Create Schticks (Action)

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Revision as of 15:44, 13 March 2008 by Starfox (talk | contribs) (Jury Rig)
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Heroic Action Role-Play


Cosmetic Artist

Limit Break

You are a master of cosmetics and style and can enhance or alter someone's appearance almost at will. Cosmetics need to be fresh to function and the effect of your efforts generally last for one scene. You need a kit about the size of a suitcase to perform your art, as well as access your client's wardrobe.

  • You can temporarily move up to three points from a subjects Charm skill to his Impress skill or vice versa.
  • Anyone attempting to use a disguise you helped create gains a bonus die on all Charm rolls, and can impersonate specific persons and other races or genders without wearing bulky clothes.
  • A makeup created for a specific social situation confers a bonus die in that situation. This can be dressing up for a date, TV interview, board meeting or other specific social situation.

Craftsman

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; you get a bonus die on any Tinkering rolls in your area of speciality, and anything you create is of at least Artwork construction without increasing the difficulty (a higher construction level still pays full cost).

Jury Rig

Stance

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 basic tools for Create tasks, including Tinkering.

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.