works to distract guards, focusing their attention on you instead of on what they should be doing.

Frisk

Varies

Make a quick examination of someone, looking for hidden weapons, contraband, and so on. This is an opposed roll compared to the target's Charm, Create, or Impress skill. Depending on what you are looking for and how you do it, there are several modifiers. In order to even try to hide an item like this, the character must be carrying enough clothes.

Circumstance Modifier
You are using a detection device of the same sophistication that the item sought. +3
You are using a detection device of higher sophistication that the item sought. +5
You know exactly what you are looking for. +3
Person carries the object inside his body (swallowed, surgically implanted). -5
Type of search Modifier
No Action Passive search; you are not actively searching, but the concealed object would attract your notice if you did search (not an action) -5
Trigger Action Visual observation only. -3
Basic Action Pat-down +0
Limit Break Body cavity search +5

In general, you only get one chance at frisking. But if you can change your modifiers so you get better odds, you can try again.

Sometimes, the GM will give you hints even on a failed roll, especially if the plot demands it; you generally get a bad feeling about a the situation even if you failed to find exactly what you looked for as long as you did not fail by a margin greater than your Mind. This realization might not come at once, and you might not be certain who your suspect is, but it gives you incentive to look more closely. By the same token, the GM might delay the result of a successful roll to heighten tension and move the plot along.

When a player tries to smuggle something past a guard, the GM should generally let the player roll their Charm, Create, or Impress skill against the guard's modified Recon; it is much more interesting to have the players be the active party.

Various stunts can be used to distract a guard or fool someone into revealing what they carry, these generally modify the Recon check further. A Setback on such a stunt makes either avoidance or discovery automatic.

Now and then the GM will have to fudge these rolls; generally to allow either a hero or villain to pass inspection but still cause suspicion - this is often the best setup for an exiting action scene.

Gambling

Basic Action

When gambling against another character, make opposed Charm rolls to see who gains the advantage at each stage. Success earns Advantage. If you get an Outcome matching your opponent's Mind, you win. As with any stunt, style gives a bonus. Stakes are raised raised before each roll; refusing to raise and roll means you forfeit the game at the current stakes. Rigged games give the cheater a bonus of +3 or more, but if the target would ordinarily have won, he becomes suspicious. Challenge to Gamble You can make others accept a bet for a trivial stake by succeeding on an opposed Charm roll, with higher outcomes indicating bigger wagers. An outcome matching the target's Mind allows stakes the target really cannot afford to lose, the equivalent of a Setback. This is an all-or-nothing proposal, only one attempt allowed.

Gather Information

Limit Break

You hang out with people, perhaps buy a few drinks, and get in on the local gossip. This gives you the local scuttlebutt and rumors, and possibly some real information as well. When gathering information about someone, make an opposed Charm check against them to learn their whereabouts and general information. On an Outcome matching the target's Mind you catch wind of some secret or unusual information. If the roll fails, you still learn general information, but not his current whereabouts, and friends of the mark may inform him of your nosing around. Note that you can use the Contacts Element of any skill to do this, not just Charm, as long as the information sought are known among the contacts given by your skill.

Gauge the Moment

Limit Break

You have been given a simple order, possibly under duress, such as to march along, be silent, or remain in the background. You can gauge a moment when you can break this order without causing a stir or creating conflict. Make a Charm check against Impress. On a success, you find an opportunity and excuse to break the order, such as a stop for bodily needs, inserting a worthily comment in a conversation, or step up to be helpful.

Good Cop Routine

Finisher

Make an opposed Charm roll against a prisoner or someone who is otherwise at your mercy or dependent on you. If you succeed, you gain their confidence and they see how you are trying to work out the best for them in their current situation; they would not lie to you or play tricks on you, but they still maintain their old loyalties and might not spill the beans to you either. Combines well with Bad Cop Routine.

Innuendo

Basic Action

This is the ability to convey different messages to different listeners by alluding to knowledge only some of them have. It is generally used when you know you are being overheard, but still wish to tell your allies something without the listener realizing what it is. This is useful both in polite conversation and when talking over an open line. Make an opposed Charm roll against any listeners you want to hide your true meaning from. If you fail you have a choice, either the unintended recipients understand the message or your intended listener does not. If you fail by a margin matching your own Mind, both things happen.

Palm Object

Basic Action

You can swipe a small object without attracting attention. This is usually used to steal, but can be used for other purposes, such as to to plant evidence or for parlor tricks. Make an opposed Charm roll against your mark. On a success you can swipe or plant a small object that is not attended, secured, or attached and the theft will not be immediately noticed. If you fail and score a negative Outcome matching your Reflexes the attempt is noticed. To swipe an object that is larger than your palm, is attached or worn in a pocket, or that is in clear sight you must score a positive outcome matching the observer's Reflexes.

Perform

Inherent

A character in Action is normally proficient in social activities such as dancing, singing, and playing instruments with reasonable skill. If it becomes important what areas of performance a character is particularly skilled at, choose one kind of performance for each point of skill above 10 (minimum one). Examples include instruments by kind (keyboard, string, percussion, wind, etc), dance, singing, acting, recitation, comedy, stage magic, and more. Stunts can be based on performance categories, but other schticks might be required for adventure use.

Scrutinize

Basic Action

You look over a person, trying to see if he is disguised, concealing an object on his person, or otherwise is hiding something. Make an opposed Charm roll to notice such discrepancies. On a success, you notice something is off. On a margin matching the target's Reflexes you notice what the problem is.

Seduction

Trigger Action (Combo)

When you score a Setback with a Charm stunt, you can attempt to establish to sway the target's loyalties. This becomes the Setback result, the target suffers no other effect. To do this you must point out some interest or loyalty the target has and say you share this interest. A common interest to use is sexual attraction, but seduction can also involve common ground of some sort, such as a common enemy, interest, or loyalty. Make an opposed Charm check. On a success, you seduce the target if you actually do share the stated interest. On an Outcome matching the target's Mind, you score a Setback and seduce the target as long as he has the stated interest, even if you are only pretending. Once someone has been seduced, they will willingly follow and help you out. They seek to avoid conflict with their old allies, and if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former loyalties. Someone who you have seduced expects company, favored treatment, and possibly sexual favors from you; if you refuse them when the occasion present itself or if they discover you've been unfaithful your power over them is broken and they might become vindictive or even downright hostile.

