Create a Tools at Hand Power
You have some manner of access to a set of tools or the equivalent functionality at all times, without adding to your encumbrance.
Passive, always in effect. You have access to the functionality of [[tools]] (a specific category of Device chosen at Power creation). Note that this covers the functionality of the tools and does not grant you the tools as objects themselves. You cannot use this Power to satisfy the requirements of the Focus Drawback.
This power can only replace mundane tools. As a rule of thumb, this power should not replace more tools than one could carry in a toolchest. It may not replace weapons by default (though certain tools can be used as makeshift weapons with normal effectiveness).
(You may replace weaponry with this Power. Be sure to name the subclass of weaponry: firearms, melee weaponry, etc.)
(Your tools can be shared with teammates.)
- Not required if you have chosen the Unique Focus Drawback.
(You are able to produce cordage, fastening tape, or adhesive that can be used and left laying around. Limit to roughly 500m per day)
(Using this Effect requires a specific kind of item.)
- Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
- Unique Focus
(This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
(This Power is no longer passive. Spend an Action and Exert your Mind to activate it for one hour.)
(This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
- The condition must be significant. Subject to GM approval.
(Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
- This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.
No Example Powers Yet