All Attributes (Action)

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Heroic Action Role-Play

This page gathers all the attribute descriptions, effects, stunts, and schticks in one place


Body is a measure of strength, mass, and resilience. It is closely linked to size and weight. Heroes sometimes have more body than their size indicates, but unless supernatural forces are at work, the difference is unlikely to be very large. Body is the only attribute that can have a negative value.

Body and Mass

Weight is a ceiling on Body values. The table below gives minimum weight (in kilograms) and length (in cm) for different Body ratings. This assumes a body that is very fit or heroic. Most creatures will be below these values, creatures leading comfortable lives as much as five points below. Depending on fitness, the actual Body can be as low as five points under the optimum and still function. A very fit hero weighting 100 kilos has a Body of 10; an overweight couch potato weighting 100 kg can have a Body as low as 5.


Body is tied to weight, not length; certain worms can be prodigiously long yet still have comparatively low Body scores. Still, for creatures or reasonable builds, Body can be used as a benchmark of how large they are. Length is greatest overall length based on weight; the tails of animals are not included. Animals that are very thin and stretched out can be up to twice as long. This does not take the square-cube law into account; real-world animals tend to grow proportionally shorter and more bulky as they advance in weight while fantastic creatures like giants do not; this table is for non-realistic giants.

Unusual Creatures

The table covers common weights for living creatures, but can be used for items, vehicles and construction as well. As the table is logarithmic, it can be extended to greater or smaller values. For weights weights in excess of 1,000 kg, simply read the weight in tonnes and add 15 to the result. For weights less than 1 kg, read the weight in grams and subtract 15.

Some very small creatures have a negative Body score. For people uncomfortable with negative numbers, simply use a Body score of zero; body scores this low doesn't matter a lot anyway. As an optional rule, negative Body (Action) body scores can cover tiny creatures by extending the same math to negative values.

Space on the Map

Table: Body and Space
Body Space Comparison
1-10 1x1 Medium
11-15 2x2 Large
16-20 3x3 Huge
21-25 4x4 Gargantuan
+5 (+1)x(+1) Colossal

If using maps and miniatures, a creature of high Body takes up more room on the map. A creature of body 11 to 15 or more takes up of 2x2 spaces, 4 times that of a normal creature. For every 5 additional point of Body, the multiple increases by 1, see Table: Body and Space.

A creature with Superstrength can ignore this size increase.

Encumbrance and Lifting

A creature can carry as much weight as the indicated mass for its Body score. That is, a perfectly physically fit creature can carry its own body weight and not be encumbered.

Dragging something along the ground reduces the effective load from one to three points, depending on terrain and the gear used. If you are on flat ground and using some sort of cart, you can pull weights exceeding your normal Body limit by as much as 5 points.

Carrying weight up to these limits is not an action and has no effect on movement or maneuvers. Carrying more is covered under Encumbrance below.

Body Weight Length Example
0 1.0 40
1 1.6 47
2 2.5 55
3 4.0 65 Cat
4 6.3 75
5 10 85
6 16 100 Dog
7 25 115
8 40 135
9 60 160
10 100 190 Large human
11 160 220
12 250 250
13 400 290 Riding horse
14 630 340
15 1000 400
16 1,600 500
17 2,500 550
18 4,000 650 Elephant
19 6,000 750
20 10,000 900


Body determines how much a character can carry, per the Encumbrance and Lifting rules. But it is possible to carry more than this by accepting movement limitations.

You can carry gear up to two points above your normal Body limit simply by accepting a movement limitation on all actions; you no longer get a free move along with your Basic Actions, you cannot move as part of any other type of action, and if you spend a Basic Action solely on movement you move your Move in meters. This is same as the Static weapon trait. Your overland movement rate is halved when carrying this much.

Also see the Feat of Strength and Strength Push stunts.

Equipment Issues

A very high Body score runs into the physical limitations of the setting. In a normal human milieu where equipment is made for characters in the 5-9 Body range, it is very hard to find gear appropriate for Body 12. Here are a number of proposed solutions.

