Mildred
Delusional Sleeping Beauty

A 8-Victory Novice Contractor played by Abyssal in Project *******

Mildred is a fairytale princess (eldritch abomination) who will risk her life to wake up and finally break out of this cruel dream.

She is 19 years old, and often appears as a 19 year old beauty in a disheveled old-fashioned dress.

Mildred lives in Project *******, a World Where reality flows and bends and breaks and the whole world stands at a delicate balance.

Her journal has 4 entries.

Attributes

1 Brawn

3 Dexterity

4 Perception

5 Charisma

4 Intelligence

3 Wits


Abilities

2 Athletics

0 Brawl

1 Crafts

0 Drive

1 Firearms

2 Legerdemain

2 Melee

3 Performance

2 Stealth

2 Survival

3 Academics

3 Alertness

2 Animals

4 Influence

3 Investigation

2 Medicine

4 Occult

1 Science

0 Technology


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

Injuries

(Mildred is unharmed)


Battle Scars

(Mildred has no Battle Scars)

Body 6

Penalty

9 Mind

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

Limits

Atrocities
Murder
Torture
Capture

Traumas

  • Mycophobia (fear of fungi and mold)
  • Intense desire to protect any and all dolls
  • Crippling fear of reptiles

  • The Deep Dream


    Assets And Liabilities

    Assets
    +1 Polyglot: You are completely fluent in this language, and your proficiency can be useful when deciphering similar languages even if you are not fluent in them.
    Language: Gaelic
    +1 Beautiful: Rolls affected by physical appearance are at -2 Difficulty, and social interactions should be role-played accordingly.
    +1 Pathetic: Requires a Brawn rating of 1. Opponents must roll Mind, Difficulty 7 to attack you instead of other opponents in Combat.
    +2 Light Sleeper: You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
    Liabilities
    -1 Nightmares: When you wake up, roll your Mind at Difficulty 7. If you fail, you are at -1 dice until you can get some restful sleep. If you botch, you experience delusions and believe yourself to be still asleep and trapped inside the nightmare.
    Subject: lovecraftian eldritch monsters
    -3 Imprisoned: You are unable to take any significant actions during down-time between games. Harbingers may work out some means of releasing you for the purposes of completing a Contract but they will always send you right back afterwards. Because of this, your starting inventory is limited and you won't be able to keep most items you obtain during games. You also lack access to training materials and will be unable to advance some Abilities.
    Manner of Imprisonment: In the Foundation of Project Asterisk
    -2 Traumatized: Start with a Trauma that cannot be cured with therapy or Powers.
    Trauma: belief that she's in a coma and all of this is a dream
    -3 Anachronism: You are at -3 dice to any action that requires you to interact with modern technology.
    -3 Fragile: You must choose four Limits at character creation instead of three.

    Conditions

    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

    Circumstances describe your Contractor's situation in various Worlds.

    Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.

    Powers

    Equipment

    Max Encumbrance: 0 pounds.

    Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

    On Person

    • Dress
    • Key necklace
    • Wallet
    • Small dagger
    • Boots

    Worn leather knapsack

    • Cloak
    • Nightgown
    • Hazmat suit
    • Metal water bottle
    • Toiletries kit
    • Journal
    • Arturacus Cruetz's business card
    • Gaelic grimoire (hidden from Foundation)
    • Eyeless Book (hidden from Foundation)
    • Set of writing utensils
    • One gold tipped stilo
    • Deck of tarot cards
    • Book of Grim's Fairytales
    • Embroidered cloth doll

    Artifacts

    Dark Mirror
    Gaelic Grimoire The pages and covers of the book are of an odd, almost leathery substance – human skin. It is written in 17th century Irish Gaelic. (Gaelic speakers are able to read.) The book records the history of the family that owned the farm and a spell used to make a protective circle. The book has few Powers beyond the Spell listed, though it makes an excellent Unique Focus for future powers. A protective circle must first be drawn (at a cost of 3 Human Sacrifices). When cast, blood will be drawn from a sacrificial victim (who must be within 5 feet), or (if no victim is available) from the caster. Blood may flow from any available orifice: eyes, ears, nose, mouth, rectum, or any wounds, whatever is closest to the ground. The blood then flows to the protective circle, causing it and associated symbols to become a rich, throbbing red and flow clockwise. If the circle is damaged, activating it will repair it. Supernatural entities cannot cross the circle while it is active. Any such within 100 feet must move away from the caster as long as the spell is being cast or until they are at least 100 feet away.
    Project *******
    Eyeless Book The book opens with these words on the first page "The Lord that Created Everything, The Lord who Reigns Behind the Curtain of Shadows, The Degenerate Nature of all Living Things" Following that, the book talks about something called The Eyeless, a powerful ancient spirit that took peoples eyes in exchange for power fortune and prosperity, the book also tells how to keep it at bay and pleased so that you might prosper using its power. It also talks about the "Fallen creator" a god of sorts that feeds off anything negative and represents pure evil, the fallen creator's "official" symbol if you will, is a man hanged on an upside down cross, and in the realm of mysteries any crosses upside down or not are seen as the symbol of the fallen creator.

