Body Stunts (Action)
Heroic Action Role-Play |
- Main article: Action
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 each. Exceeding this cause one Hit for each additional multiple. 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 is in short supply, he can work 4 hours a day. if air and water is in short supply, he cannot work at all without suffering fatigue. After he has worked for such a time, 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.
Similarly Limit Breaks and other strenuous tasks use up a full hour of endurance for each time you make them, giving an effective limit on daily Limit Breaks equal to twice 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 them from heroic action.
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.
Feat of Strength Coordination
Basic Action
You can assist another on a Feat of Strength . If they have identical Body scores, this is aromatically 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 coordinates Strength tasks.
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.
Schticks
Bruiser
Inherent
You are very physically powerful and look the part. Your Body can be up to two points higher than the normal Race maximum.
Determination
Inherent
Use this if you run out of Hits. You can avoid collapsing when out of Hits, but at a price. Once you are out of Hits, you take damage setbacks when damage exceeds your soak attribute by five instead of ten. If you take a damage setback while at no Hits, you are unable to continue fighting.
Guts
Limit Break
You have a fierce will to live and fight on. Heal two Hits. You can use this at the end of a round, even if unconscious due to lack of Hits. You cannot use this to wake from unconsciousness if you have taken a damage setback. Unnamed characters with this schtick have a 50% chance to recover at the end of a round. If playing with miniatures, leave the model on the tabletop and roll at the end of the round. If the roll fails, or if the unnamed creature takes a damage setback, remove the model.
Natural Reach
Inherent
You have long reach, most often because you are tall but sometimes just due to long limbs. All your Melee attacks gain a Reach of 1 per 5 Body or fraction thereof, with a minimum of 2 meters. Against creatures whose Body is lower than yours all your Melee attacks also gain Intercept.
One Last Shot
Inherent
When you take your last Hit, do one last furious burst of action. This can be a Basic Action or a Limit Break. After this your hits run out and you fall unconscious - you can heal yourself to help your survival, but you cannot heal yourself to stay in the fight. One Last Shot does not give you access to schticks and powers you don't ordinarily have, it only lets you use your normal powers out of sequence.
Unflappable
Inherent
A quiet but secure giant, you ignore the antics of smaller creatures. Your huge mass is hard to move or unbalance.
- You can use your Body instead of Maneuver as a defense against Interaction Stunts.
- You can substitute your Body for your Impress when defending against Interaction Stunts.
- You can use Body instead of Reflexes to resist interaction stunts and concussion damage from attacks. You still take damage normally from accidents and falls.
- You can use Body instead of Know to resist Analyze Weakness
- You are immune to Flank Attack and similar abilities that grant an advantage based on position.
Superstrength
Inherent
You can freely exceed the normal Body limit based on your race and weight. You can choose to not take up more Space on the Map. You must decide how large you are in advance, Superstrength does not allow you to change your mass at will. You still suffer from physical limitations on weapons, armor, and tools. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return. Note that this is mainly a problem for Folk - other creatures do not have ability maximums. Such creatures are still limited by Mass.
Super Leverage
Inherent
Your strength does not need leverage to work; in true superhero fashion you do not need to be solidly anchored to exert strength, and you can lift impossibly large objects that would ordinarily break if their entire weight was carried by one person. You still suffer from physical limitations on weapons, armor, and tools, but you can use oversized gear sized for your actual Body. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return.
Toughness
Toughness is a calculated value in Action, it is used to soak most physical damage damage. Some special abilities makes you ignore armor, and thus do damage directly to Body and ignoring Toughness.
Normally, Toughness equals Body plus armor. If you have no armor it defaults to Body. Armor can be worn, some power granting you armor, or the inherent structure of an object.
Object Toughness and Armor
Objects have a Body based on their weight alone. The Toughness of an object depends on its weight and structural integrity. This works just like armor for a creature, and armor is a more convenient term than structural integrity. Unlike most creatures, an object can have a negative armor value, indicating it is weaker than the norm and its Toughness is lower than its Body.
In some cases, a surface toughness value is needed. Hammering away at solid rock, the rock would be completely impenetrable if it's entire weight were included in the calculations. Yet we know tunnels can be chiseled by hand. In this case, use a surface toughness, which is 15 plus the armor value of the material, the Toughness of one ton of the stuff.
Some example materials are given here. This list is by no means comprehensive.
Object Toughness Table
Material | Armor Value |
Soft soil, Wood, plastic | +0 |
Packed soil, thin metal | +2 |
Soft stone, sandbags, sturdy civilian construction | +4 |
Hard stone, soft metal, riveted steel armor (coal) | +6 |
Hard metal, welded steel armor (combustion) | +8 |
Composite armor (electronic) | +10 |
Crystallized armor (fusion) | +12 |
Force fields (hyperspace) | +14 |
The armor ratings are for heavily armored military vehicles. An armored civilian or lightly armored military vehicle would be at least three points lower. Immobile fortified installations can be tougher than this, but usually do better as scenery.