Mind Schticks (Action)

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Revision as of 10:41, 10 June 2010 by Starfox (talk | contribs) (Blunder About)
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Heroic Action Role-Play

Blunder About

Limit Break

The GM moves you up to a double move towards the most story-relevant hidden feature, secret door, trap, hidden clue, ambush or other surprise (good or bad). If there are no such features about, or the GM doesn't want to reveal them. you gain a Fortune point.

Emergency Power

Limit Break

You have the ability to 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.

In addition, you can use any "Trigger Action (Focus)" powers normally even when under Power Loss, but the focus so gained can only be used to power this schtick.

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.

Jack of All Trades

Inherent

You have a great talent for improvising things you do not really know. You have a skill value of 10 in all untrained skills and can do stunts that require you to be trained to do them, but you cannot learn skill schticks or powers based on untrained skills.

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.

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 Curses end.

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.