    journal

    Latest 2 of 4 entries

    Mushrooms

    (previous page in journal contains the signatures of Jack, Arturus Cruetz, and Mike Shroud, along with any sketches or notes they thought to doodle in Mildred's journal. Acurus's businesscard is also slipped inside the pages. Bu Fang's invitation to sign the journal was rescinded after her revealed his unusual dietary choices to the group.)

    I must have written daily in my real life. My hand is too used to the feel of writing to not have been devoted to keeping a journal. I wonder what I wrote so much about before. Poetry? Stories? An account of a safer, kinder life? Did I start each entry with 'Dear Diary', as if the pages were a personal friend?

    Dear Diary,


    Today I saw the aftermath of a massacure.

    The strange metal transportation container was full of the dead, victims of a nightmarish sporing mushroom plant and the human hosts it had acquired.

    I met one of the hosts, before I knew of her disease, before I knew even that that this mission would involve mushrooms. She bumped into me by accident. I didn't know anything, but she had already been infected. Her eyes were a lovely glowing blue that I did not yet know was sign of this monstrous creature.
    Still, she seemed human. She seemed gentle, actually. She had a shy, nervous demeanor. I honestly had hoped we could be friends, when I bumped into her. It would be nice to have a friend in this nightmare. I wanted to stop her, ask her name (Megan, we later found out). I let her go wondering if I would see her on the return bus, hoping the best for her in the job she was trying out for. Instead, actions she could not fully control lead the deaths of countless people. So many victims for such a small plant. Or plantlike thing.

    Plant seems too benign for the dread mushrooms. The vines that protect me, those are, for all their grey coloring, good, rich, living defenses, true plants, seeking only to protect. The mushroom sought only to create and devour the dead. And while this time, none of us sent to stop it were destroyed, it took more than its share of causalties.

    I wonder if there ever was a chance to save the people infected. We didn't try. We didn't have time to try. So many were so fully invested in combat. I would have liked to try. But in this nightmare, you fight or you become one of the many bodies left to burn.

    I remain the only female I've seen completing a mission. There was a woman in pink we spoke to at the end, but my teammates were all male. They were friendlier this time, and none of them died (poor Sahir, may he find peace). I had them sign my journal-- well, all save the one who spoke of eating human flesh. Acturus Cruetz gave me a golden stilus, a hazmat suit (both of my missions have involved handling sensitive materials, so I was very gratefu for that), and a business card. I don't know what exactly I'm supposed to do with card, but I will endevour to find out, for the sake of friendship.

    It could have been a lot worse. As is, I find I despise mushrooms now.

    Until I Wake,

    Mildred

    The Newest Senseless Nightmare

    His name was Sahir.

    He died in front of me.

    I have been in this nightmare, torn from my true self, for three years now. It's hard to even keep count. I know I am in a coma, and that what I'm experiencing now is a dream, but as time passes in this nightmare, I am able to recall less and less of reality. I have to rely more and more on the broken notes I wrote when I can here, and those are scrambled by a mind that had no context for the world around her. I had found a small routine in the horror, a place to stay, a library to visit daily, a way to get food. None of this has ever made any sense, and I've given up on trying to force logic onto this place. I just want to back. I just want to wake up. I am so, so tired. When that man came to me, talking of a contract and a mission, I could accept knowing that none of it mattered. This was just another way to try to jolt myself into waking up.

    I knew I wouldn't wake up. It's been three years now. I knew I wouldn't actually succeed in the only way that mattered to me. If I'm being honest with myself, this was a way to pass the time that did not involve the risk of sleeping deeper into the dream, the sleep wuthin sleep when my body betrays me. I went waiting to wake or waiting to die.

    If I am honest with myself, I went on this mission half hoping to die.

