Grace Cyanide has played more Games out of their home World than in it.
Games in home World: 0
Games in other Worlds: 22
They can only play in Games in their home World until that's where the majority of their Games have taken place.
She is 16 years old, and often appears as a 5’, curious and content girl with dirty blonde hair, apple red eyes, and dirty clothes. She wears a clanking metal gauntlet, a belt of woven hair, and the image of a younger girl in a singed nightgown over her own.
Grace Cyanide lives in The Netherworld, a World between worlds. The last resting place of countless stillborn worlds that could have been.
Her journal, I am 9 & MAGICAL, has 15 entries.
Finally, the girls are fusing the way they’ve wanted to since they began Contracting, three and a half years ago. It took Grace’s left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spirit’s ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spirit’s: bluish and semi-transparent, but now function just as the respective physical flesh would.
Any stabilized Injury heals quickly, reducing its severity by one level each time [one week elapses. Therefore, if you have the cool-down parameter at level 0 (one week), and you have a Serious (4) Injury, it will drop to Threatening (3) in one week days and be fully healed in a month. This power does not heal Exertion.
Pesticides, Maggots, Tetanus- impurities in the body, holding back her and her teammates or threatening to. Grace is sick of it, and vows to eliminate that sickness. But what on her is clean?
Horatio is called for help, and appears slinking on Grace’s shoulder like the Cheshire Cat. He steps down her and The Spirit’s arm and takes a slow claw to the ghostly flesh, opening a wound. The girls drip pale, glowing blue blood into their target’s mouth, and that target will glow the same way from the inside for awhile as the “purification” (as much as it can be called from something like this) takes hold.
Exert your Mind and spend 15 Minutes treating your patient. During treatment, the malady you are treating does not progress or cause additional damage. You may cure any single disease or poison so long as you have diagnosed it. The disease or poison must be mundane and curable with modern medicine. Must be within Arm's Reach of your target.
As long as you are treating your patient, the progression of the malady you are treating is paused.
The Spirit may protect Grace from most forms of attack with a form of deflection, such as swatting, catching, or taking over so Grace can retreat into their own head for Mental attacks.
As of now, fire would be a little too distracting for The Spirit to protect against, and she can’t keep up her deflections for too long. She’ll end up training herself against both of those, though.
You have 2 Armor, which reduces incoming damage from physical attacks. Armor from multiple sources does not stack. Passive, always in effect.
Three. Three spirits in Grace Cyanide’s entourage. The Spirit herself, Horatio, and now Sally Ingleton. Their influence (or friendship) overwhelms her own soul as she creeps towards something much less human than she could have ever dreamt before all of this started...
Spirits do not need to breathe, eat, drink, or sleep as humans do. It’s only logical that a girl that binds herself to so many may start to take on their attributes.
You may go five times longer than a normal human without food, water, air, or sleep.
Passive, always in effect.
Grace begins calling a cat and waving a ball of yarn. The Spirit’s old kitty, Horatio, appears as a ghostly form covered in soot. Upon closer inspection, you may be able to tell he was a calico. Horatio, at the GM’s discretion, may be able to perform small tasks that a mundane cat could, such as catch a bug or offer comfort. Additionally, he is able to perform a scratch attack, and The Spirit seems to be able to inexplicably understand Horatio (possibly due to their tie?).
Spend an Action, Exert your Mind, and make a Difficulty 7 Roll. If you succeed, you summon a single minion. You may have 1 active at a time. The minion lasts for an hour, and has cat-level intelligence.
Minions have the following stats. You have 12 points to distribute between the following:
Health levels, Movement dice, Attack dice, and alertness all of which have a maximum of 6.
Attack (difficulty 6): 4
Their attack does (successes to hit + 1) damage.
These stats are determined at Power creation, not at cast time.
The Spirit inhabits Grace’s mind and body. Their most devastating attack when successful, traumatization, takes effect when The Spirit recalls memories of her brutal burning and terrifying burial. She projects it into the mind of the target; the tortured screeches, whines, yowls, and groans of each member of Grace’s head follows the heat, the claustrophobia, and the darkness into their head with a force enough to shatter. What will it be? Your new fear— fire, accusations, tight spaces? Or maybe, if you’re smarter, Grace and the dead child menagerie themselves.
Choose a target within 20 feet and Exert your Mind. Your target must make a Trauma roll (Mind, Difficulty 8). If they fail, they acquire a new Trauma, chosen by the GM, and take 1 point of Mind damage. This Trauma may be removed by Powers or mundane therapy as per the normal rules.
Your target is aware that they are being attacked and can usually determine you are the one doing it. (Generally, this is folded into the Power's flavor and Description.)
If your target is incapacitated, they automatically fail their Trauma roll.
