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Penny Roberts
Somewhere between death, life, and memory

A 14-Victory Seasoned Contractor played by Iamangelofwar in Maelstrom

This character is dead. RIP

Penny Roberts, a product of circumstance. Circumstance that she was killed, circumstance that she lived. She was gifted a second chance, and she didn't waste it at all. She lost her family but created a new one, out of the friends she made along the way of the new life that she was gifted. She was killed, originally by a cruel and uncaring woman that she learned to forgive. She helped to heal and take care of others who would have died otherwise. And this is her legacy, one of kindness, one of family. One of protection and new beginnings. That death allows for new life, and new growth, and a reaper's job is to prune the world so that life can grow from the rot. And we hope that Penny's death and rot fuel the life of those who were close to her, for it is what she would have wanted. So go forth and honor her memory and her name, whisper it on the wind when you walk past her shrine, feel it in your heart when you eat of the milkshake stew served by Bu Fang, feel their magic in your blood when your fingers graze a mask she made. For she is not totally gone from these worlds, as she is still inside the hearts of all she touched.

The following is the last will and testament of Valerie Smith.
- My estate goes to Bu Fang, so long as he supports and cares for The Numbers, Hugo Glasgarden, and Hope Farkus. You're the only one I know who can pay the property taxes on this monstrosity, buddy. Keep them safe for me.
- My wealth shall be cut six ways, and be distributed as the following:
- One portion to Hugo Glasgarden, for the continued care of Hope Farkus.
- One Portion to Mark Collins, since apparently heroism doesn't pay.
- One portion to be gifted anonymously to the Roberts Family of the bay area region of San Francisco.
- The remaining three portions are to be gifted to Hope Farkus when she turns 18.
- To Hope Farkus, I also bestow my lucky Gothic Violin. Have ten help you to play it, and remember me fondly.
- All of my miscellaneous things can be claimed and distributed to my friends and found family. I hope to see you again before your time comes.

Penny Roberts is a lost and confused woman who will risk her life to stop the prosecution of the imbued and build a new family.

She is 23 years old, and often appears as a woman with almost alien beauty, with a caring and motherly expression.

Penny Roberts lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her journal has 12 entries.

Attributes

Brawn

3

Charisma

3

Dexterity

3

Intellect

4

Perception

3

Abilities

2 Alertness

1 Animals

3 Athletics

4 Brawl

1 Crafts

3 Culture

0 Drive

0 Firearms

3 Influence

3 Investigation

4 Medicine

0 Melee

4 Occult

1 Performance

2 Science

2 Stealth

2 Survival

2 Technology

1 Thievery

4 Reaping

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

Injuries

1
Oof
1
SACRIFICE SACRIFICE
1
S A C R I F I C E
14
Blender time
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Cat Eyes (Implanted night vision goggles)
  • Eel Soup (Built in hand held stun gun)
  • Lost Hand (Any Actions requiring the affected hand fail automatically. You are -1 to -3 dice on any rolls to perform Actions which require two hands, depending on the Action.)
  • Body 7

    Penalty

    8 Mind

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

    Limits

    Atrocities
    Anguish
    Injustice

    Traumas

  • Phobia of long things When you encounter the subject of your phobia, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to face your fear.

  • Will


    Circumstances

    Right arm of Penny Roberts The tan right arm of Penny Roberts
    Left eye of Carla Winstead The brown eye and darker skin around the eye of Carla Winstead
    Polyglot: ASL
    Given by Riley
    You are fluent in one additional language. You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
    Stockpile of Medical Supplies
    Given by Iamangelofwar
    You have a stockpile of a specific type of weaponry or hard-to-find items. During a Downtime, you may obtain up to three items from your stockpile.

    Conditions

    From Maelstrom
    Michael’s Dream His dream came true 1d10 that can be added to any non combat roll, once, and can be added after the roll
    Multiple Personality Disorder In times of stress, your personality can shift wholly to Valerie, with her memories for short periods of time.
    Keeper's Tithe Your arms have been ripped off and taken as trophies for the Crypt. Your unarmed mastery and extra Appendage power are unusable. They must return to the Crypt and get it back.
    From Assets and Liabilities
    Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.

    Loose Ends

    Offered to ensure The Werewolf and his daughter get the medication they need

    Present Dangerous Given by Redchigh
    The werewolf got a TBI and experienced mental decline, leading to him failing to keep his daughter in her meds. Hope (Werewolf's daughter) will text Penny, in desperate need of help. She had a relapse and the Werewolf is dead- she doesn't know where to turn and has been off her meds for weeks. There is a trail of bodies leading to her, and it's only a matter of time till the police discover it.

