Pétur Kristinnsson does not have a home Playgroup despite completing 6 Contracts. They should not play in any Contracts until they have a home.
Pétur Kristinnsson has overspent Experience Remaining: -5 Exp. (Earned: 170 - Spent: 175)
A 5-Victory Novice Contractor played by lumiq as a Free Agent
He is 23 years old, and often appears as a blond haired, grey eyed young man with interesting facial birthmarks and a large, grayish brown coat.
Circumstances describe your situation.
Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.
Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.
Pétur’s family, as far back as can be told, has kept the secret of their lineage except to chosen partners. Once submerged in water, his coat will envelop him and shift until he becomes a normal looking gray seal. If the coat is unavailable, it’ll be his skin, grotesquely thickening and stretching. When he’s out of the water, the sealskin sheds and Pétur crawls out, probably asking for his bag for the change of clothes there. The sealskin is left in a pile.
You may transform into one of up to [[number-animals]] non-human, non-flying creatures. These creatures may be aesthetically supernatural but cannot bestow any supernatural abilities. They must have analogous stats to an extant, living, mundane animal. You do not have access to any of your Powers while transformed.
Exert your Mind and spend an Action transforming into one of the following creatures: Gray Seal. You remain transformed for up to one hour and may end the effect at will.
Your Injuries persist between forms, with potentially lethal results.
You should record the Attributes and Body score of your chosen creatures when you take this Power. Otherwise their stats are at the GM's discretion. You adopt the new form's Attributes (other than Intellect) and Body rating.
Pétur Kristinnsson’s Selkie blood carries their characteristic beauty and allure; a soft voice, beautiful gray eyes, a dazzling smile, and any mundane breath can’t help but hitch. His birthmarks are the real ticket that separate him from the average model (not that he is one, though he certainly could be). They splay across his cheekbones and jaw like sunbursts reflecting on a cool sea, the sections near his eyes crinkling with every pleasant smile.
Passive, always in effect. Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (cannot be used on combat rolls or Power activations).
A given Contractor may have a maximum of one Mythic Attribute. This Power can only be taken by Contractors who have purchased the fifth level of Charisma.
Pétur isn’t fond of fights, and will try to avoid him in the way he knows how to... make love, not war. Selkies are beautiful and know it. Probably going to get him killed one day.
Pétur approaches the target and does his darnedest to convince them not to fight, smiling his beautiful smile, speaking in a soft voice to what’ll probably end up a terrifying monstrosity one day.
Exert your Mind, choose an Animate target within 50 feet that can perceive you via Sight, and make a contested roll of Charisma + Influence6 vs the defender's Mind, Difficulty 6 as a Free Action. If successful, you have the target's full attention for Outcome in rounds. They automatically fail any roll related to noticing anything other than you. Difficulty
Only targets capable of perceiving you by their sense of Sight-- if they were paying attention to you-- can be targeted. This perception of you may be transmitted. The effect ends early if the target receives an Injury or enters Combat.
This does not affect the target's opinion of you or their mood, and they may take any Action while affected (including attacking), as long as that Action centers on you.
Pétur’s leather coat is, naturally, a family possession and part of his Selkie power. The thing’s well made even to mundane eyes, and goes further beyond in the realm of the supernatural.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Passive, always in effect.
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 Gift system.
Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.