Difference between revisions of "Melee Stunts (Action)"

From Action
Jump to navigation Jump to search
(Disarm)
 
(38 intermediate revisions by the same user not shown)
Line 5: Line 5:
 
You present an attractive target for a split second, causing your opponent to take a wild swing or otherwise expose or make a fool of himself.
 
You present an attractive target for a split second, causing your opponent to take a wild swing or otherwise expose or make a fool of himself.
  
Make a [[Melee (Action)|Melee]] vs. [[Dodge (Action)|Dodge]] roll against your target. If you succeed, you gain a +3 bonus to a later roll against the same opponent. Think of this as a bonus token, that you can spend at an appropriate time to improve a stunt or attack against this target. It is ok to ask if the +3 bonus would make a difference before using it. You will often use this to accumulate successes, repeating the same stunt several times, the bonus from the last attempt giving you a better chance of scoring a setback each time you try. Other uses include setting up an opponent for a friend (giving the bonus away) or to exploit a weakness, setting yourself up to do a task you could not normally accomplish.
+
Make a [[Melee (Action)|Melee]] vs. [[Dodge (Action)|Dodge]] roll against your target. If you succeed, you gain an [[Stunt_(Action)#Advantage|Advantage]].
 
 
 
It you score an Outcome matching the target's [[Reflexes (Action)|Reflexes]], you also inflict a [[Setback (Action)|Setback]]; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might strike past you at a friendly target, run out of ammunition, lose his weapon, or otherwise temporarily make a fool of himself.
 
It you score an Outcome matching the target's [[Reflexes (Action)|Reflexes]], you also inflict a [[Setback (Action)|Setback]]; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might strike past you at a friendly target, run out of ammunition, lose his weapon, or otherwise temporarily make a fool of himself.
  
=== Charge ===
+
=== Body Shield ===
Basic Action
+
Trigger Action (Defense)
  
You run a distance up to your [[Move (Action)|Move]] in a straight line and make a [[Imbue_(Action_Powers_Technique)#Normal_Melee_Attack|Normal Melee Attack]]. This is in addition to the normal movement for a basic action.
+
When you are hit at range by an opponent who has an ally adjacent to you, you can use your [[Melee (Action)|Melee]] in place of your [[Dodge (Action)|Dodge]] for the shot.
  
 
===Disarm===
 
===Disarm===
 
Basic Action
 
Basic Action
  
You can disarm opponents causing them to drop their weapons. Make an opposed [[Melee (Action)|Melee]] roll (yes, even shootists can be disarmed this way). If you succeed, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, he loses the weapon and you can either kick it away or pick it up. If your Outcome matches his [[Body (Action)|Body]], he loses both the weapon and the shots.
+
You can disarm opponents causing them to drop their weapons. Make an [[Melee (Action)|Melee]] vs [[Dodge (Action)|Dodge]] roll. If you succeed, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, he loses the weapon and you can either kick it away or pick it up. If your Outcome matches his [[Reflexes (Action)|Reflexes]], he loses both the weapon and the shots.
  
 
=== Feint ===
 
=== Feint ===
Line 23: Line 22:
  
 
You baffle others with false maneuvers. Make a  [[Melee (Action)|Melee]] vs. [[Dodge (Action) |Dodge]] roll; on a success, your target loses 3 shots and you can move past a position they covered or otherwise get a small respite in a fight - he cannot take Trigger Actions to hinder your movement. If your Outcome matches the target's [[Reflexes (Action)|Reflexes]], you cause him major consternation; he loses six shots any anyone can move by him until his next shot comes up.
 
You baffle others with false maneuvers. Make a  [[Melee (Action)|Melee]] vs. [[Dodge (Action) |Dodge]] roll; on a success, your target loses 3 shots and you can move past a position they covered or otherwise get a small respite in a fight - he cannot take Trigger Actions to hinder your movement. If your Outcome matches the target's [[Reflexes (Action)|Reflexes]], you cause him major consternation; he loses six shots any anyone can move by him until his next shot comes up.
 +
 +
If you are using a melee weapon with the Entangle ability, the target looses an additional shot on a successful stunt.
  
 
=== Find Weakness ===
 
=== Find Weakness ===
Line 28: Line 29:
  
 
Make a [[Melee (Action)|Melee]] attack against which the target cannot use Resist powers; targets do not get to add their [[Mind (Action)|Mind]] to their [[Body (Action)|Action]] to soak damage from this attack.
 
