Lerinyth
I've done shit, and I'll do it again

A 1-Victory Novice Contractor played by Lerinyth in Realm of mysteries

Lerinyth is a Shapeshifter street rat who will risk their life to mess with the established governments until it makes a crack in the system.

They are 16 years old, and often appears as a 5'10" brunette with long hair and an undercut, it has grey eyes and a rigid jawline, and wears a worn out black leather jacket, a black t shirt, black jeans, and old vans.

Lerinyth lives in Realm of mysteries, a setting the mystical lurks around every corner in plain sight but hidden.

Attributes

Brawn

3

Charisma

2

Dexterity

4

Intellect

2

Perception

3

Abilities

2 Alertness

1 Animals

4 Athletics

3 Brawl

0 Crafts

1 Culture

1 Drive

1 Firearms

3 Influence

2 Investigation

3 Legerdemain

1 Medicine

0 Melee

2 Occult

3 Performance

0 Science

4 Stealth

2 Survival

0 Technology

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

Injuries

(Lerinyth is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Lerinyth has no Battle Scars)

Body 7

Penalty

5 Mind

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

Limits

Atrocities
Betrayal
Capture

Traumas

(Lerinyth has no Traumas)


Source


Assets And Liabilities

Assets
+1 Ambidextrous: You suffer no dice penalties for using the "wrong" hand.
+5 Gifted: Start with one Gift.
Liabilities
-4 Glass Jaw: Any time you suffer an Injury to your head, you have a 50% chance of being knocked out for 1d10 minutes. Take heart; if your allies abandon you to be eaten by monsters, you won't feel a thing.

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

User inserts a knife into the lock of the door, and turns the lock, similar to an improvised lockpick.

Lerinyth looks around briefly, before sticking a knife against the side of the door, and fidgeting around the door for a moment before it opens, and Lerinyth breaths a sigh of relief.


Spend one minute to activate. Select a door, lock, or locked target within 20 feet. Cannot be used on Alien technology. You must actively and obviously use Knife to activate this Effect.

You may lock, unlock, and/or open your target.

This Gift's level is capped at 2 Gifts and cannot be increased further.

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
  • You can target yourself if you qualify as a valid target by the other requirements.

Legacy Powers


Equipment

Max Encumbrance: 0 pounds.

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

On Person

  • Black jeans
  • Band t-shirt
  • Battered leather jacket
  • Black beanie
  • Wallet
  • Smartphone
  • Black switchblade
  • 5 foot chain
  • Electric Arc lighter

Black Canvas Drawstring Bag

  • Powerful flashlight
  • Weak headlamp
  • Metal water bottle
  • Cliff bars x5
  • Whetstone

    Rolls of $2500 in Cash (In bag)
  • $100 x15

  • $50 x10
  • $20 x15
  • $10 x10
  • $5 x15
  • $1 x25
(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

1 Victories - 0 Failures
Remaining: -8 Exp. (Earned: 154 - Spent: 162)
An itemized record of every Contract, Gift, Improvement, and Experience changes