"Widow" Stryker
Don't underestimate me. That's when you get left behind.

A 1-Victory Ported as Seasoned Contractor played by SeedofEntropy in The Netherworld

"Widow" Stryker is a Queen of the dead who will risk their life to become Death.

They are 24 years old, and often appears as A lovely thin goth woman with pale skin and black hair. She is usually wearing a long black leather trench coat, black metal plated biker boots, black cargo pants, and a black tank top.

"Widow" Stryker lives in The Netherworld, a world between worlds. The last resting place of countless stillborn worlds that could have been.

Their journal has 1 entry.

Attributes

Brawn

3

Charisma

3

Dexterity

7

Intellect

3

Perception

3

Abilities

4 Alertness

0 Animals

5 Athletics

0 Brawl

0 Crafts

3 Culture

0 Drive

0 Firearms

3 Influence

2 Investigation

0 Legerdemain

0 Medicine

0 Melee

4 Occult

0 Performance

0 Science

3 Stealth

2 Survival

0 Technology

6 Knives

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

Injuries

4
Gunshot
1
cold
(Toggle Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

("Widow" Stryker has no Battle Scars)

Body 7

Penalty

7 Mind

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

Limits

Betrayal
Atrocities
Torture

Traumas

("Widow" Stryker has no Traumas)


Source


Assets And Liabilities

Assets
+1 Polyglot: You are completely fluent in these languages, and your proficiency can be useful when deciphering similar languages even if you are not fluent in them.
Language: Greek, Egyptian, Aztec.
+0 Seen Things: You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
+0 Imbued: After completing a Game, your learning and conditioning improves rapidly. However, you require the Games to advance.
+4 Jack of All Trades: When making a roll that utilizes a Primary Ability you do not possess, you do not suffer the standard +1 Difficulty penalty, and your dice pool has +1 die.
+5 Jaded: Any attempts to sway your emotions are at a -3 dice penalty, and even if you are affected, you may Exert your Mind to cancel the effect. This includes Fascinate and Emotion Control Effects.
Liabilities
-1 Prey Exclusion: If you ever harm or kill a member of the specified class, make a Trauma roll.
Excluded Prey: Children

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.

The Void
Mark of Hades Mark of Hades - You must dig a hole & sacrifice a black furred animal to Hades during any Contract you are on. If the Contract is completed before you do so, you count as "Failing" even if you would have otherwise succeeded.
The Oath of Vengeful Destruction You may let no slight go avenged. You must return any slight in kind, rolling Mind (Diff: 7) to not do so. If you already have the Vengeful liability, then you may no longer spend Mind to suppress the desire, & the punishment must exceed the perceived slight dramatically. You may not buy off the Vengeful liability if you receive this Oath (you can, but will suffer the enhanced version anyway)
The Netherworld
Oath to Evan Daniels you promised you would "do your best for them, & protect them, as much as you could" Any promise made while in the Underworld must be fully adhered to. If a revived Contractor has made an Oath in the Underworld, they will suffer a Severity level 1 Injury each Sunrise if they did not meaningfully work to fulfill that Oath on a given day. These wounds cannot be healed by any means until the oath is fulfilled. Binding oaths are marked as a Condition on your sheet.

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

Finding that the afterlife is far more complex than anyone suspected, Widow chose who she would Reap for, and the Void was her calling. Gifted with terrible beauty and grace, Widow is as ageless as death itself.


You gain the following benefits at all times.

You are permanently and visibly transformed: Open Void. You are considered to be a Sapient, Non-Living being when targeted..

You no longer age naturally, and supernatural attempts to age you fail.

Your Injuries no longer degrade with time.

The Severity of any Injury caused by Holy Weapons is increased by 2.

..


You gain the following benefits at all times.

Any Injury you receive from a source other than Void Blade heals quickly, reducing its Severity by one level every three days, starting once it becomes stabilized. Battle Scars caused by your Injuries are also healed when the Injuries that caused them regenerate.

Summoning the messengers of the dead, Widow may write a message to anyone she has some understanding of, and call a spiritual raven to deliver it. The Raven will wait for a response, but if none is offered, it will fly off to return to the realm it is from.


Spend an Action to activate. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. You must actively and obviously use bone to activate this Effect.

You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.

The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.

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

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • You can target yourself if you qualify as a valid target by the other requirements.

Truly one with the dead, Widow begins to not need the things of the living that give them life.


You gain the following benefits at all times.

You no longer require any food, water, sleep, or air in order to survive.

