Difference between revisions of "Maneuver Schticks (Action)"

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Trigger Action
 
Trigger Action
  
You can do a [[Shapeshift_(Action_Powers_Technique)#Interference|Interference]] stunt when flying or swimming and against an opponent with a [[Body (Action)|Body]] up to 10 higher than yours.
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You can do a [[Shapeshift_(Action_Powers_Technique)#Interference|Interference]] stunt when flying or swimming and against an opponent with a [[Body (Action)|Body]] up to 9 points higher than yours.
  
 
=== Follow Through ===
 
=== Follow Through ===

Revision as of 08:23, 11 August 2020

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Heroic Action Role-Play

Brachiating

Inherent

You can move trough the air as long as there are branches, vines, ropes, curtains, or other accessible handholds for you to use. This is usually the case in dense forests, but occurs in other places as well, such as in construction sites, slaughterhouses, and quaint urban neighborhoods.

Caped Crusader

Stance

Strike a pose while wearing a great billowing cloak. For the rest of the round you can glide using this cape, flying but only horizontally or downwards.

Escape Artist

Basic Action

You have the marvelous ability to contort your limbs and dislocate your bones in order to make efficient Contortions stunts. You use Maneuver instead of Reflexes for such stunts.

Flying Tackle

Trigger Action

You can do a Interference stunt when flying or swimming and against an opponent with a Body up to 9 points higher than yours.

Follow Through

Inherent

When you make a successful Maneuver stunt against an opponent with a score of 8 or more in the attribute used to see if it is a Setback, you can add three to the Outcome of the action.

Height Advantage

Focus

When you are within 10 meters on any opponent horizontally and between 2 and 20 meters above all opponents vertically, you can focus.

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.

Parkour

Inherent

You can make Confident Rolls when Free Running.

Power Hitch

Trigger Action

When a creature within Move meters of you uses a power to move you can make an opposed Maneuver roll to hitch a ride; moving along with the target and arriving at a spot of your choice within Move meters of that target. Examples of powers you can hitch on include Abundant Leap, Fly, and Teleport powers. If you were Sneaking when you used this and end up in a place you can hide, you are still sneaking.

Skirmish

Trigger Action (Combo)

After you have performed an action that includes movement, you can use this shtick to move again. This allows you to act-move-move or move-act-move. You cannot use Skirmish if the action you just did is one that in itself allows additional movement.

Sprinter

Inherent

When you perform a Run Push stunt, the Maneuver roll is Confident.

Tunnel Rat

Inherent

You are at home in caves, ventilation ducts, and other tight places. You can keep track of direction and distance and move without hesitation. Other people in such situations lose the movement that is part of a normal Basic Action and can only move their normal Move if they dedicate a whole basic action to it.

You automatically pass any Maneuver test to move around in a constricted space, as long as it is wider than your shoulders. Maneuver checks in tighter spaces are routine.