Sense Motive

Limit Break

Observe someone in a social context and make an opposed Charm roll to learn his immediate goals and motivations, seeing trough surface motives into another person's deeper motivations and personality. You know what kind of person this is; gaining insight into his motivations, methods, and habits. This is not an exact science, and if the target is projecting a social façade, that counts as actively resisting your attempt. You generally only get once chance to attempt this in a scene or even session, unless the situation dramatically changes.

Social Support

Trigger Action (Defense)

When one or more of your friends are the target of an ability where Charm is the difficulty, you can substitute your own Charm for that of your friends for the current shot. Normally, you need to be within Mind 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.

Taunt

Basic Action

In an action scene, you can taunt an enemy, giving you an opening. Make an opposed Charm check. On a success, you gain an Advantage against the named creature or group of unnamed creatures you taunted. On a margin equal to their Mind they instead suffer a Setback. Such a setback is likely to be abut provoking the target to act impulsive or stupid.

Tete-a-Tete

Limit break

You have a one-on-one interaction encounter with another character present at the scene. Only you and the other know this happened. This is strictly a social encounter, there is something that prevents this from escalating into combat or that makes attacks impossible. In the middle of a fight this might be a pause enforced by the environment, an impasse, or a mexican standoff. This interlude happens immediately and is quite short; you can each make an interaction check against the other and have a meaningful exchange. You can use a Charm Limit Break during a tete-a-tete, they can do a Basic Action. It happens outside of the normal sequence of rounds. Short as it is, it can still be used to have a meaningful relationship development, make points clear, or otherwise be used to establish common ground or revitalize a rivalry.

Trick

Basic Action

You gain an advantage against an opponent by quick and deceptive actions or words, causing him to stumble or otherwise make a fool of himself. This is a useful set-up both in and outside of combat. The roll will be heavily modified depending on how well you describe your stunt and use available props. Make an opposed Charm roll against your target. If you succeed, gain an Advantage. It you score an Outcome matching the target's Mind, you instead inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your maneuver. He might mistake you for an ally, strike past you at a friendly target, run off after some imaginary danger, or otherwise temporarily make a fool of himself.

Create Stunts

The most important Create stunt is Tinkering, a whole complex of rules covering almost any build or repair situation, but there are other stunts you can do using Create. These stunts assume you have (or improvise) the relevant tools for the job.

Blueprints

Inherent

In most cases, the Create skill assumes you are jury-rigging on the top of your head, but if you have blueprints you can do much more impressive things. Appropriate blueprints give a +5 on Create tasks. Creating blueprints is difficult, but above all time consuming - this is not an adventure activity, it is something done as a long-time project. In many cases blueprints are mcguffins, thus allowing the impossible and be impossible to work without.

Craft

Inherent

Action assumes character with Create are handy in most fields, but in some settings it might be important to see which crafts you are skilled with. Choose one craft for each point of skill above 10. Your actual ability depends on your Create skill. Crafts include such things as blacksmithing, whitesmithing, jewellry, carpentry, tailoring, and the like.

Craft Defense

Trigger Action (Defense)

When a Create stunt is made against you, you can defend. This adds +3 to the Create skill when used as the difficulty for the current shot. In a situation where shots are not counted, defending means you are not fully participating - you play defensive rather than engaging in the situation - which means you can't initiate actions or make stunts of your own. Craft stunts are usually directed against some kind of technological device, such as jamming against radar or radar, sand thrown to sabotage an engine, and such. To use this, you must be actively operating the machine the stunt is directed at.

Deep Pockets

Inherent

You can rummage through your pockets and pack to find various odds and ends you stashed earlier. An item found this way cannot be so large that it would not fit in what you are currently wearing. The difficulty depends on the type of gear.

8 Everyday gear
10 Specialized gear you need for your adventuring career
12 Gear others need for their careers
14 Cutting-edge gear, items that use Powers
16 Out-of-context gear, such as a welding torch in a medieval setting. This must still be possible becasue of planar travel or whatever.
18 True rarities, not including macguffins or plot objects

Deep Pockets is not an action, but the item is often in your pack and may require a Basic Action to get ready. You can only try once to see if you are carrying an item, but new rolls are allowed when you get access to things like your tool bag, your big-trunk vehicle, your house, your machine shop, or your secret lair - at least the last two may also give you a bonus.

Demolish

Limit Break

Make a Create roll against the Toughness of an object to destroy it utterly. Even on a failed result, you gain an Advantage.

You need appropriate tools to demolish an object (this can be another power with the GM's approval) and, depending on the tools used, you usually need to be adjacent to your target as well.

If the object is stationary relative to you, double the result of your Create roll. You may have to use other skills like Maneuver to get into such a position. You may have to use other skills (like Maneuver) to get into position on a moving vehicle or similar difficult situation

Disable Mechanism

Basic Action

You can disable a mechanism such as a trap, bomb, or vehicle, making it inoperable and safe to handle. You can break open normal locks, doors, widows, and similar everyday security devices. This also governs computer security. This requires an opposed Create roll against whoever installed the security (12 for normal professional security). Each failed roll takes away one Advantage or gives the device one Advantage to use to resist your efforts. Failing the check by a margin greater than your own Reflexes, you not only fail but suffer a Setback which might mean you take damage or the device is permanently stuck.

Casual security, common for storage, early vehicles, and cheap housing only requires a success.
Professional security such as most house and business locks require an Outcome equal to the difficulty of the check. Each success that fails to get the required Outcome instead gives you an Advantage.
A safe or vault that requires a complicated process to unlock even with appropriate keys function as standard security, above, and also gains one Advantage for each attempt you make. The advice here is to use Action Advantage to counteract the Advantages the safe gets against you.

Examine

Limit Break

You search an area with a diameter equal to your Mind, locating hidden devices with an opposed Create check. Typical things you find are traps, alarms, surveillance equipment, and secret doors. You automatically find all things a normal Recon roll can find - normal concealed objects, improvised traps, doors, and other things that could be found with a quick Scan are obvious to an Examination. A roll is only required against a particularly well hidden thing, such as a trap or hidden passage part of the original construction of the area.

