Difference between revisions of "Dodge All (Action Powers)"

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= Dodge Powers =
 
= Dodge Powers =
These are powers related to the [[Dodge (Action)|Dodge]] skill.
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These are powers related to the [[Dodge (Action)|Dodge]] skill.{{:Dodge Technique Description (Action Powers)}}
{{:Dodge Technique Description (Action Powers)}}
 
 
==[[Dodge Air (Action Powers) | Dodge Air]]==
 
==[[Dodge Air (Action Powers) | Dodge Air]]==
  
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{{:Dodge Earth (Action Powers)}}
 
{{:Dodge Earth (Action Powers)}}
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==[[Dodge Electricity (Action Powers) | Dodge Electricity]]==
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{{:Dodge Electricity (Action Powers)}}
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==[[Dodge Fey (Action Powers) | Dodge Fey]]==
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{{:Dodge Fey (Action Powers)}}
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==[[Dodge Fire (Action Powers) | Dodge Fire]]==
 
==[[Dodge Fire (Action Powers) | Dodge Fire]]==
  

Latest revision as of 10:56, 25 July 2023

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Heroic Action Role-Play

Dodge Skill Description

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.

Schticks

Schticks are mundane specializations.

Dodge Schticks

Several of these sticks cover abilities quite unrelated to the Dodge skill. This is because a hero is always assumed to raise Dodge to the highest allowed value, and these schticks relate to the character's overall level. In other word, some Dodge sticks could just as well be based on a character's highest skill rating, placing them in Dodge is just a little more elegant.

Armor Proficiency

Inherent

You ignore the Loud and Unreliable penalties when wearing Armor.

Bodyguard

Trigger Action (Defense)

You are a trained bodyguard, and can instinctively react to threats to other people. This is an improved version of the Meatshield stunt. When somebody within your Move in meters is attacked, you can move adjacent to them. If you cannot move adjacent, you cannot move at all. You then interpose yourself between the attacker and ally, redirecting the attack to hit you. You also get a +3 Dodge_All_(Action_Powers) bonus for the current shot. You can use this even in situations where you are not aware of the attack or in a Surprise round but not when you are out of shots for other reasons.

Bulletproof Nudity

Stance

Nudity can distract an opponents at critical moments. If nothing else, it makes the audience root for you. You must be more naked than the local cultural norm allows to use this, and not encumbered by excessive gear or wear armor. You can strip down as a part of activating the stance. Add +2 to your Dodge. Multiple Dodge bonuses do not stack.

Bullheaded

Inherent

You are sure of yourself and not easily impressed by intimidation or social pressure. You can use your Dodge as a defense where you'd normally use Impress.

Cold Fish

Inherent

You are not easily swayed by charm and whiles. You can use your Dodge as a defense where you'd normally use Charm.

Crazy

Basic Action

Your motivations can rapidly and unexpectedly change. While being affected normally by social interactions and mental effects, you can completely change your motivations and negate all such effects you are currently under. You have to role-play this change of agenda. Examples include going from a peaceful healer to a raging maniac or from a loyal retainer to glory hound. You can only do this once per scene. You can use this schtick even when something would normally prevent you from doing so. This cannot end a Curse, but can cancel the effect of a social or mental curse for a round.

Defensive Reflex

Trigger Action (Defense)

You have reflexes honed to defense. When attacked and unable to use a Trigger Action (Defense), such as when you are surprised, the attack is a trigger action, or have zero shots left, you gain a Dodge bonus of +3 for the rest of the shot. You can do this even if you have no have no shots remaining.

En Garde

Stance

You scorn the use of shields and brute weapons, relying on defensive weapons and a good fighting stance to protect you. Add +2 to your Dodge. Multiple Dodge bonuses do not stack. To use En Garde, you must be using a melee weapon with the Parry ability. This includes a weapon gaining Parry from Melee Technique or similar.

Grenade Leap

Trigger Action (Defense)

When attacked by an area attack, you can use this to get a +3 bonus to Dodge and take a move in any direction, including up. You can use it with one of your own area attacks to leap in this way as long as you are in the area of the attack—you don't take damage from your own attack in this case. You are moving after the attack, so you do not get the benefit of any cover you move into.

Hold the Line

Focus

When an ally within 3 meters of you takes a Hit, you can focus.

Invincible Superiority

Trigger Action (Defense)

Use your exceptional abilities as a universal defense. This is beneficial when the difference in ability scores is more than 3. When you use this schtick, select one ability score, Body, Mind, or Reflexes. For the current shot add the chosen attribute to your Dodge and to each attacker's Melee or Shoot.

Kiss the Ground

Trigger Action (Defense)

When attacked you can drop prone and get a Dodge bonus of +3 against ranged attacks only until you take your next Basic Action or Limit Break.

Look Out!

Trigger Action (Defense)

When one or more of your friends are the target of an ability where Dodge is the difficulty, you can substitute your own Dodge for that of your friends' for the current shot. Normally, you need to be within Dodge meters of them to do this, but if you have some means of communicating and are aware of the situation, you can use this at a longer range.

