He is 24 years old, and often appears as a 6'6" Caucasian man, with long brown hair, grey eyes, and a slight stubble. He has a multipurpose mechanical arm that sits just above the elbow. He wears a long brown and gold leather coat, on which he stashes his weapons. He wears several rings on his flesh hand, all seemingly of celtic origin.
Edward Grimm lives in The Mythos, a setting where gods are real and legends are true.
His journal has 5 entries.
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.
A long black leather coat with golden accents. When struck, it will shine gold on the point of impact, but then fade away.
You have 4 Armor, which reduces incoming damage from physical attacks. Armor from multiple sources does not stack. Passive, always in effect.
You may exert Mind to double Armour rating for a round, and this can be used as a reaction.
Damage sources within 5 feet have half 4 damage done to them, rounded up
A grappling hook mounted on the mechanical arm. It extends a grappling hook from an extendable panel on the arm. It fires a penetrating golden hook, attached to the arm by a golden beam of light.
This power is activated on command, being able to bring objects closer, as well as traverse over surfaces.
Can be used as a quick action (-2 dice)
A mechanical arm sprouts from my left bicep. Brass and leather, it moves just a normal arm would. Maybe it can be modifiable?
Your Extra Appendage functions either as a replacement body part of a standard humanoid arm and hand. Any Battle Scars on your Extra Appendage, including its complete loss, can be healed over one Downtime.
This Power is passive and always in effect.
I draw my gun, and take aim. It fires in a golden tracer, and strikes the target in a golden shattering effect, as the target perishes.
Passive, always in effect. Attacks with firearms will do [[additional-damage]] more damage. The target's Armor is Reduced to 1/2, rounded up.
Edward draws out a small black leather pouch which hangs on a necklace and has gold strings, which are impossible for anyone but him to open. He opens the pouch, sets in on the ground in front of him, and begins chanting. He chants in a language which should seem impossible for any human to pronounce, and the pouch grows larger and larger until it grows large enough for an entire car to comfortably drive through, and his mighty dragon Aetherwing, emerges.
You may hold up to 1 Objects in your stash, each no larger than something which Fits Inside A Cargo Container (10,000 liters).
Storing or withdrawing items from your Stash requires an Action but has no Exertion cost.
Containers of multiple objects may be stashed only if the objects within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
A gold inscription on his metal arm shows a winged serpent, and whenever he does something particularly dexterity based, the mark seems to become sharper, as if more reflective.
Passive, always in effect. Your Dexterity rating is increased by 1. 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.)
A given Contractor may have a maximum of one Mythic Attribute. This Power can only be taken by Contractors who have purchased the fifth level of Dexterity.
A sword extends from my arm, able to hack and slash as needed. It is normally hidden, seeming just a bit of metal on my arm, but a hidden compartment opens and the blade shoots out, able to retract it instantly as well
Passive, always in effect. Attacks with will do [[additional-damage]] more damage. The target's Armor is Reduced to 1/2, rounded up.
A pair of black leather and metal boots I wear grant me a special power.
I brace my knees and my boots start to glow, and I dash forwards at inhuman speeds, and leap at the end of it.
Spend an Action to jump a maximum of [[jump-distance]].
Landing on horizontal surfaces is easy, but if the landing is precarious, you’ll need to make a Dexterity + Athletics roll to land/grab on safely. You can land safely when falling from twice your vertical height. After that amount, you take damage as normal.
Edward sees the attack before it even happens. Of course, he's had his fair share of trouble, and always come out alive, he just hopes the new modification to his arm helps out here. He sets his jaw, closes his eyes, and brings his arm forward, and a golden metal shield extends from the forearm in a hiss of steam and 'chink' of metal. The attacker hits a shield, that wasn't there a moment ago, and only has time to comprehend what just happened before being blasted backwards by a power wave of crackling purple light, and is thrown far away by the blast.
Edward smiles to himself, pleased that his arm, his one ground to his past, has held it's own, once again.
Exert your Mind, choose an Animate target within Arm's Reach, and roll Dexterity + Melee6 as a Committed Action. If you succeed, the next Outcome + 1 Damage to that target is absorbed by the barrier. The Damage reduction from the Barrier applies before Armor, and is treated like Armor by any effects such as Armor Penetration. Difficulty
You must maintain concentration while using this Power. That means you can only move at a slow walk, and cannot split your Action between using the Power and other Actions. The Barrier will fall if you are interrupted or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this power again for a minimum of 6 - Intellect rounds.
A large brass and leather dragon, with large sharp wings and back claws. It's eyes glow red, and it constantly emits a thin stream of steam from it's mouth.
To create your companion, use a similar procedure to creating a new Character. Instead of 150 Experience, you may spend no more than 136. You may not take Assets or Liabilities. Companion creatures have one Limit. You may spend any experience you earn on your companion's stats, if desired.
Regardless of your chosen Attributes and Abilities, the Actions available to any creature depend on the creature itself. For example, an elephant will not be able to make much use of the Stealth Ability.
Companion creatures cannot use tools or human technology.
Companions are capable of general communication skills and know one language. Your companion is controlled by you, though if you are separated, the GM may take some liberties to preserve drama and suspense.
Any roll to locate your companion (or vice-versa) is rolled at -2 Difficulty.
