Difference between revisions of "Ride Schticks (Action)"

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<noinclude>{{Action}}{{tocright|limit=3}}</noinclude>
 
<noinclude>{{Action}}{{tocright|limit=3}}</noinclude>
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=== Animal Mastery ===
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Basic Action
 +
 +
You know how to play on [[Animals_(Action_Creatures)|animals']] instincts to manipulate their behavior.
 +
Choose the animal's Impress or Charm as the difficulty.
 +
The Outcome required for a [[Setback (Action)|Setback]] is the animal's [[Mind (Action)|Mind]].
 +
A success at either check causes the animal to back off and not attack, but neither does it give room or allow you to interfere with its pack—pressing the issue causes the animal to attack.
 +
Against Impress, a Setback causes the animal to flee, into a trap if you have one ready.
 +
Against Charm, a setback lures the animal, giving you a chance to capture and tame it.
 +
If either check fails, the animal behaves as it normally would.
 +
Once this happens, you cannot attempt this trick again, but you can use [[Ride (Action)|Ride]] instead of [[Impress (Action)|Impress]] to [[Summon_(Action_Powers_Technique)#Scare|Scare]] the animal.
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Note that most animals do have an Impress skill but lack a Charm skill. Against an animal under supervision, the difficulty is the supervisor's [[Ride (Action)|Ride]].
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=== Beast Jockey ===
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Inherent
 +
 +
You are at home in the saddle and treat all [[Move_(Action_Powers_Technique)#Terrain_Driving|Terrain Driving]] tasks as [[Actions_(Action)#Confident_Roll|routine]] as long as you are riding a live beast. This applies to all terrains your riding beast is native to.
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=== Blood Hound ===
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Inherent
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Ride rolls for [[Move_(Action_Powers_Technique)#Cut Off|Cut Off]], [[Move_(Action_Powers_Technique)#Track|Track]], and [[Move_(Action_Powers_Technique)#Trapping|Trapping]] tasks are [[Routine (Action)|Routine]] for you.
  
 
=== Drifter ===
 
=== Drifter ===
 
Inherent
 
Inherent
  
You spend a lot of time on the road, and have a tendency to just happen to be there when it happens. Any time another character is alone and needs help, you can show up if it's at all plausible.
+
You spend a lot of time on the road, and have a tendency to just happen to be there when it happens. Any time another character is alone and needs help, you can show up with an opposed [[Ride (Action)|Ride]] against the best skill among the opposition - as long as it is even remotely plausible.
  
 
=== Fast Hero ===
 
=== Fast Hero ===
Trigger Action (Focus)
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Focus
  
When you sit down at the controls of a vehicle, and in the first round of an action sequence when you are driving a vehicle, you can focus.
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When you mount or sit down at the controls of a vehicle, and in the first round of an action sequence when you are driving a vehicle, you can focus.
  
 
You are also a lucky guy; people tend to leave their cars empty with the motor running near you. At the end of any round when it makes any kind of sense in the story you can find vehicles suitable for a chase ready and waiting for both you and your opposition, turning an ordinary scene into a chase scene. If an enemy makes a getaway you will generally find a suitable vehicle to chase them with, but sometimes villains are meant to escape and no pursuit will be possible.
 
You are also a lucky guy; people tend to leave their cars empty with the motor running near you. At the end of any round when it makes any kind of sense in the story you can find vehicles suitable for a chase ready and waiting for both you and your opposition, turning an ordinary scene into a chase scene. If an enemy makes a getaway you will generally find a suitable vehicle to chase them with, but sometimes villains are meant to escape and no pursuit will be possible.
  
