Anton Faracov does not have a home Playgroup despite completing 7 Contracts. They should not play in any Contracts until they have a home.
Anton Faracov's Power value does not match their spent Gifts! Power Value: 8 Spent Rewards: 0
A 7-Victory Novice Contractor played by Hawful as a Free Agent
They are 26 years old, and often appears as Yuppie hippy bay area piece of shit.
4 Alertness
0 Animals
1 Athletics
1 Brawl
3 Crafts
1 Culture
0 Drive
0 Firearms
3 Influence
0 Investigation
3 Medicine
0 Melee
4 Occult
1 Performance
0 Science
1 Stealth
0 Survival
0 Technology
0 Thievery
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 describe your state of being.
Examples of Conditions include curses, diseases, and impactful personality quirks.
Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.
Because Conditions may have GM-created systems, they also record the Playgroup they were acquired in.
0 Rewards assigned
The spirit warden's sight cannot be impaired while wearing the veil.
Passive. Requires no roll.
The Shaman can bring to light truths that would bring a common mind to it's knees. By merely uttering a statement of fact about the intricacies of our world a person will be stopped in their tracks if they can't wrap their head around it. Forced to pull that knew truth into the shape of their own perception of reality.
This can be quite tough for some, and laughably easy for others. Unlikely to work on awakened beings.
Spend a willpower and roll a contested Wits + Occult check. On a success the player stuns the target for Successes * 3 rounds. On a failure the target is unaffected and probably thinks the player is an idiot.
0 Rewards assigned
The Shaman uses their leaf rattle to summon spirits out of hiding. This act causes any spirits influencing an individual to reveal their identities to the Shaman.
Spend a willpower and make a roll, determined at the time the power is taken. Successes determine the completeness of the information gained, and the type of information is determined by taking enhancements, up to a maximum of [[maximum-enhancements]]. Can be used at a 20 feet distance and takes 1 Minute to cast.
When the Spirit Warden dons his ceremonial veil in preparation for battle a blazing orange flame engulfs erupts from any blade he is holding. All will be cleansed before the might of the Warden.
Passive, always in effect. Attacks with melee weapons will do 2 more damage and pierce 2 armor. Movement is not subtracted from the dice pool.
0 Rewards assigned
An explosion of fire engulfs the flame warden and finds the wounds. Fire dances on the flesh until the wound is no more.
If you are stable, Injuries heal at a rate of [[cool-down]] * Severity. Therefore, if you have the cool-down parameter at level 1 (three days), and you have an Serious (4) Injury, it will drop to Threatening (3) in 12 days. This power does not heal battle scars.
0 Rewards assigned
The flame caller begins a small fire and scoops it on to himself, applying it like a lotion. Within minutes he is consumed by flame.
Begin the Ritual and take one harm before transforming. You must spend 30 minutes in your alternate form.
Trophies are special objects and equipment.
Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.
Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.