Alexis Veir's Power value does not match their spent Gifts! Power Value: 11 Spent Rewards: 10
He is 17 years old, and often appears as 5'6, shaggy blonde hair, blue eyes, bloody bandage on neck.
Alexis Veir lives in The Illumination, a World where videos of the supernatural go viral every day.
Conditions are GM-assigned status effects.
Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and World leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained. For example, lycanthropy may be contagious in one World, but not another.
Circumstances describe your Contractor's situation in various Worlds.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
3 Rewards assigned
When in electric form, Alexis is a complete badass at killing people.
Passive, always in effect. Unarmed attacks will do 3 more damage. The target's Armor is Reduced to 1/2, rounded up.
Electricity sparks around the user, and a white aura glows around them. They are able to move at inhuman speeds for a short period of time.
Spend an Action and Exert your Mind. You can run 6 times your normal speed for 1 minute.
While this Power is active, you do not suffer any sort of exhaustion. Avoiding unexpected obstacles requires a Dexterity + Athletics roll.
The user becomes fully focused on the task at hand leaving emotion and non-combat thought behind. This enhances their physical ability.
Exert your Mind and spend an Action transforming.
You have access to all of your Powers in your alternate form. Restricting other powers to your alternate form is a valid use of the Conditional drawback.
Gain +1 Brawn, Dex and Wits, -1 Charisma and Int.
Wound penalties do not apply.
Alexis' electricity protects and attacks!
You have 3 Armor, which reduces incoming damage from physical attacks. Armor from multiple sources does not stack. Passive, always in effect.
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 World where they were obtained.
10 Victories - 3 Losses
Remaining: 2 Exp. (Earned: 200 - Spent: 198)
Semi-responsible for a zombie apocolypse, committed his first felony and met some nice bikers.
Made a new best friend.
Proved why 12 year olds shouldn't drive
Rammed a Yeti with a snow mobile
Sometimes it's a good thing to be likable and innocent!
Should have listened to his claustrophobia.
Do No Harm!
Finally remembered where he recognized that girl - that's right, he rescued her a few games back!
Sometimes, straightforward does NOT win the race