Martial Arts Stance

Stance

You scorn the use of weapons, relying on a good fighting stance to protect you. Add +2 to your Dodge. To use Martial Arts Stance you must be using unarmed attacks or a Signature Melee Weapon.

Master Dodge

Basic Action

When you would ordinarily be hit by an attack you can take an active dodge, which increases your Dodge value by +3 for the current shot. You also give the +3 bonus to another when you do the Look Out! stunt. Finally, the difficulty of Analyze Weakness against you is equal to your Dodge at all times.

Signature Armor

Inherent

Select one specific set of armor, like the family ancestral full plate or the titanium flak jacket that saved your life in the Desert War. Your fate is linked to this armor.

  • Even light Signature Armor gives you some protection. Your Toughness becomes Body +4 if it would normally be less than this.
  • You can own and operate this armor legally even if it would normally be beyond your means, illegal, or require some special license. People tend to not question your right to take it along; unless the GM makes a montage of how it is taken, the armor stays with you. It can also pop up in the unlikeliest places seemingly on its own.
  • It is harder to steal or damage this armor. You are Confident on any stunt to hide or interaction check to keep the armor. When others try stunts to disarm or make you lose the armor, they are Stymied. Even if it is stolen, it always crops up later — it is never permanently lost.
  • The armor is tougher than normal, having a minimum Toughness score equal to your Dodge. Even when seemingly destroyed, the armor can always be repaired.
  • You become fully proficient with the armor, gaining the effects of Armor Proficiency but only with this specific suit of armor.
  • Finally, the armor becomes infused with your essence. It is considered a supernatural or magical armor in situations where this matters.

Dodge Powers

These are powers related to the Dodge skill. Uses the form to defend against attacks on a personal level, blocking, parrying, or dodging incoming attacks or otherwise boosting personal defenses without clearly using another skill.

Dodge Air

Elusive Wind

Trigger action (Defense)

You are as elusive as the wind. Use this when an action against your Dodge and Maneuver succeeds. This increases your defensive Dodge and Maneuver by +3 for the current shot.

Feather Fall

Trigger Action

When you or another character within Dodge meters falls, crashes, or otherwise takes Concussion damage, you can use this. Add your Dodge to their Reflexes to soak Concussion damage.

Resist Concussion

Basic Action

Add your Mind to your soak attribute against concussion damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Wind Focus

Focus

When flying, more than 20 meters from solid ground or water surface, you can focus. You can also focus when on a windswept summit or on a wide-open plain and at least 20 meters from any obstacle to the wind.

Dodge Animal

Animal Support

Focus

When supporting or being supported by an animal, you can focus. The simplest version of support is physical support - when riding an animal, you can focus. You can also focus when an animal is touching you and expressing social support. In all cases the animal must be friendly and trying to assist. A riding beast is always supporting you, but other animals must spend a Basic Action expressing their support of you.

Carapace

Stance or Inherent

You can create a carapace that gives you natural armor. You gain 4 points of armor, giving you a Toughness equal to your Body +4. The armor is bulky and obvious. When you take this power, you can choose to have it as a natural feature (inherent) or as a power you can turn on and off (stance). As a stance, any armor or clothes you are wearing can meld into your new form at your option.

Cutting Resistance

Basic Action

Add your Mind to your soak attribute against Cutting damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Thick Skin

Stance or Inherent

Your skin is protective, having scales, blubber, tough pelt, or some other form of natural armor. You gain 2 points of armor, giving you a Toughness equal to your Body +2. This power is not obvious at a distance, but it can be seen on close inspection—similar to Slick. When you take this power, you can choose to have it as a natural feature (inherent) or as a power you can turn on and off (stance).

Dodge Chi

Adaptive Resistance

Basic Action

Select a Damage Type you took damage from this scene. Add your Mind to your soak attribute against this type of damage for the rest of the scene. You can only resist one type of damage at a time using this power.

Centering Defense

Trigger Action (Defense)

The perfect man is like a fortress, able to defend against all attack at once. Use this when an action would succeed against you. You get a +3 bonus to all skills used as defensive values for the current shot.

Ki Block

Trigger Action (Defense)

Use this when an action would succeed against you. Until the end of the round or until you take your next basic action or limit break, you gain a Dodge bonus of +3.

Psychic Resistance

Inherent

Add your Mind to your soak attribute against psychic damage.

Dodge Dark

Black Hole

Trigger Action (Defense)

When you take Disruption, Energy, or Physical damage, you can shunt incoming energies into nothingness, adding your Mind to your Body or Toughness for the shot.

Dark Focus

Trigger Action (Focus)

You can focus from Enervation damage. Whenever attacked with Enervation or subject to harmful amounts of negative energy, you can focus. The attack need not hit or inflict a Hit, but cannot be self-inflicted. You can also focus when in complete darkness.The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Devil Skin

Stance

You gain the red or black, pitted and barbed skin of a devil. You add your Mind to soak against Fire, Neurotoxin and Physical damage except from silver weapons.

Eater of Sin

Trigger Action (Defense)

You can take the failures of others upon yourself. When an ally within Dodge meters suffers a Setback or is Stymied, you can negate that condition, but you suffer a Setback yourself. You cannot negate Hits from damage or Damage Setbacks. When an ally within range gives up an Advantage, Loses Shots you can negate this, but you take a Hit. At the GM's discretion, you can absorb other similar conditions as they occur.

