She is 18 years old, and often appears as a white young adult girl with flowy white hair and sky blue eyes who seems to be wearing a light blue jacket over a black tank top with shorts and sneakers, not what you'd expect someone who can control the air would look like.
Kaerym Yasura lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her journal, The Journey, has 16 entries.
3 Alertness
0 Animals
4 Athletics
1 Brawl
2 Crafts
2 Culture
2 Drive
0 Firearms
3 Influence
2 Investigation
2 Medicine
0 Melee
5 Occult
0 Performance
2 Science
2 Stealth
0 Survival
2 Technology
1 Thievery
A strange white mist begin to conceal the wound, when it dissipates, it is healed.
Exert your Mind and spend 1 minute to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Occult at Difficulty 6.
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.
She points her hand forward as bursts of wind tear through the target like blades.
Spend an Action to activate. Select a target within 45 feet. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 1. Armor is fully effective against this damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
Build up Air Pressure before releasing it launching yourself into the sky
Exert your Mind and spend an Action to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this effect while in free-fall, as long as your target Location is a surface on which you can land.
Her left eye is gray while her right eye is still blue like normal
"This is all so much bigger than you could imagine, the kaleidoscopic infinity of the storm that flows through this world. words aren't enough."
You gain the following benefits at all times.
You are permanently and visibly transformed: Left Eye Is now Silver Coloured (Heterochromia). You are considered to be a Sapient, Living being when targeted. Your Intellect is increased by 1.
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
For as long as the winds blow and the rain falls, I too shall live on to fulfill what the skies sought
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, and air. You no longer age naturally, and supernatural attempts to age you fail.
Did that bullet just ricochet off of her?
You gain the following benefits at all times.
You have 5 Armor, which only reduces damage taken from Bullets. Any armor piercing effects from Bullets are ignored. Armor from multiple sources does not stack.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
My Sword Bounced off of nothing!!
You gain the following benefits at all times.
You have 5 Armor, which only reduces damage taken from Attacks from Melee Range. Any armor piercing effects from Attacks from Melee Range are ignored. Armor from multiple sources does not stack.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
The wind is but an extension of my body and mind, storms akin to my soul, I feel only the storms.
You gain the following benefits at all times.
Your Body Penalty is reduced to 0. Does not reduce Mind Penalty.
Sparks of Lightning and streams of Wind begin to form and swirl around you before you're met with the impact of a descending Storm, Slashed by Bolts of Lightning and Struck by the Force of a Hundred Gales
Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Alertness at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 1. Armor is fully effective against this damage.
The Injured Area is covered in a thick cloudy fog that soothes the pain and heals the wound, form..Limitless.
Exert your Mind and spend an hour to activate. Select a Battle Scar on yourself to treat.
The treated Battle Scar will heal immediately.
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.
The sounds of Hounds barking chasing after a scent, A group of angry armed men yelling and shouting, all of them searching for someone, the last remaining member of a supposed family of "witches and wizards", who they were looking for was a lone mother with an infant in her arms, this is where the story begins.
Kaerym's mother had been on the run from a bloodthirsty cultist group for several days until she was finally cornered in a small dead end neighbor hood she'd found herself in, she knew there was no escape for her, but maybe her newborn daughter could still have a chance at life.
she started frantically knocking at every door step pleading for one of the residents to open the door before she was caught, the barking blood hounds were getting louder and louder until finally, Kaerym's soon to be parents opened the door, the mother handed them the infant and warned them that there will be people who will want her dead, with tears going down her face she gave them her name, said goodbye to her daughter.
Then the witch hunt had finally caught up to her, she closed her eyes and accepted her fate knowing that her daughter was safe.
Kaerym grew up relatively ordinarily in Oregon, the only difference is that she grew up with not-so-ordinary parents. Kaerym's parents were incredibly strict and incredibly anxious, she never learnt how to drive because they were to afraid for her safety, and she was never allowed to be in a relationship growing up because her parents were always afraid of what the guy might do, she was sheltered. Because of this Kaerym grew up into a shy-and-somewhat sheltered and softhearted girl, she was exceptionally pretty aswell.
As Kaerym neared into adulthood she realized she had this innate ability, occasionally she could fly off-up the ground for short distances and almost control the direction of the wind, further experimenting into her newfound abilities, sometimes during track-and-field she could even use it to win competitions or beat people in practice. Kaerym assumed it was some form of wind magic she'd awakened or some strange fantasy concept like that, as she was very into reading fantasy novels and webtoons on her spare time, but little did she know that she came from a family of mages and was taken in and adopted by her current parent's, this is why her parents are so afraid for her, they were handed a newborn infant by a weeping woman and then told that people would be after her. Kaerym's parents gave her a bunch of self-defense weapons to carry around, such as a stungun, a stunbaton, and a Taser, all of which she's never allowed to leave home without, due to their incredible anxiety and concern for her well being as she reached college-age.
Kaerym has aspirations to further and awaken her abilities and learn to do more with them so that she'll be able to help those in need and put those who would do harm to the good and innocent away, just like all those heroes in the novels she reads. she's a genuinely good-meaning girl with a soft heart, but she'll be faced with many hardships along that journey.