Difference between revisions of "Charm (Action)"

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===Blunder About===
 
Basic Action
 
 
You blunder about in an area with a diameter equal to your move (without actually moving, if it is in detailed time). If there are any hidden features, secret doors, traps, hidden clues, ambushes or other surprises (good or bad) that the GM has planned or feels like springing, you stumble into them.
 
 
===Honest Joe===
 
Inherent
 
 
You have a way with people, and inspire trust and confidence without really trying to. Any basically good and law-abiding people gladly give you a hand, though there must be a reason if they are to accept discomfort or danger to help you. Sometimes, you can even inspire this trust in goons and villains, but usually only after you have soundly trounced them.
 
 
This lets you charm people without really trying to, and tends to make you a leaders of mobs and posses. You may come into conflict with official authority figures.
 
 
===Sidekick===
 
Inherent
 
 
You have a trusty sidekick, that is loyal beyond belief (though sometimes a bit slow). This can be a trusted henchman, wing man, kid admirer or other partner.
 
 
A sidekick does not gain experience, but increases in ability as you do. The sidekick is built on 80% of your own character points and the same skill maxima you have.
 
 
In a campaign where player characters gets some special break, such a the planes characters in Crimson Skies have, a sidekick also gets this bonus or gear.
 

Revision as of 12:00, 6 March 2008

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