===Fit Hero ===
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=== Final Push ===
 
Inherent
 
Inherent
  
You have great [[All_Attributes_(Action)#Endurance|Endurance]]. Substitute your [[Ride (Action)|Ride]] for your [[Reflexes (Action)|Reflexes]] and [[Move (Action)|Move]] when using [[All_Attributes_(Action)#Endurance|Endurance]], [[All_Attributes_(Action)#Hold_Breath|Hold Breath]] and other stamina-related stunts.
+
When you make a successful [[Ride (Action)|Ride]] stunt against an opponent with a score of 8 or more in the attribute used to see if it is a [[Setback (Action)|Setback]], you can add three to the Outcome of the action.
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=== Fit Hero ===
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Inherent
 +
 
 +
You have great [[All_Attributes_(Action)#Endurance|Endurance]]. Substitute your [[Ride (Action)|Ride]] for your [[Body (Action)|Body]] when using [[All_Attributes_(Action)#Endurance|Endurance]], [[All_Attributes_(Action)#Hold_Breath|Hold Breath]] and other stamina-related stunts.
 +
 
 +
=== Flyboy ===
 +
Inherent
 +
 
 +
You are at home in aircraft and treat all [[Move_(Action_Powers_Technique)#Air_Piloting|Air Piloting]] tasks as [[Actions_(Action)#Confident_Roll|routine]].
  
 
=== Freerider ===
 
=== Freerider ===
Stance
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Basic Action
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 +
You can use a bike, skates, skate board, surf board, snow board, skiis, and similar toys to increase your land speed.
 +
All of these devices only work under circumstances specific to each of them, and this schtick can only be used under such circumstances.
 +
 
 +
You can move your [[Ride (Action)|Ride]] in a straight line as a basic action. This is the only way you can use this increased speed, but you can do this as part of a chase.
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 +
=== Mad Cap Captain ===
 +
Inherent
 +
 
 +
You are at home in boats and treat all [[Move_(Action_Powers_Technique)#Boating|Boating]] tasks as [[Actions_(Action)#Confident_Roll|routine]].
 +
 
 +
=== Keep Moving! ===
 +
Inherent
 +
 
 +
You can ride a mount or drive a vehicle and simultaneously take other actions.
 +
When mounted, you can move your [[Move (Action)|Move]] meters before each Basic Action you take. This movement must be in a straight line, This allows you to move-move-act or move-act-move.
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You cannot use Keep Moving if the basic Action is one that in itself allows additional movement or when attacking with a [[Items_(Action)#Static|Static]] weapon.
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=== Mount ===
 +
Inherent
  
You can use a bike, skates, skate board, surf board, snow board, skiis, and similar toys to increase your speed, even during combat. Substitute your [[Move (Action)|Move]] with your [[Ride (Action)|Ride]]. Keep track of your direction while power riding; only one direction change per round is allowed. You use [[Ride (Action)|Ride]] stunts rather than [[Maneuver (Action)|Maneuver]] stunts when freeriding.
+
You have an exceptional and loyal mount. This is a [[Creature_Rules_%28Action%29#Henchman|Henchman]] and usually an animal or magical creature.
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Construct a mount as a [[Creature_Rules_%28Action%29#Henchman|Henchman]] with 273 of your points.
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You can take this schtick several times to have several mounts , but generally only one of them accompanies you on adventures: the others can appear as appropriate when you move from one environment to another.
 +
 
 +
=== Pathfinder ===
 +
Inherent
 +
 
 +
You are a master of the wild. You can trail blaze pathways to cross road less land. You can be a tour guide and help others to avid natural dangers and discomforts. Finding food and shelter is easy for you. You can use the subtle clues of nature to find and avoid natural dangers.
 +
* You can predict and avoid natural hazards, like cold, rain, avalanches and so on.
 +
* [[Move_(Action_Powers_Technique)#Pathfinding|Pathfinding]] tasks are [[Actions_(Action)#Confident_Roll|Routine]] for you.
 +
* [[Move_(Action_Powers_Technique)#Sense_of_Location|Sense of Location]] stunts are inherent for you; you can make a roll for them whenever you are affected by such a power or effect.
  
 
=== Phat ===
 
=== Phat ===
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Normally, the effective [[Reflexes (Action)|Reflexes]] of a driver and his vehicle is the lower of the two [[Reflexes (Action)|Reflex]] values. You can ignore your own [[Reflexes (Action)|Reflexes]] when you are behind the wheel, using only the [[Reflexes (Action)|Reflexes]] of your ride.
 
