Alexis Veir
I have to get back

A 10-Victory Seasoned Contractor played by coco in The Illumination

This character is dead. RIP

Alexis Veir is a dead kid who will risk his life to help people.

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 setting where videos of the supernatural go viral every day.

Attributes

Brawn

3

Charisma

3

Dexterity

4

Intellect

2

Perception

5

Abilities

5 Alertness

1 Animals

3 Athletics

4 Brawl

1 Crafts

1 Culture

0 Drive

1 Firearms

1 Influence

1 Investigation

1 Legerdemain

1 Medicine

1 Melee

0 Occult

1 Performance

1 Science

2 Stealth

1 Survival

2 Technology

4 Dodging

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

Injuries

2
The Lash
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Erinyes Wrath: You have a permanent Severity 2 Injury where the Fury struck you. If healed by Powers, it reopens at the next dawn.
  • Body 7

    Penalty

    6 Mind

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

    Limits

    Lifesaver
    Capture
    Atrocities
    Anguish
    Near-Death Experience

    Traumas

  • Claustrophobia
  • Thinks he's immune to collisions
  • Panic attacks when being yelled at
  • Hate of Monsters

  • Charge


    Assets And Liabilities

    Assets
    +0 Seen Things: You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Vision
    +3 Trained Reflexes: +2 dice to all Initiative rolls.
    +0 Imbued: After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indominable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" your Traumas with counseling on a Downtime.
    +1 Ambidextrous: You suffer no dice penalties for using the "wrong" hand.
    Liabilities
    -2 Traumatized: Start with a Trauma that cannot be cured with therapy or Powers.
    Trauma: Claustrophobia
    -1 Deep Sleeper: You are -2 dice on all rolls if you get less than 8 hours sleep, and are likely to sleep through all but the most jarring events.
    -2 Poor: You begin each game with 1d10 x10 in cash, and will be generally unable to replace equipment, afford transportation, etc.
    -3 Gullible: You are at +2 difficulty to tell or detect any lies. Even when rolling is not involved, you must role-play this Liability.
    -3 Fragile: You must choose four Limits at character creation instead of three.
    -2 Forgetful: You must roll Mind Difficulty 6 in order to remember any details, locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc… If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
    -3 Underage: Your character's starting age can't be higher than 12. People treat you distinctly differently because of your age, and your starting Brawn is limited to 3.
    -5 Weak Willed: You are at +2 difficulty to resist mental, emotional, or social powers, as well as to resist standard social rolls.

    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.

    Legacy Powers


    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Clothes
    • Pocket Knife
    • White Hoodie

      In Bag

    • USB cable

    • Nintendo Switch
    • Snacks (Pringles, gummy bears, kool aid powder)
    • Metal water bottle
    • Small plush
    • His allowance
    • Bluetooth Headphones
    • Lunch including PB&J, Apple Slices, Celery Sticks with peanut butter
    • Box of Cupcakes for his contractor friends
    (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 - 3 Failures
    Remaining: 21 Exp. (Earned: 202 - Spent: 181)
    An itemized record of every Contract, Gift, Improvement, and Experience changes

    Voided Deaths

    You should probably know about these. . .

    • April 11, 2021, 1:24 p.m. - the one he thought he could trust.