Athena Rush

A 10-Victory Seasoned Contractor played by Riley in Project *******

Athena Rush is a anxious, skeptical, and shy physician who will risk her life to become a void demon and rescue her sister who has been swallowed by the Realm of Nothingness.

She is 27 years old, and often appears as a tall baggy eyed woman with a long coat and wet looking hair that reaches her shoulders.

Athena Rush lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance.

Her journal has 8 entries.

Attributes

Brawn

2

Charisma

1

Dexterity

2

Intellect

6

Perception

3

Abilities

3 Alertness

0 Animals

4 Athletics

0 Brawl

0 Crafts

1 Culture

2 Drive

0 Firearms

0 Influence

3 Investigation

0 Legerdemain

5 Medicine

0 Melee

2 Occult

0 Performance

4 Science

3 Stealth

1 Survival

2 Technology

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

Injuries

1
Fall into Freshly Dug Grave
3
Quills
2
Fall Damage
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Toned Muscles (+2 Athletics)
  • Black Fingernails (No functional benefit.)
  • More Pronounced Tendons and Veins in the Hand. (No functional benefit.)
  • Body 6

    Penalty

    8 Mind

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

    Limits

    Doctor's Respite
    Failure
    Near-Death Experience

    Traumas

  • Athena is posessive of her medical tools. If they're ever taken, she must roll Trauma
  • ACAB
  • That's My Grave. Any whole deeper thatn 4 feet. Mind roll or you believe you are entering your grave.
  • Distrust of Shifters

  • Source


    Assets And Liabilities

    Assets
    +2 Contacts: You have readily available access to your contact.
    Contact: Medical Community
    +1 Contortionist: Reduce the Difficulty of any Dexterity roll involving flexibility by 2.
    +2 Light Sleeper: You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
    +2 Concentration: Any Mind Penalty you have is reduced by 2.
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Sight
    +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: ASL, Latin, Russian
    +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: Creole, Chinese, Hindi
    +1 Status: Your social interactions with people in your selected field will be positively affected by your Status, and the GM will role-play NPCs to reflect this.
    Field: Well respected physician in the field of medicine
    +2 Tough: Dice penalties from pain are reduced by 2.
    Liabilities
    -1 Defective Sense: All Perception rolls relying on that sense are +2 Difficulty. Can choose either sight, hearing, or smell.
    Affected Sense: Smell
    -2 Traumatized: Start with a Trauma that cannot be cured with therapy or Powers.
    Trauma: Athena is posessive of her medical tools. If they're ever taken, she must roll Trauma
    -1 Shy: Difficulties for all rolls involving social interactions with strangers are increased by +2. If the character becomes the center of attention in a large group, difficulties are increased by +3. Be sure to keep up with Roleplaying this flaw; socializing often doesn't require a roll but a Shy character should still struggle.

    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.

    Project *******
    Personal Enemies Owl, Spider, and Rat

    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

    Self Explanatory - She's smart af.


    You gain the following benefits as long as you have your Heterochromic Eyes.

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

    If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

    You also gain the following effects:

    • Multithreaded: Instead of being unable to take Actions while maintaining Concentration, you may now take Actions at a -2 dice penalty.
    • Push Through It: When you Exert your Mind to ignore Penalty and gain +1 to your Outcome, it lasts for a number of rounds equal to your Intellect.

    • Being Injured or interrupted in some way can still break your Concentration.
    • If your Heterochromic Eyes is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

    Athena reaches into the void and is able to extract any concept from the land where all things do and do not exist. She then spends her time imprinting a a physical manifestation of the improvement upon the bodies of whoever she is treating.


    Exert your Mind and spend an hour to activate. Select a Living target within arm's reach. Make a Trauma roll when you activate this Effect. The target can easily Resist.

    You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

    • Specialized: You receive +2 dice to a particular non-combat Action.
    • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
    • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
    • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
    • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
    • Zippy: Your Free Movement is increased by 10 feet.

    You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.

    • Even with Willful End, Full Polymorphs take a day to revert.
    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.

    Athena establishes a single wounded target and points. With a curl of the knuckle, she can force any physical injury to the body to suddenly worsen. A mere cut with a steak knife can become a giant gash. A bullet wound from a 9mm can become as big as an autocannon round. To GM discretion, it can even target battle scars and reopen them.


    Spend an Action to activate. Select a target within 300 feet. This Effect cannot be used unless This power only works against targets that are already wounded or have bad enough battle scars. GM Discretion.. Roll Intellect + Medicine Difficulty 6. The target may contest by rolling Body, Difficulty 6.

