Chip Douglas does not have a home World. They cannot interact with Contractors on their Downtimes. They must choose a World before their fourth Game.
They are 24 years old, and often appears as A talkative guy in a Xfinity polo and khakis.
Conditions are GM-assigned status effects.
Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and World leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained. For example, lycanthropy may be contagious in one World, but not another.
Circumstances describe your Contractor's situation in various Worlds.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
Chip's a master at blending in.
Exert your mind and spend 1 Minute applying a disguise. You may alter your physical appearance, not including clothes, to one that has a similar sex, weight, age, race, and height. Lasts one hour or until you choose to end the effect.
A disguise cannot affect your Attributes or other stats.
After a brief conversation, Chip's able to become best of friends with anyone-for a while. He can adapt his personal 'persona' and play off of the behaviors and subconscious tells of the target, by the end of the conversation, they'd do anything for each other.
Spend an Action, Exert your Mind, and choose an emotion and a target within Arm's Reach. Make a contested roll against the target, rolling Charisma + Alertness6 vs their Mind, Difficulty 6. If you win, the target must do something they otherwise wouldn't have done, inspired by the chosen emotion. The action they take will be in keeping with their character and the way they tend to deal with strong emotions. The emotion shift lasts 1 Hour, and during that time, they are very unlikely to change their mind about their action. Difficulty
Combat ends the effect, even if the target started it. If attempting to calm during combat, effect ends if target is attacked.
Example emotions (and example potential actions):
Anger (attacking, losing temper)
Pity (adopting a puppy, stopping an attack, killing you painlessly)
Happiness (stopping a despair-driven action)
Jealousy (stealing a gem, buying something)
Anxiety (run, attack brutally)
Sadness (find solitude, openly cry)
camping gear Electrical kit 25 feet of sturdy wire 30 feet of rope 2 days food and water Duct tape Knife Flare gun Tarp Wire snippers Bolt cutters First aid kit Binoculars Night vision goggles
Artifacts are GM-created objects and equipment.
Examples of Artifacts include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Artifacts are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained.
2 Victories - 1 Losses
Remaining: 6 Exp. (Earned: 160 - Spent: 154)
While epically cool, was more Ace Ventura, not Bruce Almighty.