Lady Elizabeth Finnegan has played more Games out of their home World than in it.
Games in home World: 0
Games in other Worlds: 7
They can only play in Games in their home World until that's where the majority of their Games have taken place.
She is 25 years old, and often appears as a 5'9" woman in leather and gold light plate armour, with a knight's helmet adorned with deer antlers. She otherwise appears as an attractive redhead with stunning blue eyes, light freckles, and dark red lips dressed in a short black tunic.
Lady Elizabeth Finnegan lives in Aerolyrd, a World where humanity dwells in the skies.
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.
A spark ignites in the ruby of his staff. The ruby glows, lighting up the area, and a bright orange fireball ignites, and blasts off into the target, melting their armour, and causing general amounts of distress in the target.
Spend an Action, Exert your Mind, choose a target within 45 feet, and roll Intelligence + Firearms6. The target may defend by rolling to dodge or parry (as for an attack with a thrown weapon) as a Reaction. Difficulty
Damage dealt equals the difference between your attack roll's Outcome and the defensive roll's (if one was made), plus 3.The target's Armor is Fully Effective.
Black leather armour covers most of the body. Attached to the armour are steel plates, coloured gold, on the breast, back, forearms, shins, and knees.
You have 3 Armor, which reduces incoming damage from physical attacks. Armor from multiple sources does not stack. Passive, always in effect.
I point a glove at a target and watch as it bursts into flames.
Exert your Mind and spend an Action to create or extinguish a fire as large as A fire in a residential fireplace (3 Damage per round) within 20 feet. These fires are mundane, and require fuel and oxygen to burn. Fires the size of a lighter or candle flame can be created or extinguished without Exerting your Mind.
Lighting a creature on fire deals A fire in a residential fireplace (3 Damage per round), starting the round after the first. Armor reduces this damage, but is likely to be damaged or destroyed after one or two rounds. Fires may be extinguished by the target if they spend an Action and roll Wits + Athletics, Difficulty 8.
An exact replica of myself, meant to cause confusion, is created. It mirrors my movements perfectly, and is virtually impossible to tell apart from myself.
Spend an minute, and make a Wits + Influence6. Success allows you to generate a visual illusion that is No larger than a person, and mirrors your exact movements. The illusion will remain doing this for 1 Minute. Difficulty
Upon observing an active illusion, a person can make a Mind roll, difficulty 9. If their Outcome is greater than the Outcome on your initial roll, they realize they are viewing an illusion, though it will still be visible to them for the duration. If they investigate the illusion and notice it is non-corporeal or otherwise behaves in a bizarre manner, they conclude it is an illusion without a roll.
Illusions cannot be used as attacks. For example, you cannot create an illusion of the sun to blind people.
I draw my sword, and in a dash almost not perceivable, I run up to the target, and disembowel them completely
Passive, always in effect. Attacks with will do +0 more damage. The target's Armor is Reduced to 1/2, rounded up.
A wave of my hand instills a slight glow into my blade. As I swing it, a soft musical hum splits the air, ground, and everything in between.
Spend a point of Source and work on the object in question for One Minute. It receives 3 extra dice to all actions taken with the intended application. This effect lasts for One Day.
This Power cannot be used on Armor.
As always, dice bonuses to the same dice pool do not stack. Instead, the higher bonus is used.
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.
7 Victories - 0 Losses
Remaining: 0 Exp. (Earned: 178 - Spent: 178)
Cut her shirt open, eh?
Totally not a war criminal, trust
No, you cannot ride it
She got inside. I'm not gonna tell you what/who/where
The Balence Shifted
Destroyed abominations with that big beautiful sword