Preston Vincent Astor III
I can't believe I'm missing my lacrosse game for this.

A 15-Victory Seasoned Contractor played by ShadyTradesman in NC Reborn

Preston Vincent Astor III is a Rich frat dude slash secret society wizard who will risk his life to Fulfill Epsilon Omicron’s mission and protect American interests, drive evil creatures out of USA.

He is 21 years old, and often appears as a fit, well-kempt young man with short hair and expensive brand clothing.

Preston Vincent Astor III lives in NC Reborn, a setting .

His journal has 9 entries.

Attributes

Brawn

3

Charisma

3

Dexterity

4

Intellect

4

Perception

3

Abilities

3 Alertness

1 Animals

4 Athletics

1 Brawl

0 Crafts

3 Culture

2 Drive

3 Firearms

3 Influence

3 Investigation

2 Legerdemain

2 Medicine

1 Melee

6 Occult

1 Performance

1 Science

2 Stealth

1 Survival

1 Technology

(Tap for Combat reference)
Initiative: 0 dice
Movement: 0 feet
Dash: 0 feet
Perception + Alertness: 0 dice

Injuries

(Preston Vincent Astor III is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Mythos fractal scar on chest
  • Electric burn scar on chest
  • Body 7

    Penalty

    8 Mind

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

    Limits

    Atrocities
    Murder
    Anguish

    Traumas

  • Fear of Ghosts
  • Fear of monsters
  • Trauma from edgar
  • Trauma from Edgar
  • Trauma from edgar

  • Mana


    Assets And Liabilities

    Assets
    +2 Contacts: You have readily available access to your contact.
    Contact: American aristocracy
    +4 Rich: You have access to $1,000,000 (or equivalent currency) per Game. Note that moving vast sums of money quickly or discreetly is not always possible.

    Conditions

    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

    Circumstances describe your Contractor's situation in various Playgroups.

    Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.

    Powers

    Open up a musky tome. Its pages flutter as it turns to a page it did not previously have: a description about the object right in front of you! The book will answer your questions about where the object was made, who by, and how it is used.


    Exert your Mind and spend a minute to activate. Select a target Object within arm's reach. You must actively and obviously use An old musty tome to activate this Effect. At the end of your investigation, roll Intellect + Occult at Difficulty 6.

    You learn all the following information about your target:

    • You gather information about where the object was made and when.
    • You learn the object's intended function and how to use it for its intended purpose, though not necessarily the ability to do so.
    The quality and specificity of information gained depends on your Outcome.

    • You can target yourself if you qualify as a valid target by the other requirements.

    When a creature attacks Preston, his coat flutters and its stars and trim glow with magical energy, protecting him from incoming damage.

    Usually wearing: https://ap.louisvuitton.com/eng-sg/products/flags-patchwork-bandana-denim-trench-nvprod1630240v


    You gain the following benefits at all times. You must actively and obviously be using a full-body robe or long robe-like coat to gain the benefits of this Effect.

    You have 5 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

    Preston withdraws his staff, spins it above his head and shouts "YOU SHALL NOT PASS!" before driving it into the ground. A visible shockwave eminates from the point of contact, and all creatures he determines are ejected from the area and cannot approach. He may move slowly with the staff or leave it in position.


    Exert your Mind and spend an Action to activate. You must actively and obviously use A staff to activate this Effect. Roll Charisma + Occult at Difficulty 6.

    Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next minute. Any Monsters within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.

    You must maintain Concentration during this Effect.

    When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.

    After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Whip out your wand, point it at your foe and shout "Magic missile!" A bolt of bright, cold, octarine light whizzes toward your target. It's very Harry Potter until the missile actually hits. Then things get gory. When used as defelection beam, a lightning-like blast deflects an incoming attack.


    Spend an Action to activate. Select a target within 45 feet. You must actively and obviously use A wand: a polished rod of metal or wood. to activate this Effect. Roll Charisma + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

    If the contested Outcome is positive, the target takes that much damage plus 3. Armor is fully effective against this damage.

    You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.

    This Gift's level is capped at 2 Gifts and cannot be increased further.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Preston reaches towards a surface and focuses. The surface opens into a pool of light that flows like a viscous liquid. Then, he reaches in and withdraws the item of his choosing, stealing it from somewhere in the world.


    Exert your Mind and spend 2 rounds to activate.