Make a [[Melee (Action)|Melee]] attack against which the target cannot use Resist powers; targets do not get to add their [[Mind (Action)|Mind]] to their [[Body (Action)|Action]] to soak damage from this attack.
 +
 +
=== Guard ===
 +
Inherent
 +
 +
When attacked and have an opponent in your reach, you can opt to use your [[Melee (Action)|Melee]] in place of your [[Dodge_All_(Action_Powers)|Dodge]] for [[Dodge_All_(Action_Powers)#Stunts|Dodge stunts]], not for schticks or powers.
 +
You can use this with the [[Weapon_Abilities_(Action)|Weapon Abilities]] of [[Melee_weapons_(Action)|Melee Weapons]].
 +
 +
''This is intended for creatures that don't understand ranged attacks, like most [[Animals_(Action_Creatures)|Animals]].
 +
 +
=== Grab ===
 +
Basic Action
 +
 +
Make a [[Imbue_(Action_Powers_Technique)#Normal_Melee_Attack|Normal Melee Attack]] with a damage of [[Body (Action)|Body]] +0 soaked by [[Body (Action)|Body]]. If you cause any damage, you do not inflict a [[Hit (Action)|Hit]] but instead grab hold of your opponent and move close, body-to-body. If you score a damage outcome matching the target's [[Reflexes (Action)|Reflexes]] you also score an [[Stunt_(Action)#Gaining_Advantage|Advantage]] but still do no actual damage.
 +
 +
You are holding on to your Grab of that opponent until one of the following happens:
 +
* He succeeds at an attack directed at you.
 +
* He succeeds at a stunt specifically to get free.
 +
* You are no longer adjacent.
 +
* You suffer a [[Stunt_(Action)#Setback|Setback]]—this is in addition to the effect of the setback itself.
 +
* You can voluntary end the grab at any time.
 +
 +
After grabbing an opponent, you get a +3 bonus to [[Dodge (Action)|Dodge]] and [[Impress (Action)|Impress]] as a defense against attacks and stunts from that opponent. Both you and your target are restricted to only attacking each other. If your [[Body (Action)|Body]] scores are within 1 point of each other, neither of you can move with a Basic Action, but you can move both of you your [[Move (Action)|Move]] as a basic action. If either of you have 2 or more [[Body (Action)|Body]] higher than your opponent, the stronger one can move normally, carrying the weaker one around.
  
 
=== Normal Melee Attack ===
 
=== Normal Melee Attack ===
Line 37: Line 60:
 
Trigger Action
 
Trigger Action
  
The [[Body_(Action)#Body_and_Mass|Body and Mass]] table shows what kinds of loads can be lifted depending on Body. Handling such loads does not require an action or roll. Handling greater loads is done with a Trigger Action triggered ny whatever event required greater strength. Make a [[Melee (Action)|Melee]] roll; for every 4 points you score on this roll, your effective [[Body (Action)|Body]] is increased by one. A roll of 4 allows lifting at +1 [[Body (Action)|Body]], 8 allows +2 [[Body (Action)|Body]], 12 allows +3, 16 allows +4 and so on.
+
The [[Body_(Action)#Body_and_Mass|Body and Mass]] table shows what kinds of loads can be lifted depending on Body. Handling such loads does not require an action or roll. Handling greater loads is done with a Trigger Action triggered by whatever event required greater strength. Make a [[Melee (Action)|Melee]] roll against your [[Body (Action)|Body]]; for every 3 points of Outcome, your effective [[Body (Action)|Body]] is increased by one, with a minimum bonus of +1 for a successful roll. An Outcome of of 1-5 allows lifting at +1 [[Body (Action)|Body]], 6+ allows +2 [[Body (Action)|Body]], 9+ allows +3, 12+ allows +4 and so on.
  
=== Tackle ===
+
=== Wingclip ===
Trigger Action
+
Basic Action
  
When an enemy not adjacent to you moves into contact with you and then tries to move away again as a part of the same action, you can make a [[Melee (Action)|Melee]] roll against the target's [[Maneuver (Action)|Maneuver]]. If you succeed that enemy is forced to halt next to you.
+
You use this to prevent a creature from using special movement modes, such as flight, wall walking, burrowing and the like. It does not work against walking or swimming targets. Make a [[Melee (Action)|Melee]] check against [[Maneuver (Action)|Maneuver]], on a success the special movement mode is negated for the rest of the scene. On an outcome matching the target's [[Body (Action)|Body]] the special movement is negated for the rest of the session. Successful [[Dispel_(Action_Powers_Technique)#First_Aid|First Aid]] with a difficulty equal to your [[Melee (Action)|Melee]] skill negates this.
 +
A creature that would be stuck in a dangerous position due to this maneuver can still move to safety, but can perform no Basic Actions or Limit Breaks until they are safely on the ground.

