Difference between revisions of "Create Stunts (Action)"
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If the object is stationary relative to you, double the result of your Create roll. You may have to use other skills like [[Maneuver (Action)|Maneuver]] to get into such a position. | If the object is stationary relative to you, double the result of your Create roll. You may have to use other skills like [[Maneuver (Action)|Maneuver]] to get into such a position. | ||
+ | |||
+ | === Examine === | ||
+ | Basic Action Break | ||
+ | |||
+ | You search an area with a diameter equal to your [[Mind (Action)|Mind]], looking for hidden dangers and devices. 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 [[Recon_(Action_Powers_Technique)#Scan|Scan]] are obvious to an Examination. | ||
+ | You can also carefully hidden devices such as advanced traps and secret doors with an opposed Create check. | ||
=== Repair === | === Repair === |
Revision as of 09:53, 29 March 2018
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Heroic Action Role-Play |
- Main article: Action
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
Basic Action
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 try and disarm security measures of all types: locks, alarms and traps. You 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 are normally assumed to use improvised tools like hairpins for this, a proper security kit can be stowed in a utility belt or small bag and allows a retry (see below).
Safe | Difficulty |
Simple security, typical interior door or cabinet | 6 |
Basic security, typical home or small business | 9 |
Good security | 12 |
High-grade security, typical bank office | 15 |
Basic store safe, security locker | 18 |
Bank safe | 21 |
Bank vault | 24 |
Infamous bank vault | 27 |
Legendary bank vault | 30 |
A failed roll means you need some new method, gear or information to bypass a lock or trap. On an alarm or trap, it means that the situation escalated; you can try again, but a second failure indicates the device triggers.
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.
Examine
Basic Action Break
You search an area with a diameter equal to your Mind, looking for hidden dangers and devices. 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. You can also carefully hidden devices such as advanced traps and secret doors with an opposed Create check.
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.