Edward Grimm
The Steam doesn't burn me. It makes me stronger.

A 14-Victory Seasoned Contractor played by Lerinyth in The Mythos

Edward Grimm is a Lost Steampunk Renegade who will risk his life to to regain his memory and find his true origins.

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.

Attributes

Brawn

4

Charisma

3

Dexterity

6

Intellect

3

Perception

3

Abilities

2 Alertness

0 Animals

3 Athletics

3 Brawl

2 Crafts

2 Culture

2 Drive

4 Firearms

0 Influence

2 Investigation

0 Legerdemain

2 Medicine

5 Melee

2 Occult

0 Performance

0 Science

2 Stealth

1 Survival

0 Technology

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

Injuries

2
Shot, I guess
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Gimpy Leg (All out sprint rolls are reduced by 5 ft)
  • Body 7

    Penalty

    7 Mind

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

    Limits

    Anguish
    Betrayal

    Traumas

  • Amnesia

  • Steam Charges


    Assets And Liabilities

    Assets
    +1 Beautiful: Rolls affected by physical appearance are at -2 Difficulty, and social interactions should be role-played accordingly.
    +0 Seen Things: You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
    +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.
    +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.
    +4 Jack of All Trades: When making a roll that utilizes a Primary Ability you do not possess, you do not suffer the standard +1 Difficulty penalty, and your dice pool has +1 die.
    +5 Gifted: Start with one Gift.
    +2 Clear Conscience: You have +2 dice on all Trauma rolls.
    +3 Trained Reflexes: +2 dice to all Initiative rolls.
    +4 Hard: You only have two Limits instead of the normal three.
    Liabilities
    -2 Individual Enemy: Your enemy is a specific individual who is at worst just as skilled and deadly as you, and they will make some sort of attempt to assault you every 4-5 Contracts or so, possibly more often at GM’s discretion.
    Name of Enemy: Lancelot, a man dressed in dark leather armour with brass plates, a very steampunk-look. Hatred because of a blood feud.
    -4 Group of Enemies: Your enemy is a specific organization, agency, cult, or other group of multiple people, and thus will generally have access to far greater resources and far deadlier talents than you. They will make some sort of attempt to assault you every 2-3 Contracts or so, possibly more often at GM’s discretion.
    Name of Group: The Mi-Go
    -3 One Arm: You are -1 to -3 dice on any rolls to perform actions which require two hands, depending on the action. You do not, however, suffer any off-hand penalties; it is assumed that you have grown accustomed to the arm you have as your main hand.
    -3 Haunting Echoes: Must be consistent with your Character Concept.
    Echo: At seemingly random intervals, a holographic projection of a woman dressed in light golden plate armour. This image, unfamilar to me, yet vagualy familiar all the same. She will approach me, make some attempt to make some sort of physical contact, touching my hand, my shoulder, or some other place, smile, then fizzle out and disappear.
    -2 Traumatized: Start with a Trauma that cannot be cured with therapy or Powers.
    Trauma: Amnesia
    -2 Vengeful: You may exert your Mind in order to curb your impulse for revenge, but otherwise you must respond in kind to any action taken against you. This does not have to be disproportionate, and does not apply to extremely trivial slights (unless of course you want it to).

    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

    • Black hat
    • Leather duster
    • Boots
    • Clothes
    • Silver Key necklace
    • Wallet
    • Kody's (old) house key
    • Pair of 1861 Colt Navy revolvers on belt
    • Silver Aztec knife
    • Telescopic sword (Stored inside arm)
    • Silver Ring with Orange Diamond
    • Black leather pouch with gold cord

    In Bag

    • 2 Explosive Arrows
    • Gold Flip Lighter
    • $8,000 USD
    • Cell Phone
    • Flask of water
    • 2x MRE Ration
    • Tool Repair kit for Aetherwing
    • 50 box of .36 shot
    (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

    14 Victories - 2 Failures
    Remaining: 2 Exp. (Earned: 243 - Spent: 241)
    An itemized record of every Contract, Gift, Improvement, and Experience changes

    Biography

    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.

    Journal

    Latest 2 of 5 entries

    I made a mistake.

    [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]