Difference between revisions of "Create Stunts (Action)"

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You search an area with a diameter equal to your [[Mind (Action)|Mind]], locating hidden devices with an opposed Create check. Typical things you find are traps, alarms, surveillance equipment, and secret doors.
 
You search an area with a diameter equal to your [[Mind (Action)|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 [[Recon_(Action_Powers_Technique)#Scan|Scan]] are obvious to an Examination.
 
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 [[Recon_(Action_Powers_Technique)#Scan|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.
  
 
=== Focused Creation ===
 
=== Focused Creation ===

Revision as of 09:31, 7 February 2020

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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
16 Cheap safe
20 Basic safe
24 Advanced safe
28 Bank vault
32 Impenetrable 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.

Deep Pockets

Basic Action

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

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. 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.

Focused Creation

Inherent

You can perform a Limit Break with a Create stunt, schtick, or power as if you were focused.

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.