Difference between revisions of "Dodge Schticks (Action)"

From Action
Jump to navigation Jump to search
 
(24 intermediate revisions by the same user not shown)
Line 5: Line 5:
 
Inherent
 
Inherent
  
You ignore the Reflex penalty when wearing [[Armor_(Action)|armor]], but you still suffer any other penalties.
+
You ignore the  
For removing other penalties, see [[Items_(Action)#Utility_Item|Utility item]].
+
[[Items_(Action)#Loud|Loud]] and
 +
[[Items_(Action)#Unreliable|Unreliable]]
 +
penalties when wearing [[Armor_(Action)|Armor]].
  
 
=== Bodyguard ===
 
=== Bodyguard ===
 
Trigger Action (Defense)
 
Trigger Action (Defense)
  
You are a trained bodyguard, and can instinctively react to threats to other people.  
+
You are a trained bodyguard, and can instinctively react to threats to other people
When somebody close to you is attacked, you can move your [[Move (Action)|Move]] in meters to come adjacent to the one you are to protect. If you cannot move adjacent, you cannot move at all. You can then take the attack. This is the same as the [[#Meatshield|Meatshield]] stunt, except that you are allowed to take further trigger actions to defend yourself.
+
This is an improved version of the [[#Meatshield|Meatshield]] stunt.
 +
When somebody within your [[Move (Action)|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 [[Actions_(Action)#Surprise|Surprise]] round but not when you are out of shots for other reasons.
 
You can use this even in situations where you are not aware of the attack or in a [[Actions_(Action)#Surprise|Surprise]] round but not when you are out of shots for other reasons.
  
Line 28: Line 33:
 
Inherent
 
Inherent
  
You are not easily swayed by charm and whiles. You can use your You can use your [[Dodge (Action)|Dodge]] as a defense where you'd normally use [[Charm (Action)|Charm]].
+
You are not easily swayed by charm and whiles. You can use your [[Dodge (Action)|Dodge]] as a defense where you'd normally use [[Charm (Action)|Charm]].
  
 
=== Crazy ===
 
=== Crazy ===
 
Basic Action
 
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. After doing this, you loose all remaining shots for the round.
+
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 only do this once per scene.
 
You can use this schtick even when something would normally prevent you from doing so.  
 
You can use this schtick even when something would normally prevent you from doing so.  
 
This cannot end a [[Curse (Action)|Curse]], but can cancel the effect of a social or mental curse for a round.
 
This cannot end a [[Curse (Action)|Curse]], but can cancel the effect of a social or mental curse for a round.
 
=== Danger Sense ===
 
Inherent
 
 
You have an instinctive sense for when danger approaches.
 
You can use your [[Dodge (Action)|Dodge]] as if it was [[Recon (Action)|Recon]] for
 
[[Recon_(Action_Powers_Technique)#Alertness|Alertness]] stunts used to spot sneaking enemies, and as the difficulty of [[Recon_(Action_Powers_Technique)#Sneak|Sneak]] checks.
 
This sense only registers actively hostile creatures; ambushes and enemy with intent to harm.
 
You do not sense scouts, spies, thieves, or traps. It does not work against a creature using [[Recon_(Action_Powers_Technique)#Sneak|Sneak]] to Hide (see the stunt description).
 
  
 
=== Defensive Reflex ===
 
=== Defensive Reflex ===
Line 62: Line 60:
 
To use En Garde, you must be using a melee weapon with the [[Items_(Action)#Parry|Parry]] ability.   
 
To use En Garde, you must be using a melee weapon with the [[Items_(Action)#Parry|Parry]] ability.   
 
This includes a weapon gaining Parry from [[Imbue_(Action_Powers_Technique)#Melee_Technique|Melee Technique]] or similar.
 
This includes a weapon gaining Parry from [[Imbue_(Action_Powers_Technique)#Melee_Technique|Melee Technique]] or similar.
 
===Fox's Retreat===
 
[[Action (Action)#Trigger_Action | Trigger Action]] (Defense)
 
 
When Attacked, add +3 to your [[Dodge (Action)|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.
 
  
 
=== Grenade Leap ===
 
=== Grenade Leap ===
Line 78: Line 69:
 
Focus
 
Focus
  
When an ally adjacent to you takes a [[Hit (Action)|Hit]], you can focus.
+
When an ally within 3 meters of you takes a [[Hit (Action)|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 (Action)|Body]], [[Mind (Action)|Mind]], or [[Reflexes (Action)|Reflexes]].
 +
For the current shot add the chosen attribute to your [[Dodge (Action)|Dodge]] and to each attacker's [[Melee (Action)|Melee]] or [[Shoot (Action)|Shoot]].
  
 
=== Kiss the Ground ===
 
=== Kiss the Ground ===
 
Trigger Action (Defense)
 
Trigger Action (Defense)
  
When attacked you drop prone and get a [[Dodge (Action)|Dodge]] bonus of +3 this shot. Until you take your next Basic Action, you get a [[Dodge (Action)|Dodge]] bonus of +3 against ranged attacks only.
+
When attacked you can drop prone and get a [[Dodge (Action)|Dodge]] bonus of +3 against ranged attacks only until you take your next Basic Action or Limit Break.
 +
 
 
=== Look Out! ===
 
=== Look Out! ===
 
Trigger Action (Defense)  
 
Trigger Action (Defense)  
Line 94: Line 93:
 
You scorn the use of weapons, relying on a good fighting stance to protect you.
 
You scorn the use of weapons, relying on a good fighting stance to protect you.
 
Add +2 to your [[Dodge (Action)|Dodge]].  
 
Add +2 to your [[Dodge (Action)|Dodge]].  
To use Martial Arts Stance you must be using unarmed attacks or a signature weapon.
+
To use Martial Arts Stance you must be using unarmed attacks or a [[Imbue_(Action_Powers_Technique)#Signature_Melee_Weapon|Signature Melee Weapon]].
  
 
=== Master Dodge ===
 
=== Master Dodge ===
Line 104: Line 103:
 
Inherent
 
Inherent
  
Select one specific piece of armor, like the family ancestral full plate or the titanium flak jacket that saved your life in the deep desert. Your fate is linked to this armor.  
+
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 (Action)|Toughness]] becomes [[Body (Action)|Body]] +4 if it would normally be less than this.
 
* Even light Signature Armor gives you some protection. Your [[Toughness (Action)|Toughness]] becomes [[Body (Action)|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.
 
* 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 (Action)|Confident]] on any stunt to hide or interaction check to keep the armor. When others try stunts to disarm or make you lose the idem, they are [[Stunt_(Action)#Stymie|Stymied]]. Even if it is stolen, it always crops up later — it is never permanently lost.
+
* It is harder to steal or damage this armor. You are [[Confident (Action)|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 [[Stunt_(Action)#Stymie|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 (Action)|Toughness]] score equal to your [[Dodge (Action)|Dodge]]. Even when seemingly destroyed, the armor can always be repaired.
 
* The armor is tougher than normal, having a minimum [[Toughness (Action)|Toughness]] score equal to your [[Dodge (Action)|Dodge]]. Even when seemingly destroyed, the armor can always be repaired.
* You become fully proficient with the armor, gaining the effects of [[Dodge_All_(Action_Powers)#Armor_Proficiency|Armor Proficiency]].
+
* You become fully proficient with the armor, gaining the effects of [[Dodge_All_(Action_Powers)#Armor_Proficiency|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.
 
* Finally, the armor becomes infused with your essence. It is considered a supernatural or magical armor in situations where this matters.

Latest revision as of 08:52, 19 September 2023

ActionT4 logo
Heroic Action Role-Play

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.