Normally, the effective [[Reflexes (Action)|Reflexes]] of a driver and his vehicle is the lower of the two [[Reflexes (Action)|Reflex]] values. You can ignore your own [[Reflexes (Action)|Reflexes]] when you are behind the wheel, using only the [[Reflexes (Action)|Reflexes]] of your ride.
  
=== Ranger ===
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=== Pioneer ===
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Basic Action
 +
 
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You are a master at observing nature and its ways.
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* You can [[Move_(Action_Powers_Technique)#Track|Track]] as a part of any movement, even while running.
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* When you [[Move_(Action_Powers_Technique)#Track|Track]] the penalty is one per day old the trail is rather than one per hour, as long as there has been no significant precipitation or other manner of trail destruction.
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* You automatically identify animals, plants, and minerals on sight or from spoor.
 +
* You can scrounge medicines and improvise basic gear from nature, using [[Recon (Action)|Recon]] in place of another skill's contact element while in nature.
 +
* [[Move_(Action)#Make_Camp|Make Camp]] are [[Actions_(Action)#Confident_Roll|Routine]] for you.
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 +
=== Rodeo Riding ===
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Basic Action
 +
 
 +
You can ride the unwilling, remaining safely on top of them in spite of their bests attempts to throw you. This works against both creatures and vehicles. The target of this maneuver must be considerably larger than you, generally with a [[Body (Action)|Body]] at least 2 higher than yours. It must also be moving about; this does not work against a stationary object.
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 +
Make a [[Ride (Action)|Ride]] check against the [[Dodge (Action)|Dodge]] or [[Body (Action)|Body]] of an adjacent target. If you succeed, you move on top of the creature and can stay there until thrown. Once mounted, you can repeat this maneuver to inflict one [[Hit (Action)|Hit]] from fatigue. You can also take any other action you like, against the mount or anyone else.
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The creature cannot attack you while you are in this position. As a basic action, he can attempt to throw you. This is the reverse of the above roll; a [[Dodge (Action)|Dodge]] or [[Body (Action)|Body]] against your [[Ride (Action)|Ride]]. On a success, you end up on the ground adjacent to him and take one [[Hit (Action)|Hit]] from the fall.
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=== Sea Wolf ===
 
Inherent
 
Inherent
  
You are a master of the wild. Finding food and shelter is easy for you. You can use the subtle clues of nature to find and avoid natural dangers. You can [[Detect_(Action_Powers_Technique)#Track|Track]] as a part of any movement, even while running. You can scrounge medicines and improvise basic gear from nature. You can predict and avoid natural hazards, like cold, rain, avalanches and so on. You can be a tour guide and help others to avid natural dangers and discomforts.
+
You are at home in submersibles and treat all [[Move_(Action_Powers_Technique)#Submersible_Piloting|Submersible Piloting]] tasks as [[Actions_(Action)#Confident_Roll|routine]].
  
Tracking has a difficulty of one per hour old the trail is, minus one per creature in the group you are trailing under good conditions; terrain and weather can increase the difficulty. Another Ranger concealing tracks adds his skill your your difficulty, moving at half speed to do so. The other facets of this schtick are automatic and just take time.
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=== Skirt the Edge ===
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Limit Break
  
=== Ride On ===
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You cannot create [[Ride_Stunts_(Action)#Natural_Hazard|Natural Hazards]], but you can find an exploit them. When in an environment where a [[Ride_Stunts_(Action)#Natural_Hazard|Natural Hazard]] makes sense, you can use this schtick to find an exploit such a hazard. The exact nature of the hazard is up to the [[GM]], but you can certainly make suggestions.
Trigger Action (Combo)
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You are aware of the nature of the hazard, where it will strike, and so on.
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The hazard rating is equal to your [[Ride (Action)|Ride]]. The hazard can either trigger immediately in which case it is not a surprise, or be [[Recon_(Action_Powers_Technique)#Sneak|hidden]] in the environment and waiting to be triggered.
  
