Keith Nightly
“Rock on, my Brothers and Sisters!”

A 5-Victory Novice Contractor played by shotgunwizard22 in The Contract Play-by-Post

Keith Nightly is a Wandering Musician who will risk his life to Become the Avatar of Music.

He is 22 years old, and often appears as A guy with shaggy brown hair, blue eyes, a Hawaiian shirt, cargo pants and sunglasses, carrying a red Keytar.

Keith Nightly lives in Illuminated Earth - The Contract Game Play Server, a setting where videos of the supernatural go viral every day.

His journal has 8 entries.

Attributes

Brawn

3

Charisma

6

Dexterity

4

Intellect

2

Perception

1

Abilities

3 Alertness

0 Animals

2 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

2 Influence

2 Investigation

2 Legerdemain

1 Medicine

3 Melee

0 Occult

2 Performance

0 Science

2 Stealth

1 Survival

0 Technology

5 Music

(Tap for Combat reference)
Initiative: 0 dice
Movement: 0 feet
Dash: 0 feet
Perception + Alertness: 0 dice

Injuries

1
Eaten
2
Zombie Bite
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Keith Nightly has no Battle Scars)

Body 7

Penalty

9 Mind

0
Miffed
0
Agitated
Bruised
0
Distracted
Hurt
-1
Rattled
Injured
-1
Worried
Wounded
-2
Alarmed
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Atrocities
Anguish
Capture

Traumas

(Keith Nightly has no Traumas)


Soul


Assets And Liabilities

Assets
+1 Beautiful: Rolls affected by physical appearance are at -2 Difficulty, and social interactions should be role-played accordingly.
+1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
Sharpened Sense: Hearing
+1 Oblivious: Requires a Perception rating of 1. All Trauma rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Power activation.
Liabilities
-1 Deep Sleeper: You are -2 dice on all rolls if you get less than 8 hours sleep, and are likely to sleep through all but the most jarring events.
-2 Forgetful: You must roll Mind Difficulty 6 in order to remember any details, locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc… If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.

Conditions

Conditions are GM-assigned status effects.

Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and Playgroup leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained. For example, lycanthropy may be contagious in one Playgroup, but not another.

Circumstances

Circumstances describe your Contractor's situation in various Playgroups.

Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.

Powers

Keith Nightly’s music comes alive and forms a barrier to defend him as he plays, letting none disturb the jam session of him and his band mates

Uses Music


Exert your Mind and spend an Action to activate. You must actively and obviously use Musical Instrument to activate this Effect. Roll Charisma + Performance at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The Barrier will fall if you are interrupted, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.

Keith Nightly was born to play, and his every lyric and every note carries with it an unstoppable wave of raw emotion possessed by only the most passionate of artists.


You gain the following benefits at all times.

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

You also gain the following effects:

  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.

  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.

Keith Nightly plays a musical instrument, and the heart and soul poured into his performance sways his target to fulfil a subliminal message put into the music.

Uses Music


Exert your Mind and spend at least one Action to activate. Select a Sapient target within 20 feet. You must actively and obviously use Musical Instrument to activate this Effect. Communicate a command to your target. Roll Charisma + Performance 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 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-endangering or 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.

You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.

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

Keith Nightly starts to play a song, and the sheer awe generated by his performance makes it difficult to approach him.

Uses Music


Exert your Mind and spend an Action to activate. You must actively and obviously use Musical Instrument to activate this Effect. Roll Charisma + Performance at Difficulty 6.

Create a repulsion field which extends out 15 feet from you in every direction, and lasts for the next minute. Any Animate targets within the field cannot move any closer towards you. If they were within 15 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.

You must maintain Concentration during this Effect.

You must remain standing in the same location while this Effect is active. Moving to a new location will interrupt your Concentration and end the Effect.

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

Keith Nightly is a master of the Keytar, and as such has learned both its intended and improvised uses. His proficiency with it as a weapon mostly comes in handy for fending off muggers.


You gain the following benefits as long as you are engaged in combat with Keytar.

Your attacks with Keytar deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Keith Nightly grabs an instrument and pours his soul into a rockin' jam session, letting out a sonic blast so powerful it disorients his target and can rupture organs.

