Difference between revisions of "Create Stunts (Action)"

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If the object is stationary relative to you, double the result of your Create roll.  You may have to use other skills like [[Maneuver (Action)|Maneuver]] to get into such a position.
 
If the object is stationary relative to you, double the result of your Create roll.  You may have to use other skills like [[Maneuver (Action)|Maneuver]] to get into such a position.
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=== Repair ===
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Limit Break
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Make a [[Create (Action)|Create]] roll against the [[Body (Action)|Body]] of a damaged item to restore it to full (if sometimes temporary) functionality. For personal gear, this is the  [[Body (Action)|Body]] they were designed for (usually the [[Body (Action)|Body]] of the user or wearer). This applies to relatively simple repairs, more complex tasks should use the [[Transmute_(Action_Powers_Technique)#Tinkering | Tinkering]] rules.

Revision as of 10:57, 22 May 2016

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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

Basic Action

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.

Breaking & Entering

Basic Action

You can try and disarm security measures of all types: locks, alarms and traps. You can use your Create skill to bypass or disable them. It is generally fairly easy to bypass security devices once they have been spotted. You are normally assumed to use improvised tools like hairpins for this, a proper security kit can be stowed in a utility belt or small bag and allows a retry (see below).

Safe Difficulty
Simple security, typical interior door or cabinet 6
Basic security, typical home or small business 9
Good security 12
High-grade security, typical bank office 15
Basic store safe, security locker 18
Bank safe 21
Bank vault 24
Infamous bank vault 27
Legendary bank vault 30

A failed roll means you need some new method, gear or information to bypass a lock or trap. On an alarm or trap, it means that the situation escalated; you can try again, but a second failure indicates the device triggers.

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.

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.