She is 13 years old, and often appears as a 4ft caucasian teenager with a gas mask and black cargo pants and black shirt.
Sara Gause Viper lives in Pilos, a setting that was like our own 50 years ago, but much has changed. Her journal has 11 entries.
3 Alertness
2 Animals
3 Athletics
3 Brawl
2 Crafts
2 Culture
0 Drive
0 Firearms
2 Influence
2 Investigation
4 Medicine
0 Melee
2 Occult
0 Performance
3 Science
4 Stealth
2 Survival
2 Technology
1 Thievery
3 Dart gun
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.
Sara made up a mental mindscape, having her Imaginary friend rip her own traumas out in order to suppress them permanently. she learned to extend this type of suppression to others, and will ensure
Exert your Mind to activate. Select a Living target within arm's reach. 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, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Your patient is required to Do not harm poisonous and venomous creatures for the next month. If they violate this rule, your treatment is immediately reversed.
TBD
Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect.
You and any clothes or equipment you are wearing are obscured from sight for the next hour. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.
Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
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Exert your Mind and spend 10 minutes to activate. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. More than half the target object must be present in order to begin repairs. Roll Brawn + Alertness at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
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.
Sara, with the help of Chitari, wills a green pulsing ball of energy into existence and throws it at the target, and a bright green light bursts from it, concussing everyone around it in a 20ft radius, though channeling the power through normal flesh is.... unreliable
Exert your Mind and spend an Action to activate. Select a Location within 20 feet. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Brawn + Alertness at Difficulty 7.
If you succeed, all Animate targets within 20 feet of the chosen Location will suffer a dice penalty equal to the Outcome for the next 2 rounds. Dice pools may be reduced all the way down to 0 by this penalty.
With the blessing and title of Chitari, Sara Gause Viper has been bestowed with a sliver of Chitari's essence
Being imbued with part of the Goddess of change's essence allows her to shift her own body at will, and reverse any changes should they put too much strain on Sara
It isn't pretty to watch though, entailing abomination combinations of Snakes, Scorpions, dart frogs, spiders, wasps, and other venomous/poisonous fauna. With all the exposed bones, organs, and flesh, it's pretty easy for people to run away in horror, or grab a weapon to kill the assumed monstrosity. better make sure to cover that up in public.
- {Chitari is talking} (Chitari is thinking) /Sara is thinking/ :Narrator is narrating: -
: Sara sat in her Goddess's mindscape, anxiously thinking through what actions she could take next, how she could get a grip on herself, a way to keep on going....... :
{....You've been like that for 3 hours now, Viper}
"I know, it's just....... I have no home, no one to go to within 10.... even 100 miles..... and then I have to watch my back for shapeshifting aliens, keep low so that the police don't lock me up, and complete contracts without..... the forest thing happening again...and- "
: Sara ranted to Chitari about any problem she could think of, venting out enough issues and trauma to keep a therapist busy for years on end :
(She really has gone through a lot, especially with the eye demon...... one of my best followers, and she's breaking down from all this......change...)
: at the thought of the word, Chitari remembered her previous follower, worshipping her and her ideals of cleverness, quick thinking, and the ability to adapt to change.
she gave her most loyal followers the name of Prophet and blessed them with a sliver of her essence. :
{Sara, do you think things are changing too quickly for you to keep up?}
"YES, I.... the moment things seem to have calmed down, some supernatural phenomenon or Contractor does something or vanishes into the Aether, missing for weeks or months, and trying to keep a home for even 4 months isn't possible, I've had to do so much in order to keep myself fed, healthy, and SAFE, and it seems to only get wo-"
{Do you want to be the one changing things instead?}
/Sara's downward spiral of a rant was paused by her Goddess's out of nowhere question. being able to make a change for once sounded amazing, but...../
"is that even possible? No Offense Chitari, but even with your help, It- I...... what can fix me"
{I can't fix you, but I can help you adapt}
Spend an hour 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:
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see grotesque venomous creatures like snakes and scorpions swirling around Sara with exposed organs and bones, melting and molding Sara's body.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
You may only target yourself.