Uses Music


Exert your Mind and spend an Action to activate. Select a target within 45 feet. You must actively and obviously use Musical Instrument to activate this Effect. Roll Charisma + Performance 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 3. Armor is fully effective against this damage.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

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

Equipment

Max Encumbrance: 0 pounds.

Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

On Person

  • Cargo Pants
  • Hawaiian Shirt
  • Reinforced Leather Jacket and Boots (+2 Armour)
  • Wallet
  • Keys
  • Smartphone
  • Keytar

Purple Jansport backpack

  • Water Bottle (1 litre)
  • Wrapped Up Burrito
  • Toiletries kit
  • First-Aid Kit
  • Duct Tape
  • Lockpicks
  • Sealskin (Extreme Cold Resistance, Waterproof)
(Click to toggle Weapons reference)

Trophies

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 Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.



Contractor Timeline

5 Victories - 0 Failures
Remaining: 8 Exp. (Earned: 180 - Spent: 172)
An itemized record of every Contract, Gift, Improvement, and Experience changes

Journal

Latest 3 of 8 entries

Homecoming King

Me, Bu and Mako got back to Jules's mansion and, whaddya know, apparently we've been gone ages. Something weird was going on with that gig, man, wildest ride I've ever been on. Anyway, a few days later, Jules gathers eveybody, and I mean everybody in the mansion all together, and tells us there's gonna be a few changes to how we do things. Namely, that the mansion is gonna get transported to a parallel universe. Now man am I surprised by this, but hey, not like it matters where I go long as I got a roof over my head and an instrument in my hands, so I figure I can roll with this. Still staying at Jules's place now, but the crazy thing is, in this dimension we ended up in people apparently know all about the Supernatural. Sure hope I can find some rocking inspiration for my music, cause there's some crazy stuff out here. Other news, I'm still getting better at doing my thing, almost done with my new single, too, gonna be a chart topper, I can feel it in my Keytar. Started getting allowed into parties, too, so I figure people must be starting to recognise me, at the rate I'm going the whole country's gonna know the name Keith Nightly by the end o' the year! Sure hope I can pay Jules back for all he's done for me, real kind of him to let me stay at his place, and I sure am glad Conner invited me.

Party Time!

It was a wild night once Keith got back to the party, Jules handed him some kind of ring which caused his wounds to heal faster, leaving him whole in a matter of hours, while Mary Alice used some kind of crazy nanite tech to cause his arm to just sort of... reattach. After that was done, he finally got to meet all the rest of the residents and even participate in a few of the games. Overall, a pretty fun time, even when the 'eating contest' sort of just became an impromptu feast, most everyone showing up to participate or judge, as far as Keith could tell. Jules seemed to have some kind of troubled past or something, he looked pretty torn up inside when Keith assumed that the Grace girl was his, but hey, wasn't Keith's place to pry. Keith's mangled arm took about a week to fix, but by the end of it he could play again like nothing had happened, and really, that was what counted the most in Keith's eyes. He'd have to get Mary Alice a thank you of some kind, maybe a cameo on a future song? Whatever it was, it'd need to be big, to convey how much it meant to him. Jules said he could stay so long as he helped out, and really, that was probably all Keith needed to hear. After so long wandering, he finally had a place from which to go on his dream job and make music.

Falling Angels

Conner let me stay with him, after grabbing a couple statues to make into a club. He seemed to think we worked good together, and I'm not inclined to disagree with a man who makes buildings cry. Ended up taking me to this real nice mansion owned by some guy he knows called Jules, let me sleep by the gates until he came back, and then I got offered a job, entertainment for the guy at a party he's holding soon. Naturally, i took the job, and boy is it looking to be worth it. had plenty of time to work on 'The Viper' too, looking like it's gonna be ready for full release soon, and I even got started on my new piece -  'Falling Angels'. Seeing Conner in action really gave me some good inspiration, though I should probably diversify from all the snake dudes I hang out with, musics starting to feel a bit chained, y'know? Anyway, found out I can still do that barrier thing, just need to play my Keytar and a dome of sound pops up, the music really flows in their and shields me. Great acoustics, too, perfect for if I want a private Jam Session, though I should probably stick to Jules's Ballroom. kept the seal skin, too, thing is really cozy, not even the fancy sheets here can match up to it. Makes me wonder who left it in their tub, but eh, all's fair, not like I'm the one in trouble.