Edward, after being in combat so often, has learned. He learned not to let the pain affect him. He's embraced it instead. After going through so much, he just doesn't care. He's lost his son. He's lost his friends. He lost his past. The only thing he has left is Kody, and by damn he'll fight for Kody.
Passive, always in effect. Your Body Penalty and Mind Penalty is reduced to 0. Add penalty dice to your dice pool.
A pair of Shadowy black wings fold from Edward's back, a black fog drifting off of them.
Exert your Mind and spend an Action to activate. You may levitate at 3 times your normal walking speed for 1 Hour. Any penalties to dice or movement from encumbrance are applied as normal.
You may activate this Power to slow and survive any free fall.
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.
Edward Grimm is lost. He woke up with no memory at the top of Mt Fuji in Japan on July 18th, 2020. He had nothing except the clothes on his back, a mysterious key, a sword with a gun imbued into the blade, and a missing arm. He knew nothing except how to speak english, and his name, and left the forest in search of civilization. In his search, he made a mistake. August 23rd, 2020, he tried to rob a house, as he was starving and did it out of necessity, but something went wrong, and the family living inside were killed. Ashamed, he ventured back into the forest, where he found shelter in a cave. In this cave, he was attacked by a gang of men who resembled his general dress, but spoke a language he did not understand. On one of their corpses, he found a note, reading "Grimm has been located in the Yamato territory, now called Japan. Find him, and bring him to me, dead or alive. -Lancelot." He knew nothing of this Lancelot, but after reading the note, a vision appears in front of him. A flickering image of a woman dressed in armour. She seems frantic, running to him and hugging him tightly, but realizing he didn't know who she was. She spoke the same language as the men who attacked him, Grimm didn't understand. She eventually fizzled out, appearing to have been just an image. After this encounter, Grimm firmly decided to look for civilization. He found the city of Tokyo, near the mountain. During his time living there he learned Japanese, the common tongue, and got a number of jobs.
After completing this first job, where he almost burned to death in a car, but was saved by the blacksmith Kody Creighton. During their time at the nearby hospital, they bonded, and became friends. However, when Kody's close friend, and child figure, Alexis Veir was retrieved by his parents, there was a scene in the hospital room. Revealing their powers to the boy's parents, the 3 tried to convince Alexis' parent's that what they did was a good thing, but the parent's were not happy. After several threats were made, they were ushered out of the room by a nurse, but in the confusion, Edward attempted to rescue Alexis through a window using his grappling hook, but missed, and accidentally broke into the wrong window, and had to go into hiding because the police were searching for him. Eventually, he was retrieved by Kody, and went back to Tennessee to live with the blacksmith, for the time being.
During his second job, he met and became quick friend with assassin Parzival, who unfortunately met his end in the same mission. To honour his friend, he took the weapon of Parzival, and engraved the pistol to remember the man. During this mission, he also learned his proficiency with guns, and decided to train with the gun in between missions.
During his sixth job, he was almost put in jail for life, after being caught in a governmental plot to recover an operative gone AWOL, Edward assisted in helping the woman escape, which almost got him caught by the FBI. He's lucky he still isn't legally a person.
During his ninth job, he finally got vengeance on a man he'd been wanting to kill for 2 months. Edward didn't kill Leo the Star, but he died anyways. He did, however, lose a friend in the process, the robot/stoner/genius called Derrick Einstein.
After his 13th game, he was introduced to Sara Gause Viper. A girl staying with Kody for a bit. She helped him build his companion, Aetherwing the Mechanical Dragon, usinging metal, leather, and a little bit of magic, and became his close friend, and perhaps even daughter.
It was shortly after this Kody returned with heavy news. Alexis died. At the hand of Kody, Alexis died.
In cost of a favour for Edward, he was enslaved to a mysterious entity called the librarian for a year, during this time Kody had proposed via communication with their mutual friend, comrade, and brother Jeremy Wesley. Released after this time, he lived briefly in Pidgeon Forge once again, before leaving in the dead of night as part of a series of dramatic events with The Powers That Be.
[BEGINNING OF RECORDING]
Edward Grimm. Post task, uh, 15? I should keep track.
I've made a mistake. I never should have paid the price to get Aetherwing. I love him but... 3 months, with absolutely no contact with anyone. It's like a prison.
I think this is a prison.
3 months of sertvitude to a creature who doesn't even fucking interact with me beyond telling me to do shit for it. I'm done, I just want to leave. I want to see Kody.
I didn't even take into account what'll happen when.... gods. Kody won't know where I am. I... maybe I've done this enough that he'll understand. Or... what if he gets angry? What if... what if he hates me when I come back? What reason doesn't he have? I've almost gotten myself killed dozens of times, it feels like, and he's been there... but what if now is the time where it finally breaks him, I mean, 3 entire months? He's going to think I'm dead. There's no doubt, none in the slightest. I want to make it clear that I love him, if I ever listen to these again. Gods, I love him, and everything about him, he's perfect.
I'm rambling. I miss him. I have to hang on to my memories now. Of... the outside world. 3 months is a lot of time, I used to think it went by so short, but it's been a few weeks and it already feels like eternity. Is this what prison inmates feel? I've got sympathy.
Kody. If you're out there, I love you.
[END OF RECORDING]