    There were four men with me, all more experienced in the way of this than me. One, Damian, would barely speak to us. Niel was more friendly. Victor had an old feud of some sort with Sahir. I didn't know the whole of it. I had thought there would be time to ask more, to try to make friends with these men and learn from them, after. During the mission, they were all business. Sahir and Victor worked together despite the animosity. I stood useless, despite my best efforts, for much of the mission. And then came the attack they'd all seemed to be waiting for. And then I watched this man I barely knew die.

    He cursed Victor with his dying breath, but Victor wasn't the one who killed him. It was the accursed mission. I think it could have been any of us. Why not me? I half hoped to die. I don't think Sahir did.

    My hands delivered the proof of the mission to the person who had hired us. They didn't question that they had sent out five to complete the task and only four remained. We didn't take his body back-- we burned the place where we had fought and we left his corpse to feed those flames. And that was that. No one wept, not in the heat of battle (my own tears came later). If his family was informed of his passing, if he had family to mourn him, I did not hear of it. His death was winessed by a man he cursed, men he seemed to have no connection to, and me, a dream of a girl.

    And I know none of it matters. This is a nightmare. Nightmares don't have to make sense. There doesn't need to be meaning in this horror, and searching for meaning will just drive me more mad than I already am. But I wish there was a story. I wish I could make sense of the end of Sahir's life.

    He was kinder than some on the mission, I thought, or perhaps he had the potential to be. I wish I had the chance to speak to him again. I wish it had not been him who died.

    I know. Wishes mean nothing.

    Come the next mission, I know I will go again, and I know whatever happens there, it will not matter. But I wish, more than anything, I had the comfort of making this a story.

    Until I Wake,
    Mildred


    Timeline

    8 Victories - 2 Losses
    Remaining: 3 Exp. (Earned: 193 - Spent: 190)

    06 Jul 2021

    • +2: Exp: Science lowered from 2 to 1
    • +6: Exp: Performance lowered from 4 to 3
    • +4: Exp: Medicine lowered from 3 to 2
    • +2: Exp: Legerdemain lowered from 2 to 1
    • -6: Exp: Performance raised from 3 to 4
    • -2: Exp: Legerdemain raised from 1 to 2
    • +6: Exp: Performance lowered from 4 to 3
    • -4: Exp: Influence raised from 2 to 3
    • +4 Exp. from winning BioWeapon

    08 Jul 2021

    • +1 Exp. from writing a journal
    • -0: Exp: developed Trauma Mycophobia (fear of fungi and mold)
    • +4 Exp. from winning Mushroom Hunt
    • -8: Exp: Dexterity raised from 2 to 3
    • -2: Exp: Melee raised from 1 to 2
    • -2: Exp: Athletics raised from 1 to 2
    • -0: Exp: Source renamed to The Deep Dream
    • +1 Exp. from writing a journal

    09 Jul 2021

    • +2 Exp. from losing Beware The Assassian
    • -0: Exp: developed Trauma All Monsters have Fairytale Weaknesses
    • -0: Exp: developed Trauma Intense desire to protect any and all dolls

    10 Jul 2021

    • +9: Exp: took liability Imprisoned (In the Foundation of Project Asterisk)
    • +1 Exp. from writing a journal

    14 Jul 2021

    16 Jul 2021

    17 Jul 2021

    • -6: Exp: Occult raised from 3 to 4
    • -4: Exp: Alertness raised from 2 to 3
    • -6: Exp: The Deep Dream raised from 1 to 3
    • +4: Exp: The Deep Dream lowered from 3 to 2
    • -0: Exp: changed Subject of liability Nightmares (from "currently repressed, but once unlocked, lovecraftian monsters" to "lovecraftian eldritch monsters")
    • -3: Exp: therapy for Trauma All Monsters have Fairytale Weaknesses
    • +4 Exp. from winning Scenario for A Date to Remember

    26 Jul 2021

    29 Jul 2021

    31 Jul 2021

    • +4 Exp. from GMing Path of Rose
    • -0: Exp: developed Trauma Crippling fear of reptiles
    • Containment Breach - Victory

      None

      Gift has not yet been spent
    • +4 Exp. from winning Containment Breach

    01 Aug 2021

    • -16: Exp: Charisma raised from 4 to 5

    11 Aug 2021

    14 Aug 2021

    • -6: Exp: Influence raised from 3 to 4

    Gifts and Improvements

    Character has 2 unspent rewards

    Gift / Reward History