Chuckles smileyface has overspent Experience Remaining: -5 Exp. (Earned: 164 - Spent: 169)
They are 26 years old, and often appears as A clown with classic makeup and outfit.
Chuckles smileyface lives in The Netherworld, a setting between worlds. The last resting place of countless stillborn worlds that could have been.
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.
Chuckles used to be a doctor until he discovered the power of laughter allowing him to surpass those in his field requiring no drugs besides laughing gas. The only drawback is the target must agree laughter is the best medicine.
Passive, always in effect. All Stabilizations you attempt are considered Proper Stabilizations.
Spend a day with Chuckles and he can make you feel better. The target and Chuckles spends the day discussing the patients issues and work through it with jokes and laughing gas.
Exert your Mind and treat your patient for One Day. During treatment, your patient may choose to reveal one or more of their Traumas to you. You learn the details of these Traumas, including the circumstances of how they were acquired. When treatment is complete, Roll Charisma + Medicine (chosen at Power creation), Difficulty 7. If you are successful, you may remove one of the patient's revealed Traumas.
This Power has no Experience cost for you or the patient.
Treatment does not have to be non-stop, and can consist of several sessions.
BEES BEES BEES
Spend an Action, Exert your Mind, choose a target within 45 feet, and roll Intellect + Animals6. The target may defend by rolling to dodge or Defend (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 Reduced to 1/2, rounded up.
Bees swarm forth from Chuckles and build a hive out of their flesh. Pouring into the wound buzzing and healing.
Exert your Mind and spend 15 Minutes treating a specific Injury on a Living target. Roll Intellect + Medicine6 - 3. Each Success reduces the Injury's Severity by one. If you can reduce its Severity to zero, the wound is fully healed. Otherwise, it is partially healed and fully, Properly Stabilized. It will heal the rest of the way at its natural rate. Difficulty
You cannot target yourself, and you cannot target the same Injury more than once.
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.