Difference between revisions of "Create Schticks (Action)"
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Basic Action | Basic Action | ||
− | + | [[Transmute_(Action_Powers_Technique)#Deep_Pockets|Deep Pockets]] checks are routine. | |
+ | 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 could still have it in your car, or in your workshop, or in your friends workshop over on Westside - allowing new checks as you get to each of these locations | ||
=== Safecracking === | === Safecracking === | ||
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Limit Break | Limit Break | ||
− | You can set traps and alarms given the right equipment and circumstances. Alarms are fairly | + | You can set traps and alarms given the right equipment and circumstances. Alarms are fairly straightforward; they can be local loud alarms or remote, silent alarms depending on resources. Typical traps are weapons, snares, and pitfalls but they can also be built around powers you can use. A trap does damage equal to your [[Create (Action)|Create]]. A snare trap steals shots equal to the attack outcome; on an outcome equal to the targets [[Reflexes (Action)|Reflexes]] he is rendered helpless. A pitfall causes a normal fall. |
When the trap attacks, make a [[Create (Action)|Create]] roll against the [[Dodge_(Action)|Dodge]] of the victim, with the usual +3 bonus for being [[Recon_(Action_Powers_Technique)#Sneak|hidden]]. A trap can be found with [[Recon (Action_Powers_Technique)#Scan|Scan]] and is automatically found when using [[Transmute (Action_Powers_Technique)#Examine|Examine]]. Once found, traps are much less effective as there is no surprise bonus and targets can take trigger action defenses. | When the trap attacks, make a [[Create (Action)|Create]] roll against the [[Dodge_(Action)|Dodge]] of the victim, with the usual +3 bonus for being [[Recon_(Action_Powers_Technique)#Sneak|hidden]]. A trap can be found with [[Recon (Action_Powers_Technique)#Scan|Scan]] and is automatically found when using [[Transmute (Action_Powers_Technique)#Examine|Examine]]. Once found, traps are much less effective as there is no surprise bonus and targets can take trigger action defenses. | ||
− | === Signature | + | === Signature Item === |
Inherent | Inherent | ||
− | You have a piece of equipment that you are closely associated with, to the degree that it has become part | + | You have a piece of equipment that you are closely associated with, to the degree that it has become part of your persona. People associate you with this piece of gear, and you seem somehow naked or incomplete without it. This is a unique item, such as the sword bestowed upon you by your liege, the armor of your sacred order, the shotgun your grandmother bequeathed to you to hunt werewolves with, or the plane inherited from your dead war buddy. |
* You can own and operate this item legally even if it would normally be beyond your means, illegal, or require some special license. | * You can own and operate this item legally even if it would normally be beyond your means, illegal, or require some special license. | ||
* People also tend to not question your right to take it along; unless the GM makes a montage of how it is taken, the item stays with you. It can also pop up in the unlikeliest places seemingly on its own. | * People also tend to not question your right to take it along; unless the GM makes a montage of how it is taken, the item stays with you. It can also pop up in the unlikeliest places seemingly on its own. | ||
* It is harder to steal or disarm you of the item; it takes an Outcome equal to your [[Create (Action)|Create]] to do so. Even if it is stolen, it always crops up later - it is never permanently lost. | * It is harder to steal or disarm you of the item; it takes an Outcome equal to your [[Create (Action)|Create]] to do so. Even if it is stolen, it always crops up later - it is never permanently lost. | ||
− | * The item is tougher than normal, having a minimum [[Toughness (Action)|Toughness]] score equal to your [[Create (Action)|Create]]. If the item is naturally tougher than [[Toughness (Action)|Toughness]] 10, add the item's normal [[Toughness (Action)|Toughness]] to your [[Create (Action)|Create]] and subtract 10 to get the enhanced value. Even when seemingly destroyed, the item can always be repaired | + | * The item is tougher than normal, having a minimum [[Toughness (Action)|Toughness]] score equal to your [[Create (Action)|Create]]. If the item is naturally tougher than [[Toughness (Action)|Toughness]] 10, add the item's normal [[Toughness (Action)|Toughness]] to your [[Create (Action)|Create]] and subtract 10 to get the enhanced value. Even when seemingly destroyed, the item can always be repaired |
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=== Trapfinder === | === Trapfinder === | ||
− | + | Trigger Action | |
− | + | Whenever you or a team member within [[Reflexes (Action)|Reflexes]] meters of you are about to trigger a trap, you can use this as if it was [[Transmute_(Action_Powers_Technique)#Examine|Examine]] to find that trap and cancel the action that would have triggered the trap. |
Revision as of 11:24, 6 April 2018
Heroic Action Role-Play |
Architect
Inherent
You can plan and lead the construction of buildings, from hovels to places and large dungeons. You have an intuitive understanding of such projects, and can make educated guesses about where to find hidden chambers, where corridors lead and where to find rooms of a certain description. You can deduce where traps and defensive works should be placed, based on the use of different chambers.
