Bernard Tox has played more Games out of their home World than in it.
Games in home World: 5
Games in other Worlds: 6
They can only play in Games in their home World until that's where the majority of their Games have taken place.
He is 28 years old, and often appears as a man of average height in a labcoat with dark brown hair and faintly glowing eyes.
Bernard Tox lives in The Illumination, a World where videos of the supernatural go viral every day.
His journal has 1 entry.
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.
Having used his sight for so much, his eyes are now supernaturally powerful!.
Passive, always in effect. Your Perception rating is increased by [[perception-bonus]]. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (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 Perception.
Green beams of light shoot from the users eyes, causing a reaction similar to sulfuric acid concentrated on the point where it hits. The consistent focus of the lasers can burn through many objects and melt through metals, given enough time.
Spend an Action, Exert your Mind, choose a target within 300 feet, and make Perception + Alertness6. The target may attempt to dodge or parry (as for an attack with a thrown weapon) as a Reaction. If parried, the damage is done to whatever is used to parry instead. Difficulty
Damage dealt equals the difference between your attack roll's outcome and the resistance roll's (if one was made) plus 1. The target's Armor is Fully Effective
Bernard's eyes lock onto the target, fixing them in place until they struggle free.
Spend an Action, Exert your Mind, and roll Perception + Alertness6 to Restrict a target within 300 feet. The target may contest this by rolling Mind, Difficulty 6 as a Free Action. Success fixes the target in place at their location, although they still can move their arms, use Powers, etc. They suffer a penalty equal to the binding strength. Difficulty
The target may attempt to break free by making a Wits+Influence roll, diff 7. Breaking the binding requires an amount of damage equal to double the initial Outcome. Damage from multiple attacks is cumulative and stacks linearly. The binding regains one binding strength per round, up to a maximum of the original outcome+3. Other individuals may also damage the binding by attacking it at +1 difficulty.
The glass eye is held in hand and focused upon, an ethereal eye appears in that location, allowing the user to view through it as though it were the eyes of their own.
Spend an Action and Exert your Mind to place a Ward. You may have at most 3 wards running concurrently, and they are fixed to their initial locations. You can hear and see through the Ward as though you were standing at its location.
The Ward requires your full attention to monitor, and it can be detected and destroyed through mundane means.
The user's sight can no longer be quelled except by the supernatural. The user's eyes have a faint glow about them, a stare from the user seems supernaturally intense.
Passive. You will always have access to your sense of [[chosen-sense]], unless it is suppressed by a supernatural effect.
The user uses beams from their eyes to deflect attacks, possibly damaging the weapon in the process.
Passive, always in effect.
Grants the ability to parry weapons and projectiles with power.
The attacker's motions are slightly reduce, or their aim goes slightly off. The attacker is dissuaded from hurting the user, to the point where they just seem to miss their target. If the user cannot see the attacker, or vice-versa, they can attack as normal.
You have 3 Armor, which reduces incoming damage from any attacks. Armor from multiple sources does not stack. Passive, always in effect. This armor only applies from an attacker intending to harm or hinder the user.
The users eyes get a faint glow upon them when focusing. Their colors become more vibrant as they enhance their vision drastically, able to discern things at both a far distance and able to narrow their scope to a miniscule level.
Passive, always in effect. Can only be taken for senses that are already affected by the Acute Sense Asset.
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.
Finally returning to the fray. I'm trying to reconnect with some other contractors. I need to build contacts. I need to make sure I'm able to react appropriately. I'll spend this time working my body into proper shape, my eyes are impressive but they cannot see me through all situations. I'll make sure that I keep up with the others, I can't become dead weight on a mission. I came dangerously close this time to being unnecessary, and I cannot let that come to pass. I need to be able to overcome all obstacles, or else I'm as good as dead already. I've gotten a new apartment. It was time to relocate, I think it's something I'll need to do regularly to make sure that no one can lock me down. We'll see how things progress.
11 Victories - 0 Losses
Remaining: 3 Exp. (Earned: 211 - Spent: 208)
Got some pricey advice and got caught anyway, made the right decision in the end
Kept a low profile till just the right moment