Create Stunts (Action)

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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

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.

Craft

Inherent

Action assumes character with Create are handy in most fields, but in some settings it might be important to see which crafts you are skilled with. Choose one craft for each point of skill above 10 (minimum one). Your actual ability depends on your Create skill. Using these abilities with effect in adventures can require other schticks.

Deep Pockets

Inherent

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

Deep Pockets is not an action, but the item is often in your pack and may require a Basic Action to get ready. You can only try once to see if you are carrying an item, but new rolls are allowed when you get access to things like your overcoat of many pockets, your tool bag, your big-trunk vehicle, your house, your machine shop, or your secret lair - at least the last two also give you a hefty bonus.

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

Basic Action

You can disable a mechanism such as a trap, bomb, or vehicle, making it inoperable and safe to handle. You can break open normal locks, doors, widows, and similar everyday security devices. This also governs security in virtual worlds, such as computer networks or astral space—the locks look different but the basic function is the same. This requires an opposed Create roll against the device's difficulty and an outcome equal to that same number. Each success that fails to get the required Outcome gives you an Advantage. Each failed roll takes away one Advantage or gives the device one Advantage to use to resist your efforts. Failing the check by a margin greater than your own Reflexes, you not only fail but also take a Hit of damage. This only hinders your efforts, not those of another. Typical difficulties depend on where the security is. Casual security, common for storage, lockers, and cheap housing has a difficulty equal to half the creator's Create. Standard security such as most everyday locks has a difficulty equal to the creator's Create . A securely locked vault or safe that requires a complicated process to enter has twice the creator's Create.

4 Improvised security
5 Chest of drawers
6 Car door lock
7 Vehicle ignition lock
8 Vehicle steering lock
8 Padlock
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

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. A roll is only required against a particularly well hidden thing, such as a trap or hidden passage part of the original construction of the area.

Fake

Limit Break

You create an item that attempts to duplicate another item in looks if not in function. If the item is to have any function, you need a comparable working object to start with. You might also need appropriate tools and materials in order to create a fake. You also need to know what you are faking, either a very detailed description or a very similar objects, such as a document from the same office or another version of the car you are faking. You then need to pass a Create appropriate to the complexity of the object. Once all of this is resolved, you have a fake that will fool a casual inspection (Basic Action) unless they pass a Create, a Know check, or a check of the skill governing the use of the item.

Ignite

Limit Break

Using fire-making tools to ignite an object is time-consuming. You automatically light an object intended to be lit, such as a torch, lantern, candle, or burning fuse. Other items require a Create check against their Body to lit, if they are capable of burning.

One-Shot Mod

Limit Break

You can install a single Weapon Modification and use it once. Others can't use the modification at all.

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.