Difference between revisions of "Create Schticks (Action)"
(Forensic Medicine) |
(→Professor: Merged with Kniow: Egghead) |
||
Line 25: | Line 25: | ||
You can save lives and help natural recovery. You can substitute the patient's [[Body (Action)|Body]] with your [[Create (Action)|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. | You can save lives and help natural recovery. You can substitute the patient's [[Body (Action)|Body]] with your [[Create (Action)|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 === | === Safecracking === |
Revision as of 09:07, 7 March 2008
Heroic Action Role-Play |
Forensic Medicine
Limit Break
The not-so-glamorous skill of examining bodies (mainly of the dead) to determine their medical history. Most often used in grim settings to determinethe cause of death and to investigate murder.
If you take the time to perform an autopsy, you can automatically identify the source of death and tell a lot about the dead person's last hours - level of activity, things he ate, if any violence was made upon him, if he had sex, things like that.
Identifying strange and/or unknown things may require a Create roll, but even a poor result will generally give you good clues.
Luck of the Fox
Execute a maneuver that draws chi energy from the world around you. You get an extra fortune point, that you must spend this round.
Magic Pockets
Inherent
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 have 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 9, gear others need for their careers is 12, and out-of context gear that you could possibly have gotten your hands on is difficulty 15. 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, like appropriate power. You must also be able to work in peace and quiet.
Different safes set different difficulties for your Crate rolls.
Safe | Difficulty |
Basic store safe, security locker | 10 |
Bank safe | 15 |
Bank vault | 20 |
This schtick cannot be improvised.
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.