Fake

Limit Break

You create an item that attempts to duplicate another item in looks if not in function. If the item is to have any function, you need a comparable working object to start with. You might also need appropriate tools and materials in order to create a fake. You also need to know what you are faking, either a very detailed description or a very similar objects, such as a document from the same office or another version of the car you are faking. You then need to pass a Create check appropriate to the complexity of the object. Once all of this is resolved, you have a fake that will fool a casual inspection (Basic Action) unless they pass a Create, a Know check, or a check of the skill governing the use of the item against a difficulty equal to your Create.

Ignite

Limit Break or basic Action

Using primitive fire-making tools such as a sun glass, fire bow, or fling & steel to ignite an object is time-consuming. You automatically light an object intended to be lit, such as a torch, lantern, candle, or burning fuse. Other items require a Create check against their Body to lit, if they are capable of burning.

If you have better fire making equipment, such as a [Gadgets_(Action)#Firepot|Firepot]], Slow Fuse, matches, a lighter, or similiar advanced fire making tools, this is a Basic Action.

One-Shot Mod

Limit Break

You can install a single Weapon Modification and use it once. Others can't use the modification at all.

Repair

Limit Break

Make a Create roll against the Body of a damaged item to restore it to full (if sometimes temporary) functionality. For personal gear, this is the Body they were designed for (usually the Body of the user or wearer). This applies to relatively simple repairs, more complex tasks should use the Tinkering rules or is simply hand-waived between adventures.

Search

Basic Action

You search an area with a 1 meter radius adjacent to you. You can find hidden objects, traps, secret doors, and the like with an opposed Create roll. You may also spot an enemy trying to Sneak, the difficulty is their Recon. You can only try and Search an area once, further rolls require Examination.

Dodge Stunts

Basic combat, movement and evasion stunts.

Active Dodge

Trigger Action (Defense)

You can gain a +3 bonus to Dodge used as a defense for the current shot.

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 immediate 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).

Kiss the Ground

Trigger Action (Defense)

When attacked by an area or ranged attack you get a Dodge bonus of +3. You become Static for the rest of the round.

Meatshield

Trigger Action (Defense)

You can interpose yourself between an attacker and an ally next to you, redirecting the attack to hit you instead. You must be aware of the attack and have shots to spend. You can't take further trigger actions to defend yourself from the attack.

Reflex Push

Trigger Action (Combo)

You can use this stunt to focus in order to function at a higher Reflexes rating for one action. This is useful with abilities whose effect derives from Reflexes. This works only for effects whose effectiveness is solely determined by [[Reflexes (Action)|Reflexes]]. You cannot do this for a power where the Outcome is directly added to Reflexes to derive an effect, such as most attacks.

This is a trigger action triggered by whatever action you needed greater Reflexes for. Make a Dodge roll against your own Reflexes; for every 3 points you score on this roll, your effective Reflexes is increased by one, with a minimum of +1 for a successful roll. An Outcome of 1-5 allows +1 Reflexes, 6+ allows +2 Reflexes, 9+ allows +3, 12+ allows +4 and so on.

Impress Stunts

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.

Know Stunts

Analyze Weakness

Limit Break

Make a Know roll against the target's Dodge or Know. On a success you identify what type of creature this is and gain an Advantage against that opponent. If the target has any hidden strengths or weaknesses relevant to the encounter, you realize what origin/theme/form they are on and learn the details of one such power. If you score an Outcome matching the target's Reflexes, you either analyze all special weaknesses or defenses he has, specifically all their Dodge powers and schticks. If you already know all the creature's combat-relevant abilities, you may instead gain other kinds of secrets, as determined by the GM. If you have already completely analyzed the creature, you instead gain an additional Advantage.

Debate

Limit Break

A debate is a scientific or theological discussion about points of fact and theory - not a piece of oratory. It only works if both sides are willing to discuss the issue in a rational manner. But it is also very persuasive - convincing someone in a debate can often change their entire world-view, as well as that of your audience.

A debate is run in rounds of approximately 15 minutes. Generally a debate is 1-2 hours long. To successfully debate, you need to beat your opponent in an opposed Know roll. An outcome equal to your opponent's Mind counts as two successes. The side with the most successes at the end wins the debate, but with no major repercussions. If you manage to score successes equal to a listener's Mind you have convinced either him or the audience you are right. If the opponent scored less than half as many successes as you did in the debate, the result is a lasting one and the listener is permanently swayed; otherwise it is merely a temporary conviction, maybe the permanent ceding of some minor point.

If either side is "in the right" - that is has significantly more proof than the opposition - they get a bonus of +3 or even +5 on their debate rolls.

First Aid

Basic Action

You can stabilize a Mortal Wounded character you touch. This takes a Know roll against the damage value of the attack that caused the condition (not the damage inflicted), and must be done soon; in an action scene you can try this again and again, but outside of combat you only get one attempt per victim you try to help. It reduces the lasting effect of such damage, saving lives and helping future recovery. A creature that has been saved by First Aid still suffers the effect of the Damage Setback for the rest of the session. After that, the creature is generally ok unless the plot dictates otherwise. A hospital emergency ward is automatically successful at a First Aid check if the patient is brought in in time - unless there is a plot reason not to.

Know Defense

Trigger Action (Defense)

When a Know stunt is made against you, you can defend. This adds +3 to the Know skill used as the difficulty for the current shot. In a situation where shots are not counted, defending means you are not fully participating - you play defensive rather than engaging in the situation - which means you can't initiate actions or make stunts of your own. Know interactions are common in debates or conflicts of one-upmanship but otherwise rare.

Languages

Inherent

Action does not normally concern itself with things like literacy and knowledge of languages, but if it matters or a player wants to make a statement about languages, a character knows their native tongue plus one additional language for each point of Know over 8.

Lore

Basic Action

You can make a focused attempt to remember something out of your background and education, such as a particular name, date, or simple fact. The difficulty depends on the obscurity of the fact and how it relates to your background and experiences.

Roll Knowledge
3 Common knowledge
6 Trivia
9 Unusual or learned subject
12 Specialized knowledge
15 Unpublished lore
18 Unknown lore

A success gives you general information on the subject and answers most immediate questions. If you get an Outcome of 5, you get more detailed information and background. An Outcome of 10 gives exhaustive knowledge and a realization of what part of the lore is relevant to the situation at hand.