Retreat of the Mind

Trigger Action (Defense)

When you take , Biological or Psychic damage, you can retreat into nothingness, adding your Mind to your Body or Toughness for the shot.

Shadow Cloak

Trigger Action (Defense)

You gain a +3 bonus to defensive Dodge, Maneuver, and Recon.

Shadow Shield

Trigger Action (Defense)

Use this when an attack would succeed against you. Your Dodge increases by +3 until you next take an action. If you are missed while in a place where you could Sneak, you become hidden.

Dodge Death

Bonehead

Inherent

You are immune to social interactions and thus to most stunts and powers targeting your Charm or Impress. You are also unable to use Charm. If a stunt using either of these skills is made as a physical stunt rather than a lapse of judgement you can use Dodge as your defense.

Bone Shield

Trigger Action (Defense)

Use this when an attack would succeed against you. You create a shield of interlocking bones, that provides a +3 bonus to Dodge and Toughness for the current shot. The Toughness bonus stacks with other Toughness bonuses, such as armor.

Death Throes

Focus

You can focus when close to death. Whenever you are attacked whith Infection damage or otherwise subject to harmful Infection or otherwise subject to harmful Death powers, you can focus. The damage need not hit, cause a Hit, or otherwise have an effect on you. You can also focus when you take a Damage Setback. If you take a Mortal Wound you can immediately take a Limit Break when focusing this way, but you then fall unconscious.

Ghostly

Stance or Inherent

You become Incorporeal. Add your Mind to your soak attribute against Acid, Cold, Enervation, and all forms of Biological and Physical Damage. Silver weapons bypass this resistance. This power is normally a stance, but commonly inherent in nonliving creatures, such as Undead. When you take this power, decide of it is a stance or inherent.

Life Immunity

Stance

Become resistant to extremes of temperature, disease, poison, lack of food water or air and other discomforting environmental conditions suffered by living creatures. You are immune to environmental conditions without a damage value, such as lack of air, food, or water, uncomfortable temperatures, and any kind of fatigue or lack of endurance. Add your Mind to your soak attribute against biological damage. This power is normally a stance, but commonly inherent in nonliving creatures, such as Undead.

Dodge Earth

Blunt Resistance

Basic Action

Add your Mind to your soak attribute against Blunt damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Concrete Focus

Focus

You can focus when in contact with concrete or stone construction.

Earth Shield

Trigger Action (Defense)

Use this when an attack would succeed against you. You create a barrier of earth between yourself and the attacker. This increases your Dodge by +3 and Toughness to Body +6 for this shot (this does not stack with armor or the bonus to Body from this power). You must be within Mind meters of a large chunk of earth to do this.

Earth Skin

Stance

You grow a thick, stony skin, giving you a Toughness of Body +3.

Earth Stance

Stance

You harden yourself against attacks by focusing. You increase your Toughness to Body +5. The armor is bulky—Large and Loud—but only when you wear it.

Focus of the Soil

Focus

You can focus when in contact with rich and fertile soil.

Rock Focus

Focus

You can focus when in contact with a natural rock formation.

Stone Body

Stance

You turn your body into powerful stone, increasing Body by +2. You become Noisy and reduce your Reflexes by 1.

Dodge Electricity

Electric Aura

Stance

Your body is electrified, and anyone striking you risks being electrocuted.

If you are hit in Melee while using this power, the attacker takes Electricity damage equal to your Mind minus his attack outcome.

Electric Jolt

Trigger Action

When you are hit by an attack causing electricity damage, you can take any one action that would normally be an Basic Action.

Shocking Shield

Trigger Action (Defense)

Your create a shield of arc lightning to block attacks with. Use this when an attack would succeed against you. You gain a +3 bonus to Dodge. If you are hit in Melee while using this power, the attacker takes Electricity damage equal to your Body minus his attack outcome. An opponent using a metal weapon does not gain the benefit of armor against this damage, and must use his Body instead of Toughness to soak this damage.

Dodge Fey

Biological Resistance

Inherent

Add your Mind to your soak attribute against all types of biological damage.

Enact Power

Basic Action

Pick a power you know that is a Stance. You activate this power by performing a skit that shows the power of the Stance through acting or dance. The stance has its normal effect, but gains FX that makes its effect obvious to observers and unnerving to creatures not used to powers. The more stances you activate the more radical the FX becomes. With three or more stances active you are Stymied on actions requiring subtlety, such as Recon checks to hide or Charm checks to keep people peaceful or passive. Enact Power lasts for a scene, meaning you have to use this soon before an action scene is about to start. The advantage is that you can activate Basic Actions in preparation for an action scene and thus avoid the short cost of the Stance.

Faerie Dance

Limit Break

You perform a dance routine, expressing the nature of a Form. Select a Form you know when performing Faerie Dance. Until the end of the next round, when you use another power of this Form, you can base any roll or stunt using that power on your Dodge skill instead of whatever skill the power would normally be based on. This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Fairy Dodge

Trigger Action (Defense)

Use this when an attack would succeed against you. Add +3 to your Dodge for the current shot. If an attack misses you during this shot, you can Teleport up to your Move in meters after the triggering attack.

