Momma Ettu has played more Games out of their home World than in it.
Games in home World: 4
Games in other Worlds: 7
They can only play in Games in their home World until that's where the majority of their Games have taken place.
She is 76 years old, and often appears as a grandmother type, with a knit sweater, grey neat hair and small purple hat (and a revolver in her purse).
Momma Ettu lives in The Illumination, a World where videos of the supernatural go viral every day.
Conditions are GM-assigned status effects.
Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and World leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained. For example, lycanthropy may be contagious in one World, but not another.
Circumstances describe your Contractor's situation in various Worlds.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
Momma Ettu is so persuasive, she can convince people they are being deceived by their own memories, and only Ettu can fill in the blanks. He words slot into the memories like lock and key, more often than not to minimize violence...
Exert your Mind, choose a target within 20 feet, and spend 2 Rounds activating this Power. Roll Charisma + Occult6, which the target can resist by rolling Mind, Difficulty 6. Successes determine the amount of detail and completeness of the memory alteration. Only a One Hour period may be altered at once. Difficulty
This power does not give you the ability to read the target’s mind, so the detail with which you can alter the target’s memory is limited to your knowledge of what they know. The period you are affecting is chosen either by time ("last friday night") or an event ("when the murder occurred").
Requires conversation and focus, but momma Ettu can add weight to her words.
Exert your Mind, spend an Action issuing your Suggestion to a target within 20 feet, and roll Charisma + Influence6. You must communicate your command. The target may resist by rolling Mind, Difficulty 6 as a Free Action. If you succeed, the target will follow your command for Outcome in minutes. Difficulty
Your command may be no more complex than Simple commands, mostly single word (sit, come here, run). Your command cannot be obviously self-endangering, destructive, or in violation of the target's Limits.
Working closely with the negative spirits she normally uses, she has finally refined a method of communicating to more friendly ones..
If she finds something she needs more information on, she can bury a coin and state it is an offering for the spirits, and a local spirit will enter the item to examine it, and whisper the information on the wind for momma ettu to hear.
Exert your Mind, target an object within 20 feet and spend 1 Minute examining it. At the end of the cast time, roll Perception + Occult6. The quality of the information you receive depends on your outcome, and the nature of the information depends on the Enhancements you have chosen. Difficulty
The number of information-revealing Enhancements attached to this power is limited to 2 for Novice Contractors, 4 for Seasoned Contractors, and 7 for Veteran Contractors. You may still take any number of other, non-informational Enhancements.
Momma Ettu makes a relaxing pot of tea, using an ecclectic mix of secrets she's picked up over the past decades.
Exert your Mind and spend 15 Minutes treating a specific Injury on your patient. Roll Wits + Occult10 - 3. Each Success reduces the Injury's Severity by one. If you can reduce its Severity to zero, the wound is fully healed. Otherwise, it is partially healed and stabilized, and it will heal the rest of the way at its natural rate. Difficulty
This Power is only effective on humanoid creatures, and you cannot target yourself.
You cannot target the same Injury more than once.
After her last surgery, she spent a brief time in a wheelchair, and in the games since, has been considering locomotion alternatives. She a series of blood rituals, her spiritual connection has been forged between her and a handy all-terrain electric wheelchair.
Cha + Occult to order it around.
Passive, always in effect.
Momma Ettu knows bad things happen to bad people, without fail. The balance always tips, and if her speaking a few words can help it along, so be it.
By merely mentioning that someone 'has it coming', on success, the target received the injury if they fail to notice the threat.
A root easily tripped across, a car they don't see coming on the street, even a freak small and seemingly completely random asteroid impact or lightning strike are all possible. This does not summon anything new, it just ensures something in the environment will hurt them in a 'freak accident' if they fail to notice it. If they pass it, they may or may not notice what they missed at all, or the failure to notice may reveal nothing, and an allies attack suddenly does extra damage to the target by a fluke...
It's just.. the *worst* luck.
Spend an Action, Exert your Mind, choose a target within 45 feet, and make a roll Cha + Influence, Difficulty 6. The target may use a Reaction to roll Perc + Alertness to notice and avoid the new, imminent, danger.
Damage dealt equals the difference between your attack roll's outcome and the resistance roll's (if one was made), plus 3.The target's Armor is Fully Effective.
Momma Ettu can verbally summon a 'Bogeyman' by verbally implying one is present and a danger, through story or statement like 'There's a bogeyman in these woods' or 'Ive heard bogeyman... " Etc.
Immediately after, a medium dog-sized, indistinguishable ball of teeth (think Stephen King's Langoliers) will appear from somewhere out of sight (behind a tree, or around a corner or something when possible, but directly behind them if no other options are available within 15 feet or so). They follow Ettu's lore given during the summons, although she can always change the story. They will always attempt to approach stealthed, and hunt as a predator would- lunging when the target is distracted, when they're spotted, or when they manage to get close enough to catch the target unaware- where they will promptly lunge at the targets throat or chest area.
Momma Ettu really enjoys placing it as a curse, in the style of a warning. "This is no place for you, if you hurt one more thing, the Bogeyman will surely get ya." (the target is aware they were cursed, just because of the intensity of her look, and somewhere deep down inside, everyone knows the bogeymen are real, and feel it coming. Whether it *finds* them spiritually and pop to this reality, is based on their actions and the curse.)
Bogeyman are notorious for being able to find you, no matter how far you run. (They can attempt to track people, somehow, despite lack of obvious eyes)
Spend an Action, Exert your Mind, and make a Difficulty 7 Cha + Influence roll. If you succeed, you summon a single minion. You may have [[maximum-minions]] active at a time. The minion lasts for an hour, has dog-level intelligence, and cannot communicate back to you.
Bogeymen are a tiny angry ball of teeth that normally spend their time eating 'bad' children who get seperated from their parents. To 'invoke' one, is simply to get the attention of one invisible nearby (on the 'other' side).
They materialize out of sight and run up (can be anywhere out of sight, even between your legs or in your backpack.)
Bogeymen have the following stats.
Attack (difficulty 6): 5
Stealth: 5 (3 dice pool +2)
Their bite does (successes to hit + 1) damage.
These stats are determined at Power creation, not at cast time.
Armored zip up jacket (1 pt) Purse: fur coat with hood heavy duty crocheting yarn Knitting needles tea kit snubnose revolver (concealed in purse) 5 quickloaders (to reload in a turn) Matches cloth face mask earplugs Firestarter ID credit cards
Molotov (Bottle of high proof gin and a extra rag) Tarp 2 lb Beef jerky 2 lb dried fruit cooking utensils heating pack nice small metal teapot 3 respirators 1 gas mask tea Fishing line and hooks chalk various books 1 flare gun, 8 flares 2 road flares water purification tablets 1 gallon water long thin ornate knife (for ritual use but no innate powers)
Artifacts are GM-created objects and equipment.
Examples of Artifacts include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Artifacts are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained.
10 Victories - 1 Losses
Remaining: 5 Exp. (Earned: 200 - Spent: 195)
Not like this!
Gladys strikes back! Boogeymen are awesome