Preston Vincent Astor VI does not have a home Playgroup. They cannot interact with Contractors on their Downtimes. They must choose a Playgroup before their fourth Contract.
Preston Vincent Astor VI's Power value does not match their spent Gifts! Power Value: 4 Spent Rewards: 5
A 3-Victory Novice Contractor played by shady as a Free Agent
They are 21 years old, and often appears as Young white man, combed straight brown hair, fit, well-kempt, expensive brand clothing..
0 Alertness
0 Animals
0 Athletics
0 Brawl
0 Crafts
0 Culture
0 Drive
0 Firearms
0 Influence
0 Investigation
0 Legerdemain
0 Medicine
0 Melee
0 Occult
0 Performance
0 Science
0 Stealth
0 Survival
0 Technology
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.
Don a cone-shaped wizard's hat, and spend a minute gesturing wildly at an object. Before long, it crackles and flashes with magical light before coming alive to do the sorcerer's bidding!
Spend a Willpower. Can be used at a maximum distance of Arm's Reach, lasts for [[duration]] and takes [[cast-time]] to initiate the effect. You must concentrate on maintaining the enchantment during the duration, which can lead to other people getting the drop on you.
An ancient book passed down from Fraternity Leader to Fraternity Leader through the ages.
Passive. Always in effect. You have recovered this item Never times.
By opening up your musky tome and studying, you can gather great insight into a particular object. The book will answer your questions about the influences being exerted on the object and also who cares about it and the details about its sentimental value
Spend a Willpower and make an Intelligence + Occult roll (difficulty 6). The completeness of the information you receive is proportional to your result on the roll. Takes 1 Minute to cast, can be used at a maximum distance of Arm's Reach
Using a wand (a smooth, straight wooden stick), Aston inscribes a short message onto a surface. The words he writes glow with an unnatural golden sparkle. He draws a square around them and they disappear, appearing on a surface visible to an intended target a good distance away.
Spend a Willpower (first activation each scene is free) to send the message of [[message-complexity]] size as far as [[range]]. No roll necessary. Ritual takes three rounds and is interruptible. Requires a wand to cast. Message is readable to anyone who sees it.
Oxfords Button down shirt Bugendy chino shorts Chinos Princeton jacket bullet proof vest (light) Glock .20 Tie, armoni suit, slacks, dress shoes Ziptie handcuffs Iphone Wallet w/ id, credit cards Athletic gear Guuci sunglasses Flashlight (mag light) 2 extra clips of ammunition Collapsible cone-shaped wizard hat that is blue with gold stars. wooden wand
Briefcase: Grimoire MRE
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.
Preston Astor is the current head of Princeton’s Epsilon Omicron Fraternity, a centuries old organization that has seen the membership of hundreds of American business leaders and politicians. The wealthy Astor family, along with several other old-money families created the organization and are granted entry to Princeton and the fraternity.
What is not public knowledge is that the fraternity is actual a secret society and that the founding families have magical bloodlines that they use to acquire power.
3 Victories - 0 Losses
Remaining: 162 Exp.
(Earned: 162 - Spent: 0)