When you take a basic action and move before you act, you can use this schtick to repeat all or part of the move after the action, contrinuing to move in the same direction you did before your action. You must be riding or on skiis, skates, rollerblades, skateboards, bungyjumping, swinging on a rope or use some similar technique and the move must be unhindered by terrain or otherwise.
+
=== Space Jockey ===
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Inherent
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 +
You are at home in spacecraft and treat all [[Move_(Action_Powers_Technique)#Space_Piloting|Space Piloting]] tasks as [[Actions_(Action)#Confident_Roll|routine]].
  
=== Signature Ride ===
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=== Stunt Driver ===
 
Inherent
 
Inherent
  
The schtick applies to a single, actual ride; if your signature ride is a purple Cadillac with zebra print seat covers, fuzzy dice and a genuine mink steering wheel, you only get the bonus in that particular purple Caddy: No other Cadillac (no matter how purple) gives the bonus. Unique Signature Rides have a form of script immunity, a villain may steal if from you, but it will always pop up somewhere later in the story. It will never become permanently lost or destroyed. A signature ride is very precious, and can be held hostage if someone manages to steal it.
+
You are at home in ground vehicles of all kinds and treat all [[Move_(Action_Powers_Technique)#Terrain_Driving|Terrain Driving]] tasks on land as [[Actions_(Action)#Confident_Roll|routine]].
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 +
=== Sudden Start ===
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Inherent
  
A signature ride has three Fortune points stored in it, that you can only use when driving it. You don't have to use those points to actually drive the car; they can be good for other things you do while driving, such as impressing chicks. You just need to give a vaguely plausible explanation.
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You do not need to spend a Basic Action to do the the [[Move_(Action_Powers_Technique)#Mount|Mount]] stunt. When you are in position, you can take control over a ride without spending any shots.
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If you start a round mounted, your [[Actions_(Action)#Initiative|Initiative]] check is [[Actions_(Action)#Confident_Roll|Confident]].

Latest revision as of 12:03, 27 July 2021

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Heroic Action Role-Play

Animal Mastery

Basic Action

You know how to play on animals' instincts to manipulate their behavior. Choose the animal's Impress or Charm as the difficulty. The Outcome required for a Setback is the animal's Mind. A success at either check causes the animal to back off and not attack, but neither does it give room or allow you to interfere with its pack—pressing the issue causes the animal to attack. Against Impress, a Setback causes the animal to flee, into a trap if you have one ready. Against Charm, a setback lures the animal, giving you a chance to capture and tame it. If either check fails, the animal behaves as it normally would. Once this happens, you cannot attempt this trick again, but you can use Ride instead of Impress to Scare the animal. Note that most animals do have an Impress skill but lack a Charm skill. Against an animal under supervision, the difficulty is the supervisor's Ride.

Beast Jockey

Inherent

You are at home in the saddle and treat all Terrain Driving tasks as routine as long as you are riding a live beast. This applies to all terrains your riding beast is native to.

Blood Hound

Inherent

Ride rolls for Cut Off, Track, and Trapping tasks are Routine for you.

Drifter

Inherent

You spend a lot of time on the road, and have a tendency to just happen to be there when it happens. Any time another character is alone and needs help, you can show up with an opposed Ride against the best skill among the opposition - as long as it is even remotely plausible.

Fast Hero

Focus

When you mount or sit down at the controls of a vehicle, and in the first round of an action sequence when you are driving a vehicle, you can focus.

You are also a lucky guy; people tend to leave their cars empty with the motor running near you. At the end of any round when it makes any kind of sense in the story you can find vehicles suitable for a chase ready and waiting for both you and your opposition, turning an ordinary scene into a chase scene. If an enemy makes a getaway you will generally find a suitable vehicle to chase them with, but sometimes villains are meant to escape and no pursuit will be possible.

Final Push

Inherent

When you make a successful Ride stunt against an opponent with a score of 8 or more in the attribute used to see if it is a Setback, you can add three to the Outcome of the action.

Fit Hero

Inherent

You have great Endurance. Substitute your Ride for your Body when using Endurance, Hold Breath and other stamina-related stunts.

Flyboy

Inherent

You are at home in aircraft and treat all Air Piloting tasks as routine.

