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Minerva McAlaster
"I'm sure you'd like to help, yes?"

A 15-Victory Seasoned Contractor played by Polymorph in Maelstrom

Minerva McAlaster is a adorable furry who will risk her life to become the ultimate demiurge and play first fiddle.

She is 10 (almost) years old, lives in The Faraday School for Extraordinary Children in New England, Massachusetts, and often appears as a young, glasses-wearing girl wearing a tailored dress suit.

Minerva McAlaster lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her journal, The Fox's Diary, has 31 entries. Her Questionnaire has 35 answers.

Attributes

Brawn

5

Charisma

6

Dexterity

4

Intellect

3

Perception

4

Abilities

4 Alertness

2 Animals

4 Athletics

2 Brawl

1 Crafts

2 Culture

0 Drive

3 Firearms

6 Influence

4 Investigation

1 Medicine

0 Melee

2 Occult

3 Performance

1 Science

2 Stealth

2 Survival

3 Technology

0 Thievery

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

Injuries

(Minerva McAlaster is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Minerva McAlaster has no Battle Scars)

Body 8

Stress

9 Mind

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

Limits

Murder
Anguish
Atrocities
Near-Death Experience

Traumas

  • Phobia of Blood 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.
  • Delusion of paracosis You must succeed a Self-Control roll in order to not believe your delusion, even when confronted with compelling evidence, or in order to act in a way that is contrary to your delusion.
  • Wary Must roll self-control to use her injure power for any other reason than immedate self-defense.
  • Separation Anxiety During a contract, you must roll self-control to ever consent to splitting the group. On a failure, you will insist and act only towards keeping the group together, taking mind damage if the group splits. On a botch, you will use force to keep the group together.
  • Painful Losses Whenever a fellow contractor (who you are not directly acting against) is in danger, you must roll self-control or immediately attempt to assist them.
  • Latent Nightmares When your mind damage becomes Alarmed or worse make a self-control roll. You automatically fail this roll if your mind damage is Delirious or worse. On a failure, your fears and panic begin to manifest as illusions around you, typically taking the form of shadow creatures. All actions and movement must be focused on dealing with the illusions, which persist until you make a 4-success Mind roll at the end of a turn. The illusions focus on you, but are visible to all and will attempt to prevent anyone from helping you.

  • Influence

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    Point of Contact: Louis Camille
    Given by Iamangelofwar
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from Louis Camille, an expert on Louisianan and Native American mythology. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.
    Augmented Bloodhound: Loki
    Given by dae_kianna
    A husky supernaturally trained by Bu Fang. Can go on Contracts, Harbinger permitting. Very obedient and loyal. Body & Attack 3. Armor 3. Brawn 1. Dext 3. +3 dice to non-combat actions naturally adapted for. Augments: Maws and Claw (+3 dmg), all-out sprint +3 dice, +15 ft Free Movement.
    Trusted Inheritor
    Given by Polymorph
    Your parents' finances are in-order, and they can afford to finance your expenses. You have access to $300,000 (or equivalent currency) per Contract.
    Deleted Circumstances with active Assets and Liabilities
    • Rich

    Conditions

    From Maelstrom
    Ate the Firebird You ate the Firebird! Can reroll a botch, once.
    A Moment A moment in time. In another moment, it'll be gone. Can reroll a botch, once.
    Special Dairy Division - Alpine Serum Type IV You drank some of the product of Alpine Gardens! Whole fat, creamy, delicious. You may add +2 to a body resistance roll outcome, once. Remove this condition.
    Promises Made Minerva consented to trading blood with Lilith. You have an intuitive understanding of Lilith’s distance, direction, and health status. In addition, all rolls targeting Lilith are made at +2 dice.
    Attached at the Hip Your souls are intertwined, and you made a choice, free will over perfection. Mars will now attend school alongside you, trying to learn to value the choice of these people to be themselves. In return for this kindness, you have strengthened your bond and power. Once a game, you may exert your mind and pull yourself to her, along her golden thread and through her castle of chaotic dreams.
    From Assets and Liabilities
    Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
    Fragile You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
    Adorable You press all the right buttons on people to make them instinctively want to help and protect you. Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
    Imbued After accepting your first Invitation to a Contract, you are Imbued, altering the manner in which you learn. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" your Traumas with counseling on a Downtime.
    Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.

