Carlyle does not have a home World. They cannot interact with Contractors on their Downtimes. They must choose a World before their fourth Game.
A 2-Victory Novice Contractor played by T3K as a Free Agent
He is 36 years old, and often appears as A strong, black-haired bodybuilder. Strong, occasionally bulging muscles are kept under a green sweater, blue jeans, and black sneakers.
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.
Carlyle calls to the slumbering spirits that rest within the ancient weapons he spent so long restoring. Carlyle takes his hands and covers the weapon he desires to restore to its former glory. It takes about a minute for him to awaken the specter that waits for the day that it can rise again. He slides his hand across the blade as the rust, wear, and tear from all the years of lack of use just disappear. The weapon is as powerful and glorious as the day it was forged. For the next hour, it is even more powerful than it was before. But, after this hour, the weapon tries to catch up to this use and ends up in even worse condition than when it was restored.
Exert your Mind and work on the target Object for One Minute. It receives 3 extra dice to all actions taken with the intended application. This effect lasts for One Hour.
This Power cannot be used on Armor.
As always, dice bonuses to the same dice pool do not stack. Instead, the higher bonus is used.
Carlyle has always spent most of his years searching for antiques in the form of offensive weaponry, while caring very deeply about his hobby of sewing clothes for the orphaned children down the block. During his searches, he has honed his skill with these ancient weapons and developed his own martial techniques designed to break the opponent's weapon before his own breaks by itself due to its worn and torn condition.
Passive, always in effect. Attacks with antique, ornamental, and other melee weapons that can be described as "ancient" will do +2 more damage. The target's Armor is Fully Effective.
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: 2 Exp. (Earned: 160 - Spent: 158)
ALL THE SUCCESSES!!!