They are 45 years old, and often appears as Thin man in rags smelling of alcohol.
Stinky Pete lives in The Illumination, a World where videos of the supernatural go viral every day.
3 Drunken Martial Arts
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.
Petunia has begun to affect time in her own way. By performing a birthing ritual she has begun to speed up the procces immensly. It can affect those around her though if she directs the ritual at them. She has no interest in carrying a child to term.
Exert your Mind, target a living creature within Arm's Reach, and roll Dexterity + Athletics6 as a Committed Action, which the target can contest by rolling to dodge or parry (as for an attack with a thrown weapon) as a Reaction. If you succeed, the target is aged by Outcome in years. Difficulty
If target is human and aged beyond 40 they must roll Brawn difficulty (age/10 rounded down). If they fail, they lose Attribute point from either Perception, Brawn, or Dexterity (chosen randomly). Botches subtract additional Attributes. In the event that they are aged more than 10 years, they must make one such roll for each decade. Reducing any Attribute to 0 causes death (A Perception of 0 causes an indefinite coma).
When you get drunk and it feels like time slows down and stuff gets blurry. Somehow Pete can continue to move like normal and for some reason time slows down around him.
Spend an Action and Exert your Mind. You can run [[speed-multiplier]] your normal speed for 1 Minute.
While this Power is active, you do not suffer any sort of exhaustion. Avoiding unexpected obstacles requires a Dexterity + Athletics roll.
While looking in an antique store Stinky Pete found an old wine jug that twisted his mind and body.
Passive, always in effect. 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.)
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 Dexterity.
Stinky Pete takes a swig from his wine jar and his eyes get droopy and his movements become more erratic. His moves can not be graceful and its part luck part skill that allows him to do the things he does.
Passive, always in effect. Unarmed attacks will do +0 more damage. The target's Armor is Fully Effective.
Unlike the Ability Brawl, this Power does not affect small weapons such as knives.
Pete moves at blinding speed faster then cameras can even check. He takes as many steps to move to his location. It makes him tired but allows him to move up a wall or 25 feet away in s blink of an eye. His speed is becoming something of a legend.
Spend an Action and Exert your Mind to jump a maximum of 25 distance, 5 feet vertical.
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.
Track your current equipment here. You may start with anything your Contractor would reasonably have access to.
Armoured clothes futuristic
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.
5 Victories - 0 Losses
Remaining: 5 Exp. (Earned: 178 - Spent: 173)
Master Homeless Investigator Drunken Fighter
Drank the rum and kept running
Ran off, but saved the day!