    Loose Ends

    [Investment] Parents' Favor

    Present Dangerous Given by TheSuperChrisb
    (Ignore Threat Level) Minerva is continuing to build favor with her parents again. She has regained the Comfortable asset, and upon cutoff the asset will raise to $1,000,000 a month, as long as she continues to stay out of trouble.

    Powers

    Minerva lets out a breath, and speaks her command first in her mind. It's not important for her to say them out loud anymore. With focus, she imbues her words with her will, and then she lets them out into the world in some way.

    Her burgeoning powers first manifest with what she knows best - telling other people to do things. As she gets stronger, more comfortable with her powers, they get easier. But also more intimate somehow, deeper. Her own thoughts start to brush just a little against unknowable things, against shadows in her own mind. They don't like this.


    Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

    If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

    The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

    Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

    You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.

    This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.

    • You cannot order your target to endanger themselves, but you may order them to flee, attack a certain target, take a defensive or offensive stance, or similar.
    • The target must be able to understand you and must receive your communication for the suggestion to work.
    • Allowed Commands
      • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
    • You can target yourself if you qualify as a valid target by the other requirements.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    Minerva's body begins to become a reflection of her mind, more than the other way around. As an act of will, she's able to decide she doesn't need to eat, or breathe, or such. And should it come down to it, she can decide that she's not effected by the world around it, too. For not even heat, nor cold, can say no to her.

    She still needs to sleep because sleeping is part of refreshing one's mind more than one's body - or at least that's what she believes, so far.


    You gain the following benefits at all times.

    You no longer require any food, water, or air in order to survive.

    Minerva sucks in a breath and grips her pendant, squeezing it hard enough to hurt. She stares into her own reflection, and wills it to change. Her own form is begins to change in accordance with her desires. She breathes hard during this; the process is obviously deeply unpleasant, more so the bigger changes she makes.

    She's realized that her clothes are merely an extension of herself - and as such, she can mutate them just as much.

    Minerva's will begins to manifest further. More than just influencing people, more than just influencing herself, her will begins to spill over onto the world itself.

    She started with small changes the first night, exploring the spark that had formed in her. The next night, she had fur. She could feel her bones grind, her jaw cracking as it turned into a maw, her flesh stretch as a tail burst out. She collapsed, crying. But they were tears of happiness, for in this first moment, all was right in the world. She slept like that, the first time she did it. It was restful sleep. She sleeps like that whenever she can now.

    ///
    Meta: Minerva's mutation is more than just bone deep, and a large part of her transformation is instinctive and subconscious. When she gives herself fur, she's also instinctively messing with her own neurochemistry. She experiences a form of mild and constant euphoria while transformed.

    She needs a mirror because she's exerting her will on changing herself, and at the moment, she needs to look at what she's doing.

    "Man cannot remake himself without suffering, for he is both marble and sculptor."

    ///
    History: As Minerva's concept comes together, I think 'everything is a cantrip / is effortless for her' is a big part of it. At the point of this edit, the power hasn't been used on a contract or a significant part of a move.

    After Minerva's inability to use her powers while she was transformed lead to one of her fellow contractors dying, she focused, practicing. Practicing, practicing. She learned to use them when she's not her... but the pain she worked though is still there, always in the back of her mind.

    Seasoned:
    Minerva's powers intensified. Building on top of the latent power she has over other people, it's blossomed into something entirely more. People accept her if she believes she should be accepted. Her changes are deeper, touching her soul. But most importantly, they last. They last as long as she needs. She goes to sleep and awakes.. proper.
    Something's happened, though. She doesn't have full control over it, and when she tries to change her form, it's almost like holding onto water. She needs to struggle as hard as she can just to keep from falling apart. It's hard work, and she has to exert her mind. At times, she wishes it was as easy as before.


    Exert your Mind and spend a minute. You must actively and obviously use a silver fox pendant to activate this Effect. Make a Trauma roll when you activate this Effect.

    You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.

    The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. 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. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.

    You can "pass" in any culture or group without arousing suspicion as long as you look normal for that group and can communicate with those inside the group.

    Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The moment Minerva 'unlatches' her form, it pulses like a degaussed TV. Her clothes and flesh both smear some, uncountable wounds on her her leaking. They don't seem to hurt, but she's obviously struggling to stay in one piece. In the wounds, the tears to another place entirely, one can sense all the things that shouldn't be said. Intrusive thoughts come to mind. But are they hers? Or yours?.