Faerie Improvisation

Limit Break

You perform a dance routine expressing a specific power of a Form you know, a power you do not already know. This power can be a Basic Action, Limit Break, Finisher, or Stance. You use this power as a part of the action to use Faerie Improvisation. Limit breaks used this way only work on voluntary or helpless targets. Stances used like this work until daybreak or sundown, whichever comes first.

Fey Resistance

Inherent

Add your Mind to your soak attribute against all types of physical damage. Iron (including all ferrous metals) weapons bypass fey resistance, and the touch of iron objects cause you minor discomfort. All weapons of Blacksmith complexity, as well as melee weapons of Clockwork, Coal, Combustion, and Electronic tech level are generally made out of iron.

Follow the Faerie

Basic Action

You can invite an adjacent creature to participate in a game of follow the leader. As long as that creature does not let go of your hand or moves away from you, it will follow any movement you take without having to take any action. This applies even if you move in ways the creature could not normally follow, such as flying or teleporting.

You can use this power again to add one more creature to the dance. Each person participating in the dance must be adjacent to at least one other dancer after each move. Normally dancers trail after you in a long line, but this can vary from moment to moment; you can re-position dancers in any legal position after each time you move.

Dodge Fire

Fox's Retreat

Trigger Action (Defense)

When Attacked, add +3 to your Dodge for the current shot. You can also take a normal move, but may not move closer to the attacker. You are moving after the attack, so you do not get the benefit of any cover you move into.

Fire Focus

Focus

You can focus when you take Fire damage. Whenever you are hit by such an attack or subject to harmful amounts of energy, you can focus. The attack need not hit, cause a Hit, or otherwise have an effect on you.The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Fire Shield

Trigger Action (Defense)

Your block with a burning shield, and anyone striking you risks being burnt. You gain a +3 bonus to Dodge. If you are missed in Melee while using this power, the attacker takes Fire damage equal to your Mind plus his (negative) attack outcome—subtract the margin of failure to your Mind to calculate the damage. Missing by a wide margin means he never got close to your fire shield.

Flame Skin

Stance

An adjacent attacker that hits you takes Fire damage equal to your Body minus his attack outcome. If you use a Body-enhancing technique along with Flame Skin, the damage you inflict will increase. Does not work against a weapon with range of reach or that otherwise lets the attacker keep all his vital parts out of range.

Dodge Flux

Drink Like the Devil

Focus

You are a master of the ancient and esoteric art of speed-drinking. You can drink alcohol at a prodigious rate, and have an uncanny ability to snatch drinks from others nearby. Use this to consume alcohol within reach; this can be either a drink you are carrying yourself, someone else is carrying, or incidental liquor like an open beer barrel or a bottle used as a weapon. You immediately take one Hit from drunkenness, but become focused. If the alcohol was somehow used as a part of an attack (such as using a bottle to attack you), that attack fails.

Flux Focus

Focus

When either die comes up a 6 on the die roll for one of your actions, you can focus. The GM might disallow this if you abuse it by making die rolls for petty reasons. You can reroll the dice after you've focused, for example by using Fortune, and the focus is still valid.

Predict Randomness

Trigger Action

Whenever random chance can affect an outcome, you can use this action to predict the result. Since all die rolls in Action involve chance, this allows you to predict the outcome of most actions, just as they are about to occur. The usefulness of this is debatable, but it does allow you to decide whether to use other Trigger Actions triggered by the event you predicted the outcome for.

Wily Stupor

Stance

Add the number of hits you have taken to your Dodge. Your dodge will increase as you take additional damage, to a maximum of +3. Does not stack with other Dodge bonuses.

Dodge Force

Bronze Bell Block

Trigger Action

Create a protective sphere of energy around you when you take damage. Gain an Armor bonus of +8 for this shot only, increasing your Toughness to Body +8 if it is currently lower than that. Does not combine with any other armor.

Kinetic Focus

Focus

You can focus when you take Physical damage. The attack need not hit, cause a Hit, or otherwise have any effect on you.The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Force Shield

Trigger Action (Defense)

You create a shield of force to block attacks. For this shot and until you take your next action of any type (including a trigger action), you gain a Dodge bonus of +3. Any actions you take in the shot when you use this power does not end the defensive bonus.

Force Skin

Stance

You create an armor of force. This appears as a field of refraction, visible at close range (effectively Medium sized), but clearly visible when it resists impacts. You gain 3 points of armor, giving you a Toughness equal to your Body +3.

Personal Force Field

Stance

You surround yourself with a personal force field, a glowing bubble with a diameter slightly larger than you are tall. Add your Mind to your Dodge and to any skill used to resist a Power. You are also protected from hostile environments. You can move around unhindered by the field. The Personal Force Field does not float in water, catch the wind, or otherwise interact with the environment more than you normally would yourself. While inside this field, you can converse and observe but not physically interact with the surroundings. Using a Powers against or physically interacting with something outside the Personal Force Field immediately brings it down. At your option, you can expand the field to cover the area immediately around you (on a grid, this is the hexes or squares adjacent to you), as long as all the creatures there are willing to be encased in the field. Such a field protects everyone inside from everyone outside and vice versa, but is immobile.