  • Downgrade If there is no gear made for your Body, take what is ordinarily a heavier weapon and call it a lighter weapon. For example, take a Heavy Revolver for Body 9 and call it a Light Revolver for Body 13. There is nothing odd about this, as all weapons are on a sliding scale - what is a heavy weapon for some is always a light weapon for someone stronger. What it does mean is that the heaviest weapons will be unavailable if you have a very high Body.
  • Improvise The Improvised weapon quality is your friend. Improvised weapons can usually be found or adapted to any size.
  • Customize Characters in Action are heroes and can either make things for themselves or get people to help them, as outlined in the Contacts and Tinkering rules. This can be an adventure reward or a facet of your background. The drawback is a lack of flexibility; you have to get the gear ahead of time. Signature Items work very well here, helping you bring your outsize weapons along.




The endurance rule is sketchy. Endurance is really a bit to gritty for Action.

You can work a number of hours each day equal to twice your Body. If there is no water or air is in short supply, reduce the multiplier by one. Exceeding this cause one Hit and one more Hit after additional hours each day equal to your Body. These hits need full rest to recover.

Example: Tim has a Body of 4. Under normal conditions, he can work 8 hours a day. If water or air (or both) is in short supply, he can work 4 hours a day. After he has worked up to his limit, he takes one Hit and then one additional Hit every 4 hours thereafter.

Marching, you move at a speed in kph based on your Move rating -1. Moving at full speed is much more tiring, and every 15 minutes spent like that counts as a full hour of normal exertion.

Feat of Strength

Basic Action

The Encumbrance rule covers how much a character can carry. But it is possible to make even more impressive feats of strength by spending a Basic Action on them. In this way a character can use his strength to push trough doors, walls, tangled wines and other hindrances. Toppling walls, statues and other heavy objects are also common feats of strength, along with many, many other stunts based on heroic strength.

  • Carrying heavy weights a short distance allows lifting at two Body more than normal.
  • Lifting something off the ground while remaining still allows lifting at three Body higher than normal.
  • Breaking trough doors and walls needs a Body equal to their Toughness.
  • Toppling something takes a strength based on its weight, with a bonus based on how precariously it is balanced. Reduce the required Body by 3 for a square block you want to tip up to 5 for something on the verge of falling.

It is possible to push these limits for short periods by doing a Strength Push stunt. You can assist another on a Feat of Strength. If you have identical Body scores, this is automatically successful. To assist another character with a higher Body, you must use Strength Push to push your Body until equals or exceeds the Body of the person you want to assist; failure means your assistance did not in fact help. Each successful assistant gives a +1 bonus to the main character's body, to a maximum bonus of +3. Not that the main character can push his strength without changing the assistance difficulty, which allows truly impressive coordinated tasks. Feat of Strength Coordination is a variant of Advantage and can stack with other bonuses.

Hold Breath


You can hold your breath a number of rounds equal to your Body; for each round after that you take one Hit. An unconscious character that takes damage this way suffers a Damage Setback.



Using Limit breaks consumes a fair part of your stamina, giving an effective limit on daily Limit Breaks equal to your Body. Don't bother keeping track of this during action sequences; this limit is to prevent characters from working miraculous powers all day, not to stop heroic action.




You are very physically powerful and look the part. Your Body can be up to two points higher than the normal Race maximum.



Use this if you run out of Hits. You can avoid collapsing when out of Hits, but at a price. Once you are out of Hits, you take damage setbacks when damage exceeds your soak attribute by five instead of ten. If you take a damage setback while at no Hits, you are unable to continue fighting.


Limit Break

You have a fierce will to live and fight on. Heal two Hits. You can use this at the end of a round, even if unconscious due to lack of Hits. You cannot use this to wake from unconsciousness if you have taken a damage setback. Unnamed characters with this schtick have a 50% chance to recover at the end of a round. If playing with miniatures, leave the model on the tabletop and roll at the end of the round. If the roll fails, or if the unnamed creature takes a damage setback, remove the model.

Natural Reach


You have long reach, most often because you are tall but sometimes just due to long limbs. All your Melee attacks gain a Reach of 1 per 5 Body or fraction thereof, with a minimum of 2 meters. Against creatures whose Body is lower than yours all your Melee attacks also gain Intercept.