    After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

    This Effect ends if you take an Injury or are stunned or incapacitated.

    Possession of this Power grants the following Trauma at all times: Painful Losses: Whenever a fellow contractor (who you are not directly acting against) is in danger, you must roll self-control or immedately attempt to assist them.

    • While you may alter your outfit's appearance, this does not grant or store equipment.
    • 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.
    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

    Minerva focuses for a moment, and then, between one frame of the universe and the next, her location has changed. She's left in a new location.

    The young girl is able to reflexively decide on her inertia, instinctively making it relative to her landing site. She can do this even without exerting her mind.


    Spend an Action or Reaction. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet.

    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 opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.

    You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.

    Instead of physically passing through the air, you are teleported directly to your destination. You may hop to the other side of walls or escape grapples but can travel no farther than 3 feet when doing so.

    When you use this Effect as a Reaction to dodge, if youExert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.

    • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
    • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
    • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
    • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
    • You can target yourself if you qualify as a valid target by the other requirements.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    Minerva begins subconsciously imposing her will on the world around her. Even without focusing, her as long as she's honest, her desire to be believed will make her be believed. Whenever she can hear something, read something... if it's not true, there's a soft... static, to it. She's learned what that means.

    When she focuses... every word she says is just the word she has to say, and is taken in the most favourable manner. It's impossible to stay mad at her, or to deny her.

    Anyone who sees her attacked feels a subtle reflexive instinct to protect and defend her, even if she isn't in the room. She's trying to learn to intensify that.


    You gain the following benefits at all times.

    Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

    You also gain the following effects:

    • Honest Eyes: Your word is accepted as honest so long as you are speaking the truth as you understand it. You can always tell if someone telling a lie without making a roll, though you may not know what they are concealing

    • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

    Minerva clears her mind and then she asserts her will over the world. And the world changes, the universe misled into believing her lies were real.

    Minerva's powers begin to manifest fully with this. Almost subconsciously, the young girl can change the world around her. Occasionally small things change without her thinking about it. But when she focuses... she convinces the universe her playthings are real, and it accepts this, with reservations.

    If they are treated roughly, however - damaged or stressed at all, by anyone - the universe remembers, and such illusions evaporate into smoke.

    Minerva deals poorly with pain or stress, having lived a pampered life and having little experience to see her though them. Physical pain at all keeps bringing her mind back to that, and she's unable to assert her will properly. Stress does the same - as soon as she's distracted, she's unable to focus, unable to make her will come forth as easily as it normally does.

    Finally...under the surface, in the depths of her mind, lurk darker thoughts. Her practice with altering the world comes into full manifestation when she panics and loses her composure, her fears seeping in.


    Exert your Mind (unless you have no body damage and your mind damage is agitated or better) and spend an Action. Select a target within 45 feet. Choose an illusion to generate, which can be no larger than a person.

    The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their taste, touch, hearing, smell, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.

    Anyone who struggles against the illusion hard enough to break a window or who would be damaged by the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.

    The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

    Possession of this Power grants the following Trauma at all times: Latent Nightmares: When your mind damage becomes Alarmed or worse make a self-control roll. You automatically fail this roll if your mind damage is Delirious or worse. On a failure, your fears and panic begin to manifest as illusions around you, typically taking the form of shadow creatures. All actions and movement must be focused on dealing with the illusions, which persist until you make a 4-success Mind roll at the end of a turn. The illusions focus on you, but are visible to all and will attempt to prevent anyone from helping you.

    • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
    • You may only puppeteer a single illusion at once.
    • You can target yourself if you qualify as a valid target by the other requirements.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    As long as Minerva wears her pendant, her thoughts are ordered. And with order comes safety.

    Following Minerva's traumatization by a fellow contractor, the next month the young girl spent a good bit of the next month in her room. She stopped practicing everything else, just focusing on herself, and that feeling of helplessness that had come with it.

    And one night, she dreamed. She remembered battling the nightmare monster, of the defenses she had forged. And she forged them again. Ordering her thoughts, marshaling them, she assembled her mind into a castle. A Castle of Light, a bright beacon in the darkness.

    The castle is built to withstand a siege from the darkness. Even taking the field is a monumental task, requiring great effort by an assailant, more than most can bring to bare - and after an enemy has been cast out once, such a tactic won't work again.

    Each step into the castle is a slog, a constant exhausting battle to take a wall, only to find another wall behind it that the defenders have retreated to and fortified themselves again.