You get only one chance per scene at recalling something with Lore; if you do not remember it at once, you will have to use Research or wait until later. This is similar to, and in addition to, any Knowledge Element rolls your skills may entitle you to do - you can do one Lore and one Knowledge Element check for each topic, but the difficulty might well be different depending on how scholarly the information is.

Mental Push

Trigger Action (Combo)

You can use this stunt to focus in order to function at a higher Mind rating for one action. This is useful with a lot of powers whose effect derives from Mind. This works only for effects whose effectiveness is solely determined by Mind. You cannot do this for a power where the Outcome is directly added to Mind to derive an effect, such as most attacks.

An illustrative example is the Telekinesis power. The amount you lift depends on a skill roll and cannot be pushed, but the speed at which you move it is determined solely by Mind and can thus be pushed.

This is a trigger action triggered by whatever action you needed greater mental power for. Make a Know roll against your own Mind; for every 3 points you score on this roll, your effective Mind is increased by one, with a minimum of +1 for a successful roll. An Outcome of 1-5 allows +1 Mind, 6+ allows +2 Mind, 9+ allows +3, 12+ allows +4 and so on.

Refute Action

Limit Break

So, if they fire their weapons in there, won't they rupture the cooling system? - Ripley, Aliens (1986). A scientific theory can never be verified; it only stands until refuted. You can refute what another is trying to do, and why it cannot succeed as well as they think. Refute Action cannot hinder everyday actions such as walking or actions the targets have already undertaken this scene. But if the situation is new or has changed or are somehow extraordinary, Refute Action can work. Propose an action and why it would not work and make an opposed Know roll against the highest Know among the opposition. On a success, you add an additional hazard to the situation. Any creature that fails at the specified action suffers a Setback.

Research

Limit Break

You can find information in reference books; from small handbooks like a travel guide or Woodchuck guide to whole libraries. Make a Know roll to find the actual facts you seek; the difficulty is generally the same as Lore. Books and libraries are limited mainly in the number of research attempts you can make in them; a small reference work is exhausted after one attempt, the congressional library or internet is good for years of research on almost any subject.

Certain libraries are especially good in some fields, and make research in these fields easier. Big libraries give this bonus in many fields, but really esoteric information might require looking in out-of-the way repositories of knowledge. Research in such a library is Confident. This never applies to the internet.

Sage Advise

Trigger Action

You aid a friend in performing an action. It doesn't matter if you know the skill that would normally be used. You can use the bonus yourself, or give others advice (and the bonus). This works as an Assist Action, except that you always make a Confident Roll Know roll, regardless of what skill is involved. When assisting someone of the same or lower skill, you can forgo the die roll for speed.

Seal Power

Finisher

This stunt allows you to capture power-users, preventing them from using their powers. The result is that you can actually keep a powered character as a prisoner instead of having to kill them.

All Traditions have weaknesses and flaws that can be used to suppress power use. But beside those limitations severe enough to become Methods or Power Loss Limitations, all traditions also include smaller flaws, not significant enough to count as one of the above, but which can still be used to temporarily suppress power use. Exactly how this is done depends on the situation, tradition, and the gamemaster's whim.

Make an opposed Know roll against the target to see if the method you are trying works. If you succeed, the target suffers from Power Loss. This roll is modified depending on how well you know the target's powers and tradition.

Condition Modifier
Unknown tradition -5
Strange or foreign tradition you have limited experience with -2
Common tradition +0
Well-known tradition +2
You have successfully power-suppressed this individual before +5

This kind of restraint involves an object; a seal, talisman, plug, or other inhibitor placed on the target. This seal is fairly easy to remove, which means the target must generally be restrained or kept under watch to make sure the seal is not broken.

Search

Limit Break

You search an area (crime scene, fight scene, hall, apartment), looking for hidden dangers and clues. You automatically find all things a normal perception element check can find - anyone simply using Sneak, normal concealed objects and doors, and other things that could be found with a quick scan are obvious to a Search. You can also find hidden clues, deduce what happened in the area recently, and find carefully hidden devices such as advanced traps and secret doors with a successful Know check.

Thing to notice Difficulty
Carefully hidden device or door. Create skill of the builder.
Find physical clues, hidden notes and such. 5
Reconstruct events at a fight or crime scene by physical evidence. 10
Recognize people you know of by physical evidence. 15
Identify people you do not know by physical evidence. 20

Spurious Logic

Inherent

You can create logical conundrums; tricks that can be simple for normal common sense to see through, but which are at least superficially logical and can fool logical automatons and others lacking common sense. In this way, you can bluff anyone who is immune or resistant to normal Charm, using your Know skill as tough it was Charm. You cannot bluff ordinary people this way, only those with special resistances such as Automatons or those with Logical Detachment.

Maneuver Stunts

List of specific stunts the skill can be used for, and rules for each using the standard power format.

Evasion

Standard Action

You can throw off pursuers by selecting a route they cannot easily follow. You need some terrain you can conceivably shake pursuit in, (check out the Free Runing rules for examples). Make an opposed Maneuver roll against the Ride or Maneuver of the target. If several people are chasing you, you still have to concentrate on shaking one at a time or use the multi-target rules. If you succeed, the target loses three shots or must give up pursuit. It you score an Outcome matching the target's Reflexes, he loses shots equal to the Outcome and has to give up the chase or suffer some Setback.

Schticks or powers can modify this stunt by +5 or even +10, as appropriate for the situation. For example, it is very hard for someone to catch up with you if you fly off and they can't, but in this case it is usually quite easy for them to follow you at a distance unless you are also faster. You can usually avoid vehicles by going for rugged terrain.

Free Running

Inherent

You can move over hindering terrain, run and leap over hazards and difficult ground that would slow or hinder others. The difficulty depends on the situation.

Obstacle Difficulty
Rubble, gravel, light brush, moderate slope. 8
Barbed wire, broken ground, fence, steep slope. 10
Crawlspace, heavy brush, obstacle course, slick surface, tightrope. 12
Moving obstacles, city traffic, slack ropes, swaying supports. 14
Fast traffic, very slick surfaces. 16
Semi-solid surfaces such as viscous liquids. 18
Surfaces that cannot support your weight, thread. 20
Water. 22
Slow missiles like thrown weapons. 24
Smoke, vapors, bursts of automatic fire. 26
Sporadic firearm shots. 28
Laser beams. 30
Steep angle, 45-60 degrees. +2

Free Running is not an action unless you fail the roll. If you fail by a margin less than your Reflexes, you need to focus on moving to the extent that the move itself counts as a Basic Action - if you planned to do something after the move you cannot, if you acted before moving the movement fails. If the margin matches your Reflexes you suffer a Setback.

