Grace Cyanide has played more Games out of their home World than in it.
Games in home World: 0
Games in other Worlds: 25
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 ratty clothes. She wears a clanking metal gauntlet and a belt of woven hair. The image of a younger brunette girl in a singed nightgown lays over her own, and they are often accompanied by a ghostly black cat with glowing yellow eyes.
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 34 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 a Living target. 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.
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 Sapient 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? The sounds of crackling flames, jeers, and the shrieking of The Spirit and Horatio build and echo around Grace, then fly to surround the target. A heat emanates from them as ghostly fire builds in a pyre-type circle, briefly pushing them into the pain of being burned alive. A successful mind roll reveals that the flames aren’t real; once you realize this, you cease to be hurt by the memory.
Spend an Action, Exert your Mind, choose a target within 45 feet, and roll Intelligence + Occult6. The target may defend by rolling Mind, Difficulty 6 as a Free Action. 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.
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 may not 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.
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 a target 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 message can only be seen/heard/read/felt by the intended recipient, but you must share a language.
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.
Columbus, Ohio: Doctor Murphy and Grace work together to remove the S.I.N. chip from it’s place, wrapped around Guido’s brain stem. Fatal exsanguination and paralysis are major risks, and between Grace’s assistance, all she can think about is how she’ll fix it… she is tired, and worried, and she made a promise.
Grace conjures her Stake Flames in her small palms and presses them slowly to to the scar. They cleanse as rubbing alcohol would; burning, hissing, but sterilizing. The target is connected to Grace’s head for the hour, and now knows The Spirit’s fear and trauma. She lets out a low breath and removes her hands.
Exert your Mind, spend An hour treating a Living target, and roll Intelligence + Occult8. If you succeed, the treated Battle Scar will heal over the course of the next week. If you fail, you cannot attempt to treat that particular Battle Scar for a month. Difficulty
“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 a Living target 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 + Medicine7. If you are successful, you may remove one of the patient's revealed Traumas. Difficulty
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.
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.
The pathway to Grace’s mind for other souls is wide open. In the past, visitors have been relatively invited, but as Grace becomes willing to do more… why don’t you come in and chat?
Grace focuses her energy towards pulling someone into that pathway. If successful, the target’s vision will flutter in and out between their real-world view and being flat on their back, laid out on a table surrounded by cakes and tea sets in a desaturated environment. The Dead Kid Tea Party stares down at them with hollow, prying eyes: Grace, The Spirit, Sally, Horatio, and Hope staring into the grey area between your body and your consciousness, and reading.
Select a target within 20 feet, Exert your Mind, spend one minute establishing a connection, and roll Intelligence + Influence, which the target can contest by rolling Mind, difficulty 6. You must maintain concentration as long as you are reading their memories. The target is aware that their thoughts are being probed but not of the source. If the target moves out of range or your concentration is interrupted, the effect ends.
This Power lets you ask specific questions about the target’s memory like “what is their computer password,” “What were they doing at 4:00PM yesterday?” “When was the last time they met so and so?”, And answers generally play back like a scene. This Power does not allow you to glean large synthesis answers like “Is she a good person?” “Is she planning on backstabbing us?” “Is she popular?”
When Grace and The Spirit first met, The Spirit saved her life. She had been fatally wounded, curled on the pavement and crying before her attacker. Neither of them wanted her to die, and that is the reason they joined in the first place. Light filtered through the blue, wraith-like form of her future best friend acted like some perversion of the light at the end of the tunnel… and she woke up healed.
Grace cannot be killed by mundane means. Perhaps she never could, or perhaps she hit a benchmark in power that solidified this. The only thing that can truly take her down is the removal of her belt of dead man’s hair, and of course, an exorcism. On the event of her death, the Spirit leaves with a heartbroken wail as all of Grace’s injuries, hunger, thirst, and exhaustion that were prevented by her catch up and wither the girl into a bloody husk.
If you would take an Injury that would kill you, you don’t die. Instead, you survive, incapacitated. After one hour, the Injury that would have killed you, as well as any Injuries sustained since then, are healed. Battle scars obtained during this time remain.
If, while you are unconscious, your wound level rises above your rating in Body + Intelligence, or if you take an Injury with Severity greater than your rating in Intelligence, you die.