    From the highest point of the castle a bright light glows, and she can rain down light and hope upon invaders from it.

    The castle stands at all times, a fortress for her mind and her dreams.

    Of course, the walls of her castle are manned, and it is an effort for her to open the gates to anyone. It's safer that way. With time, she learned to open them again.


    You gain the following benefits at all times. You must actively and obviously be using silver fox pendant to gain the benefits of this Effect.

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

    • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.
    • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.
    • 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.

    Minerva listens, and she can hear the hum of the world. Everything has its own song, every song unique, and she can her every one of them. She's absentmindedly using her pendant as a crutch during this - removing it causes the world to dull, at this point.


    You gain the following benefits at all times. You must actively and obviously be using silver fox pendant to gain the benefits of this Effect.

    Your senses are enhanced in the following way.

    • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.
    • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

    • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.

    Minerva lets out a breath and places a hand gently on her target. Clearing her thoughts, she slips into their dreams, and then deeper, walking into the vault that is their mind, and into the archives of memory. It's hard to make new entries, really hard. Much easier to just remove them. But things are not so easily removed, either. Just misfiled. She knows how to both misfile and correct such misfilings.


    Exert your Mind and spend 15 minutes. Select a Sapient target within arm's reach. This Effect cannot be used unless The target is sleeping. Make a Trauma roll when you activate this Effect. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 8.

    If the contested Outcome is positive, the most recent 1 minute from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.

    The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”). You may also choose to only alter a single specific detail rather than an entire period, such as a password, phone number, directions, or you may remove all knowledge of one specific thing, regardless of time period, such as a loved one, a location, a prized possession, etc.

    You may use this Power to detect and repair any altered memories in the Target's mind.

    Affected targets will invent new memories to justify the inconsistencies. For instance, if their memory was altered to include a new friend they don’t have, they may invent further memories of meeting that friend, spending time with them, etc.

    • You do not gain mind-reading through this effect, so your ability to alter their memory is limited by your knowledge of what they might know.
    • The target's roll to realize their memories have been altered can be made a maximum of one time per day.
    • You can target yourself if you qualify as a valid target by the other requirements.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    Minerva focuses on the song of the electrons that make up a nervous system... and exerts her will on them. They start to show down... the subject experiences symptoms of CNS depression before collapsing.

    Touching another living thing on such an intimate level is a distinctly traumatic experience. Even attempting to keep a degree of separation, looking at it as if it was *just* patterns of electricity, it's still difficult to justify reaching into someone's mind and messing with it.

    Of course, a willingness to do so only comes out of exigent scenarios. An unwillingness to do so on one of her contracts lead to the separation of the group.. and as soon as her friend left her sight, she never saw them again. She's determined to not let that occur again.

    Becoming a creature of more thought that form, she's gained the ability to slip into the dreams of others... and amplify her abilities, for the tradeoff of having to exert herself harder.


    Exert your Mind and spend an Action. Select a Location within 30 feet. All Living targets within 20 feet of the chosen location are affected. You must actively and obviously use silver fox pendant to activate this Effect. Make a Trauma roll when you activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.

    If you succeed, affected targets becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 minutes.

    Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.

    You may determine the dreams of any sleeping being within within 30 feet. By maintaining Concentration, you may enter their dreams and converse with them directly.

    Possession of this Power grants the following Trauma at all times: Separation Anxiety: During a contract, you must roll self-control to ever consent to splitting the group. On a failure, you will insist and act only towards keeping the group together, taking mind damage if the group splits. On a botch, you will use force to keep the group together.

    • You do not physically enter a target's dreams; your body stays in place while you are Concentrating.
    • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
    • You can target yourself if you qualify as a valid target by the other requirements.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    Minerva sheds her previous form completely, adopting a new base form. Her new form isn't quite flesh and blood, though. It only behaves that way because she believes it should. Her body is made of thought and will and materials from the Dreamlands.

    The young girl is now an anthropomorphic kitsune, with bright golden eyes and brightly coloured fur. She has a bushy tail which she has only just barely learned to keep out from underfoot. Her entire form is a little bit brighter and more intense than it should be, as though the brightness and contrast sliders were both turned up by twenty percent.

    Her blood is a vibrant scarlet, brighter than it should be. But shortly after leaving her body it turns to a metallic quicksilver, boiling and bubbling. The blood itself feels angry, thrilling with rage.

