Difference between revisions of "Create Schticks (Action)"

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Basic Action
 
Basic Action
  
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 9, gear others need for their careers is 12, out-of context gear that you could possibly have gotten your hands on is difficulty 15, and true rarities are difficulty 18 and up. 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.
+
[[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 straightforard; 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.  
+
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 Gear ===
+
=== Signature Item ===
 
Inherent
 
Inherent
  
You have a piece of equipment that you are closely associated with, to the degree that it has become part f 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 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
 
 
=== Stylist ===
 
Limit Break
 
 
 
You have knowledge of fashions of your time and understanding of what can be worn when and to provoke which reaction. This lets you make a dress and toilette for every occasion, and also gives you the savvy to dress oddly without causing a scandal. You have the presence and fame to create fashion trends. You are notorious in fashionable circles. This most commonly applies to dress and toilette, but it can apply to art, architecture, cuisine and other cultural traits as well.
 
 
 
You can take a Limit Break to dress up or spruce up an outfit.
 
 
 
*You can temporarily exchange a subjects [[Charm (Action)|Charm]] and [[Impress (Action)|Impress]] skill, changing the impression they make on others. Only the values used for skill rolls change; the subject still uses his normal values as defense against stunts. This lasts for a couple of hours or until the target chooses to end the effect.
 
*Anyone attempting to use a [[Charm (Action)#Acting & Disguise|disguise]] you helped create treat [[Charm (Action)|Charm]] rolls to maintain the role as [[Actions_(Action)#Confident_Roll|Routine]], and can impersonate specific persons and other races or genders without wearing bulky clothes.
 
*A makeup created for a specific social situation makes that situation [[Actions_(Action)#Confident_Roll|Routine]]. This can be dressing up for a date, TV interview, board meeting or other specific social situation, generally no more than a scene in length. This only applies to the situation as it was expected to develop; if the interview turns into a hostage drama this bonus no longer applies.
 
  
 
=== Trapfinder ===
 
=== Trapfinder ===
Inherent
+
Trigger Action
  
When you [[Recon_(Action_Powers_Technique)#Scan|Scan]] for traps, you get a +3 modifier.
+
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

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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.