One Last Shot


When you take your last Hit, do one last furious burst of action. This can be a Basic Action or a Limit Break. After this your hits run out and you fall unconscious - you can heal yourself to help your survival, but you cannot heal yourself to stay in the fight. One Last Shot does not give you access to schticks and powers you don't ordinarily have, it only lets you use your normal powers out of sequence.



A quiet but secure giant, you ignore the antics of smaller creatures. Your huge mass is hard to move or unbalance.



You can freely exceed the normal Body limit based on your race and weight. You can choose to not take up more Space on the Map. You must decide how large you are in advance, Superstrength does not allow you to change your mass at will. You still suffer from physical limitations on weapons, armor, and tools. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return. Note that this is mainly a problem for Folk - other creatures do not have ability maximums. Such creatures are still limited by Mass.

Super Leverage


Your strength does not need leverage to work; in true superhero fashion you do not need to be solidly anchored to exert strength, and you can lift impossibly large objects that would ordinarily break if their entire weight was carried by one person. You still suffer from physical limitations on weapons, armor, and tools, but you can use oversized gear sized for your actual Body. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return.


Toughness is a calculated value in Action, it is used to soak most physical damage damage. Some special abilities makes you ignore armor, and thus do damage directly to Body and ignoring Toughness.

Normally, Toughness equals Body plus armor. If you have no armor it defaults to Body. Armor can be worn, some power granting you armor, or the inherent structure of an object.

Object Toughness and Armor

Objects have a Body based on their weight alone. The Toughness of an object depends on its weight and structural integrity. This works just like armor for a creature, and armor is a more convenient term than structural integrity. Unlike most creatures, an object can have a negative armor value, indicating it is weaker than the norm and its Toughness is lower than its Body.

In some cases, a surface toughness value is needed. Hammering away at solid rock, the rock would be completely impenetrable if it's entire weight were included in the calculations. Yet we know tunnels can be chiseled by hand. In this case, use a surface toughness, which is 15 plus the armor value of the material, the Toughness of one ton of the stuff.

Some example materials are given here. This list is by no means comprehensive.

Object Toughness Table

Material Armor Value
Soft soil, Wood, plastic +0
Packed soil, thin metal +2
Soft stone, sandbags, sturdy civilian construction +4
Hard stone, soft metal, riveted steel armor (coal) +6
Hard metal, welded steel armor (combustion) +8
Composite armor (electronic) +10
Crystallized armor (fusion) +12
Force fields (hyperspace) +14

The armor ratings are for heavily armored military vehicles. An armored civilian or lightly armored military vehicle would be at least three points lower. Immobile fortified installations can be tougher than this, but usually do better as scenery.


In earlier stages of development, there was a Chi attribute, which has since been merged with Mind. All references to Chi in the rules now applies to Mind instead.

Mind is a measure of your ki, ego, ability to concentrate, and inner strength. It indicates how good a grasp you have of the extraordinary, supernatural,and divine. A high mind score means that you are focused but still mentally agile; hard to persuade yet insightful and able to understand ideas and concepts outside of your fields of expertise.


Mind is the basis of Fortune. Whether you wish to express this as the favor of the gods, the ability to go with the flow of ki, or merely foresight and intuition, the fact is that some people have an uncanny ability to put in extra energy just when it matters most.

Your Mind score is an upper limit on your daily expenditure of Fortune points. When you have spent as many Fortune points as your Mind, you cannot spend any more. If your Mind goes up or down for some reason, so does your limit on Fortune, but you should still keep a running total of the number of points you spend. if your Mind changes you can only spend additional Fortune points if your running total is less than your current Mind score. A temporary increase in Mind allows you to continue to spend while reduced Mind might mean your fortune points run out

Fortune Rerolls

Spending a Fortune point allows you to re-roll any Random Roll you just made. You can spend fortune point on any one die roll unless there is some special rule that tells you otherwise. You can spend several Fortune points to reroll several times, the last roll counts. You can always spend more Fortune for more rerolls.

A Fortune reroll on a Standard Roll or Confident Roll becomes a Confident Roll which means the result is almost guaranteed to be positive.

A Fortune reroll of a Stymied roll is a standard roll. If you reroll again, it becomes a Confident Roll.

A fortune roll on a d6 Roll is just a plain reroll.