Every Reaper has their means of taking the souls they are assigned to. Widow, having an affinity for daggers in life, upholds that tradition in death.


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

Your attacks with Knives deal +3 Bonus Damage. Armor is reduced to 1/4, 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.

Dieing, to someone who is already obsessed with death, becomes a learning experience. To Widow, she learned the limitations of the human form when the spirit has so much more potential for maneuverability. The aimed to perfect this concept when she returned from death.


You gain the following benefits at all times.

Your Dexterity rating is increased by 2. 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).

She had made it her life's work to be queen of the dead. She knew dying was needed to make that happen eventually, but it happened sooner than she thought. Now she was back, but her studies on death had prepared her, and she put things into play to keep her from going prematurely again. Being used to fighting the pull to return to Skinlands when piercing the Vail, she has learned to fight the Vail in order to return to the Skinlands.


You gain the following benefits at all times.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.

While Incapacitated, your only weakness is Void blade, and if you take damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

....


Spend an Action to activate. Select a target within arm's reach. This Effect cannot be used unless The Target recites the Chant. You must actively and obviously use pen to activate this Effect. The target may Resist.

Your target is marked with Crossed Scythes over a Triangle until it is removed or until you choose to end the Effect. The mark can be intuitively removed if it is discovered. Removal inflicts a Severity 1 Injury on the target.

You are aware of the marked target's direction and distance from you. You can have up to 8 marks active.

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

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

Legendary Artifacts

Void Blade

Created and held by "Widow" Stryker.

Widow uses a fetter she keeps with her to trace the line into the Void, bending the realms in her favor. She feels the tug of the waking world, a reminder that she is not meant to be back here yet, but can manage to hold out through force of will, at least for a while, before being thrust back into place in the skinlands.


Exert your Mind and spend an Action or Reaction to activate.

You phase out of reality for 3 Rounds. During this time, you cannot affect the outside world or take any Actions. Nothing can interact with you in any way.

You may end this effect prematurely as a Free Action.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Widow's body becomes coated in a ectoplasm that appears to drain the life out of her, leaving the shriveled mummified, yet animated, body of the woman inside as tentacles writhe around the form menacingly. Using her body as the doorway to the Void, the hungry souls from beyond come forth, using their conduit to feed their alien desires.


Expend a point of Battery and spend an Action to activate.

You transform into Open Void for 3 hours. You have access to all of your Powers while you are Open Void, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately. While transformed, your Attributes are the same.

You do not suffer wound penalties while in your Alternate Form.

You may end this effect prematurely as a Free Action.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Tentacle covered monstrosity of the Void.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

You cannot speak any coherent verbal language and must resort to other means of communication.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

A long and slimy looking grey tentacle that protrudes from Widow's mouth. It has no suckers, but is tipped with a vicious looking blade.


You gain the following benefits as long as as long as Only when void it open and you are wearing this Artifact.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a dagger.

Your appendage is selectively incorporeal, allowing you to reach through walls or ignore grapples on it.

Your extra appendage can stretch to reach an additional 30 feet.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

Your Extra Appendage is incapable of fine object manipulation.

  • Your limb's incorporeal-ness doesn't enhance your attacks in any way.

....


Spend an Action to activate. Select a target within 300 feet. Roll Dexterity + Melee 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.

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

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

Lost Legendary Artifacts

Sally the Fetish Doll

Created by "Widow" Stryker, given to Grace Cyanide.
A blood and mudstained porcelain doll with sunken brown eyes and a blue-and-tan plaid dress

Grace brings Sally out from her designated satchel and sets her in front of the dead body (or token for it). Grace’s eyes flashing red, then Sally’s, then the targets- like a chain- means the connection is successful.


Expend a point of Battery and spend an Action to activate. Select a Dead target within arm's reach. In order to target the Dead, you must have A possession of sentimental value.

The target can communicate in your language for the next ten minutes.

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

Equipment

Max Encumbrance: 0 pounds.

On Person

  • oriental clothing
  • torn up leather jacket
  • hiking boots
  • leather sheath
  • Void Blade (dagger sized blade made of solidified swirling black/greyness) attached at the wrist with a leather sheath

In back pack

  • pen
  • 4 bottles of water
  • 1 days rations
  • 2 hunting knives
(Click to toggle Weapons reference)

Trophies

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.



Journal


Contractor Timeline

1 Victories - 1 Losses
Remaining: 1 Exp. (Earned: 258 - Spent: 257)

"Widow" Stryker has 4 unspent Rewards

An itemized record of every Contract, Gift, Improvement, and Experience change