    Choose an Object which could fit inside a regular backpack (up to 27 liters). It cannot be Alien and must be relatively basic. You can create explosives, but they are limited in size to being no larger or more powerful than a satchel charge. You may create firearms.

    Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Created item lasts 1 hour.

    • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).
    • For setting the difficulty for the fabrication roll, something like a "shirt" would be difficulty 5, whereas "Police uniform" would be difficulty 9. Explosives are always rolled at Difficulty 9. The Outcome determines overall quality and how well the item fits the request.

    Preston uses his magic wand to move shit that's far away. Sparkles appear at the tip of his wand and also on the object that he's manipulating.


    You gain the following benefits at all times. You must actively and obviously be using A polished wood or metal rod (wand) to gain the benefits of this Effect.

    You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

    Telekinetic actions have the following restrictions and behaviors:

    • Reactions: You cannot use a Reaction telekinetically.
    • Multiple Items: You can only interact with one thing or take one action at a time.
    • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
    • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
    • Weapons: You cannot wield weapons effectively in combat.
    • Fine Tools: You may use this Effect to simulate fine tools which can manipulate tiny or delicate things, such as a lockpick, forceps, probes, etc.
    • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.

    • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

    With a flourish of a sheet, Preston wraps himself in a tiny bundle and disappears in a shower of sparks. He has been known to bring others with him as well.


    Exert your Mind and spend an Action or Reaction to activate. You must actively and obviously use a sheet, blanket, or cape to activate this Effect.

    You phase out of reality for 3 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. Nothing can interact with you in any way.

    When you phase out, you may bring 1 other targets you are touching with you.

    • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

    Preston waves several crystals and gems around the head of his patient while humming and chanting mystical words. The pox of the disease is pulled into the crystal, turning it black.


    Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. This Effect cannot be used unless Disease must be caused by supernatural effect.. You must actively and obviously use Several crystals or gemstones. to activate this Effect.

    You may cure any single disease or poison afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.

    • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Preston withdraws a mirror, wiggles his fingers, and speaks a rhyme beginning with "mirror mirror." The surface of the mirror shimmers and shifts, showing what lies beyond. However, too much usage of the mirror can lead to narcissism and paranoia.


    Exert your Mind and spend an Action to activate. Select a target Location within 500 feet. You must actively and obviously use a mirror to activate this Effect. Make a Trauma roll when you activate this Effect.

    You may perceive things as if you were standing at that Location for the next five minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.

    Others near you may choose to observe what you are perceiving by the images appearing in the mirror.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Preston raises his arms in the air and shouts "Epsilon Omicron!" With a mighty zap, a gigantic animated minion appears!


    Exert your Mind and spend an Action to activate.

    You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may store Objects or Living things in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 1 things at a time.

    • Attempting to stash an Animate target may require a contested roll at GM’s discretion.
    • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
    • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
    • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

    By donning a pair of curly-toed shoes, Preston may walk on walls and ceilings.


    You gain the following benefits at all times. You must actively and obviously be using Curly-toed shoes to gain the benefits of this Effect.

    You may move easily and without a roll in any of the following situations.

    • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.

    When Preston dies, if he was wearing an amulet, his body magically disappears, leaving only his clothes. If anyone ever holds the amulet and says "Preston" 3 times in a row, he returns. After returning, Preston prefers wearing lighter colors and being more serious and objective-oriented.

    Typically, Preston wears a large amulet inscribed with "Say Preston 3 times to unlock this amulet's power."


    You gain the following benefits at all times. You must actively and obviously be using an amulet to gain the benefits of this Effect.

    If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state, though you appear dead to any means of detecting life. Your body leaves behind a token. You remain incapacitated until the following ritual is performed with the token: Hold the amulet and say "Preston Preston Preston".

    If, while you are unconscious, your wound level rises above your rating in Body + twice your Intellect, or if you take an Injury with Severity greater than twice your rating in Intellect, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

    Preston raises his arms, wiggles his fingers, and little sparkles fly out and woosh around the object in question. It shudders to life and follows his commands, including to do things it was not designed to do.


    Exert your Mind and spend an Action to activate. Select a Inanimate target within arm's reach which could fit inside an SUV (4,000 liters). You must actively and obviously use Pointed hat with stars and moons to activate this Effect.

    Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.