    If the contested Outcome is positive, the target takes that much damage plus 1. 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.

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

    Instead of dealing damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per round until it reaches the Severity it would have otherwise been.

    Athena's power works as the opposite of Compound.


    Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. Make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.

    If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

    Athena interacts with the world of nothingness and spatially distorts anything she targets.

    So much as a flick of her wrist activates the power

    With so much as a tilt of her head, she can make these hinderances crumble away in harmless multi-color flame without fuss.

    This comes from her knowledge gained after studying under a plastic surgeon.

    These battle scars can be targeted by Compound.


    Exert your Mind and Spend an Action to activate. Select a Living target within 20 feet. This Effect cannot be used unless Athena must have two useless augment other forms.. Make a Trauma roll when you activate this Effect. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Intellect + Science at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.

    If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:

    1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
    2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
    3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
    4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
    Refer to the stock Battle Scars on the Character Sheet for specific systems.

    This Effect is not obvious, and the only sign you are using an Effect is a flick of her wrist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

    • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
    • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.

    Athena momentarily traverses the realm of nothingness to teleport from one place to the next. In order to make this as safe and painfree as possible, Athena must have a pulled concept from nothingness somewhere on her body.


    Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. This Effect cannot be used unless She has to have at least two Warp Form Augments on her in order to use Warp. They must give no functional benefit.. Make a Trauma roll when you activate this Effect.

    You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

    Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.

    • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
    • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
    • You must be on a surface of some kind in order to activate this effect; it cannot be activated while in mid-air.
    • You may only use this Effect once per round of combat, regardless of any enhancements you have taken.

    Athena is able to use nothingness as a medium to obtain information by filtering out all of the information that does not exist about the individual. The information is often a lot to sift through and it's very possible she can become afflicted with some obscure and random trauma as a result.


    Exert your Mind to activate. Select a Sapient target at any range. Activation requires possession of the target's Any DNA of the target, which is used up during the process. Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Intellect + Science at Difficulty 6.

    You learn all the following information about your target:

    • You determine how many creatures the target has killed, what sorts of creatures they were, and how long it has been since they last killed.
    • You may follow the target's trail, no matter where or how they have traveled, so long as the trail is less than a day old.

    The quality and specificity of information gained depends on your Outcome.

    This Effect is not obvious, and the only sign you are using an Effect is Snaps her Fingers two times. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

    After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

    You may only use this Effect once per day.

    Athena acquires a dead target. Using the collective nothingness as a medium, Athena forcefully reanimates any month-old corpse and forces it to do her bidding. The dead person's eyes seem to crack like broken mirrors and glow at the point of resurrection. If she fails the trauma roll, she will incur one of the traumas from whoever she's trying to revive.


    Exert your Mind and spend one minute to activate. Select a Dead target within arm's reach with at least half it’s skeletal structure remaining. This Effect cannot be used unless Athena must have two of her own warp form augments to use this power. They must be functionally useless.. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The target will awake will complete free will and will not need to roll Mind in order for me to give them commands.. Make a Trauma roll when you activate this Effect.

    Your target rises as a Living being. They remember their past life and retain their same personality. They cannot communicate. They may roll Mind, Difficulty 8, to resist any commands you give them.

    The creature lasts for the next day or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.

    Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.

    After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

    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

    • Heavy Knee-Length Coat | Reinforced: +2 Armor
    • Black Jeans
    • Tank Top
    • Wallet with I.D. and Passport
    • Keys
    • Smartphone
    • Scalpel
    • Pen
    • Sticky Notes
    • Charger
    • Sunglasses
    • Pepper Spray
    • Lighter
    • 2x Doses of Non-Lethal Syringe of Morphine

    Satchel

    • Advanced Medical and Trauma Kit
    • Field Surgery Kit
    • Snake Antidote
    • Dog Treats
    • Heavy Duty Bug Spray
    • Rain jacket
    • Metal water bottle
    • Toiletries kit
    • Cigarettes
    • Three pocketknives
    • Ibuprofen/Advil
    • Bear Mace
    • Flashlight
    • 1 Change of Clothes

    Other

    • Hospital on a remote Island off the coast of New York
    • 1 million + Gold Bars and Bank Bonds
    (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

    10 Victories - 0 Failures
    Remaining: 6 Exp. (Earned: 216 - Spent: 210)
    An itemized record of every Contract, Gift, Improvement, and Experience changes

    Biography

    Athena is the descendant of a being known only as Nihil who was capable of manipulating the non-existent.

    https://imgur.com/a/M9ktRsG

    Journal