Dodge (Action)

From Action
Revision as of 12:16, 16 October 2019 by Starfox (talk | contribs) (Powers)
Jump to navigation Jump to search
ActionT4 logo
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.

Knowledge

Dodge has no knowledge element.

Contacts

Dodge has no contacts element.

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.