    She still remembers her old form, with mixed feelings. She can turn back into it, but it's not right. Not anymore. When she returns to her base form, that's not it anymore.

    Minerva's form is made of will more than anything else - and she can choose how it is effected. Expressions of energy, heat and cold, have little effect on her if she chooses not to let them. And being made from will, it suffuses her entire body. She isn't stored in the brain any more than she is stored in the foot - She doesn't have a soul, she is a soul. She has a body.

    Her form is lithe and light, reacting with the speed of thought.

    Besides the fact she's obviously not human in her base form, she's also inherited a bit of the vulnerabilities of the Dreamlands. Pure elements - or other fundamental building blocks and expressions of order - are anathema to her.


    You gain the following benefits at all times.

    You are permanently and visibly transformed: A kitsune. You are considered to be a Sapient, Living being when targeted..

    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)

    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.

    You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)

    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.

    The Severity of any Injury caused by a weapon made of a pure element is increased by 2.

    • When split into multiple pieces, only the "main" piece can activate Effects.
    • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.
    • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
    • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

    Minerva's power over the world deepens to the point where even actions that aren't conscious thought can influence it deeply. A pique of anger gives way to a desire that something doesn't exist. The subject of her focus has a split second to truly believe it does in fact exist - should it fail to make that argument, it doesn't.

    "To understand a thing is to know the manner by which it might be destroyed. A fundamental understanding of the basic building-blocks of the Universe is essential, then, to the total destruction of everything."


    Exert your Mind and spend an Action. Select a target within 45 feet. You must actively and obviously use silver fox pendant to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Charisma + Influence Difficulty 6. The target may contest by rolling Mind, Difficulty 6.

    If the contested Outcome is positive, the target takes that much Damage plus 6. 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 effect is applied to the target and all targets within 5 feet. It can “jump” up to 5 times.

    • You can target yourself if you qualify as a valid target by the other requirements.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    Minerva lets out a breath, closing her eyes for a moment. Her pendant glows, and then her eyes open. One paw in both worlds, she talks to someone in both. In the physical world she still can't understand them, but in the Dreamlands, she can understand them as one does.

    The Dreamlands, as always, are somewhat inhospitable. Minerva leans on her pendant to help her make her way though.


    Exert your Mind and spend an Action. You must actively and obviously use silver fox pendant to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

    You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.

    This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

    • Communing with creatures does not grant them intellect but does allow you to converse with them.
    • The target of "human" refers to any target that speaks a human language.
    • When reading written communications, you get no information beyond what the writer was intending to communicate.

    Minerva spreads her hands (to stash) or puts them together (to unstash) and then, in a gesture.. the object vanishes, or appears, drawn from her castle in the Dreamlands.

    Reaching into the Dreamlands when awake was always an unpleasant event, but she's able to push though it. Normally. It's an exhausting event, though.


    Exert your Mind and spend an Action.

    You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

    You may store any targets in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 3 things at a time.

    Animate targets may Resist being stashed.

    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.

    • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
    • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
    • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
    • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

    Consumables

    1

    Activated via being picked up or the target catching the coin, upon being noticed, the dollar coin will proceed to supernaturally shimmer, causing anybody to have noticed it within a 20 feet radius to become starstruck, unable to take their eyes off of it.


    Use up this dollar coin and spend an Action to turn picking up/catching the shimmering coin into a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, penalty does not apply.

    The trap looks like picking up/catching the shimmering coin 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, Living target within within 20 feet that uses the trap as picking up/catching the shimmering coin will trigger it. All affected targets may resist by rolling Mind at Difficulty 6.

    When the trap is triggered, the targets will keep their full attention focused on the trap for contested Outcome in minutes. They will automatically fail any rolls related to noticing anything other than the trap. If they cannot perceive the trap through Sight for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or enters Combat.

    This does not affect the target’s opinion of the trap or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on the trap.

    • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
    • Triggering the trap requires an Action from the target, not merely an incidental glance.
    • This consumable is destroyed when used and cannot be used again.
    • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
    • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities.
    1

    Connor creates magical temporary tattoo paper that individuals can draw a picture on and enhance themselves with Conners brand new item for sale.


    Use up this A temporary Tattoo (unless you succeed on 1d10, Difficulty 7), Exert your Mind, and spend an hour to activate. Select a Living or Animate 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.

    Your alteration "heals" over the course of the next month, after which it is fully cured.

