Hephaestus To create that which will destroy.... How ironic

1
Requires Seasoned
The power to generate useful mundane items.
Used by Ashley Williams, Created by August.
( You must actively and obviously be using Industrial tools.)

The user slits their wrists and spends a moment, carving, etching, and shaping a piece of steel with her tools into what seems to be any object that she chooses to come into being. The observers see a gun just pop out of the iron residue of the blood. for firearms, the user motions their hands in a way that looks like the weapon is supposed to be held. For explosives, it simply appears when the user creates a ball-shaped cup in their hands.


Take a Severity-1 Injury and spend 1 minute. You must actively and obviously use Industrial tools to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You can create explosives, but they are limited in size to being no larger or more powerful than a satchel charge. You may create firearms.

Roll Dexterity + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • You may cause a created item to expire at will as a Free Action, destroying the item.

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Revision purchased with:
Revision purchased with:
Gift from dying in Pearl Diver spent on improving power: Hephaestus    (since refunded)
Revision purchased with:
Gift from dying in Pearl Diver spent on adjusting power: Hephaestus    (since refunded)

Community Power Gifts

You gain the following benefits at all times.

Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Being behind a bar is more than just making fancy drinks or cleaning glassware, it's about maintaining an atmosphere well into the night. When individuals get too rowdy after one too many drinks, Integrity is needed to cut off people and get them out of the bar, in spite of drunken insults or, worse, fights. It takes a lot of willpower to do this regularly, but with a bit of help...

You gain the following benefits at all times.

You get +2 dice to any Mind resistance rolls you make.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

Exert your Mind and spend an Action.

You can run at three times your normal movement speed for the next minute.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. You must actively and obviously use Raiper to activate this Effect. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Alertness at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 2. Armor is fully effective against this damage.

Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 damage will have their hair and clothes catch fire.

  • You can target yourself if you qualify as a valid target by the other requirements.

The memories of a man called The keeper of hell flashes into Diles mind.
"Is that me? my destiny? my duty?"
as the Chaotic thoughts rushed to his head he will start to laugh.
"Fate lies to me and told me I AM A LIE!"

Exert your Mind and spend an Action. Select a target within arm's reach. Roll Intellect + Occult Difficulty 6. The target may contest by rolling Body, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4.

Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Stock Power Gifts

Spend 30 minutes. You may only target yourself. The target can easily Resist.

You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

  • Specialized: You receive +2 dice to a particular non-combat, non-Effect Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.
  • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

Your alteration "heals" over the course of the next month, after which it is fully cured.

  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may not augment targets with pouches or implanted devices that are larger than they are.
  • Targets without Body ratings may have a maximum of 4 augmentations.
  • Example environments for adaptation: space, all saltwater, all fresh water, all water under 50 feet deep, all water deeper than 50 feet, the jungle, radioactive areas, a specific alien world, etc.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 4.

You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

This Effect cannot be used unless you are making a deal to exchange money for protection.

You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • You may suspend a targeted Offensive Power which will take effect when the oath is broken. The Power must be able to target all participants the oath indicates it could hit.
  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.

  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits as long as you are in werewolf form.

You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.

  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.