Home Ground Advantage: When moving in a well-known area where you've been moving around many times or played as a child, you have home ground advantage. All Free Running rolls are Routine.

Climb

Inherent

This is similar to Free Running, only it involves moving up steeply angled surfaces. A creature without the ability to climb freely is Static when climbing. The difficulty is the same as Free Running, with modifiers for the angle of the wall. On a failed Maneuver roll, you can neither move nor act and your turn is wasted. On a successful roll, you can either move or act, as is normal for being Static. Climbing only applies when you begin your turn on such a surface; you can run or jump on a wall as long as you start on flat ground.

Condition Difficulty
Ladder or stairway 2
Rough surface, rope ladder, rocks or sculptures 4
Some handholds, tree, rope, chute 6
Textures surface, inner corner 8
Flat surface, outer corner 10
Slick surface 12
Immaterial surface, such as a force field 14
Less than 60 degrees Not a climb
60-80 degrees +0
80-110 degrees +2
110-140 degrees +4
140-170 degrees +6
180 degrees +8

Swim

Inherent

This is similar to Free Running, only it involves water (or other liquid). A creature without the ability to move freely in water moves is Static when in water and can't both move and act on a Basic Action on Limit Break. On a failed Maneuver roll, you can neither move nor act and your turn is wasted. The same applies to aquatic creatures on land. Abilities like Amphibian can overcome this limitation.

Obstacle Difficulty
Calm water. 6
Swell or small waves, no turbulence. 8
Wavy or choppy water, slight turbulence. Body surfing. 10
Breaking waves, marked turbulence or strong current. 12
Violently choppy water, strong turbulence, undertow. 14
Extreme turbulence, rapids, passing a propeller or other water-churning event. 16
Waterfall, fountain, ignoring a strong current. 18

Fly

Inherent

This is similar to Free Running, only it involves air or space travel. Only creature capable of flight need bother with this.

Obstacle Difficulty
Breeze. 6
Hard breeze. 8
Strong wind or turbulence. Light flying debris. Narrow areal passage. 10
Severe wind. Storm or narrow passage with a strong air current. Flying debris. 12
Windstorm, lots of flying debris. Tight passage (forcing the flier to bank to pass). 14
Hurricane. Flying through a slow propeller or other periodic hindrance. 16
Tornado, fast propeller. 18

Moving Through an Enemy

Moving through a space occupied by an enemy has a difficulty equal to his Maneuver. See Interference for details.

Interference

Trigger Action

You can use this to replace the difficulty of Free Running stunts when a creature moves out of a space in your reach. If people are moving into the space you actually occupy, using this stunt has no shot cost. The opponent must either stop moving or do a Free Running stunt against your Maneuver. You have to be standing on the ground to use Interference and the effect applies for the current shot. You cannot interfere with a creature whose Body is 5 higher than yours.

Jump

Basic Action

You can make a running jump equal to your Move in meters as a running jump; A quarter of that is the height of the jump. The difficulty of the stunt is twice the distance or eight times the height in meters, whichever is higher. This is for when you cannot "cheat" somehow. If you can use a pole, trampoline, rope or other aid, you have no upper limit and can make a Maneuver roll with the length (or four times the height) of the jump in meters as the difficulty.

To do a running jump, you need to move 2 meters in the direction of the jump before jumping; this can be something you did on your last previous action. If you don't have a running start, a standing jump is half as long and has a difficulty of 3 per meter.

Free Running is the more common stunt. Use the jump stunt only when there is a distinct hazard to be passed trough, not for difficult ground in general.

Lure

Basic Action

You try to lure an adjacent opponent away from his position by fancy footwork. You must begin this stunt next to an opponent. Make an opposed Maneuver roll, on a success opponent moves to a point adjacent to your new position or loses 3 shots (his choice). On an Outcome matching the target's Reflexes, he does both.

Maneuver Defense

Trigger Action (Defense)

When a Maneuver stunt is made against you, you can defend. This adds +3 to the Maneuver skill used as the difficulty for the current shot. In a situation where shots are not counted, defending means you are not fully participating - you play defensive rather than engaging in the situation - which means you can't initiate actions or make stunts of your own. Maneuver stunts are common and mostly involve outmaneuvering the opponent, either to trip them up, avoid them, or slip past them.

Outmaneuver

Basic Action

You use this is combat to get a momentary advantage. It represents such maneuvers as outflanking, getting a height advantage, and causing someone to stumble. The roll will be heavily modified depending on how well you describe your stunt and use available props.

Make an opposed Maneuver roll against your target. If you succeed you gain an Advantage or Buy Time causing the target to lose shots. It you score an Outcome matching the target's Reflexes, you inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might lose his weapon, fall over a cliff, show his unarmored flank to you, and so on.

Shift Position

Inherent

As a part of movement you move into the space of a willing creature and stop moving there. That creature moves into the space you came from. Make a Maneuver check against the Body of the creature to be displaced. On a failure, you stop in the last empty space you moved through.

Trip

Basic Action

You try to delay and hinder another character by unbalancing them. This is a buying time stunt. Make an opposed Maneuver check, on a success the target loses three shots from his current shot, or you can move the target three meters and the target loses a single shot (your choice). On an outcome matching the target's Reflexes the target suffers a Setback.

Melee Stunts

Bait

Basic Action

You present an attractive target for a split second, causing your opponent to take a wild swing or otherwise expose or make a fool of himself.

Make a Melee vs. Dodge roll against your target. If you succeed, you gain an Advantage. It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might strike past you at a friendly target, run out of ammunition, lose his weapon, or otherwise temporarily make a fool of himself.

Body Shield

Trigger Action (Defense)

When you are hit at range by an opponent who has an ally adjacent to you, you can use your Melee in place of your Dodge for the shot.

Disarm

Basic Action

You can disarm opponents causing them to drop their weapons. Make an Melee vs Dodge roll. If you succeed, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, he loses the weapon and you can either kick it away or pick it up. If your Outcome matches his Reflexes, he loses both the weapon and the shots.