Resist Impact

Basic Action

Add your Mind to your soak attribute against Impact damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Dodge Gifts

Conditional Focus

Focus

Pick an Form. When a power of this form is used in an attempt to inflict harm on you, you can focus. This applies even if the attack failed to harm you. You can pick this power several times in order to gain additional triggers.The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Damage Absorption

Inherent

Select a specific type of damage, such as Electricity. Whenever you take damage of this type you heal one Hit. You do this even if the amount of damage was insufficient to harm you.

Damage Immunity

Stance

Select one subtype of damage when you take this power. You are immune to that subtype of damage. Select a kind of attacks that can penetrate your Resist Wounds ability or a condition when it will not work; typical examples include weapons made of (or incorporating) certain materials (such as silver), or under particular circumstances (such as in daylight). You can take this power several times, picking a new subtype of damage each time.

Impassive

Basic Action

You gain the appearance of a mundane object, and you have the ability to give up all movement to actually function as the object you are imitating. While Impassive and not moving or taking any action, you can use Dodge for Acting to stay in role and such checks are Routine. When you break this charade as a Basic Action you can use Dodge to Terrorize observers who are not aware of your true nature.

Quill Retaliation

Trigger Action (Defense)

Your body is covered by sharp quills, and anyone striking you is up for a jarring shock. Use this power as you are hit in close combat. The attacker takes Piercing damage equal to your Body minus his attack outcome. If you use a Body-enhancing technique along with Quill Retaliation, the damage you inflict will not increase.

Regeneration

Stance

You heal one Hit at the end of each round of combat in which you use this stance. You do not regenerate out of combat. This will not reduce the effect of a Damage Setback. You can take this schtick twice to regenerate out of combat, which quickly restores your Hits even when there is not a new scene.

Resist Damage

Inherent

Select one Damage Type when you take this power. Add your Mind to your soak attribute against this type of damage. Select a kind of attacks that can penetrate your resistance or a condition when it will not work; typical examples include attacks based on a specific subtype of the damage type you are resistant to (such as Fire if you are resistant to Disruption damage), weapons made of (or incorporating) certain materials (such as silver), damage caused by effects that are mundane (not from powers). or under particular circumstances (such as in daylight). You can take this power several times, picking a new type of damage each time.

Resist Powers

Stance

When an opponent uses a power on you, your natural power resistance might protect you. The opponent must make a Mind check against your Mind (this does not cost any shots), on a failure the power did not affect you. When in use, this prevents all powers used against you except your own. You can negate the stance when you want to be affected by a power that is not your own, but you then have to activate it again. If you take this as a Mutation or otherwise make the power permanent you can still lower the resistance. Resist Power does not work against powers that create a freestanding effect, such as freestanding illusions, created objects or walls, cave-ins, and other indirect effects, as determined by the GM. Nor does it work against Melee powers that lack a damage value. This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Resist Wounds

Inherent

You cannot take deep wounds and are immune to Damage Setbacks from one damage type. Select a kind of attacks that can penetrate your resistance or a condition when it will not work; typical examples include attacks based on a specific subtype of the damage type you are resistant to (such as Fire if you are resistant to Disruption damage), weapons made of (or incorporating) certain materials (such as silver), damage caused by effects that are mundane (not from powers). or under particular circumstances (such as in daylight). You can take this power several times, each time you do, it applies to a separate damage type.

Varmint

Inherent

You are a primitive creature directed by some simple directive or instinct. You are immune to social interactions and thus to most stunts and powers targeting your Charm or Impress. You are unable to use Charm. If a stunt using either of these skills is made so that it would reasonably affect you, usually a physical trick, you can use Dodge as your defense.

Dodge Ice

Frostbite Stance

Stance

Creatures adjacent to you become Static as long as your Dodge is higher than their Maneuver. A creature with any kind of protection from cold or resistant to terrain effects is immune.

Frozen Focus

Focus

You can focus when you take Cold damage or an Ice attack. Whenever you are hit by such an attack or subject to harmful amounts of cold, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you.

Reflective Ice

Stance

Improve your Dodge by +2. Dodge modifiers do not stack.

Slick Armor

Stance

You make yourself cold and slick as ice. The effect is obvious but does not interfere with your actions. Add +2 to your Dodge. Multiple Dodge bonuses do not stack.

Dodge Illusion

Canny illusion

Trigger Action (Defense)

When someone interacts with an illusion you have created and you are aware of this, you can use Canny illusion to adapt your illusion to the scrutiny it is receiving. This increases the difficulty of interacting with your illusion by +3, or replaces the difficulty with you Dodge +3, whichever is best. This often comes up when an illusion achieved a Setback and the observer is trying to circumvent the effect of that Setback.

Displacement

Trigger Action (Defense)

Your Dodge increases by +3 for the current shot. If you are missed, you become hidden, even in a location where you do not have concealment. When your shot comes up you must seek cover to continue to Sneak.

