Dodge Gifts (Action Powers)

From Action
Jump to navigation Jump to search
ActionT4 logo
Templates for Action
Main article: Dodge (Action Powers)

Conditional Focus

Focus

Pick an Form. When a power of this form is used in an attempt to inflict harm on you, you can focus. This applies even if the attack failed to harm you. You can pick this power several times in order to gain additional triggers.The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Damage Absorption

Inherent

Select a specific type of damage, such as Electricity. Whenever you take damage of this type you heal one Hit. You do this even if the amount of damage was insufficient to harm you.

Damage Immunity

Stance

Select one subtype of damage when you take this power. You are immune to that subtype of damage. Select a kind of attacks that can penetrate your Resist Wounds ability or a condition when it will not work; typical examples include weapons made of (or incorporating) certain materials (such as silver), or under particular circumstances (such as in daylight). You can take this power several times, picking a new subtype of damage each time.

Impassive

Basic Action

You gain the appearance of a mundane object, and you have the ability to give up all movement to actually function as the object you are imitating. While Impassive and not moving or taking any action, you can use Dodge for Acting to stay in role and such checks are Routine. When you break this charade as a Basic Action you can use Dodge to Terrorize observers who are not aware of your true nature.

Quill Retaliation

Trigger Action (Defense)

Your body is covered by sharp quills, and anyone striking you is up for a jarring shock. Use this power as you are hit in close combat. The attacker takes Piercing damage equal to your Body minus his attack outcome. If you use a Body-enhancing technique along with Quill Retaliation, the damage you inflict will not increase.

Regeneration

Stance

You heal one Hit at the end of each round of combat in which you use this stance. You do not regenerate out of combat. This will not reduce the effect of a Damage Setback. You can take this schtick twice to regenerate out of combat, which quickly restores your Hits even when there is not a new scene.

Resist Damage

Inherent

Select one Damage Type when you take this power. Add your Mind to your soak attribute against this type of damage. Select a kind of attacks that can penetrate your resistance or a condition when it will not work; typical examples include attacks based on a specific subtype of the damage type you are resistant to (such as Fire if you are resistant to Disruption damage), weapons made of (or incorporating) certain materials (such as silver), damage caused by effects that are mundane (not from powers). or under particular circumstances (such as in daylight). You can take this power several times, picking a new type of damage each time.

Resist Powers

Stance

When an opponent uses a power on you, your natural power resistance might protect you. The opponent must make a Mind check against your Mind (this does not cost any shots), on a failure the power did not affect you. When in use, this prevents all powers used against you except your own. You can negate the stance when you want to be affected by a power that is not your own, but you then have to activate it again. If you take this as a Mutation or otherwise make the power permanent you can still lower the resistance. Resist Power does not work against powers that create a freestanding effect, such as freestanding illusions, created objects or walls, cave-ins, and other indirect effects, as determined by the GM. Nor does it work against Melee powers that lack a damage value. This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Resist Wounds

Inherent

You cannot take deep wounds and are immune to Damage Setbacks from one damage type. Select a kind of attacks that can penetrate your resistance or a condition when it will not work; typical examples include attacks based on a specific subtype of the damage type you are resistant to (such as Fire if you are resistant to Disruption damage), weapons made of (or incorporating) certain materials (such as silver), damage caused by effects that are mundane (not from powers). or under particular circumstances (such as in daylight). You can take this power several times, each time you do, it applies to a separate damage type.

Varmint

Inherent

You are a primitive creature directed by some simple directive or instinct. You are immune to social interactions and thus to most stunts and powers targeting your Charm or Impress. You are unable to use Charm. If a stunt using either of these skills is made so that it would reasonably affect you, usually a physical trick, you can use Dodge as your defense.