Difference between revisions of "Reflexes (Action)"

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Inherent
 
Inherent
  
''The endurance rule is sketchy. Endurance is really a bit to gritty for [[Action]]. It might seem odd that endurance is governed by [[Reflexes (Action)|Reflexes]] and not by [[Body (Action)|Body]], but [[Reflexes (Action)|Reflexes]] is the power-to-weight attribute. ''
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''The endurance rule is sketchy. Endurance is really a bit to gritty for [[Action]]. It might seem odd that endurance is governed by [[Reflexes (Action)|Reflexes]] and not by [[Body (Action)|Body]], but [[Reflexes (Action)|Reflexes]] is the power-to-weight attribute. If you want a more balanced approach, base endurance on the lowest of [[Body (Action)|Body]] and [[Reflexes (Action)|Reflexes]].''
  
You can work a number of hours each day equal to twice your [[Reflexes (Action)|Reflexes]]. Exceeding this cause one [[Damage_(Action)#Hits|Hit]] for each additional multiple.  
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You can work a number of hours each day equal to twice your [[Reflexes (Action)|Reflexes]].
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If there is no water or air is in short supply, reduce the multiplier by one each. Exceeding this cause one [[Damage_(Action)#Wounds|Wound]] for each additional multiple.  
  
 
If walking during this time, you move at a speed in kph equal to your [[Move (Action)|Move]] rating - not the speed noted in the move benchmarks table.
 
If walking during this time, you move at a speed in kph equal to your [[Move (Action)|Move]] rating - not the speed noted in the move benchmarks table.

Revision as of 18:44, 23 July 2010

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Heroic Action Role-Play

Reflexes is a measure of speed, coordination, agility, and strength compared to weight. High Reflexes means you carry yourself quickly and gracefully; you are not hindered by your bulk.

The most important use of Reflexes is in Initiative. It is also used as the default value for some Skills and to see how much Outcome is needed to get a Setback result on a stunt against these skills.

Reflexes has some effect on movement; the more actions you have, the further you can move in a round, but Move really is the attribute for movement speed.

Stunts

Endurance

Inherent

The endurance rule is sketchy. Endurance is really a bit to gritty for Action. It might seem odd that endurance is governed by Reflexes and not by Body, but Reflexes is the power-to-weight attribute. If you want a more balanced approach, base endurance on the lowest of Body and Reflexes.

You can work a number of hours each day equal to twice your Reflexes. If there is no water or air is in short supply, reduce the multiplier by one each. Exceeding this cause one Wound for each additional multiple.

If walking during this time, you move at a speed in kph equal to your Move rating - not the speed noted in the move benchmarks table.

Schticks

Act Now

Trigger Action

Trigger: Somebody finished their action. If you have yet to take your first action this round, you can spend three shots (in addition to 1 shot to trigger) to take your first action right now. If more than one character takes this action they act in order of current highest shot. This schtick can only be used once per round.

Athlete

Inherent

You are a physical paragon and well beyond the norm of your people, which shows in your appearance and mannerisms. Your Reflexes can be up to two points higher than the normal racial maximum.

Super Reflexes

Inherent

You can freely exceed the normal Reflexes 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.

Quicker than the Eye

Inherent

If your Reflexes are higher than your opponent's, you can use this to gain a +3 bonus to any skill used as a defense value. As normal, you do this after you know whether the opponent's action succeed.