Mirror Image

Basic Action

You create 3 mirror images, illusions of yourself that stay in your immediate vicinity and act as if they were you. You gain a bonus to Dodge equal to the number of images you have at the moment, but not against area attacks. Each attack which misses you causes one image to disappear. The images otherwise last for a scene, or until you dismiss them, another Basic Action. The images are obvious, which makes them obnoxious in many situations. Remember that skill bonuses do not stack, this is not cumulative with other Dodge bonuses.

Monkey Roll

Trigger Action (Result)

After you have been damaged by an attack, you can use Monkey Roll to roll with the punch to reduce the damage. Make a move in the general direction of the attack (the attacker can control the direction if he is aware of your ability). Add your Reflexes and Body together to soak this attack.

If the attack is a throw or causes knockback, Monkey Roll supersedes this; ignore any involuntarily move or shot loss.

Dodge Life

Antibodies

Basic Action

Protect a creature from disease and slow toxins by touch. The target adds his Mind to his Body when resisting Infection, both damage and any rolls to halt the progress of disease or poison. This protection lasts for a day. You are normally assumed to use this on yourself each day. This does nothing for other types of biological damage, including neurotoxins; the only poisons affected are the slow ones covered under Infection damage.

Armored in Life

Inherent

This power grants you additional life force. Once per session, it can absorb one Hit you would otherwise take. You can take this power several times with cumulative benefits. It does not work for unnamed characters.

Health Surge

Trigger Action

When you or an ally within Dodge meters takes damage, you increase their soak attribute by +5 for resisting that particular damage.

Dodge Light

Ethical Core

Inherent

You have core ethics that prevents you from being swayed from your course. You gave a +3 bonus to Charm and Impress against any effect that tries to affect your choice of action. This applies to most Charm and Impress checks, but not ones that tries to hide or misrepresent the user or protect a lie.

Impervious as the Sun

Trigger Action (Defense)

Use when hit by an attack. You gain a +3 bonus to Dodge for the current shot. In addition, those who try and fail to strike you with a Melee attack this shot loses one additional shots from their shot counters. Unnamed characters that fail to hit you lose their entire next action.

Light Focus

Focus

You can focus when attacked by Radiation damage. Whenever you are attacked by or subject to harmful amounts of energy, you can focus. The attack need not hit, cause a Hit, or otherwise have any effect on you. You can also focus when subject to blinding light - even if you are immune to it.The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Radiant Defense

Trigger Action (Defense)

When you take Disruption, Energy, or Psychic damage, you can defeat the damage with radiant energy, adding your Mind to your Body or Reflexes against one specific attack. You can also add your Reflexes to your Mind against one specific attack of this kind.

Dodge Magic

Absorb Form

Trigger Action (Damage)

Choose one Form. When you take the type damage of damage associated with this form, but not enough to inflict a Hit, you can use this power to recover one Hit.

Damage Form Focus

Focus

When you are attacked by damage of a type that correspond to one of the Forms you know, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you.The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Explosive Core

Inherent

Wizards often imbue their constructs with an a magical core that explodes when overloaded. When you go unconscious, your body explodes, doing damage typical of a Form you know or that was used in your creation. Creatures in a diameter equal to your Mind take damage equal to your Dodge and also using Dodge as the attack value.

Damage Resistance Spell

Basic Action

Select the subtype of damage associated with a Form you know. Add your Mind to your soak attribute against this type of damage for the rest of the scene. You can only protect yourself from one kind of damage at a time, but you can learn this power several times to be able to stack several instances of this spell, protecting yourself against multiple forms of damage.

Wizard's Vengeance

Trigger Action (Defense)

Your create a shield radiating magical energy, and anyone striking you risks being burnt. You gain a +3 bonus to Dodge. Select the subtype of damage associated with a Form you know. If you are missed in Melee while using this power, the attacker takes damage of the selected type equal to your Mind plus his (negative) attack outcome—subtract the margin of failure to your Mind to calculate the damage. Missing by a wide margin means he never got close to your shield.

Dodge Metal

Gothic Frame

Stance

Your skin turns into elaborate metal armor, giving you a Toughness of Body +6. The armor is obvious, Large, and Noisy.

Metal Block

Trigger Action (Defense)

Use a metal weapon to block incoming attacks; gives a +3 Dodge bonus during the current shot. If an attacker that uses a metal melee weapon misses, his weapon takes damage, reducing it's damage bonus by 1 (to a minimum of +0). A single Repair fixes all this damage.

Metal Hide

Stance

Your skin turns into shiny metal, giving you a Toughness of Body +3. This is obvious when close but not at a distance or in poor visibility, similar to Medium size armor.

Resist Piercing

Basic Action

Add your Mind to your soak attribute against piercing damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Dodge Mind

Empty Mind Stance

Stance

You may substitute your Dodge skill for your Mind when resisting interactions and mental attacks.

Mind Block

Trigger Action (Defense)

You get a +3 bonus on defense to Charm, Dodge, and Impress. You also gain a +3 bonus to Mind when resisting damage and to see the outcome needed to cause a setback. These bonuses last for the remainder of the current shot

Dodge Order

Discipline

Stance

You discipline yourself to overcome adversity and maintain your resolve; you will not waver. Any stunt that fails to cause a setback does not affect you at all. You never fumble.