Fortune can be spend to improve your defenses, on top of any bonuses gained from other sources. Spend a Fortune point to make a Confident Roll and add to your defense value for a single use - one attack, interaction, or other opposed roll where you are the target.


Sometimes a character manifests an ability once when it is really needed and never again. In a movie we may think this shows poor continuity, but it is acceptable and happens again and again. It is the same in Action. By spending a Fortune point, you gain the use of a single schtick or power for the duration of a single round. Doing costs no shots, and you can do so either at the start of the round, when your shot comes up, or when you are in a position to do a Trigger Action. In order to improvise a power this way, you must know the prerequisite Form. If you like the result, you may decide to later learn the schtick permanently using xp.


Fortune can also be used to affect the story by introducing plot elements. A player can suggest a new twist to the story. If the GM thinks the plot development sounds interesting, he can tell the player he accepts and introduce it to the story; the player spends a Fortune point. If the gamemaster likes the idea very much, he can just adopt it right away, but this should only rarely be done. Here are some plots that can be introduced this way:

  • Romance - an NPC falls for one of the heroes
  • Accidental discoveries - the heroes stumble over a clue, secret door, or other plot development that was not there originally. This can help the players get back on track, but should not be over-used.
  • Scene change - the foot chase suddenly becomes a car chase, the nightclub is discovered to be an underground fighting ring, the ship is secretly also a submarine.

Gamemaster Plots: The gamemaster can use Fortune to invoke setbacks on the players. At any time, the gamemaster can use fiat to give a player a setback or even have them automatically captured. This is commonly used to pull the plot back on track, but can also be a response to a characters background and/or personality. For example, the GM can make an amorous player fall for an NPC, say that a dependent has been kidnapped, or otherwise present a role-playing complication. Doing this gives the character(s) involved a Fortune point each - this can be the whole group of adventurers. If the plot continues over several scenes or even sessions, multiple Fortune points are in order.

Sometimes the GM might offer the player a choice - do you want to play this subplot or not? - and put in the Fortune reward to sweeten the pot. Other times, a player might suggest a plot to the GM and earn a Fortune point if the GM thinks the plot is interesting.



Emergency Power

Limit Break

You can overcome Power Loss. You can immediately (as a part of the Limit Break) do one of these things:

  • Use a power that is a basic action.
  • Activate one Stance power and then take a Basic Action that is not itself a power, but that benefits from the stance you just adopted.



You are a mental giant among your kin and have an aura of wisdom and power about you. Your Mind can be up to two points higher than the normal racial maximum.

Implemented Will


You can use any power that could normally use an Implement bare-handed for Mind +4 damage.

Super Genius


You can freely exceed the normal Mind limit based on your race. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return. Note that this is mainly a problem for Folk - other creatures do not have ability maximums.

Will to Work


You can work much longer hours than normal people, adding your Mind to your effective Body for Endurance. This often means you lead a double life, having a full professional career and an adventuring life on the side.


Reflexes is a measure of speed, coordination, agility, and strength compared to weight. High Reflexes means you carry yourself quickly and gracefully; you are not hindered by your bulk.

The most important use of Reflexes is in Initiative. It is also used as the default value for some Skills and to see how much Outcome is needed to get a Setback result on a stunt against these skills.

Reflexes has some effect on movement; the more actions you have, the further you can move in a round, but Move really is the attribute for movement speed.



Limit Break

You can try to slip out of ropes, manacles or other restraints, as well as openings to small for you to ordinarily move through. The difficulty depends on the mode of restraint used. Regardless of the method employed, the minimum difficulty is the binder's Melee skill. Certain methods of restraint have other set difficulties.

Restraint Difficulty
Simple handcuffs, hole wider than your shoulders but too narrow to crawl. 6
Manacles, hole as wide as your hips but not your shoulders. 9
Straightjacket, foot cuffs, hole as wide as your head but not your hips 12
Bonds custom-made for you 15 or Create

The Escape artist schtick lets you use your Maneuver instead of your Reflexes for these rolls.


Act Now

Trigger Action

Trigger: Somebody finished their action. If you have yet to take your first action this round, you can spend three shots (in addition to 1 shot to trigger) to take your first action right now. If more than one character takes this action they act in order of current highest shot. This schtick can only be used once per round.