    Group of Enemies: Defense Contractors

    Imminent Deadly Given by Riley
    Your antics have attracted the attention of a powerful group of beings, and they are willing to commit whatever collective resources they have towards destroying you.

    Powers

    This was Valery's first sign that she was special. She had always had an aptitude for knowing way too much about death, but in the hospice she could just... ease them gently into the next world. Those who are effected by this ability can see a form overlapping hers, varying on where their soul will go after they die. For those who told her what she looked like in the hospice, it was usually some sort of angel, but it can also appear as a dark hooded figure, a flaming demon, a loved one who passed before, a being to whom they sold their soul, etc.


    Exert your Mind and spend an Action to activate. Select a Living target within 45 feet. This Effect cannot be used unless The target must be close enough to death that using this power would kill or destroy them. If you do not deal enough damage to kill or destroy them, your action is wasted. Roll Intellect + Occult Difficulty 6. The target may contest by rolling Mind, Difficulty 6.

    If the contested Outcome is positive, the target takes that much damage plus 3. The target's material Armor is completely ignored.

    • "Material Armor" includes armor from equipment but not Armor from Mythic Brawn, barrier, or mystical armor.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Taking the Arm and the Eye did not just ease the pain. The socket stoped the bleeding, the eye let me see. The flesh of her forearm let me live, but the muscle let me fight back. Taxidermy more than surgery, but it works just as well.


    Exert your Mind and spend ten minutes to activate. Select a Living target within arm's reach. You must use up The same type of body part as what is scarred/damaged, taken from a fresh corpse or surgically removed in order to activate this Effect. Select a Battle Scar on your target to treat.

    The treated Battle Scar will heal over the course of the next week.

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

    Those who hunt the dying tend to avoid the fate themselves. Valerie has learned to do just that. Barely sleep, barely breathe, barely age. She still needs to eat and drink, for now at least. Death is patient enough, and doesn’t happen all at once. Death has something to teach us all.


    You gain the following benefits at all times.

    You may go five times longer than a normal human without sleep and air. You no longer age naturally, and supernatural attempts to age you fail.

    Innocent blood spilt, not by your hands, but in them. She was not dangerous, but these contracting murderers did her away anyways, and when you tried to fight this violation, you were punished. So now you shall punish them. Penny left behind a gift, her arm. Now, Frankensteined and in a new world, she seeks to go on these death quests to protect the innocents that may get caught in the crossfire.

    The arm is healthy looking, though due to your ethnic differences and amount of outdoor activities, the arm is considerably tanner than your own sickly pale skin, so it is much preferable to wear gloves and long sleeves.

    When used as a weapon, the arm sprouts long, thin strands of blood that are harder than steel.


    You gain the following benefits at all times.

    You gain an additional limb that functions as a standard human arm and hand.

    Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

    Your appendage is selectively incorporeal, allowing you to reach through walls or ignore grapples on it.

    Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

    • Your limb's incorporeal-ness doesn't enhance your attacks in any way.

    Another job, another life threatening injury. The arm was only a temporary fix. She needed a permanent fix to these scars. So she took a possessed woman’s eye, dark and brown like a bar of chocolate. Luckily it was a good eye even though it was a little beat up. She wouldn’t be using it much more, she had already passed. Maybe it could be used to do some good.
    So she has an eye. So what? But it’s not just the eye. She can use any of the freshly dead to help herself heal. Repair what has been destroyed.


    Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. You must use up One pound of flesh or meat per severity of the injury. in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.

    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.

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

    The flesh starts to painfully flay from Penny’s arm, forming globs of fat and pools of blood and suspending them in the air, forming a mangled shape in the air that is webbed together by strings of muscle. Relative to this, your other powers seem sterile and gothic, but this, this visceral Lovecraftian nightmare, is truly a symptom of your ever declining sanity.


    Exert your Mind and spend an Action or Reaction to activate. Make a Trauma roll when you activate this Effect.

    You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for the next hour. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

    Telekinetic actions have the following restrictions and behaviors:

    • Reactions: You may use a Reaction telekinetically.
    • Multiple Items: You can only interact with one thing or take one action at a time.
    • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
    • Unarmed Combat: You are able to deal damage through unarmed attacks, grapples, and thrown objects.
    • Weapons: You cannot wield weapons effectively in combat.
    • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
    • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.

    • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

    Using the same tools on the living and the dead seems to be a good way to die from infection. But Penny knows better. Before this her medical skills were limited to putting on Band-Aids and kissing scraped knees. Now she can weave stitches like the nornir weave fate and transplant organs with her eyes closed, her deathly touch cleaning all infection from wounds and tools alike.


    You gain the following benefits at all times.

    All Stabilizations you attempt are considered Proper Stabilizations.

    You also gain the following effects:

    • Sterile: Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer. You may preserve harvested body parts indefinitely.
    • Surgeon Extraordinaire: You may perform any mundane surgery without inflicting or worsening an Injury, and recovery time is reduced to an hour.

    • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

    Penny cuts her hand on the surface, and writes an inscription in a language as old as life. Her reflection changes to Valerie, and her soul is shredded into pieces, attaching to every item in the area.


    Take a Severity-1 Injury and spend at least two Actions performing the following ritual: she cuts her body and starts to write an incantation on the surface in blood to activate. You must actively and obviously use a surface reflective enough to see your face to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Make a Trauma roll when you activate this Effect.

    You automatically detect all items imbued with spiritual energy within 1 mile of you for the next ten minutes. You have a clear sense of both the distance and direction towards any detected items. You get details of what each detected item is, as if you've glanced at each object.

    Even if there are no items imbued with spiritual energy within 1 mile of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

    After taking on multiple spirts, another reaper, and a physical manifestation of fear and nightmares, Penny’s and Valerie’s mental defenses have proven strong, but only barely strong enough to survive. But their mental fortitude seems to be expanding, growing, as if she was only half awake before. Almost, in an ironic twist, more alive.


    You gain the following benefits at all times.

    You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:

    • Instant Karma: If the Outcome of your Mind resistance roll is greater than the attacker’s Outcome, you may reflect the attack back at them, or to another valid target within an appropriate distance.
    • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.

    • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

    The blood and bone shift in Valerie’s body to form weapons. Weapons that Penny has begun to train with, to protect herself from things like herself. She realized she needs to hold her own, to protect herself before damage happens.


    You gain the following benefits as long as you are engaged in unarmed combat.

    Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.

    You also gain the following effects:

    • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.
    • Brutal Strikes: Any Injury you inflict causes a Battle Scar if you wish, regardless of Severity.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

    Penny uses the reaper’s eyes to pick apart medical and forensic information such as mold spores, residue and physical injury to determine where they were before and how they died.

    Penny always loved murder mystery, and the irony of that fact is not lost on her. Now that she has become the ultimate murder mystery, she realizes that the powers gained from these jobs can use them to fulfill her detective fantasies, buy looking over the patient with the eyes of a doctor and mortician, but with her own superior reasoning skills.


    Exert your Mind and spend a minute to activate. Select a Pieces of Bodies within arm's reach. At the end of your investigation, roll Intellect + Medicine at Difficulty 6.

    You learn all the following information about your target:

    • You receive trace particles and regional forensic traces, allowing you to discern where this object has recently been.
    • You learn Cause of Death.
    The quality and specificity of information gained depends on your Outcome.

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

    Crafted Artifacts

    Mask of Viscera

    Created and held by Penny Roberts.
    The mask of a tan woman, tall and muscular, with metallic horns and mix matched eyes.

    First the face is crafted, stitched onto a backing out of whole or pieces of faces, recombined into new masterpieces. Penny can supply the canvas if you wish to stitch a face to it yourself, but without her expertise there could be some… mishaps. Regardless, once the face is complete and worn for the first time, it becomes immutable, permanent. Whole faces will result in an exact body of the deceased, but working from scratch allows you a bit more… creative freedom.

    Once you put it on, you feel the threads work their way into your skin, the backing melting away and the flesh becoming one with yours, which covers your entire body, morphing and molding uncomfortably until you look exactly as the face’s previous wearer looked, or you look like a wondrous new creation of flesh.


    Take a Severity-1 Injury and spend a minute to activate. This Effect cannot be used unless someone skilled in surgery must first attach an existing face to the mask, or stitch one together from pieces of faces.

    Your appearance changes to the form that matches the face attached to the mask. The disguise lasts until you either activate a new disguise, or choose to end the effect.

    You are only able to shift into the one predefined appearance. This new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. You may add inhuman features to your disguise. A disguise cannot affect your Attributes or other stats.

    • While you can add inhuman features, they are aesthetic only. Think star trek alien, monstergirl, demon, etc. Does not grant things such as a prehensile tail, an extra damaging brawl attack, improved senses, etc.

