Difference between revisions of "Charm Schticks (Action)"

From Action
Jump to navigation Jump to search
m (→‎Inspired by Love: Ingherent)
m (→‎Gambler: aids in gambing)
Line 46: Line 46:
 
You have a knack, for [[Charm (Action)#Gambling|gambling]]. Cinematic gambling has little to do with real-world gambling, and is less about folding at the right time or calculating odds and more about absurd luck. This schtick gives you the ability to draw just the right card to fill out your glorious hand or to give your race horse that little extra burst of speed.   
 
You have a knack, for [[Charm (Action)#Gambling|gambling]]. Cinematic gambling has little to do with real-world gambling, and is less about folding at the right time or calculating odds and more about absurd luck. This schtick gives you the ability to draw just the right card to fill out your glorious hand or to give your race horse that little extra burst of speed.   
  
Whenever you have a bet hanging on an event, you can modify chance in your favor, adding a Fortune die either for or against the event.
+
Whenever you have a bet hanging on an event, you can modify chance in your favor, adding a Fortune die either for or against the event. In a [[Charm (Action)#Gambling|gambling]] situation, you get a bonus die on your [[Charm (Action)|Charm]] rolls.
  
 
===Honest Joe===
 
===Honest Joe===

Revision as of 12:42, 13 March 2008

ActionT4 logo
Heroic Action Role-Play

Ablative Clothing

Trigger Action (Result)

When in action, you have a marvelous ability to lose your clothes. Blows miss you by the sheerest margin, slashing your outfit. Branches conspire to rip your clothes. Claws gore clothes instead of flesh. This schtick is just as common among hunks and babes. Conan has it, as does many fantasy barbarians and bimbos in all genres.

Use this schtick to ignore the effects of any one physical attack or stunt. You can also use it to ignore difficult ground or other adverse terrain effects, in which case you can ignore such conditions for one Basic Action. This rips up your clothes beyond repair. You cannot use this schtick while naked.

Any function your clothes once had is gone. You no longer have any armor, bags, backpack, or holsters. You are as naked as they day you were born (or as naked as the genre will allow). This can serve to activate Bulletproof Nudity.

Changing your ripped dress for a new outfit negates the schtick for the rest of the session.

Beauty Mask

Inherent

The Crying Freeman has this schtick, and any character can have it in almost any juncture.

This schtick gives a sort of anonymity, even when not in disguise. Your features are average and forgettable. People can't seem to remember just exactly what you looked like when giving a description. ("He looked kinda like that movie star, I just forget who.") They know someone was there, but they just can't think of what he looked like. With a concentrated effort, a Spot roll against your Charm allows them a basic recollection.

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.

Confident

Inherent

You are sure of yourself and not easily swayed by intimidation. You can use your Charm skill as a defense against Impression stunts.

Cute

Stance

There is something about you that makes others care for you. Depending on their personality, this might make them want to kidnap and possess you or just give you a smile and favorable treatment. You automatically have at least the minimal effect of Charm on everyone you meet, making them see you as special and pleasant to be with. This makes it easy for you to get into social events, make acquaintances, and generally be very popular in a non-domineering sort of way.

Fainting Flower

Trigger Action (Result)

Whenever you are affected by a stunt or take damage, you can choose to ignore the effect and instead swoon beautifully. This costs you all your remaining shots for the round, but lets you ignore the effect. You cannot use this schtick to defend against attempts to capture, carry away, or otherwise take possession of you; in fact you are helpless against such attacks (your Dodge is zero against them]] for the remainder of the round.

You cannot use this to escape confinement or whatever nefarious death-traps you might be placed in while in a swoon.

Gambler

Basic Action

You have a knack, for gambling. Cinematic gambling has little to do with real-world gambling, and is less about folding at the right time or calculating odds and more about absurd luck. This schtick gives you the ability to draw just the right card to fill out your glorious hand or to give your race horse that little extra burst of speed.

Whenever you have a bet hanging on an event, you can modify chance in your favor, adding a Fortune die either for or against the event. In a gambling situation, you get a bonus die on your Charm rolls.

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.

Inspired by Love

Inherent

Once per day, when doing something relevant to a loved one, you can use this schtick to gain an additional Fortune point to spend on that action. Your loved one need not even be present to use this schtick; if you can just describe a meaningful flashback, the schtick works. It helps if you have a a scarf, rabbit's foot or other token to remember them by.

Self-Made

Inherent

You are successful in business and thus financially independent. And you can do it again; if you was washed up on a pacific island, you would be king of the clamshells (or whatever) in a day or two.

Sense Lineage

Basic Action

You know a lot about lineage and tradition, and you know all the great families. When you meet someone, you can instantly tell that persons social standing, family and lineage. You can instantly tell a person with Impress (Action)#Blue_Blood on sight. In cases where others try to fool you, you receive a +5 bonus on your Charm rolls to penetrate the deception.

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.

Silver Tongue

Basic Action

People tend to tell you things, and you tend to learn more than they intended from what they say. This is active all the time, so the GM should let you make Charm rolls just to keep tabs on the latest rumors. Against more important game master characters, you can make an opposed Charm roll to make them say way to much, even if they are on their guard.

Spin Yarn

Inherent

By continually speaking, you may keep your audience captive with outrageous tales, distracting them. You can keep this up beyond all reason. You must first engage the victim in conversation, and then make an opposed Charm roll. You can target several people at once with no penalties, but use the highest value in the audience for a difficulty.

For each point of outcome, you keep going for a minute. You can then try again. If the outcome exceeds your victims' Mind, they give you some boon, either out of sympathy or in an effort to get away.

Combat, an alarm, and other direct threats and immediate situations will break your hold on people. You might have to use your Spin Yarn on someone who comes to interrupt, or lose your audience.