You are a physical paragon and well beyond the norm of your people, which shows in your appearance and mannerisms. Your Reflexes can be up to two points higher than the normal racial maximum.

Super Reflexes


You can freely exceed the normal Reflexes limit based on your race. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return. Note that this is mainly a problem for Folk - other creatures do not have ability maximums.

Quicker than the Eye


If your Reflexes are higher than your opponent's, you can use this to gain a +3 bonus to any skill used as a defense value. As normal, you do this after you know whether the opponent's action succeed.


This is a secondary attribute determined by your race; a measure of how fast you move. Most creatures can only run along the ground, but various power allows you to use your move for different things.

Humans and most humanoids have a Move of 5.

Combat Movement

In combat, a character can move a number of meters equal to his Move with any basic (3-shot) action he takes, or he can do a Full Move, moving twice that at the expense of other activity. The meters/action noted on the chart are only used as benchmarks and to gauge the speed of overland travel, never fort tactical movement. Combat movement normally happens before actions and ends when your action ends; if you split your action the movement ends as you finish the last part of your action.


Sometimes an action scene takes place at great speed. This requires open terrain; a road or open ground for cars, open water or sky for other vehicles. It is generally pretty obvious what kind of move should apply; if there is doubt use land movement. In such an open scene, Move can be applied up to the limits of the terrain, and you can move at the full meters/action speed - see Move Benchmarks . However, since everyone in the chase is moving at about the same speed, we not track movement relative to the other racers instead of relative to the ground. The map is a moving frame focused on the racers, with terrain passing by at high speed.

Chase in Traffic

When traffic is moving at a certain speed, anyone and anything capable of moving at this speed or faster can participate. Set up a traffic situation with vehicles on a road (or other venue); this is the static traffic and are all assumed to be traveling at a fixed speed. They make up the terrain of the chase. Then play out combat normally, moving among the vehicles as if they were static objects.

Chase in Terrain

If a chase does not take place in traffic, speeds are usually still limited by terrain rather than top speed. Often, the slower party has an incentive to look for hindering terrain to avoid being easily overtaken by those of higher speed. Run such a chase like a chase in traffic, only there are no other vehicles to make up "movable terrain". A chase in terrain usually has numerous hazards.


Chase hazards are non-moving terrain features that all participants in a chase must pass. They generally occur between rounds and require Ride or Maneuver rolls to pass safely. If you fail this roll, you lose one shot per point of negative outcome. If the negative outcome matches your Reflexes or that of your vehicle, you also suffer a Setback.

Move Benchmarks

This is the real-world values of different Move speeds.

Move Meters/action m/s kph mph Example
1 1 0.60 2.5 1.6 -
2 2 1.00 4 2.5 -
3 3 1.60 6 4 -
4 4 2.5 10 6 Brisk walk
5 6 4 16 10 Running human
6 10 6 25 16 Inner city traffic, athletic human run
7 16 10 40 25 World-record sprinter
8 25 16 60 40 Race horse
9 40 25 100 60 Torpedo boat, Cheetah
10 60 40 160 100 Zeppelin
11 100 60 250 160 Bullet train
12 160 100 400 250 Most propeller planes
13 250 160 600 400 -
14 400 250 1,000 600 Jet liner
15 600 400 1,600 1,000 Speed of sound in air
16 1000 600 2,500 1,600 Muzzle velocity of an assault rifle
17 1,600 1,000 4,000 2,500 Flight airspeed record
18 2,500 1,600 6,000 4,000
19 4,000 2,500 10,000 6,000
20 6,000 4,000 16,000 10,000 Ballistic missile
21 10,000 6,000 25,000 16,000 Earth satellite orbital velocity
22 16,000 10,000 40,000 25,000 Escape velocity of Earth
23 25,000 16,000 60,000 40,000
24 40,000 25,000 100,000 60,000 Orbital speed of Earth around the sun
25 60,000 40,000 160,000 100,000

For greater Move scores, +5 Move equals *10 movement speed.



Trigger Action (Combo)

As a combo, before another action that allows movement, you can move an additional time.



You can exceed your racial Move by up to two points. You still have to pay for these attribute points.

Super Speed


You can freely exceed the normal Move value based on your race. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return. Note that this is mainly a problem for Folk - other creatures do not have ability maximums.