Attribute Schticks (Action)

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Heroic Action Role-Play

This page collects all attribute-relates schticks in one place.

Body Schticks

Schticks related to Body

Bruiser

Inherent

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

Determination

Inherent

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.

Guts

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

Inherent

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

Inherent

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.

Unflappable

Inherent

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

Superstrength

Inherent

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

Inherent

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.

Mind Schticks

Schticks related to Mind

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.

Genius

Inherent

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

Inherent

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

Super Genius

Inherent

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

Inherent

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 Schticks

Schticks related to Reflexes

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.

Athlete

Inherent

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

Inherent

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

Inherent

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.

Move Schticks

Schticks related to Move

Dash

Trigger Action (Combo)

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

Sprint

Inherent

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

Super Speed

Inherent

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.