Difference between revisions of "Create Schticks (Action)"
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=== Magic Pockets=== | === Magic Pockets=== | ||
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− | You have the uncanny ability to always carry the right gear. At any time you can make a [[Create (Action)|Create]] roll to see if you just happen to | + | You have the uncanny ability to always carry the right gear. At any time you can make a [[Create (Action)|Create]] roll to see if you just happen to find the right thing stashed away. The difficulty depends on the oddity of the gear; everyday gear is automatic, specialized tools and gear you need for your adventuring career is difficulty 12, gear others need for their careers is 15, and out-of context gear that you could possibly have gotten your hands on is difficulty 18. You must also have some plausible way to fit the gear; you can take larger items out of your pickup than out of your pockets, and you can only try once in a particular situation. If a roll indicates you don't have it in your pocket, you just don't, but you could still have it in your car, or in your workshop, or in your friends workshop over on Westside. |
=== Medic === | === Medic === |
Revision as of 11:54, 10 June 2010
Heroic Action Role-Play |
Cosmetic Artist
Limit Break
You are a master of cosmetics and style and can enhance or alter someone's appearance almost at will. Cosmetics need to be fresh to function and the effect of your efforts generally last for one scene. You need a kit about the size of a suitcase to perform your art, as well as access to your client's wardrobe - or one suitable to the role portrayed.
- You can temporarily move up to three points from a subjects Charm skill to his Impress skill or vice versa.
- Anyone attempting to use a disguise you helped create gains a bonus die on all Charm rolls to maintain the role, and can impersonate specific persons and other races or genders without wearing bulky clothes.
- A makeup created for a specific social situation confers a bonus die in that situation. This can be dressing up for a date, TV interview, board meeting or other specific social situation.
Craftsman
Inherent
You have mastered one particular craft. This can be swordsmithing, woodcarving, painting, or any one pretty specific profession. In this you are a true master, able to craft extraordinary items of grace and quality; you get a bonus die on any Tinkering rolls in your area of speciality, and anything you create is of at least Artwork construction without increasing the difficulty (a higher construction level still pays full cost).
Jury Rig
Stance
You are a master of scrounging and improvising tools and parts. Hair pins and chewing gum work as well as tweeters and soldering in your hands. Tin foil, burned out light bulbs, and cans serve you as spare parts. As long as you can make entertaining technobabble about it, are effectively never without basic tools for Create tasks, including Tinkering.
Magic Pockets
Basic Action
You have the uncanny ability to always carry the right gear. At any time you can make a Create roll to see if you just happen to find the right thing stashed away. The difficulty depends on the oddity of the gear; everyday gear is automatic, specialized tools and gear you need for your adventuring career is difficulty 12, gear others need for their careers is 15, and out-of context gear that you could possibly have gotten your hands on is difficulty 18. You must also have some plausible way to fit the gear; you can take larger items out of your pickup than out of your pockets, and you can only try once in a particular situation. If a roll indicates you don't have it in your pocket, you just don't, but you could still have it in your car, or in your workshop, or in your friends workshop over on Westside.
Medic
Basic Action
You can save lives and help natural recovery. You can substitute the patient's Body with your Create skill, as long as the patient remains still. This can soak damage and help fight infections, poison, pathogens, and other dangers. You can also administer normal medical procedures and generally function as a qualified nurse.
Safecracking
Limit Break
There are some locks that are simply too tough for normal people to crack. No ordinary thief can break into a bank vault without explosives or a giant drill. But you are one of the few, the proud, who can talk to a safe and make it tick.
To stand a chance, you must have safe-cracking equipment of the same technological sophistication as the safe - or some substitute, such as an appropriate power.
Different safes set different difficulties for your Create rolls.
Safe | Difficulty |
Basic store safe, security locker | 10 |
Bank safe | 15 |
Bank vault | 20 |
Set Trap
Limit Break
You can set traps given the right equipment and circumstances. Typical traps are weapons, snares, and pitfalls. A weapon trap attacks with its usual damage value. A snare trap steals shots equal to the attack outcome; on an outcome equal to the targets Reflexes he is rendered helpless. A pitfall causes a normal fall.
When the trap attacks, make a Create roll against the Spot of the victim. A distracted or running victim uses his Mind instead of the Spot skill.
Security
Basic Action
You are familiar with security measures of all types: locks, alarms and traps. You can identify security installations once you spot them, and can use your Create skill to bypass or disable them. It is generally fairly easy to bypass security devices once they have been spotted. You need the proper tools for the job; a security kit can be stowed in a utility belt or small bag. If the security was placed there by another character with this schtick, use his Create skill as the difficulty.
Safe | Difficulty |
Basic security, typical home | 5 |
Advance security, typical commercial security | 10 |
High-grade security, typical bank office | 15 |
Basic store safe, security locker | 20 |
A failed roll means you need some new method, gear or information to bypass a lock. On an alarm or trap, it means that the situation escalated; you can try again, but a second failure indicates the device triggers.
This schtick does not cover any but the most basic safes; see Safecracking. It is possible to do this without the schtick, but all difficulties are doubled.
Surgeon
Limit Break
You can actually heal wounds and remove physical curses through surgery. Normally, this requires a complete surgical crew, specialized equipment and so on, tough in Action, you often have to work under much more primitive circumstances. After successful surgery, the patient has one Wound, but is cured of all other ailments.