Dodge Schticks (Action)

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Heroic Action Role-Play

Several of these sticks cover abilities quite unrelated to the 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.

Bodyguard

Trigger Action (Defense)

You are a trained bodyguard, and can instinctively react to threats to other people. You can use this even in situations where you are not aware of the attack; your instincts and training lets you protect others even when you are surprised. When somebody close to you is attacked, you can react in one of two ways.

  1. Protect them in such a way that they can use your Dodge +3 for defense for the current shot.
  2. Interpose yourself. This requires an opposed Dodge check against the opponents Melee or Shoot (Action).

Bulletproof Nudity

Stance

Nudity can distract an opponents at critical moments. If nothing else, it makes the audience root for you. You must be more naked than the local cultural norm allows to use this, and not encumbered by excessive gear or armor. You can strip down as a part of activating the stance. Add +2 to your Dodge. This stance ends at the end of the round and cannot be reactivated in the same fight; Bulletproof Nudity only lasts a little while. Several different Dodge bonuses do not stack.

Bullheaded

Inherent

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

Cold Fish

Inherent

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

Crazy

Limit Break

A crazy creature has motivations that can rapidly and unexpectedly change. While being affected normally by social interactions and mental effects, as a limit break the creature can completely change its motivations and negate all such effects it is currently under. A creature can use this schtick even if such effects would normally prevent her from doing so. This cannot negate a Curse, but can cancel out the effect of a social or mental curse for a scene.

Danger Sense

Inherent

You have an instinctive sense for when danger approaches. This sense only registers actively hostile creatures; ambushes and enemy with intent to harm. You do not sense scouts, spies, thieves, or traps. This sense is automatic as long as any of the enemy has a Recon lower than your Dodge and are in a position to attack you or within a distance equal to your Dodge in meters. It does not actually reveal where the enemy is or what they are about to do, only that creatures of hostile intent is nearby.

If a hidden attacker notices that you have sensed them and decides not to attack, the premonition fades and you surmise that it was a false alarm and take no further notice of it or report it; it can be assumed that Danger Sense triggers many more times than the events actually played out.

Defensive Reflex

Trigger Action (Defense)

You have reflexes honed to defense. When attacked you can use this to get a Dodge bonus of +3 this shot. You can use this even when you could not ordinarily use a trigger action, such as when you are surprised or have zero shots left.

Fox's Retreat

Trigger Action (Defense)

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

Grenade Leap

Trigger Action (Defense)

When attacked by an area attack, you can use this to get a +5 bonus to Dodge and move up to your speed in any direction, including up. You can use it with one of your own area attacks to leap in this way. You are moving after the attack, so you do not get the benefit of any cover you move into.

Hold the Line

Trigger Action (Focus)

When an ally adjacent to you takes a Hit, you can focus.

Kiss the Ground

Trigger Action (Defense)

When attacked you can move your normal Move in any direction after the attack is resolved. You also get a Dodge bonus of +3 this shot.

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 against the triggering attack and for the remainder of the current shot.