A 7-Victory Novice Contractor played by shotgunwizard22 in Project *******
Sometimes, bad decisions are made
He is 17 years old, and often appears as a somewhat lanky teen in a grey hoodie, white shirt and grey jeans, with black hair and green eyes. faint, black mists seem to seep through the gaps of his clothing.
Arthur Annuler lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance.
His journal has 13 entries.
3 Alertness
0 Animals
2 Athletics
2 Brawl
0 Crafts
0 Culture
1 Drive
3 Firearms
0 Influence
2 Investigation
2 Legerdemain
2 Medicine
0 Melee
1 Occult
0 Performance
0 Science
2 Stealth
0 Survival
2 Technology
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 describe your Contractor's situation in various Playgroups.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
Arthur Annuler exits our reality as he is swallowed by a shroud of black mist and re-enters at another location with a cloud bursting out around him seemingly instantaneously, having passed through the Gap between Realities as a means of rapid transport.
Spend an Action and Exert your Mind to jump to a Location within a maximum of [[jump-distance]].
Landing on horizontal surfaces is easy, but if the landing is precarious, you’ll need to make a Dexterity + Athletics roll to land/grab on safely. You can land safely when falling from twice your vertical height. After that amount, you take damage as normal.
If you are Encumbered, your range is halved. If you are too encumbered to walk, you cannot use this Ability.
Arthur Annuler is wreathed in a black mist, then disappears for a short amount of time into the gap between realities. The spot he disappeared from leaves an imprint of black mist behind. Arthur is fully capable of moving in the gap between realities.
Spend an Action and Exert your Mind to phase yourself out for 3 rounds. You cannot perceive the outside world or take any Actions during this time, but nothing can interact with you in any way.
Arthur Annuler opens a small hole to the gap between realities and allows Eldritch Tentacles to reach out from the mists surrounding his body. The tentacles have a reach of 30 feet and blindly lash out at Arthurs foes.
Exert your Mind, and roll Perception + Alertness7 as a Committed Action. If you succeed, you summon a single minion. You may have [[maximum-minions]] active at a time. The minion lasts for an hour, has dog-level intelligence, and cannot communicate back to you. Difficulty
Minions have the following stats. You have 5 times 2 points to distribute between the following:
Health levels, Movement dice, Attack dice, and alertness all of which have a maximum of 6.
Health: 4
Movement/dodge:
Attack (difficulty 6): 6
Alertness:
Their attack does (successes to hit + 1) damage.
Arthur Annuler allows tendrils to reach through the Gap between Realities, grasping his foes and restricting their movements.
Spend an Action, Exert your Mind, and roll Perception + Alertness6 to Restrict a target within Arm's Reach. The target may contest this by rolling to dodge or Defend (as for an attack with a thrown weapon) as a Reaction. Success fixes the target in place at their location, although they still can move their arms, use Powers, etc. Difficulty
The target may attempt to break free by making an attack against their bonds at +1 difficulty. Breaking the binding requires an amount of damage equal to double the initial Outcome. Damage from multiple attacks is cumulative and stacks linearly. Other individuals may also damage the binding by attacking it at +1 difficulty.
Arthur Annuler is capable of projecting his voice through the Gap between Realities, letting him speak to people at great distances.
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.
Arthur Annuler traded his tongue for power, and that power took the form of a tentacle replacing his lost tongue. The Tonguetacle is capable of extending up to 30 feet and can carry objects.
Your Extra Appendage functions either as a replacement body part or a standard humanoid arm and hand. Any Battle Scars on your Extra Appendage, including its complete loss, can be healed over one Downtime.
If your Extra Appendage acts as an additional limb instead of a replacement, you do not need to re-roll to maintain a successful grapple. Instead, your previous Outcome can be reused each Round until the grapple is broken.
This Power is passive and always in effect.
Arthur Annuler dissolves into a cloud of black mist, the cosmic essence which is constantly leaking from his body. The cloud of mist remains conglomerated, like a single entity, and can squeeze through any gap in its formless state.
Exert your mind and spend an Action transforming into a Writhing black mist. Lasts up to 1 Minute but may be ended early at will. While in this form, you can squeeze through any gap that is not water-tight. Damage from standard attacks is halved, and damage from AOE effects is increased by 3.
You cannot communicate, use equipment, or use Powers while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
Your Writhing black mist must remain relatively contiguous. It strikes observers as an unusual entity moving with a singular purpose.
The Gap Between Worlds spills out into reality through Arthur, and now it spills into his body, filling in his wounds and repairing them.
Any stabilized Injury heals quickly, reducing its severity by one level each time 3 Days elapses. Therefore, if you have the Cooldown Parameter at level 1 (three days), and you have an Serious (4) Injury, it will drop to Threatening (3) in three days and be fully healed in 12 days. This power does not heal battle scars.
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.