Emanuel Baxter has played more Games out of their home World than in it.
Games in home World: 0
Games in other Worlds: 6
They can only play in Games in their home World until that's where the majority of their Games have taken place.
He is 29 years old, and often appears as A below average height man with ashy blonde hair, glasses, a grey suit, and a slilvery tie.
Emanuel Baxter lives in The Tattered Curtain, a World where the barriers between universes are beginning to crumble.
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.
Baxter provides typical, mundane therapy to someone, curing a single trauma that they are afflicted with over a month. He then tells them something along the lines of "Heed my advice, or you'll end up spiraling back into your old struggles," and he means it. If the patient doesn't heed future advice issued by Baxter, their trauma will come back all at once.
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 + Influence7. 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 user stares at a target within 20 feet. As he stares, a space 1 foot in front of his face seems to solidify into a glass pane. This pane suddenly shatters, leaving shards broken glass in the air, and is it shatters, the targets mind will shatter as well. The pieces then merge back into the air, as if they were never there in the first place.
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.
User rolls Intelligence + influence to gain knowledge about a target who they just shook hands with.
Exert your Mind, choose a Sapient target within Arm's Reach and spend 2 Rounds examining them. At the end of the cast time roll Intelligence + Influence6. The quality of the information you receive depends on your Outcome, and the nature of the information depends on the Enhancements you have chosen. Difficulty
The number of information-revealing Enhancements attached to this power is limited to 2 for Novice characters, 4 for Seasoned characters, and 7 for Veteran characters. You may still take any number of other, non-informational enhancements.
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.
5 Victories - 1 Losses
Remaining: 8 Exp. (Earned: 176 - Spent: 168)
At least he could drive a *little*...
Here's my client, and I'm homeless
The One With Common Sense (I Don't Like That, But I Act Confident)