They are 38 years old, and often appears as A big brute of a man, with a bead necklace, long hair, and prominent features.
Antonio (The Bull) Deltauros lives in Modern Earth, a world .
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 describe your Contractor's situation in various Playgroups.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
The great coyote spirit is a master shapeshifter, and Deltauros won his ability in a bet, over how far they could throw a white man.
You may transform into one of up to [[number-animals]] non-human, non-flying creatures. These creatures may be aesthetically supernatural but cannot bestow any supernatural abilities. They must have analogous stats to an extant, living, mundane animal. You do not have access to any of your Powers while transformed.
Exert your Mind and spend an Action transforming into one of the following creatures: Dog, (medium size German Shepard mix), golden eagle.. You remain transformed for up to one hour and may end the effect at will.
Your Injuries persist between forms, with potentially lethal results.
You should record the Attributes and Body score of your chosen creatures when you take this Power. Otherwise their stats are at the GM's discretion. You adopt the new form's Attributes (other than Intellect) and Body rating.
Channelling the power of the great porcupine spirit infuses him with the durability to absorb almost any blow, covering him in 6" razor sharp spines and hard bony plates over his skin.
He can tense his body up to extend the quills out, while retracting himself into a tighter ball.
You have 4 Armor, which reduces incoming damage from physical attacks. Armor from multiple sources does not stack. Passive, always in effect.
Coyote form is clever, but occasionally too impulsive for his own good.
Exert your Mind and spend an Action transforming into Humanoid Coyote with glistening fur. You must spend up to 30 minutes in your alternate form. You may end your transformation at will.
You have access to all of your Powers when you are Humanoid Coyote with glistening fur. Restricting other powers to your alternate form is a valid use of the Conditional drawback. Your Battle Scars are still present in your Alternate Form.
Coyote spirit, master of illusion and deception
Exert your Mind, spend an Action, and make a Wits + Influence6. The Difficulty depends on the complexity of the intended illusion and is at the GM's discretion. Success allows you to generate a visual illusion that is No larger than an SUV and is attached to either a target or a Location. The illusion will remain in place for 1 Hour. Difficulty
This illusion may have moving parts, but they will stick to a fixed, predetermined, simple motion unless you maintain concentration in order to "puppeteer" them. If it is attached to a target, it will follow them when they move, but otherwise cannot move to a new location on it's own. Making them engage in complex, spontaneous interaction with the real world may require additional rolls.
Upon observing an active illusion, a person can make a Mind roll, difficulty 7. If their Outcome is greater than the Outcome on your initial roll, they realize they are viewing an illusion, though it will still be visible to them for the duration. If they investigate the illusion and notice it is non-corporeal or otherwise behaves in a bizarre manner, they conclude it is an illusion without a roll.
An illusion can show any image that fits the size restriction, but it cannot create a direct replica of an existing living being, and it may only affect a person's sense of sight, not hearing, smell, taste, touch, or other senses.
Illusions cannot be used as attacks. For example, you cannot create an illusion of the sun to blind people.
Though mildly poisonous, the concern is actually the physical design, and the way the spines work their way deeper with each movement.
Exert your Mind, choose a target within Arm's Reach, and roll Wits + Occult6 as a Committed Action. The target may roll Body, Difficulty 6 as a Free Action to resist. Difficulty
If you succeed, the target takes a Severity 1 Injury that is not stopped by Armor. This Injury will worsen in Severity by 1 level every 10 minutes. The target begins experiencing noticeable symptoms immediately. If the target is cured, the Injury remains but does not worsen.
The target or anyone who examines them may roll Wits + Animals6 as a Committed Action to diagnose their affliction and determine how to treat it. The target may be cured by Remove every spine fragment. Difficulty
If this Injury would kill the target, they may roll a single die, Difficulty 6. If they succeed, they survive and are cured.
The trickster fox has a masterful skill with a bow- though easily surpassed by the raw skill of others.
Passive, always in effect. Successful attacks with bows and arrows will do +0 more damage. The target's Armor is Reduced to 1/2, rounded up.
Passive, always in effect. Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (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 Dexterity.
Two carved wood bows, one packed away and wrapped, plus the one where he can reach it. 15 obsidian tipped arrows (quiver has a pocket for poison) Apache rabbit skull rattle Coyote skin Porcupine thorns Worn/Carried:
Desert/Brush camouflage jacket, shirt, pants, military surplus boots (1 armor point) tan flat-brimmed soft leather hat, often tipped to partially conceal his face
lockpicks (concealed in left sleeve)
analog watch (requires winding)
Taurus Judge 3” Magnum 5-shot revolver (Damage Bonus: +3; Range: 15 meters; Rate of Fire: 2 per turn) (loaded with armor-piercing incendiary .45) (9.5” long, 2.2 pounds)
4 speed loaders (1 of armor-piercing incendiary .454, 2 of cold-iron armor-piercing .454, 1 silver .454, 1 of Flechettes.)
combat knife, poisoned (1' long incl. 7” blade; Damage Bonus: +5) (1 pound)
machete (16” long including 10” blade) (Damage Bonus: +5) (1.5 pounds)
Belt/Pockets: cell phone (0.25 pound) Zippo lighter, flint, steel, tinder compass $32,000 cash
Backpack (Mexican Military Surplus) (3 pounds): long-range wilderness and weather radio, with stealth earpiece and extra batteries (6 pounds) 2 canteens (1 day of water) (9.5 pounds) dried fruits and vegetables (meant to supplement a week of hunting, or about 2 days alone) (2 pounds) mess kit (small pot/bowl with lid, spork, extra pot marked for making Apache poison) (1 pound) toiletry kit (including small bar of biodegradable soap) (0.5 pound)
ShockTEK Defense TEK-8 handheld stun gun/flashlight (0.25 pound)
3 pipe bombs 1 trip-wire, 2 timed, and 2 radio-control remote detonators (stored separately)
1 flare gun, with 4 flares (red, yellow, white, and green) (3 pounds)
50 meters of lightweight string and small bells (stored muffled) (1 pound) gun cleaning kit (2 pounds) whetstone, oil (1 pound) herbalism kit (incense; medical, nutritional and poisonous herbs; traditional 'grease' face paint) (2.5 pounds) 9 medicine bundles (4.5 pounds)
hand-rolled cigarettes (mostly very strong home-grown tobacco, laced with herbs; again, he has a tolerance, might have weird effects on someone else) 2 ounces of snake venom mescaline (3 moderate doses, he has a tolerance)
1 liter 185 proof moonshine, glass bottle (he claims it's for tinctures and sterilization) (2.5 pounds) 50 feet of rope, climbing harness (4 pounds) navy blue 'work uniform' (stolen off a clothesline) (2 pounds) small shovel (2 pounds) crowbar (1.5 feet long; 2 pounds) military surplus binoculars (2 pounds)
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 Playgroup where they were obtained.
0 Victories - 0 Losses
Remaining: 5 Exp. (Earned: 240 - Spent: 235)
Some clever moves, but not quite enough