    Mask of The Mundane

    Created and held by Penny Roberts.
    A mask almost exactly like Penny’s/Valerie’s face, but with nothing to hide. Skin one color, eyes that match, glowing with feminine beauty that seems less alien.

    First the face is crafted, stitched onto a backing out of whole or pieces of faces, recombined into new masterpieces. Penny can supply the canvas if you wish to stitch a face to it yourself, but without her expertise there could be some… mishaps. Regardless, once the face is complete and worn for the first time, it becomes immutable, permanent. Whole faces will result in an exact body of the deceased, but working from scratch allows you a bit more… creative freedom.

    Once you put it on, you feel the threads work their way into your skin, the backing melting away and the flesh becoming one with yours, which covers your entire body, morphing and molding uncomfortably until you look exactly as the face’s previous wearer looked, or you look like a wondrous new creation of flesh.


    Take a Severity-1 Injury and spend a minute to activate. This Effect cannot be used unless someone skilled in surgery must first attach an existing face to the mask, or stitch one together from pieces of faces.

    Your appearance changes to the form that matches the face attached to the mask. The disguise lasts until you either activate a new disguise, or choose to end the effect.

    You are only able to shift into the one predefined appearance. This new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. You may add inhuman features to your disguise. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. A disguise cannot affect your Attributes or other stats.

    • While you can add inhuman features, they are aesthetic only. Think star trek alien, monstergirl, demon, etc. Does not grant things such as a prehensile tail, an extra damaging brawl attack, improved senses, etc.

    Consumables

    0

    Upon eating said food, the consumer body will start to morph and almost mutate. Slowly bending and bubbling until they gain the mutation. The food itself is stored in these qi bubbles and is then shrunken and compressed. Upon squeezing the bubble, the food slowly expands and become a full bowl/dish of the food. The food generally looks extremely appetizing.

    Can only be used on the consumer


    Use up this Food based on ingredients , Exert your Mind, and spend eight hours to activate. Select a Living target within arm's reach. The target can easily Resist.

    You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

    • Specialized: You receive +2 dice to a particular non-combat Action.
    • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
    • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
    • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
    • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
    • Zippy: Your Free Movement is increased by 10 feet.

    The augmentations you provide are not outwardly visible nor obvious.

    • This consumable is destroyed when used and cannot be used again.
    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
    • You can target yourself if you qualify as a valid target by the other requirements.
    1

    A brown pill that smells oddly fragrant. Upon eating, it's taste ranges from a wide array of food, from bbq to ramen to sushi to cake, depends on the person favorite food.

    This pill was made by Bu Fang using a mix of his knife skills and few Chinese medicine knowledge and Qi ability. He uses certain Chinese medicine like specific aged ginseng roots to slowly release the effects and chops the ingredients up then uses Qi to compress it into a pill.
    The fragrance changes from person to person based on their favorite food as its ingredients contain a multitude of food variety.


    Use up this Brown Pill Ball (unless you succeed on 1d10, Difficulty 7) and spend an Action to activate. Select a target within arm's reach.

    For the next 24 hours, your target does not require any food, water, or sleep.

    • 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.
    0

    Upon taking a bite of the meatball, the user (beside it tasting really good) will have to throw it as far as possible as it starts hissing from where the bite is. Upon being thrown, the meatball will send out a blast of Qi (sorta like a golden ring of light) around it first like a wave that is blocked by objects in the water before it quickly explodes next round with another burst of Qi.
    Think of like when you drop something in water and a ring of wave form. If the cover is big enough, the ring of Qi that spreads out will show this obvious dead air where it doesn't touch before it explodes.

    Meatball infused with explosive Qi, upon taking a bite, the pressure in the meatball is slowly released, once enough as been released, it acts like a trigger as the air rapidly reacts with the Qi exploding meatball bits everywhere and a huge wave of qi goes out hitting everything in a radius


    Use up this Meatball and spend an Action to activate. Make a Throw attack at a Location within normal attack range. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Throw attacks. The attack does not deal Damage, but the Effect does.

    If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 2. Armor is fully effective against this damage.

    • 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.

