Difference between revisions of "Mind Schticks (Action)"

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=== Desperate Ground ===
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=== Emergency Power ===
Trigger Action (Focus)
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Limit Break
  
When caught against a wall, with no way out, you can focus.
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You can overcome [[Power_Loss_(Action)|Power Loss]]. You can immediately (as a part of the Limit Break) do one of these things:
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* Use a power that is a basic action.
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* Activate one Stance power and then take a Basic Action that is not itself a power, but that benefits from the stance you just adopted.
  
 
=== Genius ===
 
=== Genius ===
 
Inherent
 
Inherent
  
You are a mental giant among your kin. Your [[Mind (Action)|Mind]] can be up to two points higher than the normal racial maximum.  
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You are a mental giant among your kin and have an aura of wisdom and power about you. Your [[Mind (Action)|Mind]] can be up to two points higher than the normal racial maximum.
  
=== Jack of All Trades ===
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=== Implemented Will ===
 
Inherent
 
Inherent
  
You have a great talent for improvising things you do not really know. Whenever you default to an attribute because you are untrained in a skill, you get a +3 bonus to your skill value, to a maximum of ten. You are still not considered skilled and cannot do tasks that require that you are.
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You can use any power that could normally use an [[Implements_(Action)|Implement]] bare-handed for [[Mind (Action)|Mind]] +4 damage.
 
 
=== Mastermind ===
 
Limit Break
 
 
 
You are a true mastermind, always one step ahead of the opposition. You make secret master plans that insure your success. You are able to bring hidden resources into play at any appropriate time. This is more common amongst villains than among heroes.
 
 
 
At any point during a scenario, you can reveal yet another well-placed resource. This can be followers, equipment, a secret weapons cache, a hidden vehicle; the only limitations are that you must have access to the resource and be able to motivate it as a part of your secret master plan.
 
 
 
A master plan will never solve a plot, but it allows you to have the resources you need to set up interesting scenes and tackle difficult challenges. The main use is to avoid lengthy pauses when you have to stock up on gear and resources.
 
 
 
=== Power Recovery ===
 
Limit Break
 
 
 
You have the ability to overcome [[Power_Loss_(Action)|Power Loss]]. For the next three shots, you can use your powers, but suffer a -5 penalty on all stunts when doing so.
 
 
 
If you have Power Recovery, you can use any "Trigger Action (Focus)" powers normally, but only to power this schtick.
 
 
 
===Rebound===
 
Trigger Action
 
 
 
There is no end to your endurance. You have some personal source of power, some action or circumstance that restores you to full vigor. This can be things like making love to a new lover, making a blood sacrifice, succeeding with a heroic rescue, speaking out against evil, taking a drinking binge and so on. It must require roleplaying, and be a challenge to achieve or have some negative consequence.
 
 
 
When you successfully activate rebound, you recover all lost Hits and Fortune Points, just as if t was a new play session. All lingering harmful effects that are not [[Curse (Action)|Curses]] end.
 
  
 
=== Super Genius ===
 
=== Super Genius ===
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You can freely exceed the normal [[Mind (Action)|Mind]] limit based on your [[Folk_(Action)|race]].  
 
You can freely exceed the normal [[Mind (Action)|Mind]] limit based on your [[Folk_(Action)|race]].  
 
{{:Template:Superstats_(Action)}}
 
{{:Template:Superstats_(Action)}}
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=== Will to Work ===
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Inherent
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You can work much longer hours than normal people, adding your [[Mind (Action)|Mind]] to your effective [[Body (Action)|Body]] for  [[All_Attributes_(Action)#Endurance|Endurance]].
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This often means you lead a double life, having a full professional career and an adventuring life on the side.

Latest revision as of 22:58, 6 June 2018

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Heroic Action Role-Play

Emergency Power

Limit Break

You can overcome Power Loss. You can immediately (as a part of the Limit Break) do one of these things:

  • Use a power that is a basic action.
  • Activate one Stance power and then take a Basic Action that is not itself a power, but that benefits from the stance you just adopted.

Genius

Inherent

You are a mental giant among your kin and have an aura of wisdom and power about you. Your Mind can be up to two points higher than the normal racial maximum.

Implemented Will

Inherent

You can use any power that could normally use an Implement bare-handed for Mind +4 damage.

Super Genius

Inherent

You can freely exceed the normal Mind limit based on your race. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return. Note that this is mainly a problem for Folk - other creatures do not have ability maximums.

Will to Work

Inherent

You can work much longer hours than normal people, adding your Mind to your effective Body for Endurance. This often means you lead a double life, having a full professional career and an adventuring life on the side.