Lanie has spent over their Reward limit. You cannot spend more than 2 Gifts / Improvements per Contract victory.
14 Rewards earned, 13 spent. 6 Victories.
To remove this message, edit your Gifts to refund an appropriate number of Rewards. You can spend them when you earn additional Contract victories.
A 6-Victory Novice Contractor played by dae_kianna in Maelstrom
She is 33 years old, lives in the house of a friend in a suburb in the United States, and often appears as a healthy, fluffy, two-year old Samoyed.
Lanie lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her journal, Psychotic Ponderings, has 36 entries.
4 Alertness
2 Animals
4 Athletics
5 Brawl
0 Crafts
1 Culture
1 Drive
2 Firearms
4 Influence
3 Investigation
0 Medicine
0 Melee
2 Occult
1 Performance
1 Science
1 Stealth
0 Survival
1 Technology
0 Thievery
3 Psychology
A very faint, silver, ethereal halo (the jagged kind, not the circle kind) appears around Mel's head as the client begins to share. Conversely, a very visible black ethereal halo appears around the client's head. As the session progresses, the silver halo becomes increasingly visible and the black one becomes faded. The glow vanishes when the client stops sharing or Mel stops paying attention to them.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless the client, of their own free will and under no magical influences, consents to the details of the Strict Regimen before receiving treatment. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.
If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.
You may attempt to treat an unwilling patient. They may choose to resist by rolling Mind at Difficulty 7. The nature of their Trauma will still be revealed to you if you treat them successfully, though they may not tell you directly.
You look around, highly alert, and your nose wiggles with each sniff as you take in a plethora of sensory information.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Your eyes and the thing(s) being handled have a faint slivery glow.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. 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 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Maybe the enemy isn't yet convinced that you're a substantial threat, or maybe karmatic forces are honoring your commitment to the Golden Rule. Either way, you somehow fare better than the average person when navigating dangerous situations (and in close combat your attackers somehow fare worse).
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except attacks from any Sapient being that you have intentionally Injured, directly or indirectly (e.g., holding someone down for a teammate to strike). Note that this excludes minor pains that don't actually cause Damage (e.g., salt in the eyes). Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
The target hears/feels their electronic device indicate that someone is trying to contact them, even if it is on silent or dead. This notification is only perceivable by the target. If there's a screen, the most commonly used calling app is used. The caller is a saved contact with whatever name/title and profile picture the caller desires.
If the target accepts the "call," they will hear a woman's voice talking to them through the device. No one else hears her, and the target's replies (their voice and lip movements) are also supernaturally obscured. At most, onlookers may notice the target accessing their device.
When the conversation ends, the device has no record of it, and all attempts to collect evidence of the call somehow fail.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless the target is willing to engage in the conversation (meaning they accept the "call" and don't hang up) and target has in their possession (or is attending to) an electronic device that can send and recieve audio.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is slow, deep breathing. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: You must roll Self Control to resist chasing after smallish things in motion that dogs are known to chase after, including sticks/balls/squeaky toys and small animals. If you fail the roll, you will chase after it until you have physically touched it, lost sight of it, or it becomes clearly beyond your reach..
The moment you put on the dog collar, your human form dissolves in a silver mist. All that remains is a (45 lb) white female Samoyed wearing a collar.
You gain the following benefits at all times. You must actively and obviously be using a dog collar to gain the benefits of this Effect.
You are permanently and visibly transformed: Samoyed. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.
Your body is adapted to Dodging. You receive +3 dice on non-attack rolls related to Dodging.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You may make a +2 Weapon Damage bite (dagger) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Pets! If you are pet, scratched, or belly rubbed, you must make a Self Control roll to resist falling into a happy stupor. Failing means that for as long as the physical affection continues, you cannot take any actions, move, nor communicate--you're so distracted.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot speak any coherent verbal language and must resort to other means of communication.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
Dominic has learned to tap into the bugs, cameras so tiny as to be microscopic, in the world around him. Proving that he was right yet again! The Illuminati does indeed have eyes, ears, and all other manners of things everywhere! He doesn't know how or when they started planting them, but they did and they are even within the deepest sanctum and within your most trusted devices. Yet, now he needs to worry no longer for through the wondrous enlightenment he was granted he has figured out their subroutines and gained the ability to co-opt this technology most foul for the resistance!
