Grace Cyanide
“I don’t want to lose my best friend.”

A 19-Victory Seasoned Contractor played by lumiq in The Netherworld

Grace Cyanide is a possessed child who will risk her life to find some way or someone to bind the spirit of her and her best friend to one body.

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.

Attributes

2 Brawn

4 Dexterity

4 Perception

3 Charisma

4 Intelligence

3 Wits


Abilities

2 Athletics

2 Brawl

3 Crafts

0 Drive

0 Firearms

1 Legerdemain

2 Melee

2 Performance

3 Stealth

3 Survival

1 Academics

3 Alertness

2 Animals

4 Influence

3 Investigation

3 Medicine

5 Occult

0 Science

0 Technology


Injuries

(Grace Cyanide is unharmed)


Battle Scars

  • Triptych tattoo between her shoulder blades, courtesy of Connor Inkz™️
  • Paw print tattoo on her ankle, also courtesy of Connor Inkz™️ (+1 to Animals)
  • Grotesque needle hole in the center of her chest (-1 dice to social situations when exposed)
  • Connor Inkz’ double eye: +1 dice to occult (perception included)
  • Body 6

    Penalty

    8 Mind

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

    Limits

    Torture
    Betrayal
    Near-Death Experience

    Traumas

  • Pyrophobia!
  • No More Faeries: Mind roll required to not wear her clothes inside out.

  • The Spirit’s Energy


    Assets And Liabilities

    Assets
    -2 Tough: Dice penalties from pain are reduced by 2.
    -1 Polyglot: You are completely fluent in this language, and your proficiency can be useful when deciphering similar languages even if you are not fluent in them.
    Language: Ancient Greek
    -0 Seen Things: You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
    -5 Iron Will: Any attempt to control your thoughts or actions suffers a -3 dice penalty, and even if you are affected, you may Exert your Mind to cancel the effect. This includes Possession and Suggestion Effects.
    -1 Contortionist: Reduce the Difficulty of any Dexterity roll involving flexibility by 2.
    -2 Clear Conscience: You have +2 dice on all Trauma rolls.
    -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.
    Liabilities
    -2 Poor: You begin each game with 1d10 x10 in cash, and will be generally unable to replace equipment, afford transportation, etc.
    -3 Underage: Your character's starting age can't be higher than 12. People treat you distinctly differently because of your age, and your starting Brawn is limited to 3.

    Conditions

    Circumstances

    Powers

    Equipment

    On Person

    • Clothes
    • Pocket knife
    • Rocks?
    • Lockpicks in her socks
    • Gauntlet of Hope
    • Belt of dead man’s hair

    Cloth Satchel

    • Sally the Fetish Doll
    • Second pocket knife
    • Burner phone

    In the Unicorn Backpack

    • Water bottle
    • 5 apples
    • Neon bandaids
    • Flashlight
    • AA batteries
    • Two balls of yarn
    • 2 Wasp injector knives
    • First aid kit
    • Rope
    • Handheld mirror wrapped in clothes
    • Zuni Fetish wrapped in burqa
    • “Baby Bottle”
    • Diary in a waterproof bag
    • Blue, purple, and pink mechanical pencils
    • Pocket book of Realm of Mysteries cult information

    Artifacts

    The Netherworld
    Belt of Dead Man’s Hair “To bind her wispy-wily selves…” Woven around Grace’s normal leather belt is a cord of dead man’s hair from fae folk- The Fox and Xyster the Powrie. They bound her in the Aberdeen moors to restrict her powers; dead man’s hair will bind spirits to their places. After the Contract, Grace kept the hair and wove it into a belt to help her and The Spirit’s aspired forever-bond. Grace and The Spirit are magically secured at the hips to protect from being separated.
    Project *******
    Gauntlet of Hope The gauntlet and any weapon it’s holding is able to touch and damage incorporeal entities. Hope lives in Grace’s mindscape and whispers encouragements to rid the world of evil spirits, while also attracting their rage and ill intent from up to a mile away.
    Skeleton Key Grace was gifted the Skeleton Key that Benny Scapetti picked up from the SCP Foundation. With successful trauma and occult rolls, any lock it’s put in front of is opened. Make a trauma roll for use of the key, and then Intelligence + Occult to open a lock. The key can be tricked by a lock that’s purpose is at least partially concealed (e.g., a bookshelf)
    Realm of mysteries
    Baby Bottle Grace’s old water bottle has been filled with a liquidized shadow of a newborn baby. The thing is grotesque, rotted; when she opens the cap, any creature with acute smell must roll mind not to vomit.

    I am 9 & MAGICAL

    Latest 3 of 15 entries

    I Twisted My Ankle, and It Just Made Me Mad

    Dear Diary,

     

    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.-) 

    Surrey Hills

    Dear Diary,

     

    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. 

     

    Comatose, and the Guy from the Bus

    Dear Diary,

     

    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.


