Difference between revisions of "Spot Schticks (Action)"

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{{Action}}{{tocright|limit=3}}
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<noinclude>{{Action}}{{tocright|limit=3}}</noinclude>
  
=== Edeic Recall ===
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=== Found Ya! ===
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Trigger Action (Combo)
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When you successfully [[Detect_(Action_Powers_Technique)#Scan|Scan]] and spot someone who is [[Shapeshift_(Action_Powers_Technique)#Sneak|Sneaking]], you can use this schtick to immediately take a Basic Action against that creature. If you found several creatures withe the same action, you can still only take one action but if that action targets mutliple creatures or an area, you can affect all those you just spotted.
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=== Investigator ===
 
Limit Break
 
Limit Break
  
You have perfect recall; years afterwards, you can call up the precise words of a conversation or recall details of a room seen only at a glance. This allows you to analyze as scene from memory as though you were actually present there. This allows you to retroactively use the [[Spot (Action)|Spot]] skill to notice things you didn't think of looking for when you were actually there, which in turn might give more information from other skills such as [[Know (Action)|Know]]. The game master can play up a small flashback from the time you learned the information recalled, which will often give some additional insight into your problem or your character's background.
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You are a forensics expert, able to analyze clues and physical remains and create a coherent image of what happened at a scene you are investigating. Certain details might need to be verified in a lab, but you can get a general idea of what happened and clues to what kind of people were involved. As more information is added from witnesses and technical reports, you can flesh out your image of what happened. You can put all of this down into reports that other investigators can read and understand, and you can quickly skim such reports to find similar cases which can offer additional insights.
  
=== Investigator ===
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=== Lip Reading ===
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Basic Action
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You have the rather unique ability to decipher what people are saying merely from looking at their lips moving. As long as you can get a reasonably good view of a speaker's lips and know the language, you can get the gist of what is said. Certain parts may be obscure or missing, depending on your skill roll or the needs of the plot.
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=== Material Link ===
 
Limit Break
 
Limit Break
  
You are a forensics expert, able to analyze clues and physical remains and create a coherent image of what happened at a scene you are investigating. Certain details might need to be verified in a lab, but you can get a general idea of what happened and clues to what kind of people were involved. As mode information is added from witnesses and technical reports, you can flesh out your image of what happened. You can put all of this down into reports that other investigators can read and understand.
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By investigating a place were a creature bled or slept, you can secure a sample of their blood, hair or other tissue sufficient to give you their [[True Name (Action)|True Name]], or at least secure an advantage against them. Make an opposed [[Spot (Action)|Spot]] check, on a success you gain an [[Stunt_(Action)#Gaining_Advantage|Advantage]] against them that is persistent form scene to scene. On an Outcome matching their [[Reflexes (Action)|Reflexes]] you learn their [[True Name (Action)|True Name]].
  
=== Deduction ===
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=== Medium ===
 
Limit Break
 
Limit Break
  
You are an expert at applying logic to real-world situations. When you are speculating as to the best course of action or about the motivations of a given character, you can have the GM tell straight out you whether your speculation is correct or incorrect.
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You are sensitive to psychic impressions, and can often catch the mood of a place and get glimpses of important events that happened there in the past. You can commune and catch glimpses of information from spirits. Make a [[Spot (Action)|Spot]] check to seek answers from spirits, which is much the same as [[Skills_(Action)#Contacts|Contacts]], only the answers are colored by the nature of the spirits of the place.
  
=== Lip Reading ===
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This is not a [[Powers (Action)|Power]], but it assumes spirits exist in the setting; if they do not this schtick won't work.
Basic Action
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=== Observant ===
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Inherent
  
You have the rather unique ability to decipher what people are saying merely from looking at their lips moving. This always works; as long as you can get a reasonably good view of a speaker's lips and know the language, though this is not usually a hassle. Certain parts may be obscure or missing, to enhance the plot, but in general, this ability never fails.
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You get a +5 bonus (instead of the usual +3) on [[Detect_(Action_Powers_Technique)#Keep_Watch|Keep Watch]] stunts.
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When you do a [[Detect_(Action_Powers_Technique)#Scan|Scan]] or [[Detect_(Action_Powers_Technique)#Surveillance|Surveilance]] stunt the the roll is [[Actions_(Action)#Confident_Roll|Confident]].
  
 
=== Ranger ===
 
=== Ranger ===
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Inherent
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You are a master at observing nature and its ways. When you [[Detect_(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. You are not distracted by natural sounds and obstructions, your [[Spot (Action)|Spot]] checks are never penalized because of such things. You can identify animals, plants, and minerals on sight.
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=== Sensitive ===
 
Basic Action
 
Basic Action
  
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 danger and track like a wolf. 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 these dangers as well.
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When you use this power, you are aware if there are any active powers within ten meters times the result of your [[Spot (Action)|Spot]] roll. Within one meter per point rolled, you can pinpoint and identify such powers.
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To pinpoint things that are hiding, your [[Spot (Action)|Spot]] must match their [[Hide (Action)|Hide]].
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=== Tactics ===
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Inherent
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You have a good sense of personal and small unit tactics. You can sense at what shot creatures within [[Spot (Action)|Spot]] meters will act, and you can sense the groups minions and are organized in, who leads who, and creature's typical combat mode and [[Creature_Rules_(Action)#Role|Role]]. All of these actions are automatic and take no time to use. You cannot read creatures whose [[Spot (Action)|Spot]] is higher than yours.
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When the [[GM]] has you make a roll to discern enemy tactics or deployments, such rolls are [[Actions_(Action)#Confident_Roll|Confident]].
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=== Target Acquired ===
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Trigger Action (Focus)
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When you spot a [[Shapeshift_(Action_Powers_Technique)#Sneak|Sneaking]] enemy or an enemy fails to [[Shapeshift_(Action_Powers_Technique)#Sneak|Sneak]] on you, you can focus.
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=== Total Recall ===
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Limit Break
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 +
You have perfect recall; years afterwards, you can call up the precise words of a conversation or recall details of a room seen only at a glance. This allows you to analyze as scene from memory as though you were actually present there now. You can retroactively use the [[Spot (Action)|Spot]] skill to notice things you didn't think of looking for when you were actually there, which in turn might give more information from other skills such as [[Know (Action)|Know]]. The game master can play up a small flashback from the time you learned the information recalled, which will often give some additional insight into your problem or your character's background.
  
