Difference between revisions of "Create Stunts (Action)"

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=== Break Object ===
 
=== Break Object ===
Basic Action
+
Limit Break
  
 
Make a [[Create (Action)|Create]] roll against the [[Toughness (Action)|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 (Action)|Maneuver]]) to get into position.  
 
Make a [[Create (Action)|Create]] roll against the [[Toughness (Action)|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 (Action)|Maneuver]]) to get into position.  

Revision as of 13:57, 5 April 2018

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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.

Breaking & Entering

Basic Action

You can break open normal locks, doors, widows, and similar everyday security devices by destroying them. This requires an opposed an opposed Create roll. Typical difficulties depend on where the security is and whether it is a locale that is accessible or a vault that requires a complicated process to enter.

8 Improvised security
10 Home security
12 Basic business security
14 Good business security
16 State-of-the-art security
20 Basic safe
28 Advanced safe
36 Bank vault

Breaking & Entering destroys the lock, making it impossible to try again. If you roll half the difficulty or less, you do not manage to destroy the lock but you still cannot try again.

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

Limit Break

You can disable a mechanism such as a trap, bomb, or vehicle, making it inoperable and safe to handle. This requires an opposed Create check. If you fail the check, you have encountered a difficulty. You can try to Disable Mechanism again, but if this second check also fails, the device is triggered, usually with bad results, particularly with a bomb or alarm. The difficulty is the same as Breaking & Entering.

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.

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.