Item Schticks (Action)

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Heroic Action Role-Play

Dedicated Item

A item is especially effective against a certain kind of enemy. Often a "slaying" weapon or "warded" armor, but a dedicated item can potentially aid other values at the GMs discretion. Against the specified kind, the wielder adds +2 to damage or soak value. This is an increase to the items base value. It does not stack with the Enhanced item bonus, but does stack with effects that add additional damage. The targets chosen must be rather rare, such as a specific species. The dominant species of the setting (usually humans) is too broad and you must select a subcategory.

Enhanced Item

The item has been enhanced, which gives +1 to the damage of weapons or the protection value of armors. It can be applied to other gear only with the GMs permission and a similar benefit must be agreed upon. Enhanced Items cannot give a bonus to skill values. The enhancement can be based on some skill, special material, superlative manufacture, or most commonly, a power.

Focus Storage

Inherent

You can store the energy of being Focused and can be used once per session. This has no effect outside action scenes, but in action you can use a Limit Break without first Focusing. A variant of this stores the focus for one particular Limit Break and can only be used with that power/stunt/schtick. This allows that Limit Break to be used outside of combat without spending extra time on it. You can take this item schtick several times, with cumulative benefits.

Gimmick

Choose a Power that is a Limit Break when you take this schtick. You can use this power without being focused. However, it can only be used once and it then expended. You can replace the gimmick or recover the points invested in it, but this is easily done only at the end of the story - replacing it in play takes some effort. You can take this item schtick several times, gaining additional uses.

Intelligent

The item has an intelligence and can activate powers on its own, but unless it is also Sentient it lacks a personality and motivation. Each round, it has 3 shots of its own that it can use to activate its own powers on the user's command. This is not a true initiative roll and does not determine when the item acts; the item can expend shots whenever the owner's shot comes up. It uses its owner's skills and attributes when using its powers. An item is often both Intelligent and Sentient.

Luck Charm

The item holds a Fortune point, that you can use once per Story. You can take this item schtick several times, gaining additional uses.

Power Focus

Select one Power when you make the item; you can use this power while holding the item. This is generally a power related to the function of the item; a melee weapon focuses Melee Powers and so on. You cannot select an Inherent power, but in some cases your GM might allow you to take what is normally an Inherent power as a Stance. A power focus can be used any number of times. You can take this item schtick several times, selecting a different power each time.

Restricted Item

There are restrictions on who can use the item, that makes it hard to use when stolen. Restrictions are generally to a narrow group; the royal family, amazons of Kilkarach, the captain of the royal guard. A variant is an item that must be bestowed or gifted on a new owner to work for that owner. This is a cost because it increases the security of the item; it becomes harder to use the item against you if it is stolen.

Returning Item

This item has a tendency to return to its owner. It attaches itself to certain people and returns to them, either through the working of fate or, for appropriate items, by direct flight or teleportation. If you pay the point cost for such an item, it attaches itself to you and returns to you.

Set Item

Basic Action

The item has several sets of abilities it can switch between, or it is part of a set where you can only use one set of items at any time. This allows you to have two items with the same point cost, and to switch between them as a Basic Action. You can take this schtick several times, each time either creating an entirely new item set or adding a new alternate configuration to an existing set. All items sets have to be checked for style and balance by the GM. Daifu has a 4 item schticks invested in his flaming spear. On an adventure, he discovers that his flaming spear can change into a wind sword, another 4 schtick item. The ability to change this way costs 1 item schtick for both the flaming spear and winds sword, making both 5 schtick items.

Signature Item

Basic Action

The item is linked permanently to you. It has plot immunity; it cannot be permanently destroyed and whatever happens the item will always find its way back to you at the end of each story. The item is an integral part of your persona, and as a result you will be able to keep the item with you in situations where it would normally be highly inappropriate. You are Confident on any stunt to hide or interaction check to keep the item. When others try stunts to disable or make you lose the idem, they are Stymied. You do not gain any special advantages when using the item.

Telepathic

Inherent

The item forms a telepathic link to its owner(s). Owners are always aware of the items location and obvious events in its vicinity. An item that is Sentient can hold conversations and use persuasion against its owner. Who counts as owner depends on the item and can be up to three people.

Utility Item

A Weapon that has an additional Item Ability or that removes an undesired ability. You can take this item schtick several times, selecting a different Item Ability each time.