A black and green cybernetic arm. A dart gun module in the palm fan fire syringe like darts (Payload of 6 before reloading). The arm has a Tillinghast Resonator incorporated within that can allow it to reach through solid objects - there is a notable vibration apparent when this function spins up, & frequent users report hallucinations or other mental aberrations induced by Tillinghast Radiation - shielding has been improved in later trials.
Project Report: The framework for the VIPER protype is complete. Blood Turbines will power the Tillinghast Resonater, which will further power the arms through controlled emissions of Tillinghast radiation! We have just anesthetized Sara, telling her she is going to get braces...my hands tremble on the scalpel. Where my daughter had but weak, fragile flesh she will soon hold the legacy of our work!
You gain the following benefits as long as you are wearing this Artifact.
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 extra appendage can be used to attack in exactly the same manner as a Taser and Dart Gun.
Your appendage is selectively incorporeal, allowing you to reach through walls or ignore grapples on it.
Your extra appendage can stretch to reach an additional 30 feet.
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 Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
The Tillnghast Resonator within the Viper prototype can charge darts with T radiation, allowing them to "slide" across extra-dimensional space. While this does involve a risk of T-Radiation to the environment, that concern was tabled for later development.
T Radiation can allow a single dart to carry greater payloads, arc over obstacles, ignore firing conditions in local dimensional space, & strike with unnatural accuracy, in part guided by the will imprint on the wielder.
Project Report: The Resonator is a wonder! We should be able to pull any defense contract we can find once they see the applications of the arm & it's cybernetic guidance system. Sara complains about hallucinations & has begun prattling about some imaginary friend she calls "Chitari" - I will need to increase the shielding in later models.
You gain the following benefits as long as you are wearing this Artifact and engaged in combat with Dart Gun.
You receive +2 dice to all rolls using Dart Gun. Reloading is considered a Free Action.
You also gain the following effects:
The Viper prototype can charge plasma collected from the interior blood turbines with Tillinghast radiation. This material can be injected into an injured subject, where the proto-plasma then seeks & replaces damaged tissue - becoming whatever is required. The injection of T radiation can cause confusion with higher planes, which can erode the sanity of the weak mined.
Project Update: This is a marvel of hyper geometry - my husband & I have decided to forgo further animal trials & test it on wounds surgically inflicted on Sara - if her mind is anything like ours, she will endure the cojoined reality without issue.
Expend a point of Battery and spend 2 Actions to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you 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 5.
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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
The Tillinghast Resonator can warp space around the wielder, although doing so breaches so-called "Tillinghast Space" allowing creatures that move freely in alternate dimensions to be seen, & in some cases, see us. The field of warping, shifting reality will protect the wielder from harm, & the creatures from beyond may attack those who interact with the area of warped space - often in a violent manner.
Project Note: We are ready for the final test! We acquired rifles to test the event horizon of the Tillinghast Field! Not a moment to soon, as Sara has become all but useless now, a gibbering wreck. No matter - once they see the T-Field eat a hail of bullets fired at a helpless girl, they will be unable to doubt our brilliance!
Expend a point of Battery and spend an Action or Reaction to activate. Make a Trauma roll when you activate this Effect. Roll Intellect + Science at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Any target that is or was under the protection of your Barrier in a given Round cannot take an Injury greater than Severity 6 that Round.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a field of corsucating energy engulf the wielder, in which alien creatures swim through alternate paralell dimensions.
3 vials of morphine
first aid kit
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.
charging a dart with her unstable energy, Sara can paralyze most targets she fires the dart into. Unfortunately, others can also use said dart, if they get their hands on it
Use up this ________ and spend an Action to activate. Make a Dart attack at a Living target within normal attack range. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Dart attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -3 dice Penalty to all Actions. After this, they fall into a state of sleep paralysis for Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Affected targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation.
An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.