Alex Grey does not have a home World despite completing 7 Games. They should not play in any Games until they have a home.
Alex Grey has played more Games out of their home World than in it.
Games in home World: 0
Games in other Worlds: 7
They can only play in Games in their home World until that's where the majority of their Games have taken place.
He is 31 years old, and often appears as A caucasian man with short brown hair and a beard, wearing casual clothing.
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.
Due to not needing to control his body, it doesn't matter if Grey is injured, control can be handled by a more competent individual.
Passive, always in effect. Your Body Penalty is reduced to 0. Does not reduce Mind Penalty.
Alloy allows Grey to aim with unnatural efficiency using small firearms.
Passive, always in effect. Attacks with firearms will do +0 more damage. The target's Armor is Reduced to 1/2, rounded up.
Alex's eyes roll back and he takes a moment to absorb thousands of translations and after a minute, he can speak and understand any language fluently.
Spend an Action, Exert your Mind, and target a being within Arm's Reach. You may communicate with the being for 10 minutes. The conversation may not be overheard or intruded upon.
You may only communicate with beings that your Enhancements allow. Without at least one "Commune" Enhancement, this Power is unusable.
When in danger, Alloy kicks in to keep it's vessel alive, giving Alex an unnatuarlly efficient manor of moving and attacking, almost as if he is being piloted by an outside force. This gives his attacks a precision that helps him hit vulnerable areas on opponents.
Passive, always in effect. Unarmed attacks will do +1 more damage. The target's Armor is Fully Effective.
Unlike the Ability Brawl, this Power does not affect small weapons such as knives.
The user appears to try to log in into the thing being hacked, and after failing a few times, seems to be shocked by the thing being hacked, and the tech suddenly bends to his whim.
Exert your Mind and spend 1 Minute hacking the target. Roll Intelligence + Technology6, the Difficulty of which is determined by the GM based on the security of the system you are hacking. A bar's point-of-sales system would be Difficulty 5, a major social media site Difficulty 7, and a nuclear reactor is Difficulty 9. Difficulty
If you succeed, you may issue a single command to the system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
This Power is not usable on sentient or supernatural machines.
The user has advanced tech implants in his brain that grant him all the functions of a computer: searching for things, solving complex equations, saving things to memory by making documents and simple communication like emails, all within his head.
Passive, always in effect. You have access to the functionality of Computer. Note that this covers the functionality of the tools and does not grant you the tools as objects themselves. You cannot use this Power to satisfy the requirements of the Focus Drawback.
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.
6 Victories - 1 Losses
Remaining: 17 Exp. (Earned: 176 - Spent: 159)
That rat is going to die because it can't eat