Difference between revisions of "Dodge Stunts (Action)"

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Basic combat, movement and evasion stunts.
 
Basic combat, movement and evasion stunts.
  
=== Active Dodge===
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=== Active Dodge ===
 
Trigger Action (Defense)
 
Trigger Action (Defense)
  
When attacked you can take an active dodge, which increases your Dodge value by +3 for the current shot.
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You can gain a +3 bonus to [[Dodge (Action)|Dodge]] used as a defense for the current shot.
  
=== Interpose ===
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=== Danger Sense ===
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Inherent
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You have an instinctive sense for when danger approaches.
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You can use your [[Dodge (Action)|Dodge]] as if it was [[Recon (Action)|Recon]] for
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[[Recon_(Action_Powers_Technique)#Alertness|Alertness]] stunts used to spot sneaking enemies, and as the difficulty of [[Recon_(Action_Powers_Technique)#Sneak|Sneak]] checks.
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This sense only registers actively hostile creatures; ambushes and enemy with intent to immediate harm.
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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).
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=== Kiss the Ground ===
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Trigger Action (Defense)
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When attacked by an area or ranged attack you get a [[Dodge (Action)|Dodge]] bonus of +3. You become [[Items_(Action)#Static|Static]] for the rest of the round.
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=== Meatshield ===
 
Trigger Action (Defense)
 
Trigger Action (Defense)
  
When an ally within [[Move (Action)|Move]] meters of you is attacked, you can two yourself in the way, taking the attack meant for them. This redirects the attack to affect you instead of them. You can use additional Trigger Actions to improve your own defense.
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You can interpose yourself between an attacker and an ally next to you, redirecting the attack to hit you instead.
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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.
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=== Reflex Push  ===
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Trigger Action (Combo)
  
=== Run & Dodge ===
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You can use this stunt to focus in order to function at a higher [[Reflexes (Action)|Reflexes]] rating for one action. This is useful with abilities whose effect derives from [[Reflexes (Action)|Reflexes]]. This works only for effects whose effectiveness is solely determined by [[Reflexes
Basic Action
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(Action)|Reflexes]]. You cannot do this for a power where the Outcome is directly added to [[Reflexes (Action)|Reflexes]] to derive an effect, such as most attacks.
  
Make a normal [[Move (Action)|Move]]. Until your next action, you get a +3 bonus to [[Dodge (Action)|Dodge]].
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This is a trigger action triggered by whatever action you needed greater Reflexes for. Make a [[Dodge (Action)|Dodge]] roll against your own [[Reflexes (Action)|Reflexes]]; for every 3 points you score on this roll, your effective [[Reflexes (Action)|Reflexes]] is increased by one, with a minimum of +1 for a successful roll. An Outcome of 1-5 allows +1 [[Reflexes (Action)|Reflexes]], 6+ allows +2 [[Reflexes (Action)|Reflexes]], 9+ allows +3, 12+ allows +4 and so on.

Latest revision as of 10:41, 10 August 2023

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Main article: Action

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.