    Animated Objects have the following restrictions and capabilities:

    • Awareness: Animated targets are capable of perceiving the world around them within reasonable limits. They cannot communicate in a clear or coherent way.
    • Movement: Animated targets can use an existing method of locomotion (wheels, etc); otherwise they can move across the ground at 15 feet per round, or hover up to a height of 7 feet in the air at 10 feet per round.
    • Toughness: Animated targets are as easy to destroy as they were prior to being animated.
    • Ability Use: If an action requires a roll, Animated objects have a dice pool of 5 when performing a task for which they were designed, and a dice pool of 3 for taking any other actions.
    • Combat: Animated objects are able to take offensive actions in combat. If they are a weapon, they receive bonus damage based on their weapon stats. GMs may add additional damage bonuses (or reductions) at their discretion depending on the size and material composition of the animated object.
    • Artifacts: Animating an Artifact does not grant the animated object access to any Effects built in to that Artifact.
    • Following Orders: Animated objects are controlled by the GM, but they will follow any simple commands you give them to the best of their limited ability.

    • A hulking, car-sized statue might get a damage bonus of +4 if it hits, whereas a feather duster might have their damage capped at 0.
    • A task for which an object was designed might include a broom sweeping, a gun shooting things, a car driving, a towel rubbing up on stuff, etc.
    • Animated objects may be more or less susceptible to certain attacks at GMs discretion. A scarecrow golem would be easily destroyed by a sword (or fire). An animated suit of armor may not fear bullets but could be smashed to bits with a hammer. A full bronze statue is largely indestructible but might have difficulty standing up if toppled.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Rugged oxfords with a switch that can automatically extend the toes into curly toes.
    • Button down shirt brooks brothers
    • Slacks
    • long robe-like rain coat
    • Glock .20
    • Iphone
    • Large ruby amulet with the inscription "Say 'Preston' aloud four times to unlock this amulet's Power."
    • Wallet w/ id, credit cards
    • Guuci sunglasses
    • Flashlight mag-light
    • quick-extend collapsible lacrosse stick staff (carbon fiber) (animated)
    • 2 extra clips of ammunition
    • Collapsible cone-shaped wizard hat that is blue with gold stars and has headband
    • Wooden wand
    • zippo lighter
    • flask of 25 year glenndronic
    • emergency wilderness beacon
    • collapsible mirror
    • old pocket bible tome
    • simple muti-tool
    • antique pocket knife
    • small bag of gemstones and gold coins ($25000 value)
    • a piece of rose quartz
    • Ziptie handcuffs (animated)
    • high end in-ear radio headsets (4)
    • owl pill

    rolling, rugged luggage that can also be worn as a backpack.

    • Athletic gear
    • Tome (1840s shipping manifest)
    • Collapsible cone-shaped wizard hat that is purple with blue stars.
    • Metal wand
    • zippo lighter
    • high end in-ear radio headsets (4)
    • small metal container of lighter fluid
    • wilderness survival kit
    • collapsible staff
    • hand mirror
    • large hunting net (animated)

    Stash

    • 14 ton bronze golem (animated)
    (Click to toggle Weapons reference)

    Trophies

    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.



    Contractor Timeline

    15 Victories - 1 Failure
    Remaining: 2 Exp. (Earned: 274 - Spent: 272)
    An itemized record of every Contract, Gift, Improvement, and Experience changes

    Biography

    Preston has claimed one victory that wasn’t recorded on the site

    Journal

    Latest 1 of 9 entries

    NOLISPE NORCIMO

    What is real?

    E P S I L O n   T E A m   T R i O 
    P R O V E N   g h o u L   T e A M 
    S I M p S O n s   O R   S A u D I 
    I V E   S a v E   N a I L i v I C 
    L A G   o R   m y   M O n S T e R
    O T E c o m y   H E A R   I n T O 
    N E M E S E S   O   o m I c R o N 

    A R E N A
    R A D I I
    E D G A R
    N E A R S
    A K R O N

    A R E N A
    R A D I I
    E D G A R
    N E A R S
    A K R O N

    E P S I L O n   T E A m   T R i O 
    P R O V E N   g h o u L   T e A M 
    S I M p S O n s   O R   S A u D I 
    I V E   S a v E   N a I L i v I C 
    L A G   o R   m y   M O n S T e R
    O T E c o m y   H E A R   I n T O 
    N E M E S E S   O   o m I c R o N 

    WHAT IS NOT REAL

     

    DIMENSIONS INTERSECTING

     

    ABSOLUTE POWER


    TERROR??