When examining the plans of a building, you can deduce the location of such things as if you were actually there, looking for them. Any tasks related to building you could do without this schtick are Routine to you.
Artisan
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; Tinkering rolls in your area of specialty are Routine, and anything you create is of Artwork construction without increasing the difficulty (a higher construction level still pays full cost).
Demolitionist
Basic Action
You can use the Break Object and Demolish stunts as a Basic Action.
Engineer
Inherent
You are a master at finding technical solutions to practical problems. There is no practical problem that cannot be solved by building a device - tough it can sometimes take 10 years and a ten thousand workers to finish the project.
Create tasks that involve building or using machinery or devices to solve immediate practical problems are Routine to you. This can involve some Tinkering and Power Experiment projects. Engineer does not apply to asks governed by other Create Schticks, such as Security.
Jury Rig
Inherent
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 a toolkit for Create tasks, including Tinkering.
Magic Pockets
Basic Action
Deep Pockets checks are routine. 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 could still have it in your car, or in your workshop, or in your friends workshop over on Westside - allowing new checks as you get to each of these locations
Safecracking
Limit Break
You can break into the most advanced safes if you just have enough time. All Breaking & Entering difficulties are halved.
Security
Basic Action
You are familiar with security measures of all types: locks, alarms and traps. You no longer break or activate a device when you try a Breaking & Entering and Disable Mechanism stunt. This means you can try again.
Set Trap
Limit Break
You can set traps and alarms given the right equipment and circumstances. Alarms are fairly straightforward; they can be local loud alarms or remote, silent alarms depending on resources. Typical traps are weapons, snares, and pitfalls but they can also be built around powers you can use. A trap does damage equal to your Create. 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 Dodge of the victim, with the usual +3 bonus for being hidden. A trap can be found with Scan and is automatically found when using Examine. Once found, traps are much less effective as there is no surprise bonus and targets can take trigger action defenses.
Signature Item
Inherent
You have a piece of equipment that you are closely associated with, to the degree that it has become part of your persona. People associate you with this piece of gear, and you seem somehow naked or incomplete without it. This is a unique item, such as the sword bestowed upon you by your liege, the armor of your sacred order, the shotgun your grandmother bequeathed to you to hunt werewolves with, or the plane inherited from your dead war buddy.
- You can own and operate this item legally even if it would normally be beyond your means, illegal, or require some special license.
- People also tend to not question your right to take it along; unless the GM makes a montage of how it is taken, the item stays with you. It can also pop up in the unlikeliest places seemingly on its own.
- It is harder to steal or disarm you of the item; it takes an Outcome equal to your Create to do so. Even if it is stolen, it always crops up later - it is never permanently lost.
- The item is tougher than normal, having a minimum Toughness score equal to your Create. If the item is naturally tougher than Toughness 10, add the item's normal Toughness to your Create and subtract 10 to get the enhanced value. Even when seemingly destroyed, the item can always be repaired
Trapfinder
Trigger Action
Whenever you or a team member within Reflexes meters of you are about to trigger a trap, you can use this as if it was Examine to find that trap and cancel the action that would have triggered the trap.