Awhile back, I said we needed to have trained up some armor. I know it may look counterproductive to start that after saying we wanted me to get hurt, but I don’t wanna be stupid about it, like I said, and I don’t wanna get hurt in stupid ways. Plus, I’ll be more of a liability if I’m just hurt by small things.
It’s not really armor armor, my friend just trained up her reflexes. She’s a lot faster than I can be, and we kinda just spent time… safely? hurting ourselves to get it. Mister Cham has throws stuff at us, and we fall out of trees. She swats the stuff and puts her arms out to help me land better. It’s really helpful, she just gets tired quick. I think we’ll get better at it over time.
The fireflies started coming out. We won’t go train with them, they’re too pretty to hurt. We like watching them from on top of the hill. I think it’s the same as us liking shiny things, I mean, I do more than my friend or Sally does, but they like them, too. Horatio always wants to go bat at the fireflies to we have to keep him in our lap and pet him a bunch so he doesn’t move because he’s too distracted purring. And then we can watch the fireflies move. I don’t have anything else I need to be doing, I don’t even get hungry, so we can just… watch.
(-The bottom of the page and margins are filled with empty circles with wings and “glow” lines around them: fireflies.-)
(-Stray lines from where the paper tore on the previous page decorate the margins.-)
I’m sorry about the last page, I didn’t mean to tear the paper so much. I guess I was still freaked out and angry about that Contract.
We figured it out. We figured it out we figured it out we figured it out we figured it out we figured it out !!!!!!!!!!!
We didn’t understand at first, I just woke up and… I mean, my friend, she never sleeps unless she needs to rest after using her energy. We were so upset over my eye… when we woke up, I didn’t get it, but we could see like normal. Diary? We did it. We merged.
Not completely, just at the eye. My friend can’t move her eye from where mine would be, and it works just like my old one. Our eyes are both red, so it doesn’t look that different unless you shine a light in it (ow), but I can see all the way to my brains. They’re red and pink and white, maybe not brains, just my skin behind our eye, I don’t know. We checked ourselves out- the protective symbol from the creature is still there in white, scar tissue I guess. I kinda like it.
But… that mean the only way for us to stay together is for me to get hurt like that?
Getting that hurt sucks. And my friend doesn’t want me to be hurt.
Maybe it’s good. It could keep me from being so scared of getting hurt. I’m not going to start cutting my limbs off to make us merge faster, but… getting my limbs cut off might not be so bad.
I shouldn’t laugh, but I thought about giving my cut off limbs to Mister Benny. But, being serious, I want to keep my friends even though we figured out what we’ve been wanting to figure out. It’s not like I can just go back to a normal life, and I don’t want to. I like going on Contracts, I like seeing what my friend and I can do, I like progressing.
We’re going to keep going on Contracts. It shouldn’t be hard to get hurt… but we’re not gonna let it be something stupid.
We stopped at a hospital for Mister Cham, but he decided not to go in. I think he focused his win towards healing up. I’m getting better at healing people, and I tried to joke with Mister Cham that I test it by falling out of trees on purpose, but he just doesn’t seem like he likes jokes.
Mister Cham is nice, but he always seems sad or upset about something. I guess he misses being a full angel, and I was kinda nervous around him, especially after the quills from the Sin Eater saying I was bad, but he hasn’t hurt me. He actually built up my shelter, with a door and lights and a few more unicorns and water storage. It’s so nice of him, I don’t really know how to say thank you, but I’ve been helping his fears more, so maybe that’s how he wants to pay me back. And he never complains when I get eggshells in breakfast when I try to make some.
His leg is healing weird. It was all small and red like a baby and it just keeps getting bigger, I guess it’ll stop when it’s the right size. Maybe it helped him when he went to the st wait, how did he get the stuff he got? Hold on.
Okay, Mister Cham says he got the door from a construction site. I guess nobody will miss it, it was already getting taken down. It’s all dirty and the paint is cracked so it’s perfect, it blends in with the grass and stuff around it, and we put up branches to help. Not flower though, those would die too fast. And I don’t like disturbing the flowers.
22 Victories - 3 Losses
Remaining: 7 Exp. (Earned: 290 - Spent: 283)
Ghost Girls are a little too exciting for this small town.
Cyanide isn't so fun now, is it?
Now lives in London
Walk in the park, really.
Got her funnel cake after all
Yanked themself from the clutches of defeat, but at what cost!
Lost middle finger.
Girls got phone skills.