Ride Schticks (Action)

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Revision as of 17:23, 23 December 2011 by Starfox (talk | contribs) (Pathfinder routine, Drifter roll)
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Heroic Action Role-Play

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

Trigger Action (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.

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, you can add three to the Outcome of the action, increasing the chance to score a Setback.

Fit Hero

Inherent

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

Freerider

Stance

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 with your Ride. Keep track of your direction while power riding; only one direction change per round is allowed. You use Ride stunts rather than Maneuver stunts when freeriding.

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 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. Mage Camp and Pathfinding tasks are Routine for you.

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.

Ride On

Trigger Action (Combo)

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.

Signature Ride

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.

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.