Grace is homesick. Stuck in London and surrounded by people so different from Jersey’s, she can’t help but think back on the woods she first resided in, or even farther back, her bedroom... She takes an apple from her bag, cups it, and thinks of home. The Spirit’s hands go over the top of the apple, and the girls smile together with closed eyes. The apple makes crackling noises from the inside, like it’s shifting its makeup, and she hands it over. Once bit, the apple will give you thoughts of wherever in your life you felt the most home, and heal your wounds as the warm nostalgia spreads through you.
Exert your Mind and spend 1 minute treating a specific Injury on your patient. Roll Intelligence + Medicine, Difficulty 8. 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 stabilized, and it will heal the rest of the way at its natural rate.
This Power is only effective on humanoid creatures, and you cannot target yourself.
You cannot target the same Injury more than once.
Grace is learning the importance of staying hidden. She covers her eyes and counts to five; as she does, The Spirit looks around for hiding spots. The girls both disappear.
Exert your Mind and spend an Action to obscure yourself. You and any clothes or equipment you are wearing are obscured from Sight for 1 Minute. You cannot re-cast this Power until 1 Hour has elapsed. Entering Combat or being injured ends the effect early.
All mundane attempts to detect you via Sight fail, unless you chose vision. In that case, others must roll to detect you, and all attempts to detect you via mundane means are rolled at +2 Difficulty.
GMs should use their discretion when determining the exact effects of this Power. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.
What kind of possessed child can’t float?
Grace grins and tilts backwards like a trust fall. The Spirit’s arms go up and in front, and their range of motion comes to a sudden, jarring stop. Grace goes horizontal and rises in the air with the ghostly white dress and matted hair of her best friend trailing underneath them. As they get farther up, they’ll straighten up to vertical and take their place in the sky, hovering eerily.
Grace can’t quite come down from this display on her own- if she needs to, she’ll toss a rope down at a teammate to pull her along like a balloon until she settles to the ground.
Exert your Mind and spend an Action to activate. You may levitate at [[speed-multiplier]] your normal walking speed for 1 Minute. Any penalties to dice or movement from encumbrance are applied as normal.
You may activate this Power to slow and survive any free fall.
Grace wants to protect herself. So the girls think... what is the worst pain either of them have endured? What physically killed The Spirit? Flames lick at the edge of their shared memory, and now they’re at your feet, too. Fire in the same transparency as The Spirit burns the target for one round, and they feel a slight pressure around their wrists and abdomen, like crude, scratching rope. Defense roll: Brawn to resist the heat, plus occult to realize the flames aren’t quite real and be able to ignore them.
Spend an Action, Exert your Mind, choose a target within 45 feet, and roll Intelligence + Occult, Difficulty 6. The target may defend by rolling Mind, Difficulty 6 as a Free Action.
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.
“Rain, rain, go away, don’t come back another day...” Grace holds her head in her hands and sings to herself in a broken, panicked tone until she can calm down. The storm in her mind can get especially torrential sometimes, and this is how she thinks to help. If used to heal someone else, Grace will have them sit in front of her while she performs the same ritual: she holds your head in her hands and hums or sings her nursery rhyme, depending on who it is.
Exert your Mind and treat your patient for One Downtime. 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, 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.
Grace goes into her own crowded mind and asks a favor of her cat. Horatio slides into existence for a second beside her, with a slip of notebook paper in his teeth. He pops out again as he takes off towards the target. Horatio appears in the correspondent’s mind, clutching his paper and showing it off with a cat’s mix of pride and disinterest.
Spend an Action and Exert your Mind to send a message to an individual within 10 miles. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or location. The message can be no more complicated than a multi-page letter or long email.
The Spirit is able to move her arms independently from Grace’s body, indicating the way she wants an object to move. Grace must exert her mind, as the separation of body and Spirit is both worrisome and draining.
By concentrating fully, you are able to interact with objects you can see at a distance of 75 feet. Rolls for Actions taken with these objects use Intelligence in place of Brawn and Wits in place of Dexterity. The effective rating for these Attributes is limited to 3 for Actions that would use Brawn and 5 for Actions that would use Dexterity.
You cannot engage in Combat with this Power, nor take any actions that require high manual dexterity (typing, using complicated tools, etc).
If the object passes out of sight, you lose your hold on it.
You must maintain concentration while using this Power. That means you cannot move or split your Action between using the Power and other Actions. If you are Injured or interrupted, you must roll Mind Difficulty 9 to maintain Concentration. If you fail, you cannot use this Power for a minimum of 6 - Wits rounds.
Sally Ingleton was a very unfortunate child, who lived a very horrid and traumatized life up until her brutal murder at the hands of her abusers. Her only comfort was a small old doll that used to have a voice box that said "Mama". Somewhere along the lines, the doll refused to speak any longer... that is until after Sally's untimely demise. After that, Sally's voice began coming through the box, demanding revenge and awareness of her plight. Once Sally's spirit was finally able to rest, however, the doll, dubbed Sally in honor of her former owner, retained it's ability to be a voice box for the dead.
