Create (Action)

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Heroic Action Role-Play

You can build, repair or design almost anything. If you are good, you are an inventor that can build or improve almost any machine or gizmo. If you are a beginner, you need blueprints and tools to work your "magic". What you can do depends on what design principles you are familiar with; an Egyptian priest-architect, Space Corps engineer, and a mage-smith of the Elven Empire work with very different principles, but they all create things. The Create skill defaults to Mind and an outcome matching this attribute will often result in a Setback on a Create stunt.

Use in Action

You can repair almost any object, given enough time and the right equipment. You can jury-rig from scrounged parts devices whose basic design is familiar to you. You can design and build new inventions, as long as you have the time, tools, parts, and can convince the GM that such a device is possible. These tasks are detailed under Tinkering, below.

Knowledge

You can recognize any technological device, and give an estimate of what it does and how well it does it. You can analyze structures and make educated guesses about their use, including the placement of traps and secret passages. You can recognize the works of others related to your background.

Contacts

Grease monkeys gather in garages and greasy bars, and you fit right in among them. Other creators have their own social spots and networks, often inaccessible to those with less savvy. You also know suppliers for parts and customers who want to buy the finished product. In fact, some of these customers are probably adventurers, spies, and soldiers, who could give you a hand in any number of situations.

Perception

You notice and recognize technological devices anywhere. You can see which are dangerous and which are useful. You notice changes in construction that might indicate doors, traps, or other clues.

Create is linked to the forms of Force, Plant, and Technology.

Stunts

The most important Create stunt is Tinkering, a whole complex of rules covering almost any build or repair situation, but there are other stunts you can do using Create. These stunts assume you have (or improvise) the relevant tools for the job.

Break Object

Limit Break

Make a Create roll against the Toughness of an object to break it. To do this, the object must be stationary relative to you; you may have to use other skills (like Maneuver) to get into position. You need appropriate tools to break an object this way (this can be another power with the GM's approval) and, depending on the tools used, you usually need to be adjacent to your target as well.

Breaking & Entering

Basic Action

You can break open normal locks, doors, widows, and similar everyday security devices by destroying them. This requires an opposed an opposed Create roll. Typical difficulties depend on where the security is and whether it is a locale that is accessible or a vault that requires a complicated process to enter.

8 Improvised security
10 Home security
12 Basic business security
14 Good business security
16 State-of-the-art security
16 Cheap safe
20 Basic safe
24 Advanced safe
28 Bank vault
32 Impenetrable vault

Breaking & Entering destroys the lock, making it impossible to try again. If you roll half the difficulty or less, you do not manage to destroy the lock but you still cannot try again.

Deep Pockets

Basic Action

You can rummage through your pockets and pack to find various odds and ends you stashed for later. An item found this way cannot be so large that it would not fit in what you are currently wearing. The difficulty depends on the type of gear.

10 Everyday gear
12 Specialized gear you need for your adventuring career
14 Gear others need for their careers
16 Cutting-edge or magical gear
18 Out-of context gear
20 True rarities, not including macguffins or plot objects

Demolish

Limit Break

Make a Create roll against the Toughness of an object to destroy it utterly. Even on a failed result, the Toughness of the object is reduced by one.

You need appropriate tools to demolish an object (this can be another power with the GM's approval) and, depending on the tools used, you usually need to be adjacent to your target as well.

If the object is stationary relative to you, double the result of your Create roll. You may have to use other skills like Maneuver to get into such a position.

Disable Mechanism

Limit Break

You can disable a mechanism such as a trap, bomb, or vehicle, making it inoperable and safe to handle. This requires an opposed Create check. If you fail the check, you have encountered a difficulty. You can try to Disable Mechanism again, but if this second check also fails, the device is triggered, usually with bad results, particularly with a bomb or alarm. The difficulty is the same as Breaking & Entering.

Examine

Limit Break

You search an area with a diameter equal to your Mind, locating hidden devices with an opposed Create check. Typical things you find are traps, alarms, surveillance equipment, and secret doors. You automatically find all things a normal Recon roll can find - normal concealed objects, improvised traps, doors, and other things that could be found with a quick Scan are obvious to an Examination.

Focused Creation

Inherent

You can perform a Limit Break with a Create stunt, schtick, or power as if you were focused.

Repair

Limit Break

Make a Create roll against the Body of a damaged item to restore it to full (if sometimes temporary) functionality. For personal gear, this is the Body they were designed for (usually the Body of the user or wearer). This applies to relatively simple repairs, more complex tasks should use the Tinkering rules or is simply hand-waived between adventures.