Difference between revisions of "Race Schticks (Action)"
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Revision as of 17:22, 22 October 2010
Heroic Action Role-Play |
Alertness
Inherent
You are never surprised by creatures. Traps can still get the drop on you, but you can always act in a surprise round when hostile creatures are involved.
Amphibian
Inherent
You are an amphibian, able to move unhindered both on land, in water, and in muddy and marsh conditions such as swamps and bogs. You breathe air, but can hold your breath for ten times your Body in minutes.
Camouflage
Inherent
You have long lived in harmony with your home terrain, and learned it's way. Your skin is colored to fit the environment. You must choose a home terrain to take this schtick. Typical examples are forest, desert, savanna, or mountains.
While in your home terrain you are able to sneak even without cover. If you take up a hidden position on home terrain before enemies come into view and remain completely still, enemies need an outcome equal to your Reflexes in order to spot you when using Scan, even when right next to you.
Copycat
Trigger Action
When someone uses a schtick or power within Mind meters of you, you can use this power to temporarily learn that schtick or power. You use it as if it was a schtick even if it is ordinarily a power and can use it until the end of the session or until you use Copycat again.
Down the Hole
Trigger Action (Defense)
Use this when you are either attacked or someone tries to Scan to find you. You gain a +3 bonus to your defensive Dodge and Recon for the current shot.
Dramatic Moment
Trigger Action (Combo)
Use this when you take an action, before you roll the dice. The result is an automatic Boxcars, making the result very good or very bad. Note that boxcars overrides a Condifent or Stymied roll.
Earth Sense
Inherent
While in contact with the earth, you have a short range tremor sense. You can sense the extent of solid, anchored objects like the ground, floors, and walls within range. This gives you a mental map of the area, including spaces behind walls. You can also sense when anything touching these things moves, tough it is still possible to Sneak, normal obstruction modifiers do not apply. The sense has a range equal to your Mind.
Evil Eye
Trigger Action
When you see another creature within Mind meters succeed on an action, you can spend a Fortune point to force them to reroll. This is a Stymied roll.
Exploit Opportunity
Trigger Action (Combo)
After you have made a successful attack or stunt, you can spend a Fortune point and roll 1d6 and add this to your Outcome. This additional die is not open-ended.
Grace
Basic Action
Grace is a variant of Sneak where you become supernaturally light and can move in places where you normally could not. You do not actually need to Sneak in order to use Grace, but you still move only at normal pace and cannot take other actions. You can walk along any surface, even one that could not carry your weight, a distance equal to your Move. You are not deterred by vertical surfaces, narrow ledges, slack ropes and can even walk along a thin thread, spider web, or on soft snow. You still need to use Free Running, but ignore difficulties based on the narrowness of your path, the weight your path can support, and the inclination of the surface. You cannot walk on inverted or liquid surfaces. This can be used to make you hard to spot because you are in positions where nobody would think to look for you, so you are assumed to have concealment enough to Sneak as long as you can stay above your prey or otherwise in a blind spot they would not normally look. After this action, you can stand still in a position that could not normally support you for the rest of the round, but must use Grace again if you wish to continue moving in such terrain.
Howl
Stance
You can use hoots and howls as a means of echolocation. When you use Howl, you do a Scan using Impress. For the rest of the scene you gain a general awareness of the area you are in out to a hundred meters. You can perceive as well as normal sight at a range out to your Mind in meters, but you cannot distinguish color or shade, only shape and texture. While others can hear your howls, they are indistinct and do not tell them where you are, only that someone is howling in the area.
Hurl Element
Basic Action
You gather elemental substance and throw this at an enemy with a Melee roll but with Long range. Damage is Body +2 soaked by Toughness. The missile is so massive that it cannot be Deflected. What substance it is and what kind of damage it inflicts depends on your nature; most giants throw rocks for Blunt damage, but a fire giant hurls fire, a storm giant hurls electricity and so on.