Latest revision as of 10:54, 27 March 2023

ActionT4 logo
Heroic Action Role-Play
Main article: Action

Bait

Basic Action

You present an attractive target for a split second, causing your opponent to take a wild swing or otherwise expose or make a fool of himself.

Make a Melee vs. Dodge roll against your target. If you succeed, you gain an Advantage. It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might strike past you at a friendly target, run out of ammunition, lose his weapon, or otherwise temporarily make a fool of himself.

Body Shield

Trigger Action (Defense)

When you are hit at range by an opponent who has an ally adjacent to you, you can use your Melee in place of your Dodge for the shot.

Disarm

Basic Action

You can disarm opponents causing them to drop their weapons. Make an Melee vs Dodge roll. If you succeed, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, he loses the weapon and you can either kick it away or pick it up. If your Outcome matches his Reflexes, he loses both the weapon and the shots.

Feint

Basic Action

You baffle others with false maneuvers. Make a Melee vs. Dodge roll; on a success, your target loses 3 shots and you can move past a position they covered or otherwise get a small respite in a fight - he cannot take Trigger Actions to hinder your movement. If your Outcome matches the target's Reflexes, you cause him major consternation; he loses six shots any anyone can move by him until his next shot comes up.

If you are using a melee weapon with the Entangle ability, the target looses an additional shot on a successful stunt.

Find Weakness

Limit Break

Make a Melee attack against which the target cannot use Resist powers; targets do not get to add their Mind to their Action to soak damage from this attack.

Guard

Inherent

When attacked and have an opponent in your reach, you can opt to use your Melee in place of your Dodge for Dodge stunts, not for schticks or powers. You can use this with the Weapon Abilities of Melee Weapons.

This is intended for creatures that don't understand ranged attacks, like most Animals.

Grab

Basic Action

Make a Normal Melee Attack with a damage of Body +0 soaked by Body. If you cause any damage, you do not inflict a Hit but instead grab hold of your opponent and move close, body-to-body. If you score a damage outcome matching the target's Reflexes you also score an Advantage but still do no actual damage.

You are holding on to your Grab of that opponent until one of the following happens:

  • He succeeds at an attack directed at you.
  • He succeeds at a stunt specifically to get free.
  • You are no longer adjacent.
  • You suffer a Setback—this is in addition to the effect of the setback itself.
  • You can voluntary end the grab at any time.

After grabbing an opponent, you get a +3 bonus to Dodge and Impress as a defense against attacks and stunts from that opponent. Both you and your target are restricted to only attacking each other. If your Body scores are within 1 point of each other, neither of you can move with a Basic Action, but you can move both of you your Move as a basic action. If either of you have 2 or more Body higher than your opponent, the stronger one can move normally, carrying the weaker one around.

Normal Melee Attack

Basic Action

You make an attack roll against your target's Dodge and inflicting damage equal to your Body plus relevant modifiers for the weapon used. A basic unarmed attack like a fist or kick does Body Blunt damage and has the Stun ability, while a dedicated natural attack like claws or jaws does Body +1 Cutting damage. Weapons, powers, and schticks can greatly enhance these values.

Strength Push

Trigger Action

The Body and Mass table shows what kinds of loads can be lifted depending on Body. Handling such loads does not require an action or roll. Handling greater loads is done with a Trigger Action triggered by whatever event required greater strength. Make a Melee roll against your Body; for every 3 points of Outcome, your effective Body is increased by one, with a minimum bonus of +1 for a successful roll. An Outcome of of 1-5 allows lifting at +1 Body, 6+ allows +2 Body, 9+ allows +3, 12+ allows +4 and so on.

Wingclip

Basic Action

You use this to prevent a creature from using special movement modes, such as flight, wall walking, burrowing and the like. It does not work against walking or swimming targets. Make a Melee check against Maneuver, on a success the special movement mode is negated for the rest of the scene. On an outcome matching the target's Body the special movement is negated for the rest of the session. Successful First Aid with a difficulty equal to your Melee skill negates this. A creature that would be stuck in a dangerous position due to this maneuver can still move to safety, but can perform no Basic Actions or Limit Breaks until they are safely on the ground.