Harmony of Body

Stance

You may substitute your Mind for your Body and Toughness when soaking the damage of Melee attacks.

Home Ground

Limit Break

You bless a place and the people therein, giving them the benefits of Discipline. You must genuinely believe these people have a right to this place. As long as they are on Home Ground, they remain blessed, and so is anyone else who they accept as a part of their group. They can temporarily leave the area and still get the bonus when they return. If they all desert the place the power ends.

Law of Averages

Focus

When you or another creature that directs an action at you roll a die roll of ±0, you can focus. The GM might disallow this if you abuse it by making die rolls for meaningless actions. You can reroll the dice after you've focused, for example by using Fortune, and the focus is still valid.

Dodge Plant

Bending Reed

Trigger Action (Defense)

Use this when attacked. Increase your Dodge by +3 for the current shot, and you will not take a Damage Setback regardless of the damage inflicted.

Biological Resistance

Basic Action

Add your Mind to your soak attribute against Biological damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.

Blockhead

Inherent

You have all the mental sensitivity of a block of wood.

You are immune to social interactions and thus to most stunts and powers targeting your Charm or Impress. You are also unable to use stunts and schticks based on these skills, but you can use such powers. If a stunt using either of these skills is made so that it would still reasonably affect you, usually a physical trick, you can use Dodge as your defense. An addition, always add your Mind to your soak attribute against Neurotoxin and Psychic Damage damage.

Entangling Embrace

Trigger Action (Defense)

When you are attacked, you can use this power to surround yourself in deflecting and entangling vines. Increase your defensive Dodge by +3 for the current shot. If the target hits you with a in Melee attack, he loses one shot from his shot counter. An unnamed target instead loses his next action.

Plant Support

Focus

When completely supported by living plants you can focus. Grass and undergrowth that cannot carry your weight does not count, but climbing on trees, vines, or brambles does. A Plant Elemental can use a Basic Action to show you support in order to make you Focus.

Root

Stance

You root yourself to the ground. Any attacks or Stunts designated to move or throw you automatically fail, with no effect whatsoever; you cannot lose shots from physical Stunts when rooted. Against attacks enhanced by or including movement, such as Flying Strike, you can substitute your Dodge for your Toughness. You also become Static, removing the move that usually accompanies a Basic Action. You have to take some action that includes extra movement, such as the Full Move action, to move at all.

Warp Wood

Basic action

You gain a +3 bonus to Dodge for the rest of the scene, but only against Plant Elementals and weapons and attacks at least partially made of wood. A wooden weapon or other personal object that touches you is warped and unusable for the rest of the scene. You can use this to break a wood door, wooden wall, or wooden construction like the side of a ship, using your Dodge as if it was your Body in a Feat of Strength.

Dodge Psi

Mental Bastion

Stance

You create an immobile defensive sphere with a diameter equal to your Mind in meters. In this area, you and allies can use your Dodge skill instead of the normal Charm, Dodge, Impress, and Maneuver skills for defense. Whenever the difficulty of an opponent's stunt depends on one of these skills, you can use your Dodge skill as the difficulty if that would be higher. You also ward the area against teleportation. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Dodge; if the Outcome was less than your Mind the teleport succeeded, but made an awful noise and dazed the teleporter(s), giving you a surprise round if combat has not started or costing them three shots if it has. You can allow friends to teleport normally.

Mind Over Matter

Trigger Action (Defense)

Use this when attacked. Increase your Dodge by +3 for the current shot, and you are immune to any additional effects the attack may have, such as Burn or the loss of shots.

Psychic Sacrifice

Trigger Action (Defense)

When a willing ally who you touch or who is within Dodge meters takes one or more Hits, you can use this power to take one Hit of that damage for them.

Share Resistance

Basic Action

Select one Damage Type a willing person you are touching is resistant to. For the rest of the scene, add your Mind to your soak attribute against this type of damage. You can only become resistant to one type of damage this way.

Dodge Space

Hammerspace

Inherent

You have access to an extradimensional space where you can store weapons and other hand-held gear no larger than Large relative to you. It is not an action to draw, stow, or change one piece of gear to another from Hammerspace. You can store a number of item equal to your Reflexes. Objects in this space are not generally accessible to others but do not have plot immunity and can be stolen with an appropriate interaction Setback. This overcomes the limitations of the Stowed limitation.

Hard Lessons

Focus

When you miss an opponent who used an Active Defense, or when you hit someone but fail to inflict damage, you can focus.

Reverse Bullets

Trigger Action (Defense)

You set up a spatial defense field that redirects attacks targeted at you. You gain a +3 bonus to Dodge. If you are missed by a ranged attack while using this power, the attacker takes damage equal to your Reflexes plus his negative attack outcome (wider miss means more damage). The target must be within Dodge meters for you to reflect damage. The damage is of the same type as his original attack.

Dodge Spiritual

Physical Resistance

Inherent

Your other-worldly nature makes you resistant to physical damage. Add your Mind to your soak attribute against physical damage.

