Kody Creighton's Power value does not match their spent Gifts! Power Value: 15 Spent Rewards: 14
Kody Creighton has overspent Experience Remaining: -2 Exp. (Earned: 210 - Spent: 212)
He is 28 years old, and often appears as burly, singed, and wild; tactical clothing and sunglasses, with large metalworking gloves tied with rubber bands.
Kody Creighton lives in Pilos, a setting that was like our own 50 years ago, but much has changed.
3 Alertness
0 Animals
3 Athletics
3 Brawl
5 Crafts
0 Culture
2 Drive
3 Firearms
1 Influence
1 Investigation
0 Medicine
5 Melee
1 Occult
1 Performance
0 Science
2 Stealth
2 Survival
3 Technology
0 Thievery
Circumstances describe your situation.
Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.
Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.
3 Rewards assigned
The surface of Kody’s hands is perpetually superheated to the temperature of an average fire, about 1800° F. His hands smoke, smolder, and cause the air around them to refract as it would in extreme heat.
Passive, always in effect. Unarmed attacks will do +3 more damage. The target's Armor is fully effective. With the right gloves, you are able to suppress the heat of your hands.
Kody gathers silica and dust from his surroundings, or a container he carries if needed, to make crude to high quality glass depending on the materials. Objects can be as big as a messenger bag.
Exert your Mind, choose a basic shape to create glass in, and spend one minute fabricating your object. You must make an intelligence + crafts roll, difficulty dependent on the specificity of the created item. For example, a baseball sized object would be difficulty 2, something around the size of a binder would be difficulty 5, and a spike the size of a man would be difficulty 9. The roll's outcome determines overall quality and how well the item fits the request. Created object lasts one hour.
The GM always has final say over the created object if a specific request is made.vCannot create firearms or explosives.
The power of Hephaestus forges Talaria once more! Jeremy Wesley commissioned Kody Creighton for these- masterfully made metal and leather shoes flowing with power, swirling, molten designs of fiery kinetic energy that allow Jeremy to leap into the air like the god who owns the original set. Million dollar shoes for a billion dollar man.
Spend an Action and Exert your Mind to jump to a Location within a maximum of [[jump-distance]].
Landing on horizontal surfaces is easy, but if the landing is precarious, you’ll need to make a Dexterity + Athletics roll to land/grab on safely. You can land safely when falling from twice your vertical height. After that amount, you take damage as normal.
If you are Encumbered, your range is halved. If you are too encumbered to walk, you cannot use this Ability.
Kody Creighton is forging himself in flames. Now at Seasoned, he and anything on his person is completely resistant to fire. Additionally, Kody can passively start torch-size fires within 20 feet, using the energy from a handheld lighter. He snaps it open and lights it, but the flame inexplicably appears in a targeted area instead. The flames snap, crackle, and pop like chitin splintering with the faint sound of cicada song.
Exert your Mind and spend an Action to create or extinguish a fire as large as A torch's flame (2 Damage per round) at a Location or on any target within Arm's Reach. These fires are mundane, and require fuel and oxygen to burn. Fires the size of a lighter or candle flame can be created or extinguished without Exerting your Mind.
Lighting a creature on fire deals A torch's flame (2 Damage per round), starting the round after the first. Armor reduces this damage, but is likely to be damaged or destroyed after one or two rounds. Fires may be extinguished by the target if they spend an Action and roll Dexterity + Athletics, Difficulty 8.
Kody takes off his gloves and is able to melt two sides of a broken object, even if it shouldn’t be able to melt, and then put them together. If it’s something intricate, he may hold it in his hands to completely melt the object down and then let it cool to a repaired state. The glow from the heat of the objects in their state of repair matches Kody’s molten glass eyes in color and intensity, as both flare in sync.
Roll Dexterity plus Crafts to repair a mundane object. After 10/Successes minutes, it is repaired back to a functional state. If you fail the roll, use 1 as your Outcome when determining Cast Time, after which you realize you cannot repair the object. Kody must only have his hands.
Cannot be used on an object larger than an SUV, and more than half of the target object must be present to repair it. This Power is not obviously supernatural.
Kody is able to conjure a glass eye that may be rolled or placed up to 1000 feet away. The eye has a normal range of vision/hearing and he is able to see and hear whatever it sees and hears.
Spend an Action and Exert your Mind to place a glass eyeball. You may have at most 1 eye running concurrently. You can hear and see through the glass eye as though you were standing at its location.
The Ward requires your full attention to monitor, and it can be detected and destroyed through mundane means.
Kody’s been strong since before he started Contracts; blacksmith and heavyweight champions’ blood, trained and tempered in his forge. Embarrassment is as good a fuel as any. Kody healed up from the last mission after being knocked out of his senses in a fight, held the summit with Jeremy, and is preparing for war. Mundanely strong isn’t cutting it anymore.
Passive, always in effect. 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 Power activations).
A given Contractor may have a maximum of one Mythic attribute. This Power can only be taken by Contractors who have purchased the fifth level of Brawn.
Range isn’t a bad thing. Don’t get Kody wrong- it can be more effective, it’s easier sometimes, it doesn’t put gaping maws of teeth and acidic drool in your face. But Kody’s best work is hands-on. He needs you to be a little closer…
Kody pulls chains out of his bag, pulling them through his blistered, ungloved hands as they spill out. The heat catches quick; the metal glows red and is slung at the target, wrapping around their body link by link. He smiles and begins to pull.
Spend an Action, Exert your Mind, and roll Brawn + Brawl6 to Restrict a target within 20 feet. The target may contest this by rolling to dodge or Defend (as for an attack with a thrown weapon) as a Reaction. Success fixes the target in place at their location, although they still can move their arms, use Powers, etc. Difficulty
The target may attempt to break free by making an attack against their bonds at +1 difficulty. Breaking the binding requires an amount of damage equal to double the initial Outcome. Damage from multiple attacks is cumulative and stacks linearly. Other individuals may also damage the binding by attacking it at +1 difficulty.
Trophies are special objects and equipment.
Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.
Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.
Kody Creighton is the son of two competitive weightlifters, and the grandson of a metalworker. He liked the fire and shaping of metalworking but discovered later on that glassblowing was his true calling, eventually becoming so determined to create his magnum opus that he caught the attention of the Harbingers.
Through the jobs he has met Alexis Veir and Edward Grimm, both of whom he now immensely cares about- a glass sculpture of the three of them will eventually be his ultimate creation. He continues to go on contracts to gain inspiration, protect his boyfriend and unofficial child, and obtain the powers that will allow him to better do both of the aforementioned goals.