Feint

Basic Action

You baffle others with false maneuvers. Make a Melee vs. Dodge roll; on a success, your target loses 3 shots and you can move past a position they covered or otherwise get a small respite in a fight - he cannot take Trigger Actions to hinder your movement. If your Outcome matches the target's Reflexes, you cause him major consternation; he loses six shots any anyone can move by him until his next shot comes up.

If you are using a melee weapon with the Entangle ability, the target looses an additional shot on a successful stunt.

Find Weakness

Limit Break

Make a Melee attack against which the target cannot use Resist powers; targets do not get to add their Mind to their Action to soak damage from this attack.

Guard

Inherent

When attacked and have an opponent in your reach, you can opt to use your Melee in place of your Dodge for Dodge stunts, not for schticks or powers. You can use this with the Weapon Abilities of Melee Weapons.

This is intended for creatures that don't understand ranged attacks, like most Animals.

Grab

Basic Action

Make a Normal Melee Attack with a damage of Body +0 soaked by Body. If you cause any damage, you do not inflict a Hit but instead grab hold of your opponent and move close, body-to-body. If you score a damage outcome matching the target's Reflexes you also score an Advantage but still do no actual damage.

You are holding on to your Grab of that opponent until one of the following happens:

  • He succeeds at an attack directed at you.
  • He succeeds at a stunt specifically to get free.
  • You are no longer adjacent.
  • You suffer a Setback—this is in addition to the effect of the setback itself.
  • You can voluntary end the grab at any time.

After grabbing an opponent, you get a +3 bonus to Dodge and Impress as a defense against attacks and stunts from that opponent. Both you and your target are restricted to only attacking each other. If your Body scores are within 1 point of each other, neither of you can move with a Basic Action, but you can move both of you your Move as a basic action. If either of you have 2 or more Body higher than your opponent, the stronger one can move normally, carrying the weaker one around.

Normal Melee Attack

Basic Action

You make an attack roll against your target's Dodge and inflicting damage equal to your Body plus relevant modifiers for the weapon used. A basic unarmed attack like a fist or kick does Body Blunt damage and has the Stun ability, while a dedicated natural attack like claws or jaws does Body +1 Cutting damage. Weapons, powers, and schticks can greatly enhance these values.

Strength Push

Trigger Action

The Body and Mass table shows what kinds of loads can be lifted depending on Body. Handling such loads does not require an action or roll. Handling greater loads is done with a Trigger Action triggered by whatever event required greater strength. Make a Melee roll against your Body; for every 3 points of Outcome, your effective Body is increased by one, with a minimum bonus of +1 for a successful roll. An Outcome of of 1-5 allows lifting at +1 Body, 6+ allows +2 Body, 9+ allows +3, 12+ allows +4 and so on.

Wingclip

Basic Action

You use this to prevent a creature from using special movement modes, such as flight, wall walking, burrowing and the like. It does not work against walking or swimming targets. Make a Melee check against Maneuver, on a success the special movement mode is negated for the rest of the scene. On an outcome matching the target's Body the special movement is negated for the rest of the session. Successful First Aid with a difficulty equal to your Melee skill negates this. A creature that would be stuck in a dangerous position due to this maneuver can still move to safety, but can perform no Basic Actions or Limit Breaks until they are safely on the ground.

Ride Stunts

List of specific stunts the skill can be used for, and rules for each using the standard power format.

Aggressive Driving

Basic Action

When you ride, you can use this to get a momentary advantage. It represents such maneuvers as outflanking, getting a positional advantage, and driving someone off the road.

Make an opposed Ride roll against the Ride or Maneuver of the target. If you succeed you gain an Advantage.

It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might veer off the road, fall over a cliff, temporarily show off his unarmored flank and so on.

Camouflage

Limit Break

You can use local materials to create a hidden space. This works like Sneak except that it takes longer to do but allows you to hide such things as such as a creature, campsite, stash, vehicle, or even a small building. Moving the camouflaged thing breaks Sneak.

Cut Off

An hour to a day, depending on the travel times involved.

You can try to predict and intercept other travelers. This is something you do when the opposition is out of sight and you don't know where they are. Make an opposed Action check. If you have little idea about your opponents' direction or objectives, this check is Stymied. On a success you are generally right and can move to be in the vicinity, allowing you to make further Cut off checks later. With an Outcome equal to the Reflexes of the opposition, you manage an actual intercept.

Maintenance

Inherent

You can maintain your ride, whether animal or vehicle. You can use Ride for Repair and First Aid stunts applied to vehicles and domestic animals.

Make Camp

Limit Break

You can find a safe hiding place and rest spot. A camp can be a campsite, cave, hidden cove, safehouse, untraceable flophouse, abandoned attic, sheltered mausoleum... Whatever suits the story. You must be out of direct harms way and a reasonable distance away from the base of your enemies. Make a Ride check against the highest Recon among the oppositions; on a success your camp is hidden well enough not to be found except with extensive searching (which allows the opposition a Recon check against your Ride skill.

Mount

Basic Action

It is a Basic Action to mount a ready ride, either as passenger or driver. The ride can be a vehicle, riding animal, or similar conveyance controlled by a driver. In Action startup time is generally ignored; warming up an engine or saddling a horse happens off screen unless the GM has a special reason for it to be shown.

Once a vehicle or mount is ridden, you can use your Ride skill as Dodge, both for yourself, your passengers, and your ride. The ride can use its own Dodge skill instead if better, but a ride usually has no or little Dodge. You can use abilities that affect Dodge on this virtual Dodge.

You are considered to fill the entire space of the ride fort the purpose of Shoot and Melee attacks. If the ride is open - like scooters and cycles of all kinds and most living mounts - attackers can target either you or the ride separately. If it is closed - most vehicles and some howdas - enemies can only attack the ride. While controlling a ride you can only attack targets ahead of you. Passengers, including gunners, have no such restriction.

When riding, you use the ride's Body and Move for vehicle-mounted weapons and attacks using the vehicle itself. Your effective Reflexes is the lower of your own and the vehicle's Reflexes. Most vehicles lack a Mind score and cannot be attacked that way, interaction stunts instead target the driver.

Passengers other than the driver in a closed vehicle cannot be attacked and gain your Ride skill as Dodge, but otherwise these rules do not apply to passengers, who use their own abilities normally.