Hybrid Race
Inherent
Select one Race other than human. You are a hybrid of human and the selected race. The GM might not allow hybrids with all races, check before making your selection. Someone with this feat is often called a half-X, where the X stands for the selected race.
- You look like a hybrid between a human and your selected race and might be mistaken for either.
- You can purchase the racial schticks of the selected race.
- Note which attribute has the highest racial maximum for the selected race; you get to pick one if there is a tie. Your racial maximum for this attribute becomes 11.
Killing Pace
Basic Action
Move three times your Move. In a long-distance chase or march you gain +1 Move, but if you maintain this pace a number of minutes equal to your Body, you take one Hit. If this is your last hit, you take a Damage Setback.
Long Life
Trigger Action (Combo)
You have lived a very long time. For each schtick you take in Long Life, you have lived about about a hundred years more than a typical character. You have great experience and have lived through many things, so whenever you are unsatisfied with a knowledge roll, you may roll again to represent things learnt during your long life. The GM should slant such information based on the time it is from. You can make a number of rerolls equal to your number of Long Life schtick picks.
Long Life has a drawback; you are less energetic and driven, causing you to do less in downtime.
Lust
Basic Action
You can come on to someone sexually in a very direct manner without being overtly threatening or rude. Those you use this on are overtaken by lust and lost in the moment, but might wonder at their own behavior later.
You can use Seduction as a basic action. If you fail a roll, the target gathers his wits. This can make further seduction impossible and might put you in a awkward situation.
Might
Limit Break
You can perform prodigious feats of strength. Add 5 to your Body for a single task, such as a single attack or a mighty feat like lifting or breaking something. You can take a Basic Action as a part of this Limit Break, and the benefits apply only to that single Basic Action.
Mob
Basic Action
When two or more friends fight the same target as you in Melee can make a Normal Melee Attack with a +3 bonus to Melee against that target.
Mockery
Trigger Action (Combo)
Use this after you've hit or successfully interacted with someone. The target suffers a -3 penalty on all attacks and interactions directed at a creature that did not use Mockery against him this round.
Mystic Form
Inherent
You have an association with a Form of power. Using powers of this form is natural to you. Your use of this power cannot be affected by Metapowers used by others. This means that powers of your Mystic Form can be detected and dispelled based on their Form, but not because they are powers or because of your power origin. You can use powers of this form, even if you lack a power tradition. You never lose these powers as a result of your Methods or Power Loss limitations.
Obsession
Inherent
You are obsessed with a specific craft, task or ability. Your obsession is a goal in itself, sometimes to your peril. You spend much time learning every variation and nuisance of this single ability. Obsession is prized in craftsmen and artists, and objects thus made sometimes even display wondrous magical enchantments, as appropriate to their nature.
Chose an area of specialization. This can be a skill, but also an area related to a part of several skills. Examples include gems, gardening, playing the lyre, explosives, rocketry, and so on.
When working in this field, after making a die roll, you can spend a Fortune point and roll 1d6 and add this to your Outcome. This additional die is not open-ended.
Old Way
Basic Action
You do something according to the "Old Way", using the accumulated wisdom of generations to guide you. Doing something the "Old Way" gives you a +3 modifier on your next action.
Payback
Trigger Action (Defense)
Use this schtick when attacked. You get a +3 bonus to Dodge against that specific attack only. If the triggering attack misses and there is a plausible target near you or in the line of fire, you can redirect the attack. You can redirect a Melee attack back on the attacker but must otherwise choose a third party as your target. Make a Dodge roll (without the +3 bonus) and treat the result as an attack on your chose target, redirecting the original attack. Damage and effect remains the same.
Play
Trigger Action (Combo)
You can mix social and physical interactions. When you succeed on a Charm, Impress, or Melee roll against a single creature you are adjacent to, you can use this schtick to immediately make an opposed roll using another of these three skills: an opposed Charm or Impress roll or Melee roll against Dodge. If you succeed the target loses 3 shots.
