|Heroic Action Role-Play|
You can build, repair or design almost anything. If you are good, you are an inventor that can build or improve almost any machine or gizmo. If you are a beginner, you need blueprints and tools to work your "magic". What you can do depends on what design principles you are familiar with; an Egyptian priest-architect, Space Corps engineer, and a mage-smith of the Elven Empire work with very different principles, but they all create things. The Create skill defaults to Mind and an outcome matching this attribute will often result in a Setback on a Create stunt.
Use in Action
You can repair almost any object, given enough time and the right equipment. You can jury-rig from scrounged parts devices whose basic design is familiar to you. You can design and build new inventions, as long as you have the time, tools, parts, and can convince the GM that such a device is possible. These tasks are detailed under Tinkering, below.
You can recognize any technological device, and give an estimate of what it does and how well it does it. You can analyze structures and make educated guesses about their use, including the placement of traps and secret passages. You can recognize the works of others related to your background.
Grease monkeys gather in garages and greasy bars, and you fit right in among them. Other creators have their own social spots and networks, often inaccessible to those with less savvy. You also know suppliers for parts and customers who want to buy the finished product. In fact, some of these customers are probably adventurers, spies, and soldiers, who could give you a hand in any number of situations.
You notice and recognize technological devices anywhere. You can see which are dangerous and which are useful. You notice changes in construction that might indicate doors, traps, or other clues.
Create is linked to the forms of Force, Plant, and Technology.
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.
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.
Action assumes character with Create are handy in most fields, but in some settings it might be important to see which crafts you are skilled with. Choose one craft for each point of skill above 10 (minimum one). Your actual ability depends on your Create skill. Using these abilities with effect in adventures can require other schticks.
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.
- 8 Everyday gear
- 10 Specialized gear you need for your adventuring career
- 12 Gear others need for their careers
- 14 Cutting-edge gear, items that use Powers
- 16 Out-of context gear
- 18 True rarities, not including macguffins or plot objects
Deep Pockets is not an action, but the item is often in your pack and may require a Basic Action to get ready. You can only try once to see if you are carrying an item, but new rolls are allowed when you get access to things like your tool bag, your big-trunk vehicle, your house, your machine shop, or your secret lair - at least the last two also give you a hefty bonus.
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.
You can disable a mechanism such as a trap, bomb, or vehicle, making it inoperable and safe to handle.
You can break open normal locks, doors, widows, and similar everyday security devices.
This also governs computer security.
This requires an opposed Create roll against whoever installed the security (12 for normal professional security).
Each failed roll takes away one Advantage or gives the device one Advantage to use to resist your efforts.
Failing the check by a margin greater than your own Reflexes, you not only fail but also take a Hit of damage and set of a trap and may have destroyed the lock on the GMs whim.
Casual security, common for storage, early vehicles, and cheap housing only requires a success.
Professional security such as most house and business locks require an Outcome equal to the difficulty of the check. Each success that fails to get the required Outcome instead gives you an Advantage.
A safe or vault that requires a complicated process to unlock even with appropriate keys function as standard security, above, and also gains one Advantage for each attempt you make. The advice here is to use Action Advantage to counteract the Advantages the safe gets against you.
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.
You create an item that attempts to duplicate another item in looks if not in function. If the item is to have any function, you need a comparable working object to start with. You might also need appropriate tools and materials in order to create a fake. You also need to know what you are faking, either a very detailed description or a very similar objects, such as a document from the same office or another version of the car you are faking. You then need to pass a Create appropriate to the complexity of the object. Once all of this is resolved, you have a fake that will fool a casual inspection (Basic Action) unless they pass a Create, a Know check, or a check of the skill governing the use of the item.
Using fire-making tools to ignite an object is time-consuming. You automatically light an object intended to be lit, such as a torch, lantern, candle, or burning fuse. Other items require a Create check against their Body to lit, if they are capable of burning.
You can install a single Weapon Modification and use it once. Others can't use the modification at all.
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.
You search an area 1 meter square adjacent to you. You can find hidden objects, traps, secret doors, and the like with an opposed Create roll. You may also spot an enemy trying to Sneak, the difficulty is their Recon. You can only try and Search an area once, further rolls require Examination.