Dodge Schticks (Action)

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Revision as of 12:42, 17 November 2010 by Starfox (talk | contribs) (Schtick notice)
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Heroic Action Role-Play

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

Armor Proficiency

Inherent

Select one particular kind of armor. You ignore the reflex penalty when wearing this kind of armor. You can take this schtick twice to ignore the reflex penalty of all armor, tough unfamiliar kinds. like futuristic armor, might take some practice before you get the benefit.

Bodyguard

Trigger Action (Defense)

You are a trained bodyguard, and can instinctively react to threats to other people. When somebody close to you is attacked, you can either grab them and take cover in such a way that they benefit from your immense experience. This lets them use your Dodge +3 for defense for the current shot.

Clever

Basic Action

Make a Bait or Feint stunt with a +3 bonus.

Typical stunts include trips, feints, called shots, disarming strikes, and particularly outrageous and dashing maneuvers such as carving your initials or adjusting your opponent's coiffure in combat. It enables you to do all the fun but somewhat silly things done in pulpy Three Musketeers and pirate movies.

Cold Fish

Inherent

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

Confident

Inherent

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

Fox's Retreat

Trigger Action

When Attacked, add +5 to your dodge value for the current shot.

Kiss the Ground

Trigger Action (Defense)

When attacked at range, you can move half your normal speed in any direction after the attack is resolved. You also get a Dodge bonus of +5.

Move Out!

Trigger Action (Focus)

When moving towards the enemy and ending your move out of cover, you can focus. You can only use this once in any one scene.

Pet

Inherent

This is a Dodge schtick because any kind of hero can have a pet.

You have an extraordinary pet, a loyal Henchman who follows you around and helps you to the best of its abilities.

Construct a pet as a Henchman Extra using your Dodge as it's highest skill. Pets are not Folk but have some other creature type, most commonly it is an Animal.

You can take this schtick several times to have several pets, but generally only one of them accompanies you at a time.

Signature Armor

Inherent

You have a particular suit of armor that you almost always wear, and that has become something of an extension of your own personality. This is the armor you were given on your knighting, won at a torney, plundered of a sworn enemy or otherwise very significant to you; no other set of armor, even of the same kind, is your signature armor.

People are so used to seeing you in this armor that it has grown to be a part of your identity. Your right to wear it is rarely questioned, and you can take it to places where armor would not normally be appropriate. The armor also has a kind of plot immunity; it can be damaged or stolen, but is never lost and can always be repaired. You can also ignore any Reflex penalties the armor would normally give.

Untouchable

Trigger Action (Defense)

You never dodge except when it counts, ignoring misses and sidestepping would-be hits.

You can do this after an attack has been rolled for, but before it actually hits; it gives you a +3 bonus to Dodge.