When the ride takes a Hit you as rider can take that Hit instead—this is not an action. But if the ride suffers a Damage Setback you cannot absorb that. Since most rides are unnamed and have only one Hit, a Setback generally causes a crash and any riders might suffer a Setback as well depending on terrain and speed.

Natural Hazard

Inherent

You are good at avoiding natural hazards like quicksand, crevasses, entangling plants, flashfires, floods, geysers, lightning strikes, mirages, natural toxins, sinkholes, and more. In fantasy and science-fiction settings that natural hazards get more odd and extreme.

A natural hazard has a Hazard rating in the same range as skills. When a natural hazard triggers, make a Hazard roll against the Ride or Dodge of the victim(s), with the usual +3 bonus if the hazard is hidden. The effect can be an interaction stunt that, if successful, gains a +3 bonus to Outcome to see if it is a Setback, or an attack with damage equal to the hazard rating.

When you get near a hazard, make a Ride check against the hazard rating to realize what it is (this is not an action). A natural hazard can be found with Scan Once found, traps are much less effective as there is no surprise bonus and targets can take trigger action defenses. Knowing what triggers the hazard means it can usually be circumvented.

Pathfinding

Inherent

You can cut travel time by taking creative shortcuts. In a land without obvious paths, you might have to use this stunt to even navigate across some wilderness. Make a stunt roll against a difficulty determined by the terrain, or against the Ride of another pathfinder if you are competing on finding an objective.

Terrain Difficulty
Familiar area. 0
Known area, good map, or good signs and markers. 3
Pathways exist but you do not know them, lack of roadsigns. 6
Confusing pathways with no signs. 9
No blazed paths, good terrain. 12
No blazed paths, broken terrain. 15
No blazed paths, dangerous terrain. 18
Lack of map or rutter. +3

On a success, you save some time, arriving early by about 5% per point of outcome (but in no less than half the usual time except in very unusual circumstances). On a failure, you lose time and take about 25% more time per point of negative outcome. Only bother to roll if the situation is opposed or if a meaningful challenge exists; driving along a known highway does not call for this stunt.

Ride Defense

Trigger Action (Defense)

When a Ride stunt is made against you, you can defend. This adds +3 to the Ride skill used as the difficulty for the current shot. In a situation where shots are not counted, defending means you are not fully participating - you play defensive rather than engaging in the situation - which means you can't initiate actions or make stunts of your own.

Sense of Location

Basic Action

You can sense when space and time is distorted, such as when you have been subjected to Teleport powers or when reality around you has been changed. This also allows you to sense the movement of a large vehicle you are riding, such as a ship or train. It can also penetrate trickery designed to make you think you've been moved when you actually have not. Make an opposed Ride check against whoever is causing the distortion - on a success you gain some idea of what really happened.

Note that even manipulations caused by skills other than Ride still require opposed Ride rolls: Ride is the skill needed to fool you and others skills used in for transport are crude by comparison.

You must consciously use this power, and do so soon after the event you are trying to detect; generally within the same scene.

Terrain Driving

Inherent

You can ride over hindering terrain, leap over hazards and difficult ground that would normally slow or hinder others. This is similar to Free Running but generally more difficult. The difficulty depends on the situation.

Obstacle Difficulty
Off road but flat or within the expectations of an off-road vehicle. 6
Obstacle course, rubble or other slowing obstacle, heavy traffic, riding a car on two wheels. 9
Jumps up to 3m in height, tightrope, congested traffic. 12
Riding on walls. 15
Riding on ceilings (at speed). 18
Riding on flames, smoke, or the missiles of a ranged attack 21

Failure at stunt driving means you hesitate. You can up the ante and try anyway (as a Standard action), but if you fail this second attempt you suffer a Setback.

Air Piloting

In a similar way, you can move trough turbulence and other areal hazards.

Boating

Boats have their own set of obstacles, that you can avoid using skill and luck.

Space Piloting

In space, no-one can hear your brakes scream.

Submersible Piloting

Submarines exist in their own highly dangerous environment. This also applies to digging devices.

Vehicle Evasion

Standard Action

You can throw off pursuers by selecting a route they cannot easily follow. You need some terrain you can conceivably shake pursuit in, which is almost always there. Make an opposed Ride roll against the Ride or Maneuver of the target. If several people are chasing you, you still have to concentrate on shaking one at a time. If you succeed, the target loses three shots. It you score an Outcome matching the target's Reflexes, he loses shots equal to the Outcome and has to give up the chase or suffer a serious Setback such as a crash.

Schticks or powers can modify this stunt by +5 or even +10, as appropriate for the situation. For example, it is very hard for someone to catch up with you if you fly off and they can't, it will be easy for them to follow you unless you are also faster.

Speed Push

Trigger Action

You can use this stunt to give your mount or vehicle a higher Move rating for one action. This is useful as a temporary speed boost and for keeping up with a chase in open terrain, there the Move of your vehicle would not enough to participate in a chase. If you fail any action to keep up with the case, you fall behind and cannot re-enter the chase unless special circumstances permit it.

Use this as a trigger action, triggered by whatever condition makes you need more speed. Make a Ride roll; for every 4 points you score on this roll, your effective Move is increased by one. A roll of 4 allows +1 Move, 8 allows +2 Move, 12 allows +3, 16 allows +4 and so on.

Track

Basic Action

You can retrace the path of other creatures. If those creatures were aware they might be tracked and are trying to avoid it, this is a roll against their Recon or Ride, otherwise the difficulty is their Reflexes. The roll is heavily modified depending on the situation.

Condition Tracking Modifier
Each creature being tracked +1
Each hour since the tracks were made -1
Hard ground -5
Traffic or interfering tracks -5
Heavy Traffic -10 to impossible

Tracking requires constant Basic Actions to stay on the trail, making tracking rather arduous and impossible to do when moving quickly. An actual roll is only needed every hour and at each obstacle, such as a stream, branch in the road, or other problem.

Trapping

Limit Break

Trapping is a means to catch animals for food or other use. Traps work best on small common animals such as rabbits and fowl. The most common and easily used trap is a snare, but pit and deadfall traps are useful for larger prey. The limit break for trapping involves either setting multiple small traps or one large trap. The traps are then left for a full day or night. Make a Ride check against the Mind of common prey animals (7 is a common value for this). You catch enough small animals to feed one creature per point out Outcome (minimum 1). If you were aiming for a larger animal, you need an Outcome matching the animal's Body to succeed. This assumes animals are in the area. These traps can work on intelligent creatures, as a Trap set by someone with a Create equal to half your Ride doing Physical damage of a type appropriate to the trap.

