Aaron stringheart
The bow guy with twist

A 12-Victory Seasoned Contractor played by starkill in Pilos

Aaron stringheart is a Magical marksman who will risk his life to To preform a feat of Archery to make all creation gasp in awe and make the divine tremble in fear.

He is 19 years old, and often appears as A kind man with spiky blonde hair and heterochromia, having red in one eye and blue in the other. He wears a black coat with yellow accents.

Aaron stringheart lives in Pilos, a setting much like our own.. for now. His journal has 8 entries.

Attributes

Brawn

3

Charisma

3

Dexterity

6

Intellect

3

Perception

5

Abilities

3 Alertness

0 Animals

4 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

5 Occult

0 Performance

0 Science

3 Stealth

0 Survival

0 Technology

0 Thievery

(Tap for Combat reference)
Initiative: 0 dice
Movement: 0 feet
Dash: 0 feet
Perception + Alertness: 0 dice

Injuries

1
Sure is windy today
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Aaron stringheart has no Battle Scars)

Body 7

Penalty

7 Mind

Bruised
0
Distracted
Hurt
-1
Rattled
Injured
-1
Worried
Wounded
-2
Alarmed
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Capture
Near-Death Experience
Anguish

Traumas

  • Hatred of Lovecraft Monsters (Maddening on Mythic Dex)

  • Source


    Circumstances

    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.

    Conditions

    From Assets and Liabilities
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.

    Loose Ends

    Powers

    Arron understand the danger of bad weather and non-direct dmg start search for way make armor that help him live there and than hit him his Barrier work under the same principal what is temporarily whar if he make it to armor made of Ether energy


    You gain the following benefits at all times. You must actively and obviously be using Necklace to gain the benefits of this Effect.

    You have 5 Armor, which reduces incoming damage from all sources of physical attack except Arrows. Armor from multiple sources does not stack.

    Your Armor protects you against Injury from non-physical sources as well.

    Make magic arrow of pure Ether and shoot it out with his bow to cause mayhem of explosions in the area and deal lot Collateral damage


    Exert your Mind (unless Few feet in the air) and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. This Effect cannot be used unless Ethereal Wing on. You must actively and obviously use Bow to activate this Effect. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Occult at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).

    If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 1. Armor is fully effective against this damage.

    Anyone who takes damage from the blast is knocked back away from the target location by a distance equal to the radius. They must succeed a Body roll, Difficulty 9, or be stunned for 1 round.

    • You can target yourself if you qualify as a valid target by the other requirements.

    One of start magic that all mage or magic users can do is reinforcing there body with magic that spell can enchantment most of humans Abilities exception of Charisma and Intelligent


    You gain the following benefits at all times. You must actively and obviously be using Necklace to gain the benefits of this Effect.

    You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.

    Your body is adapted to Steath. You receive +3 dice on non-attack rolls related to Steath.

    He can protects and use hearing instead of sight sometimes that can come in handy


    You gain the following benefits at all times. You must actively and obviously be using Necklace to gain the benefits of this Effect.

    Your senses are enhanced in the following way.

    • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.

    Any senses which have been heightened cannot be overloaded. Any Effects or supernatural abilities which would suppress one of these senses are rolled at +2 difficulty.

    • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

    Wings Made of ether the are almost totally invisible to eye and they hold power of space arron can about idea after his Adventure in other world of scp or what called foundation


    Exert your Mind (unless Under the sky) and spend a Free Action to activate. You must actively and obviously use Necklace to activate this Effect.

    You may levitate off the ground at two times your normal walking speed. The effect lasts for the next hour, though you may choose to end it at will.

    • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
    • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

    Arron use same power that enable him to fly (the ethereal wings)to slash space in area 45 feet causing a space distortion that almost invisible for eye space is colorless and almost nonexistent in eye of the humanity


    Exert your Mind (unless few feet of the ground) and spend an Action to activate. Select a target within 45 feet. This Effect cannot be used unless Ethereal wing Active. You must actively and obviously use Necklace to activate this Effect. Roll Dexterity + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

    If the contested Outcome is positive, the target takes that much damage plus 7. Armor is fully effective against this damage.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Magical Marksman can go Invisible can hide in Unexpected Places


    Exert your Mind and spend an Action to activate. You must actively and obviously use Cloak to activate this Effect.

    You and any clothes or equipment you are wearing are obscured from sight for the next hour. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.

    Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 minute.

    While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.