Exert your Mind and spend an Action. Select a target within 10 feet.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. You may have at most 3 wards running at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.
You may communicate through your ward, though doing so will reveal its presence.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
Dominic withdraws the auto-injector and injects it into the target object , the machine automatically calculating the dose for him and then, he begins to speak as the target's eyes go cloudy and they answer the next question asked to them in a dazed state before devolving into a rambling state as they begin to confess their innermost traumas and secrets as well as the truth of whether or not they are mind controlled agents of the deep state.
Use up this An auto injector of nanite laced flouride (unless you succeed on 1d10, Difficulty 7) and spend an Action to turn A drink, or other consumable. into a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, penalty does not apply.
The trap looks like A drink, or other consumable. and can only be discovered as a trap by those with preexisting knowledge of such traps. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Sapient target within within 20 feet that uses the trap as A drink, or other consumable. will trigger it.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud and made publicly available.
Mel thrived in school under the tutelage of two financially established, older, doting parents. Her childhood summers involved leaving her small hometown about an hour north of Sacramento (California) and vacationing all over the United States with her parents. With no siblings nor relatives around her age, Mel behaved more like an adult as a child--or, at times, a dog. Her closest friends beyond her parents were the family's German shepherds, which her father bred as a hobby. In elementary and middle school, Mel was picked on for being socially awkward and noticeably skinny. In late high school, Mel finally learned the social rules of fitting in and even achieved a level of popularity, but she still felt like an observer among strangers. Part of this stemmed from her general disinterest in boys, fashion, music, and movies/shows. Instead, she enjoyed reading high fantasy and training her dog to compete in agility courses.
Mel began college at the age of 15 through a dual enrollment program and later attended UC Berkeley for her Bachelor's and Doctorate degrees. She became a psychologist at 25, specializing in behavioral and cognitive psychology, and has had a successful private practice in the Bay Area for eight years. Psychology drew her because it leveraged her "observer among strangers" perspective to connect with people and do some good in the world. Her father, a retired private security guard and landlord, was diagnosed with early onset dementia when Mel was 23. Her mother, a retired government employee, passed away suddenly six years later. Jonathan currently resides in a memory care facility in Cleveland (Ohio), close to where he grew up and his two siblings live.
Before her seventh Contract, Mel lived in the East Bay (Oakland, California) with her best friend, Keara Star, who she met in college. Also a psychologist, Keara works at the children's hospital in San Francisco. Based on their shared homeownership and companionship for the past ten years, some assume that Keara and Mel are romantically involved--however, the two are simply best friends. Keara is in many ways the opposite of Mel: a chef and foodie, serial girlfriend, and fashionista. Today, only a select few know that (the true) Mel no longer lives with Keara.
Mel is a woman of self-discipline and humble tastes. The institutionalization of her father led to her managing her parents' estate as a young adult. All of the income from their several single-family rental homes in Los Angeles (and the payout of her mother's life insurance) goes towards her father's ongoing care. Nevertheless, Mel's modest living and her parent's financial support during her college years resulted in her being financially secure at an early age. Then--preparing for her potential death, disability, or disappearance after going on her first Contract--Mel used her newfound power to rapidly accumulate more wealth.
Before the Contracts, Mel enjoyed yoga, jogging, and training puppies to be service animals. Now her hobbies revolve around cleaning up the aftermath of Contracts and training to survive future ones.
Despite being physically active, Mel struggled with digestive issues since early childhood, making most foods unpalatable. Supplements and medical interventions prevented this from developing into something more serious; however, it contributed to her physical frailty and odd eating habits as an adult.