Difference between revisions of "Body Schticks (Action)"

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===Bruiser ===
===Big Bruiser ===
 
 
Inherent
 
Inherent
  
You are larger and more powerful than the norm of your race. Your [[Body (Action)|Body]] can be up to two points higher than the normal racial maximum. Your minimum [[Body_(Action)#Body_and_Mass|weight]] is based on a [[Body (Action)|Body]] one point lower than your actual value.
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You are very physically powerful and look the part. Your [[Body (Action)|Body]] can be up to two points higher than the normal [[Folk_(Action)#Fantasy_Races|Race]] maximum.
  
 
===Determination===
 
===Determination===
Trigger Action (reaction) or Stance
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Inherent
  
Use this if you run out of Hits. You can avoid collapsing, but at a price. You have a short lease on life, and can continue to act until you die or choose to collapse. You can continue to use it in later rounds as a stance. You take one Wound each time you use it.
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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_(Action)#Damage_Setbacks |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.
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===Guts===
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Limit Break
  
Any further Hits you take become Wounds instead. If you take enough damage while using this schtick that you reach the instantaneous death point, it's all over.
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You have a fierce will to live and fight on. Heal two [[Hit (Action)|Hits]]. You can use this at the end of a round, even if unconscious due to lack of [[Hit (Action)|Hits]]. You cannot use this to wake from unconsciousness if you have taken a damage setback.
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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.
  
===Guts===
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=== Natural Reach ===
 
Inherent
 
Inherent
  
You are a tough guy. When other characters would get impaired due to Wounds taken, you really get going. Ignore all Impairment for wounds, but only in combat and action scenes.
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You have long reach, most often because you are tall but sometimes just due to long limbs.
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All your [[Melee (Action)|Melee]] attacks gain a [[Items_(Action)#Reach|Reach]] of 1 per 5 [[Body (Action)|Body]] or fraction thereof, with a minimum of 2 meters.
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Against creatures whose [[Body (Action)|Body]] is lower than yours all your [[Melee (Action)|Melee]] attacks also gain [[Items_(Action)#Intercept|Intercept]].
  
 
===One Last Shot===
 
===One Last Shot===
Trigger Action (Result)
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Inherent
  
When you take your last Hit, do one last furious burst of action. This can be a Basic Action or a Limit Break. 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.
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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.
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=== Unflappable ===
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Inherent
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A quiet but secure giant, you ignore the antics of smaller creatures. Your huge mass is hard to move or unbalance.
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* You can use your [[Body (Action)|Body]] instead of [[Maneuver (Action)|Maneuver]] as a defense against [[Stunt_(Action)#Interaction_Stunts|Interaction Stunt]]s.
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* You can substitute your [[Body (Action)|Body]] for your [[Impress (Action)|Impress]] when defending against [[Stunt_(Action)#Interaction_Stunts|Interaction Stunt]]s.
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* You can use [[Body (Action)|Body]] instead of [[Reflexes (Action)|Reflexes]] to resist interaction stunts and [[Damage_Types_(Action)#Concussion|concussion damage]] from attacks. You still take damage normally from accidents and falls.
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* You can use [[Body (Action)|Body]] instead of [[Dispel_(Action_Powers_Technique)|Know]] to resist [[Dispel_(Action_Powers_Technique)#Analyze_Weakness|Analyze Weakness]]
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* You are immune to [[Imbue_(Action_Powers_Technique)#Flank_Attack|Flank Attack]] and similar abilities that grant an advantage based on position.
  
 
=== Superstrength ===
 
=== Superstrength ===
 
Inherent
 
Inherent
  
You can freely exceed the normal [[Body (Action)|Body]] limit based on your [[Folk_(Action)|race]] and [[Body_(Action)#Body_and_Mass|weight]]. Your strength does not need leverage to work; in true superhero fashion you can lift impossibly large objects that would ordinarily break if their entire weight was carried by one person. You still suffer from [[Body_(Action)#Physical_Limitations|physical limitations]] on weapons, armor, and tools.
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You can freely exceed the normal [[Body (Action)|Body]] limit based on your [[Folk_(Action)|race]] and [[Body_(Action)#Body_and_Mass|weight]]. You can choose to not take up more [[#Space_on_the_Map|Space on the Map]]. You must decide how large you are in advance, Superstrength does not allow you to change your mass at will.
{{:Template:Superstats_(Action)}}
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You still suffer from [[Body_(Action)#Physical_Limitations|physical limitations]] on weapons, armor, and tools.
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{{:Template:Superstats_(Action)}} Such creatures are still limited by [[#Encumbrance_and_Lifting|Mass]].
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=== Super Leverage ===
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Inherent
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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.  
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You still suffer from [[Body_(Action)#Physical_Limitations|physical limitations]] on weapons, armor, and tools, but you can use oversized gear sized for your actual [[All_Attributes_(Action)#Body|Body]].  
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This schtick is considered a [[Powers_(Action)|Power]] even tough it lacks a [[Forms_and_Techniques_(Action_Powers)#Forms|Form]]. To take it, you have to have a [[Power_Rules_(Action)#Tradition|Tradition]], and if the [[Methods_(Action)|Methods]] of your tradition or a [[Power_Loss_(Action)|Power Loss Limitation]] makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return.

Latest revision as of 15:36, 24 July 2021

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Heroic Action Role-Play

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.