Nikita “Widow” Stryker kept Sally as a friend and ally until her untimely demise in The White Ronin’s death traps. Grace Cyanide visited Widow’s grave, dug it up, and adopted Sally into her own Spirit Menagerie, and is now building their power together.
Spend an Action, Exert your Mind, and target a being within 20 feet. You may communicate with the being for 10 minutes. The conversation happens aloud in your native tongue and may be overheard or intruded upon.
You may only communicate with beings that your Enhancements allow. Without at least one "Commune" Enhancement, this Power is unusable.
I found a ponytail holder on the walk home. It was dirty and pink. I think another girl dropped it. The thing about ponytails is that it’s not smart for me to wear them. My hair is long and messy. It helps us hide, it goes in front of our eyes and on the sides of our face to add cover with the hood so that it’s harder for people to notice my friend. My hair was all stringy and wet in my face, which like I said before, was cold but it was more… solid? So that helped. We washed the ponytail holder off in a water fountain outside and held it so that it dried on the way back to Surrey Hills.
When we got deep enough in the forest (cause if you walk around far enough, you don’t gotta pay to get in, cause there’s a spot I found where the security cameras don’t see you) I was putting the ponytail in my hair since we were hidden and I got distracted and stepped in a hole, which I think is the dumbest way I’ve gotten hurt. I stopped, sighed all deep, and turned around to walk back into town… I was thinking I’d get a first aid kit.
About an hour later I come back to Surrey Hills with my first aid kit and I get to where we were set up. I left some of my yarn in the trees to get me back to it. And THEN I realize that there’s nothing in the stupid first aid kit to even help my ankle, and I read the little book in it and all it says is to stay off it and elevator or whatever. So now I’m sitting with Horatio on our lap, I couldn’t climb a tree so I’m on the ground with a bunch of leaves and stuff piled under my leg, and I’ve been reading the first aid book and writing this and what I told you about the old lady in Soho.
I’m going to send Horatio out to try and get a bird soon. I’m not even sure if he can… my friend says he can do it, never mind then. Good kitty.
(-There's a drawing of Horatio at the bottom of the page, holding a bird in his mouth with x's over the eyes.-)
I made my way to a national park close to London. I had to find a tourist center place and looked for pamphlets until I could find where one was: Surrey Hills Area of National Beauty or whatever. It's really nice here, I'm in the woods like in Jersey, but the air's cleaner and there's more trees and more places to explore. Still having trouble catching squirrels, but...
I'm getting better at being sneaky. I got a big jacket, my friend doesn't really like it and I don't either but we can't go out without it if we don't want to freak people out. We get protein bars, candy, water, stuff like that. The way we can move things without touching them helps for distractions, like we'll knock over things so the store people go and pick them up and then our big jacket's got big pockets for stuff. We sneak out after big groups of families, stand behind them in line sometimes to pretend that's where we belong.
We haven't been able to find a library yet. Haven't looked much in the first place. We've been more busy trying to figure out how to survive out here, and it takes awhile to get ourselves out of the woods and to the stores, but I do like walking in the woods. Maybe it's cause of my friend and her tree, but the plants here always feel extra nice to be around. I have noticed I'm kinda off balance since being in the coma, though. I hope I feel better soon.
Comatoes, or commatose, or comatose? That’s what Mister Doc said I was. I think I may have woken up and fallen back asleep. I don’t remember much… Horatio said he watched over us when he could; there were some points where I saw empty rooms, sometimes there were people there. I remember a man seeing me wake up once, walking towards me, but I fell asleep again before he got there. There were needles in my arms, the little bags and the wires like the ivys on Grandma last year. I was… in a hospital dress, and I didn’t see that it was blue until I woke up completely.
When I did, I got my clothes and my stuff from a locker. I was blurry for the most part, for awhile, but I WAS walking. I met up with Mister Doc, and we needed to get to London, which I think is near England. Buuut Mister Doc and I can’t really get anywhere on planes, can’t walk or drive there- but I had this card from that guy on the bus with the fair game, remember? The bussiness card. The one that says The Talent. We found a phone and we called him. He sounded all surprised we did, but we explained and he was really helpful- he brought us to London for free, said he wouldn’t bring us back, but I mean, that’s fine? Probably a lot better for me since nobody knows me there, and I think London is maybe bigger.
19 Victories - 3 Losses
Remaining: 7 Exp. (Earned: 257 - Spent: 250)
Note to self: Get Flashlight
Discovered a new world
Ghost Girls are a little too exciting for this small town.
Cyanide isn't so fun now, is it?
Now lives in London
You Can't Tell Me What Do!
Fell on her face
Walk in the park, really.
Got her funnel cake after all
Beetles and Rocks
Yanked themself from the clutches of defeat, but at what cost!
All Tied Up & Nowhere to Go!
Lost middle finger.
Baby in a bottle