Tate Tristan does not have a home World. They cannot interact with Contractors on their Downtimes. They must choose a World before their fourth Game.
He is 18 years old, and often appears as a 6’3, well-built and well-sunned teenage boy with pale blond hair and blue eyes in a letterman jacket.
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.
There’s no “Coach, my head hurts” or “Coach, I think I broke a toe” on this team! Tate is a varsity football player for the Panthers. That means no complaining, no distractions, no fuck-ups! You can’t afford to check if it’s blood or sweat running down your head in the middle of the field!
Passive, always in effect. Your Body Penalty is reduced to 0. Does not reduce Mind Penalty.
Tate is a mostly stereotypical jock. He plays football, and it’s part of his job to break through the opposite team; his head and shoulders are almost like a battering ram, and damn do they hurt whamming into you.
Passive, always in effect. Unarmed attacks will do +2 more damage. The target's Armor is Fully Effective.
Unlike the Ability Brawl, this Power does not affect small weapons such as knives.
When Tate received a concussion from a football game, they both felt it. They don't know why, but they're linked somehow.
Exert your Mind, choose a willing target within arms reach, and spend one minute activating this Power. You may transfer a single Injury from them to yourself, or from yourself to them. Battle Scars caused by that Injury are transferred as well. Both yourself and the target can take no other Actions until the transfer is complete, or it will fail. Cannot be used again for 1 Hour.
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.
3 Victories - 0 Losses
Remaining: 0 Exp. (Earned: 162 - Spent: 162)