Viewing Effect - Fabricate
Create generic, mundane items as needed

Create a Fabricate Power

Description

Given some time, you are able to create any generic, mundane object (not including firearms or explosives). The item lasts a short while, and the more generic the item, the easier it is to create.

System

Exert your Mind, choose a basic, mundane object that [[maximum-object-size]], and spend [[cast-time]] fabricating your object. Roll [[activation-roll]], with the Difficulty depending on the specificity of the created item. For example, "shirt" would be difficulty 5, "Police uniform" 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. Cannot create firearms or explosives.

Eratta

Created object must be common and generic, not unique, specific, or custom. For example you can create lockpicks but not specific keys, can make a book but not a specific book, or can make a painting but not a replica of a specific work.

Enhancements

Guncrafting (You may produce firearms.)

Sorcerer's Stone (You may create objects that are made of rare materials such as radium)

Promethius (You may craft explosives. When doing so, your rating in "Maximum Item Size" is considered two ranks lower, and the roll is always Difficulty 9.)

Eternium (You may create up to three items that do not expire after an hour.)
Once you have 3, if you make another item that doesn't expire, one of the existing three will expire. You can still create temporary items when you are maxed out on permanent ones.

Cantrip (This Power has no Exertion cost, but its level is capped at 2 Gifts, and it cannot be upgraded further)

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power at full cost and other times at no cost. This cannot be the same condition as the drawback "Conditional" as that would imply that the power is costless any time you can cast it.

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Specialized (Only affects a certain type of item.)
bullets, vehicles, etc
Traumatic (Make a Trauma roll when you use this power)
Scarring (You receive a Battle Scar when you activate this Power. If this Power is benign (e.g. healing), the target receives the scar.)
Exhausting (All Actions are -1 die after this Power ends. Lasts for either 24 hours, or the duration of this Power, whichever is greater.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Cast Time

Default Level: 1

Seasoned Threshold: 2

Veteran Threshold: 9

  1. 15 Minutes
  2. 1 Minute
  3. 2 Rounds
  4. 1 Action

Parameter - Maximum Object Size

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 5

Eratta: Objects that are bizarre shapes (such as rifles), should generally qualify for the container that fits them if they were chopped into pieces (within reason). A human being generally requires level four of this parameter.

  1. Fits Inside A Playing Card Box
  2. Fits Inside A Laptop Bag
  3. Fits Inside A Messenger Bag
  4. Fits Inside A Regular Backpack
  5. Fits Inside A Large Luggage Bag
  6. Fits Inside An SUV
  7. Fits Inside A Cargo Container

Example Powers