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

    On Person

    • Reinforced black suit pants
    • Reinforced dark grey suit
    • Grey Gloves
    • Dark flats
    • Reinforced black suit jacket
    • Reaper’s Turncoat
    • Watch (digital led)
    • Watch (mechanical)
    • Mask( plague doctor/gas mask )
    • Eyepatch
    • Hair tie
    • Wallet
    • Keys
    • Smartphone
    • Hair Pin

    Tool belt

    • Hidden microphone and camera
    • 50 feet of rope with a hook at the end
    • Pepper Spray
    • Chalk
    • Dagger

    Kit

    • 5 Pitons
    • 100 ft carbon fiber para cord, one end tied into a lasso
    • 12 magnesium road flares
    • First Aid Kit
    • 6”x6” reflective aluminum sheet
    • Four way radio
    • Three knives

    Leather Bag

    • Metal water bottle
    • Toiletries kit
    • Sunglasses
    • 9 success Kraken Jerky
    • Ouija Board
    • Laptop and charger
    • XXL Sweatshirt
    • XXL Sweatpants w/ tie waistband
    • Plague Doctor mask

    Travel Cooler In Black Backpack

    • Bu Fang Meatballs
    • Cooking Pill
    • First aid kit

    Pouch

    • Mask of Viscera
    • One tranquilizer dart
    • Wire Garrote
    • Smoke bomb

    Secret Stash

    • Arm and hand bones
    • Invitation to Castle Battimir
    • USB 1.1

    Stored Away

    • Mask of Hope
    • Anti-Chaos badge
    • Talent Phone
    • Passport
    • Coroner’s License
    • First Aid certification
    • Physician’s License
    • Forensic Pathology certification
    • Mask of the Mundane
    • 9 pound preserved ham with +2 to any heal roll with heal roll
    (Click to toggle Weapons reference)

    Trophies

    From Maelstrom
    Goth Violin
    Given by Riley
    A gift from Ten for helping her and her mom. It is a Violin painted and decorated with Aimi's help. Once per every three contracts, Penny can jam out on this instrument and inspire one individual. The inspired person may reroll the d10 on a single rolled 1. (i.e if you roll a 9,5,3,1- you get to reroll a d10 to replace the 1).
    Ring of Grim Reaper
    Given by Riley
    A special gift from Riker "as a token of our new partnership and my eternal gratitude". However, there is a stipulation. "Sweet Release is meant to save people from suffering and cut them out of this world in order to expedite their passing. It is meant to be positive. This ring will only increase in power if Sweet Release is used either on consenting individuals close to their death bed or those who are deserving of a prompt removal from the mortal plane of existence. Riker has put in a good word with the Grim Reaper and has acquired a ring specifically fitted for Penny (and it will change shape to keep itself attached to her). This trophy will only work for Penny. This is an evolving trophy. For any recognized notable deeds by either Riker or the Grim Reaper, it will gradually increase in power.

    Artifact Crafting Gifts

    First the face is crafted, stitched onto a backing out of whole or pieces of faces, recombined into new masterpieces. Penny can supply the canvas if you wish to stitch a face to it yourself, but without her expertise there could be some… mishaps. Regardless, once the face is complete and worn for the first time, it becomes immutable, permanent. Whole faces will result in an exact body of the deceased, but working from scratch allows you a bit more… creative freedom.

    Once you put it on, you feel the threads work their way into your skin, the backing melting away and the flesh becoming one with yours, which covers your entire body, morphing and molding uncomfortably until you look exactly as the face’s previous wearer looked, or you look like a wondrous new creation of flesh.


    Take a Severity-1 Injury and spend a minute to activate. This Effect cannot be used unless someone skilled in surgery must first attach an existing face to the mask, or stitch one together from pieces of faces.

    Your appearance changes to the form that matches the face attached to the mask. The disguise lasts until you either activate a new disguise, or choose to end the effect.

    You are only able to shift into the one predefined appearance. This new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. You may add inhuman features to your disguise. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. A disguise cannot affect your Attributes or other stats.

    • While you can add inhuman features, they are aesthetic only. Think star trek alien, monstergirl, demon, etc. Does not grant things such as a prehensile tail, an extra damaging brawl attack, improved senses, etc.

    Unavailable Artifacts

    USB 1.1

    Created by Daniel Wiener, looted by Penny Roberts.
    Currently At home.
    a small usb device

    Feelings

    4

    Mask of Hope

    Created and held by Penny Roberts.
    Currently At home.
    This mask depicts an older version of Hope, Penny’s Goddaughter.

    Masks of Many Faces

    2
    Requires Seasoned

    Contractor Timeline

    14 Victories - 1 Failure
    Remaining Exp: 0 (Earned: 246 - Spent: 246)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Penny Roberts has made 1 Move.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Penny Roberts.

    Voided Deaths
    You should probably know about these. . .

    • Oct. 14, 2022, 9:43 p.m. - None

    Assets And Liabilities

    Assets

    +1 Beautiful
    +2 Focused
    +5 Gifted