Gimmicks (Action)

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Heroic Action Role-Play

Gimmicks are nifty items that can help on an adventure, but usually have limited number of uses. Some heroes are known for having constant access to specific gimmicks while others have a utility belt or gimmick bag from which they can draw nearly everything. Each gimmick is a separate item, but a hero can have a Stock of them

There are three types of gimmicks.

Most characters stay with one type of gimmicks, but some Gimmicks can be purchased in several different ways, trading variety for Stock. You can purchase each schtick multiple times to gain multiple uses, but be careful about buying several different versions to avoid confusion.

  1. Flexible Supply Pool Once per session you can select any one of gimmick you could reasonably have access to and have an unlimited supply of that gimmick for the rest of that session.
  2. Supply Pool This allows you to select a gimmick twice per session, but these much come from one specific subtype of gimmicks (Alchemic Items, Charms, or Gadgets) decided when the power is bought. Once selected, you have an unlimited supply of each selected gimmick for the rest of that session.
  3. Flexible Pool Three times per session you can select any one of gimmick you could reasonably have access to. Each of these can only be used in one scene and are then expended until the next session.
  4. Pool Four times per session you can select a gimmick, all of the same subtype (Alchemic Items, Charms, or Gadgets) selected when the schtick is bought. Each of these can only be used in one scene and are then expended until the next session.
  5. Flexible Supply A supply of any five gimmicks selected when you take the schtick. These can be of any subtype, and you have The GM may allow substitutions, generally at the start of a session. You have an unlimited supply of each selected gimmick.
  6. Supply Select six gimmicks all of the same subtype (Alchemic Items, Charms, or Gadgets). You have an unlimited supply of each selected gimmick.
  7. Flexible Any seven gimmicks selected when you take the schtick. Each of these can only be used in one scene and are then expended until the next session. The GM may allow substitutions, generally at the start of a session.
  8. No Options Any eight gimmicks from one specific subtype of gimmicks (Alchemic Items, Charms, or Gadgets). Every item must be selected when you take the schtick. Your Stock of each gimmick lasts for one scene. The GM may allow substitutions, generally at the start of a session.