Tracking has a difficulty of one per day old the trail is; terrain and weather can modify this further. Another Ranger adds his skill yo your difficulty. The other stunts mentioned are automatic.
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The Limit Break refers to the act of remembering, it is not something you have to do to record the memory in the first place.
  
=== Sensitive ===
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=== Trapfinder ===
Basic Action
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Inherent
  
When you use this power, you are aware if there are any active Magic, Spiritual, and Gift powers within ten meters times the result of your [[Spot (Action)|Spot]] roll. Within one meter per point rolled, you can pinpoint and identify such powers.
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Whenever you are in danger of triggering a [[Create_Schticks_(Action)#Set_Trap|trap or alarm]], you can make a [[Spot (Action)|Spot]] against the [[Create (Action)|Create]] of the trapmaker - on a success you spor the trap just as you are about to blunder into it, and can stop doing whatever would trigger the trap. When you [[Detect_(Action_Powers_Technique)#Scan|Scan]] for traps, you get a +3 modifier.

Latest revision as of 14:15, 22 May 2016

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Heroic Action Role-Play

Found Ya!

Trigger Action (Combo)

When you successfully Scan and spot someone who is Sneaking, you can use this schtick to immediately take a Basic Action against that creature. If you found several creatures withe the same action, you can still only take one action but if that action targets mutliple creatures or an area, you can affect all those you just spotted.

Investigator

Limit Break

You are a forensics expert, able to analyze clues and physical remains and create a coherent image of what happened at a scene you are investigating. Certain details might need to be verified in a lab, but you can get a general idea of what happened and clues to what kind of people were involved. As more information is added from witnesses and technical reports, you can flesh out your image of what happened. You can put all of this down into reports that other investigators can read and understand, and you can quickly skim such reports to find similar cases which can offer additional insights.

Lip Reading

Basic Action

You have the rather unique ability to decipher what people are saying merely from looking at their lips moving. As long as you can get a reasonably good view of a speaker's lips and know the language, you can get the gist of what is said. Certain parts may be obscure or missing, depending on your skill roll or the needs of the plot.

Material Link

Limit Break

By investigating a place were a creature bled or slept, you can secure a sample of their blood, hair or other tissue sufficient to give you their True Name, or at least secure an advantage against them. Make an opposed Spot check, on a success you gain an Advantage against them that is persistent form scene to scene. On an Outcome matching their Reflexes you learn their True Name.

Medium

Limit Break

You are sensitive to psychic impressions, and can often catch the mood of a place and get glimpses of important events that happened there in the past. You can commune and catch glimpses of information from spirits. Make a Spot check to seek answers from spirits, which is much the same as Contacts, only the answers are colored by the nature of the spirits of the place.

This is not a Power, but it assumes spirits exist in the setting; if they do not this schtick won't work.

Observant

Inherent

You get a +5 bonus (instead of the usual +3) on Keep Watch stunts. When you do a Scan or Surveilance stunt the the roll is Confident.

Ranger

Inherent

You are a master at observing nature and its ways. 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 are not distracted by natural sounds and obstructions, your Spot checks are never penalized because of such things. You can identify animals, plants, and minerals on sight.

Sensitive

Basic Action

When you use this power, you are aware if there are any active powers within ten meters times the result of your Spot roll. Within one meter per point rolled, you can pinpoint and identify such powers.

To pinpoint things that are hiding, your Spot must match their Hide.

Tactics

Inherent

You have a good sense of personal and small unit tactics. You can sense at what shot creatures within Spot meters will act, and you can sense the groups minions and are organized in, who leads who, and creature's typical combat mode and Role. All of these actions are automatic and take no time to use. You cannot read creatures whose Spot is higher than yours.

When the GM has you make a roll to discern enemy tactics or deployments, such rolls are Confident.

Target Acquired

Trigger Action (Focus)

When you spot a Sneaking enemy or an enemy fails to Sneak on you, you can focus.

Total Recall

Limit Break

You have perfect recall; years afterwards, you can call up the precise words of a conversation or recall details of a room seen only at a glance. This allows you to analyze as scene from memory as though you were actually present there now. You can retroactively use the Spot skill to notice things you didn't think of looking for when you were actually there, which in turn might give more information from other skills such as Know. The game master can play up a small flashback from the time you learned the information recalled, which will often give some additional insight into your problem or your character's background.

The Limit Break refers to the act of remembering, it is not something you have to do to record the memory in the first place.

Trapfinder

Inherent

Whenever you are in danger of triggering a trap or alarm, you can make a Spot against the Create of the trapmaker - on a success you spor the trap just as you are about to blunder into it, and can stop doing whatever would trigger the trap. When you Scan for traps, you get a +3 modifier.