Create Stunts (Action)

From Action
Jump to navigation Jump to search
ActionT4 logo
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.

Blueprints

Inherent

In most cases, the Create skill assumes you are jury-rigging on the top of your head, but if you have blueprints you can do much more impressive things. Appropriate blueprints give a +5 on Create tasks. Creating blueprints is difficult, but above all time consuming - this is not an adventure activity, it is something done as a long-time project. In many cases blueprints are mcguffins, thus allowing the impossible and be impossible to work without.

Craft

Inherent

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. Your actual ability depends on your Create skill. Crafts include such things as blacksmithing, whitesmithing, jewellry, carpentry, tailoring, and the like.

Craft Defense

Trigger Action (Defense)

When a Create stunt is made against you, you can defend. This adds +3 to the Create skill when used as the difficulty for the current shot. In a situation where shots are not counted, defending means you are not fully participating - you play defensive rather than engaging in the situation - which means you can't initiate actions or make stunts of your own. Craft stunts are usually directed against some kind of technological device, such as jamming against radar or radar, sand thrown to sabotage an engine, and such. To use this, you must be actively operating the machine the stunt is directed at.

Deep Pockets

Inherent

You can rummage through your pockets and pack to find various odds and ends you stashed earlier. 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, such as a welding torch in a medieval setting. This must still be possible becasue of planar travel or whatever.
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 may also give you a bonus.

Demolish

Limit Break

Make a Create roll against the Toughness of an object to destroy it utterly. Even on a failed result, you gain an Advantage.

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 may have to use other skills (like Maneuver) to get into position on a moving vehicle or similar difficult situation

Disable Mechanism

Basic Action

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 suffer a Setback which might mean you take damage or the device is permanently stuck.

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.

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.

Fake

Limit Break

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 check 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 against a difficulty equal to your Create.

Ignite

Limit Break or basic Action

Using primitive fire-making tools such as a sun glass, fire bow, or fling & steel 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.

If you have better fire making equipment, such as a [Gadgets_(Action)#Firepot|Firepot]], Slow Fuse, matches, a lighter, or similiar advanced fire making tools, this is a Basic Action.

One-Shot Mod

Limit Break

You can install a single Weapon Modification and use it once. Others can't use the modification at all.

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.

Search

Basic Action

You search an area with a 1 meter radius 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.