Difference between revisions of "Dodge (Action)"

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If your Outcome matches the target's [[Reflexes (Action)|Reflexes]], you cause him major consternation; he loses a number of shots equal to your Outcome.
 
If your Outcome matches the target's [[Reflexes (Action)|Reflexes]], you cause him major consternation; he loses a number of shots equal to your Outcome.
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=== Run & Dodge ===
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Basic Action
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Make a normal [[Move (Action)|Move]]. Until your next action, you get a +3 bonus to [[Dodge (Action)|Dodge]].

Revision as of 14:57, 14 January 2011

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Heroic Action Role-Play

Dodge is the ability to stay out of harms way. Different heroes approach this differently; some use reflexes to dodge, others use insight to simply not put themselves in danger, while some are heroic enough to just shrug off attacks that would kill lesser men. In many ways, Dodge is not really a skill, it is more of a measure of your heroic potential. It is very much recommended that you raise this skill as high as possible, even if you are not a combat character. Dodge defaults to Reflexes and an outcome matching this attribute on a stunt directed against Dodge will often result in a Setback.

Use in Action

Dodge is the default defense against physical attacks, and even most mental and mystic attacks in combat use Dodge as the difficulty. It has few active uses, but can be used to gauge your ability to do basic stunts like run, simple climbs, and so on.

Knowledge

Dodge has no knowledge element.

Contacts

Dodge has no contacts element.

Stunts

Basic combat, movement and evasion stunts.

Active Dodge

Trigger Action (Defense)

When attacked you can take an active dodge, which increases your Dodge value by +3 for the current shot.

Bait

Basic Action

You present an attractive target for a split second, causing your opponent to take a wild swing or otherwise expose or make a fool of himself.

Make an opposed Dodge roll against your target. If you succeed, add the Outcome as a modifier to your next skill roll against this target. You can also give away this advantage to someone else, effectively setting the target up for someone else's attack.

It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might strike past you at a friendly target, run out of ammunition, lose his weapon, or otherwise temporarily make a fool of himself.

Feint

Basic Action

You baffle others with false maneuvers. Make an opposed Dodge roll; on a success, your target loses 3 shots and you can move past a position they covered or otherwise get a small respite in a fight.

If your Outcome matches the target's Reflexes, you cause him major consternation; he loses a number of shots equal to your Outcome.

Run & Dodge

Basic Action

Make a normal Move. Until your next action, you get a +3 bonus to Dodge.