Freerider

Basic Action

You can use a bike, skates, skate board, surf board, snow board, skiis, and similar toys to increase your land speed. All of these devices only work under circumstances specific to each of them, and this schtick can only be used under such circumstances.

You can move your Ride in a straight line as a basic action. This is the only way you can use this increased speed, but you can do this as part of a chase.

Mad Cap Captain

Inherent

You are at home in boats and treat all Boating tasks as routine.

Keep Moving!

Inherent

You can ride a mount or drive a vehicle and simultaneously take other actions. When mounted, you can move your Move meters before each Basic Action you take. This movement must be in a straight line, This allows you to move-move-act or move-act-move.

You cannot use Keep Moving if the basic Action is one that in itself allows additional movement or when attacking with a Static weapon.

Mount

Inherent

You have an exceptional and loyal mount. This is a Henchman and usually an animal or magical creature. Construct a mount as a Henchman with 273 of your points. You can take this schtick several times to have several mounts , but generally only one of them accompanies you on adventures: the others can appear as appropriate when you move from one environment to another.

Pathfinder

Inherent

You are a master of the wild. You can trail blaze pathways to cross road less land. You can be a tour guide and help others to avid natural dangers and discomforts. Finding food and shelter is easy for you. You can use the subtle clues of nature to find and avoid natural dangers.

  • You can predict and avoid natural hazards, like cold, rain, avalanches and so on.
  • Pathfinding tasks are Routine for you.
  • Sense of Location stunts are inherent for you; you can make a roll for them whenever you are affected by such a power or effect.

Phat

Inherent

You may not be in the best of shape. Too much drive-in food. But with your car, you dance like a ballerina.

Normally, the effective Reflexes of a driver and his vehicle is the lower of the two Reflex values. You can ignore your own Reflexes when you are behind the wheel, using only the Reflexes of your ride.

Pioneer

Basic Action

You are a master at observing nature and its ways.

  • You can Track as a part of any movement, even while running.
  • When you Track the penalty is one per day old the trail is rather than one per hour, as long as there has been no significant precipitation or other manner of trail destruction.
  • You automatically identify animals, plants, and minerals on sight or from spoor.
  • You can scrounge medicines and improvise basic gear from nature, using Recon in place of another skill's contact element while in nature.
  • Make Camp are Routine for you.

Rodeo Riding

Basic Action

You can ride the unwilling, remaining safely on top of them in spite of their bests attempts to throw you. This works against both creatures and vehicles. The target of this maneuver must be considerably larger than you, generally with a Body at least 2 higher than yours. It must also be moving about; this does not work against a stationary object.

Make a Ride check against the Dodge or Body of an adjacent target. If you succeed, you move on top of the creature and can stay there until thrown. Once mounted, you can repeat this maneuver to inflict one Hit from fatigue. You can also take any other action you like, against the mount or anyone else.

The creature cannot attack you while you are in this position. As a basic action, he can attempt to throw you. This is the reverse of the above roll; a Dodge or Body against your Ride. On a success, you end up on the ground adjacent to him and take one Hit from the fall.

Sea Wolf

Inherent

You are at home in submersibles and treat all Submersible Piloting tasks as routine.

Skirt the Edge

Limit Break

You cannot create Natural Hazards, but you can find an exploit them. When in an environment where a Natural Hazard makes sense, you can use this schtick to find an exploit such a hazard. The exact nature of the hazard is up to the GM, but you can certainly make suggestions. You are aware of the nature of the hazard, where it will strike, and so on. The hazard rating is equal to your Ride. The hazard can either trigger immediately in which case it is not a surprise, or be hidden in the environment and waiting to be triggered.

Space Jockey

Inherent

You are at home in spacecraft and treat all Space Piloting tasks as routine.

Stunt Driver

Inherent

You are at home in ground vehicles of all kinds and treat all Terrain Driving tasks on land as routine.

Sudden Start

Inherent

You do not need to spend a Basic Action to do the the Mount stunt. When you are in position, you can take control over a ride without spending any shots. If you start a round mounted, your Initiative check is Confident.