Ride Schticks (Action)

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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.