    After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.

    • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

    He was blessed with speed that Exceed that of normal human


    You gain the following benefits as long as you have your His red eye.

    Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

    Possession of this Power grants the following Trauma at all times: Hate of Love Craft monster.

    If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

    You also gain the following effects:

    • Bullet Time: Exert your Mind and spend an Action or Reaction to make a single dodge roll that applies its full Outcome to any attacks made against you that Round, including ones which cannot ordinarily be dodged, such as bullets.
    • Heightened Reflexes: You may make a single Reaction each round as a Free Action.

    • If your His red eye is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

    arron can make Barrier that protects the person or thing of his choosing it can block all kind of incoming damage except mental one


    Spend an Action to activate. Select a Animate target within arm's reach. You must actively and obviously use Necklace of the mist to activate this Effect. Roll Dexterity + Occult at Difficulty 6.

    If you succeed, you create a Barrier around your target, which absorbs the next Outcome Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

    The Barrier will fall after an hour, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

    This Gift's level is capped at 2 Gifts and cannot be increased further.

    • You can target yourself if you qualify as a valid target by the other requirements.

    After gotten injured on some kinda Adventure go to his old house basement and he found an old of research about way to make special healing mix and infused with mana it will start healing at rapid pace on help heal scars it smells kinda bad


    Exert your Mind and spend 1 minute to activate. Select a Living or Dead target within arm's reach. You must actively and obviously use Mortar and Pestle to activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Occult at Difficulty 6.

    If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to don’t Break your promises for the next month. If they violate this rule, your treatment is immediately reversed.

    If you heal an Injury on a target that has been dead for less than an hour and it reduces their Wound Level to a non-lethal level, their life is restored.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Consumables

    1

    Arrow Aaron made out magical energy and some real arrow mix in odd look are that can be shoot out bow normally


    Use up this Arrows and spend an Action to activate. Make a Arrows attack at a target within normal attack range. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Arrows attacks. The attack does not deal Damage, but the Effect does.

    If the contested Outcome is positive, the target takes that much damage plus 1. Armor is fully effective against this damage.

    The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

    Instead of dealing damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per round until it reaches the Severity it would have otherwise been.

    • This consumable is destroyed when used and cannot be used again.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Reinforced clothing
    • Wallet
    • Cloak
    • Keys
    • flask of tears
    • bow & 30 arrows
    • necklace of the mist
    • Rugged no-metal belt that can be used as a pair of nunchucks
    • combat knife
    • heat vision equipment
    • Magic Impute Arrow x5

      In Bag

    • night vision Goggles

    • Oxygen canister
    • seeker arrow x 6
    • Census-taker's liver
    • Fava Beans
    • Chianti
    • good Medic bag
    • short bow
    • 30 arrows
    • Cloak
    • food and water for 1day
    • flashlight
    • binoculars
    • night vision Goggles
    • toy bow
    • blast arrow x5
    • Talismanx 3
    • medical herbs x 5
    • Magic Impute Arrow x5
    • very small arrows x5

      in stash

    • blast Arrow x3

    • medical herbs x 5
    • grenades x5
    • Specially made mix x3
    • Mortar & Pestle
    (Click to toggle Weapons reference)

    Trophies

    From World of Darkness
    Rose quartz marble One time I can use the quartz stone to heal a single point of mind recharge every month

    Consumable Crafting Gifts

    Arrow Aaron made out magical energy and some real arrow mix in odd look are that can be shoot out bow normally


    Use up this Arrows and spend an Action to activate. Make a Arrows attack at a target within normal attack range. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Arrows attacks. The attack does not deal Damage, but the Effect does.

    If the contested Outcome is positive, the target takes that much damage plus 1. Armor is fully effective against this damage.

    The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

    Instead of dealing damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per round until it reaches the Severity it would have otherwise been.

    • This consumable is destroyed when used and cannot be used again.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Contractor Timeline

    12 Victories - 0 Failures
    Remaining Exp: -1 (Earned: 211 - Spent: 212)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Aaron stringheart has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Pilos can post Moves for Aaron stringheart.

    Assets And Liabilities

    Assets

    +4 Jack of All Trades
    +1 Acute Sense
    Sharpened Sense: Hearing
    +1 Acute Sense
    Sharpened Sense: Sight
    +5 Gifted

    Liabilities

    -3 Gullible
    -1 Uncanny Echoes
    Echo: Right eye is red
    -2 Vengeful