Body (Action)

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Revision as of 18:51, 21 July 2010 by Starfox (talk | contribs) (Stunts == === Hold Breath)
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Heroic Action Role-Play

Body is a measure of strength, mass, and resilience. It is closely linked to size and weight. Heroes sometimes have more body than their size indicates, but unless supernatural forces are at work, the difference is unlikely to be very large. Body is the only attribute that can have a negative value.

Toughness

Toughness is a calculated value in Action, it is used to soak most physical damage damage.

Normally, Toughness equals Body plus armor worn.

Many special abilities makes you ignore armor, and thus do damage directly to Body.

Body and Mass

Weight is a ceiling on Body values. The table below gives minimum weight (in kilograms) and length (in cm) for different Body ratings. This assumes a body that is very fit or heroic. Most creatures living a physically active life will be just below these values. Depending on fitness, the actual Body can be up to ten points lower. A very fit hero weighting 100 kilos has a Body of 10; an overweight couch potato weighting 100 kg can have a Body as low as 3 and be out-wrestled by a dog.

Length is greatest overall length based on weight; the tails of animals are not included. Animals that are very thin and stretched out can be up to twice as long. Body is tied to weight, not length; certain worms can be prodigiously long yet still have comparatively low Body scores. This does not take the cube/square law into account; real-world animals tend to grow proportionally shorter and more bulky as they advance in weight while fantastic creatures like giants do not; this table is for non-realistic giants.

The table covers common weights for living creatures, but can be used for items, vehicles and construction as well. As the table is logarithmic, it can be extended to greater or smaller values. For weights weights in excess of 1,000 kg, simply read the weight in tonnes and add 30 to the result. For weights less than 1 kg, read the weight in grammes and subtract 30.

Some very small creatures have a negative Body score. For people uncomfortable with negative numbers, simply use a Body score of zero; body scores this low doesn't matter a lot anyway.

Body Weight Length
-10 1.0 40
-9 1.3 43
-8 1.6 47
-7 2.0 50
-6 2.5 55
-5 3.2 60
-4 4.0 65
-3 5.0 70
-2 6.3 75
-1 8.0 80
0 10 85
1 13 95
2 16 100
3 20 110
4 25 115
5 32 125
6 40 135
7 50 145
8 63 160
9 80 170
10 100 190
11 130 200
12 160 220
13 200 230
14 250 250
15 320 270
16 400 290
17 500 320
18 630 340
19 800 370
20 1000 400

Physical Limitations

A very high Body score runs into the physical limitations of the setting. In a normal human milieu where equipment is made for characters in the 5-9 Body range, it is very hard to find gear appropriate for Body 12. Here are a number of proposed solutions.

Downgrade

If there are no pistols made for your Body, take what is ordinarily a heavier weapon and call it a lighter weapon for you. For example, take a Heavy Revolver for Body 9 and call it a Light Revolver for you. There is nothing odd about this, as all weapons are on a sliding scale - what is a heavy weapon for some is always a light weapon for someone stronger. What it does mean is that the heaviest weapons will be unavailable if you have a very high Body.

Improvise

The Improvised weapon quality is your friend. Improvised weapons can usually be found or adapted to any size.

Customize

Characters in Action are heroes and can either make things for themselves or get people to help them, as outlined in the Tinkering rules. This can be an adventure reward or a facet of your background. The drawback is a lack of flexibility; you have to get the gear ahead of time. Signature Gun works very well here, helping you bring your outsize weapons along.

Stunts

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.

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.