Difference between revisions of "Dodge (Action)"

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=== Bodyguard ===
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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 is linked to [[Reflexes (Action)|Reflexes]] and an outcome matching this attribute on a stunt directed against Dodge will often result in a [[Setback (Action)|Setback]].
Trigger Action (Defense)
 
  
You are a trained bodyguard, and can instinctively react to threats to other people. When somebody close to you is attacked, you can either grab them and take cover in such a way that they benefit from your immense experience. This lets them use your [[Dodge (Action)| Dodge Skill]] +3 for defense.
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==Use in Action==
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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.
  
===Clever===
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==Knowledge==
Basic Action
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You know of safe places to find cover, and can make an educated guess about where to take cover safely from various dangers.
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You can identify which cover is dangerous and in danger of collapse, and which barriers are strong enough to give effective cover.
  
Make a [[Dodge (Action)|Dodge]] stunt with a +3 bonus. You can thus swing from chandeliers, feint and do a lot of other stunts much more effectively.
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==Contacts==
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There is an informal bond between veterans of conflict, a degree of mutual respect even between enemies.
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You can call on this bond, but your contacts maintain their loyalties.
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You can expect sardonic conversation, but little else.
  
Typical stunts include trips, feints, called shots, disarming strikes, and particularly outrageous and dashing maneuvers such as carving your initials into opponents and adjusting your opponent's coiffure in combat. It enables you to do all the fun but somewhat silly things done in pulpy Three Musketeers and pirate movies.
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== Perception ==
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Dodge can spot clear and present danger, and can also sense when a situation is potentially dangerous. This sense is pretty blunt and cannot sense simple spying or be used to spot sneakers.
  
===Determination===
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== Powers ==
Trigger Action (reaction) or Stance
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Dodge is linked to the forms of
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Fey,
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Flux, and
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Illusion.
  
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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==Stunts==
 
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{{: Dodge Stunts (Action)}}
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.
 
 
 
===The Fox's Retreat===
 
[[Action (Action)#Trigger_Action | Trigger Action]]
 
 
 
When Attacked, add +5 to your dodge value for the current shot.
 
 
 
===Guts===
 
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.
 
 
 
===One Last Shot===
 
Trigger Action (Result)
 
 
 
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.
 
 
 
===Rebound===
 
Trigger Action
 
 
 
There is no end to your endurance. You have some personal source of power, some action or circumstance that restores you to full vigor. This can be things like making love to a new lover, making a blood sacrifice, succedding with a heroic rescue, speaking out against evil, taking a drinking bindge and so on. It must require roleplaying, and be a challenge to achieve or have some negative consequence.
 
 
 
When you successfully activate rebound, you recover all lost Wounds, Hits and Fortune Points, just as if t was a new play session. You recover from most curses, diseases or poisons - except those that have a plot reason to remain.
 
 
 
===Signature Armor===
 
Inherent
 
 
 
You have a particular suit of armor that you almost always wear, and that has become something of an extension of your own personality. This is a unique set of armor, like the plate mail awarded you by your liege for services rendered. Mementos of dying comrades or loved ones are also common. This refers to a single, particular item, not all armour of its type.
 
 
 
It is very much a part of you. Under most circumstances, nobody will question your right to wear it, so its there in many situations where armor could not normally be worn. You also ignore any Reflex penalties the armor would normally give. It still has weight, makes noise and so on, though this does not penalize you in any way.
 
 
 
=== Untouchable ===
 
Trigger Action (Defense)
 
 
 
''You never dodge except when it counts, cooling ignoring some shots while sidestepping others.''
 
 
 
You can do this after an attack has been rolled for, but before it causes any damage; it gives you a +3 bonus to [[Dodge (Action)|Dodge]].
 

Latest revision as of 11:30, 8 January 2021

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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 is linked 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.

Knowledge

You know of safe places to find cover, and can make an educated guess about where to take cover safely from various dangers. You can identify which cover is dangerous and in danger of collapse, and which barriers are strong enough to give effective cover.

Contacts

There is an informal bond between veterans of conflict, a degree of mutual respect even between enemies. You can call on this bond, but your contacts maintain their loyalties. You can expect sardonic conversation, but little else.

Perception

Dodge can spot clear and present danger, and can also sense when a situation is potentially dangerous. This sense is pretty blunt and cannot sense simple spying or be used to spot sneakers.

Powers

Dodge is linked to the forms of Fey, Flux, and Illusion.

Stunts

Basic combat, movement and evasion stunts.

Active Dodge

Trigger Action (Defense)

You can gain a +3 bonus to Dodge used as a defense for the current shot.

Danger Sense

Inherent

You have an instinctive sense for when danger approaches. You can use your Dodge as if it was Recon for Alertness stunts used to spot sneaking enemies, and as the difficulty of Sneak checks. This sense only registers actively hostile creatures; ambushes and enemy with intent to immediate harm. You do not sense scouts, spies, thieves, or traps. It does not work against a creature using Sneak to Hide (see the stunt description).

Kiss the Ground

Trigger Action (Defense)

When attacked by an area or ranged attack you get a Dodge bonus of +3. You become Static for the rest of the round.

Meatshield

Trigger Action (Defense)

You can interpose yourself between an attacker and an ally next to you, redirecting the attack to hit you instead. You must be aware of the attack and have shots to spend. You can't take further trigger actions to defend yourself from the attack.

Reflex Push

Trigger Action (Combo)

You can use this stunt to focus in order to function at a higher Reflexes rating for one action. This is useful with abilities whose effect derives from Reflexes. This works only for effects whose effectiveness is solely determined by [[Reflexes (Action)|Reflexes]]. You cannot do this for a power where the Outcome is directly added to Reflexes to derive an effect, such as most attacks.

This is a trigger action triggered by whatever action you needed greater Reflexes for. Make a Dodge roll against your own Reflexes; for every 3 points you score on this roll, your effective Reflexes is increased by one, with a minimum of +1 for a successful roll. An Outcome of 1-5 allows +1 Reflexes, 6+ allows +2 Reflexes, 9+ allows +3, 12+ allows +4 and so on.