Shoot Stunts

List of specific stunts the skill can be used for, and rules for each using the standard power format.

Aim

Basic Action

Spend an action aiming at a specific target. If you attack that target as your next action, not having moved or spent any shots in between, and as long as the target stays in the same spot, you get a +3 bonus on your Shoot skill. You can still move before aiming and after shooting.

Covering Fire

Trigger Action (Defense)

When you see someone performing an action, shoot in their general direction to disrupt their action. The difficulty of their action now becomes your Shoot skill if it was otherwise less than that. Range penalties applies to your skill value. If you are using a full-auto weapon, you can impair the actions of all creatures in an area equal to your Reflexes in diameter simultaneously, but still only for the current shot. This does not work under certain circumstances. You can't use covering fire if your weapon is Slow or requires Reload. A creature can choose to ignore covering fire. If they do, you can perform a Normal Ranged Attack against them instead.

Normal Ranged Attack

Basic Action

Make a Shoot roll opposed by the target's Dodge. On a success, you hit, adding the Outcome to the damage of the weapon.

Photography

Inherent

While photographic apparatus and technology is covered by Create, actual action photography is covered by Shoot, providing gun-tooting characters something to do in non-action scenarios. To make a photo shoot in Action is very much like taking a lethal shot, and most schticks can be used normally. To make a moving and insightful shot of some other aspect of a character requires a Shoot against whatever skill the shot is to manifest—often Charm or Impress. The impact of a successful photograph is decided by the lowest skill between the photographer and model.

Recon By Fire

Inherent

You can make an attack in order to flush out a Sneaking opponent. You must know or guess the targets approximate location. If you are wrong. the action is wasted. Use Shoot as if it was Recon for a Scan stunt. On an outcome matching the target's Reflexes you actually score a hit, but this is likely to be a poor hit - make a normal roll and add this to the damage of your weapon-arring a negative roll reduices the damage. The target gets the usual defensive bonuses from Sneaking.

Spot Stunts

Many Spot stunts are reactive; you notice danger in time to react or analyze a situation as it comes up.

Detect

Basic Action

The Spot skill is often used with powers and sensors to detect things that have no real way to hide, but that might still not be spotted simply because of the unreliability of the technique. In this case, the base difficulty is the target's Reflexes for physical detection or Mind for psychic detection - detecting an object usually has a base difficulty of zero. Add Range modifiers to the die roll, most detect powers have medium range.

Frisk

Varies

Make a quick examination of someone, looking for hidden weapons, contraband, and so on. This is an opposed roll compared to the target's Charm, Create, or Impress skill. Depending on what you are looking for and how you do it, there are several modifiers. In order to even try to hide an item like this, the character must be carrying enough clothes.

Circumstance Modifier
You are using a detection device of the same or higher sophistication that the item sought. +5
You know exactly what you are looking for. +5
Person carries the object inside his body (swallowed, surgically implanted). -10
Type of search Modifier
No Action Passive search; you are not actively searching, but the concealed object would attract your notice if you did search (not an action) -10
Trigger Action Visual observation only. -5
Basic Action Pat-down +0
Limit Break Body cavity search +10

In general, you only get one chance at frisking. But if you can change your modifiers so you get better odds, you can try again.

Sometimes, the GM will give you hints even on a failed roll, especially if the plot demands it; you generally get a bad feeling about a the situation even if you failed to find exactly what you looked for as long as you did not fail by a margin greater than your Mind. This realization might not come at once, and you might not be certain who your suspect is, but it gives you incentive to look more closely. By the same token, the GM might delay the result of a successful roll to heighten tension and move the plot along.

When a player tries to smuggle something past a guard, the GM should generally let the player roll their Charm, Create, or Impress skill against the guard's modified Spot; it is much more interesting to have the players be the active party.

Various stunts can be used to distract a guard or fool someone into revealing what they carry, these generally modify the Spot check further. A Setback on such a stunt makes either avoidance or discovery automatic.

Now and then the GM will have to fudge these rolls; generally to allow either a hero or villain to pass inspection but still cause suspicion - this is often the best setup for an exiting action scene.

Keep Watch

Trigger Action (Defense)

You get a +3 bonus to your Spot when it is used as the difficulty of an action. Keeping watch for an extended time takes quite a lot of attention; outside of action scenes you cannot initiate actions or stunts of your own while constantly keeping watch.

Scan

Basic Action

You look around, trying to spot hidden enemies and dangers. Make a Spot check against the Maneuver of an enemy trying to Sneak or against the difficulty of spotting a trap or other danger. Scan cannot find someone using Surveillance unless you are actively out scouting for them.

Search

Limit Break

You search an area (crime scene, fight scene, hall, apartment), looking for clues, hidden dangers, and clues. You automatically find all things a normal spot roll can find - anyone simply using Stealth to hide, casually concealed objects and doors, and other things that could be found with a quick scan are obvious to a search. You can also find hidden clues, deduce what happened in the area recently, and find carefully hidden devices such as advanced traps and secret doors with a successful Spot check.

Thing to notice Difficulty
Carefully hidden device or door. Create skill of the builder.
Find physical clues, hidden notes and such. 5
Reconstruct events at a fight or crime scene by physical evidence. 10
Recognize people you know of by physical evidence. 15
Identify people you do not know anything of by physical evidence. 20

Surveillance

Basic Action

You stay hidden at a distance (from 50 meters to several kilometers away, depending on cover), trying to keep a place or person under surveillance while concentrating on staying hidden. You are far away and under cover, enough that foes will only find you if you fumble or if they start an active search, but you have a limited perception of what goes on. If opponent's security measures are strong, you have to focus more on hiding and will notice less. Range as such is not a factor, but tighter security keeps you at a distance while also making the task harder.

Surveillance of a person is harder than of a place. Depending on what surveillance methods you use, it might be pretty easy for the enemy to prevent or disrupt your surveillance, such as by unpredictably changing methods of transportation or using a secret passage. Paranoid enemies might use such methods even if they don't know they are under surveillance.

To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. Depending on the security present your opponent might use other skills to defend, such as Create for an electronic counter-surveillance system.