Standard Actions (Action)

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Heroic Action Role-Play
Main article: Action

There are certain actions that everyone can perform, and which do not require any schticks.

Full Move

Basic Action

Move twice in one action, doing nothing else.

Attack

Basic Action

Make an attack with no special modifiers or rules.

Assist Action

Basic Action

You aid a friend in performing an action. Decide on a person, skill, and action to assist. If your chosen friend attempts this as their next action, he gains a bonus. You must be in a position where this makes sense.

Make a Confident Roll of the skill you are assisting, the difficulty is your friend's skill rating. If you succeed, your friend gets a +1 modifier to his roll. Several assistants can help the same action, to a maximum bonus of +3.

When assisting someone of the same or lower skill, you can forgo the die roll for speed. To assist, you should generally be physically capable of the action you're supporting (in the right spot, not prevented from acting), but need not have any relevant schtick or equipment. The GM has the final say on whether assist action is relevant to a certain task, and how many helpers can assist.

When assisting an action, you are not considered to be performing the action yourself - for example, you do not trigger Trigger Actions. If the character you were supposed to assist becomes unable to complete the action (usually from the result of a trigger action), the action fails.

Finishing Action

Finisher

When a foe is at your mercy, you can use this as an advantage to achieve the impossible.

You can only do this when you actually defeat a foe yourself or otherwise fulfill the prerequisite for a Finisher - you cannot use this on just any helpless target.

Make an action that is normally a Limit Break and which targets the creature you are doing the finisher on. You get a +3 bonus on this action. Unlike most other bonuses, this one stacks - it can be added to any other bonus in the game. It is possible for the chosen limit break to be a Focused Action on your initial target, in which these bonuses stack.

Focused Action

Limit Break

Athletes undergo mental training to achieve top results when it really matters. Any hero can achieve this kind of concentration.

Make a Basic Action with a +3 bonus. Unlike most other bonuses, this one stacks - it can be added to any other bonus in the game. Out of combat, this must be a specific, quick action - you cannot use this to get a bonus on a task taking more than a minute to complete.

Defend

Trigger action

When you are being attacked, you can defend. This adds +3 to one particular skill used as the difficulty of someone else's task. The most typical defense is Active Dodge, but almost all skills can be used as a defense at some point.

In a situation where shots are not counted, defending means you are not fully participating - you play defensive rather than engaging in the situation - which in means you can't initiate actions or make stunts of your own.

Environment Interaction

Basic Action

You interact with the environment in some manner, opening a door, manipulating controls, trowing a lever, picking something up off the floor. This takes a separate basic action, but if the environment interaction can be described as part of a Stunt, you can combine the two actions into one. Examples are closing a door in the face of opponents (using Maneuver to make them to lose shots), picking up the fallen enemy flag (using Impress to make them lose morale) and so on.

Normally, you cannot combine environment interaction with attacks, but you can combine it with powers that can be classified as stunts.

Interaction Stunt

Basic Action

Make a Interaction Stunt with no special modifiers, targeting another creature.