Plead for Resistance

Basic Action

Select one Damage Type. Add your Mind to your soak attribute against this type of damage for the rest of the scene. You can only become resistant to one type of damage this way, if you use this power again, any earlier resistance granted by this power ends.

Sanctuary

Trigger Action (Defense)

Use this after you have been attacked, increasing your Dodge by +3 against this particular attack. If the attacker misses, he loses 1 Shot in addition to the cost of the attack. Unnamed characters that fail to hit you lose their entire next action.

Spiritual Nature

Stance

You are made of spirit rather than matter. It is very hard to do damage to you. Most attacks do damage based on the attacker's spirit rather than brute force. Such attacks get a damage equal to the Mind of the attacker, ignoring all bonuses. You are immune to the side effects of such damage, such as knockback, shot loss, or burn. Psychic damage and effects based on Force affect you normally. Damage that is not directed by will, such as that caused by mechanical traps or accidents, lacks a spiritual component and does not hurt you at all. Select a kind of attacks that can penetrate your resistance or a condition when it will not work; typical examples a specific damage type (such as Disruption damage), weapons made of (or incorporating) certain materials (such as silver), or under particular circumstances (such as in daylight). This is often coupled with the Incorporeal limitation.

Dodge Tech

Automaton

Inherent

You are not a sentient creature but rather low-grade artificial intelligence. This makes you immune to stunts and powers targeting your Charm or Impress. You are also unable to use these skills. If a stunt using either of these skills is made so that it would still reasonably affect you, you can use Dodge as your defense. You also ignore Psychic Damage. You are vulnerable to Spurious Logic.

Combat Wiring

Stance

You can use Dodge in place of Maneuver and Melee. Your body lacks the training to do this safely. Each time you take a Basic Action that uses Maneuver or Melee, roll 1d6. This becomes the shot cost of the Basic Action (instead of the usual 3 shots). If the result is a 1, you also take a Hit from strain. An Unnamed Character always pays 3 shots using this, but still takes a Hit (which defeats it) on a roll of 1.

Cyborg Armor

Limit Break

You have internal hardpoints installed that can carry cybernetic armor. These hardpoints are flexible, and you can mount different kinds of armor depending on the needs of the situation. Changing armor is a Limit Break, and the effect then lasts until you use it again.

  • With no armor mounted you gain no Toughness bonus, the hardpoints are visible, and you look like an emaciated robot.
  • You can mount a human-like skin that passes for skin to most observation—effectively (Small) and gives 2 points of armor, giving you a Toughness equal to your Body +2.
  • You can mount an armored exoskeleton. Your body becomes hard and rigid, tough you retain full mobility. This can be hidden under bulky clothes, such as combat fatigues—effectively (Medium). You gain 5 points of armor, giving you a Toughness equal to your Body +5.
  • You can mount cyborg armor. Your size and bulk increases, making it basically impossible for you to pretend to be a baseline human—effectively (Large). You gain 5 points of armor, giving you a Toughness equal to your Body +5. This also gives you the Powered armor ability, increasing your Body by +2, which stacks with the Toughness bonus.

Cyborg Metabolism

Inherent

This replaces your vital organs, lungs and intestines with cybernetic equivalents. You also add shielding to your eyes and other sensitive surfaces. It makes you immune to inhaled or ingested poisons, and allows you to operate without food, water, air, and in hostile environments such as underwater or in a vacuum. You can eat and drink anything with no adverse effect on your metabolism.

Exo Link

Inherent

Used to operate cybernetic exoskeletons or power armors. You can always ignore any first-time skill use penalties when using an exo link. If you have an appropriately cybered power armor, you can ignore the Reflex penalties of the armor.

Mind Backup

Basic Action

You back up your mental state into protected hardware memory, and in an emergency you can run on this backup and reboot your wetware memory. You can use this to negate any charm, mind control, or Setback that affects your actions or mental state. You can take this Basic Action anytime, even if you would normally be prevented from doing so.

Phat Armor

Inherent

Modifies the layer of fat under your skin to become shock absorbent. This is almost impossible to discern except trough very invasive body scans—effectively Tiny. You gain 2 points of armor, giving you a Toughness equal to your Body +2.

Dodge Time

Foresight

Trigger Action (Defense)

You react to an unfortunate event that just happened, canceling actions so that they never succeeded in the first place. This provides a +3 bonus to Dodge. This trigger action can be used even when you otherwise could not use a trigger action - such as against a Water Strike or when you are surprised or out of shots. If you have no shots remaining, the shot cost of this power is ignored.

Slither of the Snake

Stance

You enter a sinuous fighting stance that gives you a +2 to Dodge. Does not stack with other Dodge bonuses.

Dodge Water

Breaking Wave

Trigger Action (Defense)

Use this when you are hit. Move your Move in meters directly towards away from or towards the attacker. This movement ignores normal Free Running difficulties and cannot be intercepted with a Tackle stunt. You also get a +3 bonus to Dodge for the current shot.

Fluid Defense

Stance

Your body becomes fluid and elusive. This gives you a +2 to Dodge. Does not stack with other Dodge bonuses.

Fluid Focus

Focus

When in water natural flowing water you can focus. In a large body of water, there has to be a noticeable current.