    Timeline

    19 Victories - 3 Losses
    Remaining: 7 Exp. (Earned: 257 - Spent: 250)

    01 Mar 2021

    02 Mar 2021

      Sanctuary - Victory (View Game)

      Note to self: Get Flashlight

      Gift spent on new power: A Helping Hand
    • +4 Exp. from winning Sanctuary
    • -3: Exp: removed liability Speech Impediment
    • -4: Exp: Occult raised from 2 to 3
    • +3: Exp: took liability Speech Impediment

    03 Mar 2021

    07 Mar 2021

    • -2: Exp: Crafts raised from 0 to 1
    • -2: Exp: Animals raised from 0 to 1
    • -2: Exp: Academics raised from 1 to 2
    • +6: Exp: took liability Poor

    08 Mar 2021

    10 Mar 2021

    • -0: Exp: developed Trauma Ablutomania
    • The Weirdling Planes of Poldahk - Loss (View Game)

      Now lives in London

    • +2 Exp. from losing The Weirdling Planes of Poldahk

    11 Mar 2021

    • -12: Exp: Intelligence raised from 3 to 4
    • +16: Exp: Dexterity lowered from 5 to 4
    • -6: Exp: Stealth raised from 1 to 3

    16 Mar 2021

    19 Mar 2021

    • +4 Exp. from GMing Mushroom Hunt
    • -8: Exp: Charisma raised from 2 to 3
    • +6: Exp: Survival lowered from 4 to 3
    • -2: Exp: Melee raised from 1 to 2
    • +4: Exp: Stealth lowered from 3 to 2
    • -2: Exp: Animals raised from 1 to 2

    27 Mar 2021

    28 Mar 2021

    30 Mar 2021

    • +18: Exp: removed asset Unbondable
    • -15: Exp: purchased asset Iron Will

    03 Apr 2021

    04 Apr 2021

    • -6: Exp: Occult raised from 3 to 4
    • -4: Exp: Medicine raised from 2 to 3

    08 Apr 2021

    09 Apr 2021

    11 Apr 2021

    • +2: Exp: Academics lowered from 2 to 1
    • -6: Exp: removed liability Short
    • -0: Exp: cured Trauma Ablutomania

    12 Apr 2021

    13 Apr 2021

    • -2: Exp: Crafts raised from 1 to 2

    24 Apr 2021

    • -2: Exp: Investigation raised from 0 to 1

    26 Apr 2021

    • -0: Exp: took Limit Torture
    • -0: Exp: removed Limit Monsters

    28 Apr 2021

    • -0: Exp: Source renamed to The Spirit’s Energy

    01 May 2021

    04 May 2021

    10 May 2021

    • -0: Exp: developed Trauma Desire to be around powerful individuals as much as possible

    16 May 2021

    • -0: Exp: developed Trauma Fear of the dark

    19 May 2021

    20 May 2021

    • -0: Exp: cured Trauma Fear of the dark
    • -2: Exp: Legerdemain raised from 0 to 1
    • -4: Exp: Alertness raised from 2 to 3
    • -6: Exp: The Spirit’s Energy raised from 3 to 4

    22 May 2021

    • +4 Exp. from winning Auction of doom
    • -0: Exp: cured Trauma Desire to be around powerful individuals as much as possible
    • +4 Exp. from winning as a ringer in Scenario for Traitor!
    • -2: Exp: Investigation raised from 1 to 2
    • +1 Exp. from writing a journal
    • +1 Exp. from writing a journal
    • -8: Exp: Occult raised from 4 to 5
    • +1 Exp. from writing a journal

    26 May 2021

    • +1 Exp. from writing a journal
    • +1 Exp. from writing a journal
    • +1 Exp. from writing a journal
    • -4: Exp: Performance raised from 0 to 2

    02 Jun 2021

    • -0: Exp: developed Trauma Neat Freak - Compulsion to be clean as much as possible.

    03 Jun 2021

    • -0: Exp: developed Trauma Pyrophobia!
    • -0: Exp: developed Trauma No More Faeries: Mind roll required to not wear her clothes inside out.

    12 Jun 2021

    29 Jun 2021

    • +1 Exp. from writing a journal
    • -4: Exp: Investigation raised from 2 to 3

    30 Jun 2021

    01 Jul 2021

    • +1 Exp. from writing a journal

    11 Jul 2021

    14 Jul 2021

    • +1 Exp. from writing a journal
    • -4: Exp: Stealth raised from 2 to 3
    • -4: Exp: Crafts raised from 2 to 3

    25 Jul 2021

    26 Jul 2021

    28 Jul 2021

    • +1 Exp. from writing a journal

    29 Jul 2021

    • -3: Exp: purchased asset Polyglot (Ancient Greek)

    30 Jul 2021

    • +1 Exp. from writing a journal
    • +1 Exp. from writing a journal
    • -6: Exp: purchased asset Tough
    • +1 Exp. from writing a journal
    • -2: Exp: Brawl raised from 1 to 2

    31 Jul 2021

      Containment Breach - Victory (View Game)

      None

      Gift has not yet been spent
    • +4 Exp. from winning Containment Breach

    Gifts and Improvements

    Character has 1 unspent rewards

    Gift / Reward History