Pounce
Basic Action
Make a great leap of up to your Move in meters with an optional Normal Melee Attack at the end. This is in addition to the normal movement for a Basic Action, but you cannot move after the leap.
Pride of Race
Trigger Action
When you suffer a Setback you can use this schtick and spend a Fortune point to reduce the setback to an ordinary success. Any other result of the action that caused the setback remains; only the setback itself is canceled.
Push to Glory
Trigger Action (Combo)
Use this when you have spent a Fortune point, after you know the result of the die roll. You can spend another Fortune point and add another d6 to the result of that action. This additional die is not open-ended.
Rage
Focus
When you take a Hit, you can focus.
Ram
Basic Action
Charge straight a distance equal to your Move and make a Normal Melee Attack. You can move normally in the round you Ram, either before or after the charge. If you hit you do Body +4 Blunt damage and the target is toppled over if he takes a Hits, losing a shot. An immobile target, such as a wall, door, or very heavy object, takes Body +8 Blunt damage instead, but if you fail to break the object, you loose a shot.
Roar
Basic Action
You issue a challenge to an enemy, impressing on them that this is a fight between the two of you. Choose one opponent to challenge. Make an Impress roll and compare it to the Impress rating of all opponents, applying normal range penalties. Those you succeed against suffer an -2 penalty on all attacks against you for the rest of the round. Your chosen target instead suffers the same penalty when attacking anyone else but you. Roar is negated if you interact with anyone but your chosen target.
Scurry
Trigger Action (Defense)
When you are attacked, you can take a move and get a +3 bonus to Dodge. If you manage to move out of an area effect in this way, you are safe, but you cannot avoid single-target effects this way. If you are not hit and move into concealment, you can try to Sneak as a part of this action.
Sense the Unnatural
Basic Action
You have a sense for the unnatural. You gain premonitions as you approach a creature, thing, or situation that involves Powers. The GM might call for Recon checks to notice this, or you can call for a check as a Basic Action. This does not help you spot a power-user, but helps prevent surprise.
Slap
Basic Action
Make a Melee attack with a damage value of Body +4. A creature taking damage from this loses a shot from its shot counter and is thrown one meter per Hit inflicted.
Starsight
Stance
You can see outdoors at night as well as a human does during the day in the same kind of weather but you do not see color in the dark. You see no better indoors.
Sure Footed
Inherent
The sure-footed are not troubled by uneven ground, cliffs, rock or steep slopes. Maneuver checks to move in terrain are routine.
Tail Might
Trigger Action
You have a powerful tail that can be used as a natural weapon. You can make an attack with your tail when a creature moves into a flanking position or tries to use a Maneuver stunt against you.
Make a Melee attack for Body +2 Blunt damage. If the target takes a Hit he is unbalanced and loses his current action.
Throwback
Inherent
Select one Race Schtick; you learn this schtick. You do not become a halfbreed or otherwise have your looks or physical form changed except as required for the schtick to work.
You cannot take this schtick go learn a schtick you already know a second time, nor can you pick Throwback multiple times.
Twin Body
Inherent
You have developed an independent ability to act between your upper and lower body, which allows you to move your Move meters before or after each Basic Action you take. This allows you to move-move-act, act-move-move, or move-act-move. You cannot use Twin Body if the basic Action is one that in itself allows additional movement or when attacking with a Static weapon.
Loyalty
Trigger Action (Focus)
When an ally within Impress meters or suffers a Setback, you can focus.
Wings
Basic Action
You can fly trough the air at your normal speed. You can either make a Full Move or a Normal Melee Attack while flying.
Flying is demanding. You cannot carry armor or a heavy load and can only use one-handed Melee Weapons or you will crash.
Wise Precaution
Trigger Action
When you have failed at an attack or stunt, you can spend a Fortune point to add 1d6 to the result. This additional die is not open-ended.