Difference between revisions of "Dodge Stunts (Action)"

From Action
Jump to navigation Jump to search
(Undo revision 75297 by Starfox (talk))
Tag: Undo
 
(4 intermediate revisions by the same user not shown)
Line 2: Line 2:
 
Basic combat, movement and evasion stunts.
 
Basic combat, movement and evasion stunts.
  
=== All-Out Defense ===
+
=== Active Dodge ===
Basic Action
+
Trigger Action (Defense)
  
You can gain a +3 bonus to [[Dodge (Action)|Dodge]] used as a defense until you next spend shots.
+
You can gain a +3 bonus to [[Dodge (Action)|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 (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 immediate 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).
  
 
=== Kiss the Ground ===
 
=== Kiss the Ground ===
Line 11: Line 20:
  
 
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.
 
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.
 
=== Look Out! ===
 
Trigger Action (Defense)
 
 
When one or more of your friends are the target of an ability where [[Dodge (Action)|Dodge]] is the difficulty, you can substitute your own [[Dodge (Action)|Dodge]] for that of your friends' for the current shot. Normally, you need to be within [[Dodge (Action)|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.
 
  
 
=== Meatshield ===
 
=== Meatshield ===
Line 22: Line 26:
 
You can interpose yourself between an attacker and an ally next to you, redirecting the attack to hit you instead.
 
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.
 
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 (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
 +
(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.
 +
 +
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

ActionT4 logo
Heroic Action Role-Play
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.