    • 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.
    2

    A black glob of living gum, the black swirls wisp in circles mindlessly as if they're expecting something. The gum has a minty crack when chewed and must be thoroughly chewed to be able to use absorb the tendrils as they travel from the mouth to the wound.


    Use up this Black Wispy Gumball and spend 15 minutes. Roll 11 dice Difficulty 6, dice penalties do not apply.

    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 yourself.

    Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Tendrils from the gum wiggle inside the targets mouth as they go from mouth to wound. They travel visibily under the skin like little worms. Once they reach the wound, they plop onto the raw flesh and start filling the wound and squirming like maggots.

    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • This consumable is destroyed when used and cannot be used again.
    • Unstabilized wounds do not degenerate during treatment.
    1

    A piece of gum is given, stuck onto, or pressed to the target. The gum starts to shrivel into the targets skin and black and pink tendrils then starts to delve into the targets flesh discretely and starts to line their internal system.

    The process is not painful and allows for Valentine to know how their team is feeling and understand if they are injured and be able to assist them with ease if something were to happen to them.
    Taking it out is like removing several horsehair worms.


    Spend one minute and use up this A pack of big league chew (1 pieces). Select a target within 20 feet.

    Your target is marked with A black and pink dot ontop of their skin until it is removed or until you choose to end the Effect. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.

    You are aware of the marked target's vital status, injuries, direction and distance from you. You can have up to 1 mark active.

    You receive +2 dice to any rolls made against a marked target.

    • This consumable is destroyed when used and cannot be used again.
    • Marked individuals satisfy the line of sight requirement for targeted Effects.
    • You can target yourself if you qualify as a valid target by the other requirements.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.
    1

    You take the syringe of fluid clear fluid and stab it into the injured area. After that, the patient experiences painful streaks of light following their veins and nervous system, rolling flesh and a smell of burning as even the recently dead are jerked back to life, as if through a defibrillator. After the minute passes, all that is left behind is a mild fever for the patient.


    Spend 1 minute and use up this hypodermic needle. Select a Living or Dead target within arm's reach. Your target must also Exert their Mind to activate this Effect. Your target must make a Trauma roll when you activate this Effect. Roll 11 dice Difficulty 6, dice penalties do not apply.

    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. Your patient is required to spend an hour soaking their body in ice water each day for the next month. If they violate this rule, your treatment is immediately reversed.

    If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.

    • The patient is aware of the after-care requirement.
    • This consumable is destroyed when used and cannot be used again.
    • Unstabilized wounds do not degenerate during treatment.
    • You can target yourself if you qualify as a valid target by the other requirements.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.
    1

    With the blessing of the Goddess, Izzy can imbue her home grown strawberries with the ability to heal wounds.


    Use up this strawberry and spend 15 minutes to activate. Select a Living target within arm's reach. Roll 7 dice Difficulty 6, penalty does not apply.

    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.

    • This consumable is destroyed when used and cannot be used again.
    • Unstabilized wounds do not degenerate during treatment.
    • You can target yourself if you qualify as a valid target by the other requirements.
    1

    The gem appears as a normal gem, and will not seem very valuable when examined. Upon activation, this gem will disappear.


    Use up this Gem and spend an Action to activate. Roll 7 dice Difficulty 6, penalty does not apply.

    You can move at four times your normal movement speed for the next minute.

    Your super speed affects all self-powered modes of movement, and you may avoid minor obstacles as you go.

    • This consumable is destroyed when used and cannot be used again.
    • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
    • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

    Equipment

    Max Encumbrance: 0 pounds.

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

    Minerva's bodyweight: 65 lbs (30 kg~)


    Stash (3 items max, SUV size)

    • A silver fox pendant, with a small inscription on the back.

    On Person

    • Tailoured armored dress (Reinforced clothing, armor 2). Comfortable, pretty, defensive, very expensive.
    • Armoured Helmet, styled like a motorcycle helmet, custom plate carrier /w plates. Armor 3. Disguised as a overcoat and a hat.
    • Heavy Boots
    • Leather Gloves
    • Purse
    • Wallet
    • Smartphone
    • Burner phone
    • Badge
    • Panic button
    • Passport
    • 10k / 10k Cash on Hand
    • Silver fox pendant
    • Credit Available - 290k / 290k
    Black leather satchel
    • Toiletries kit
    • Lighter
    • Survival knife
    • Lightweight rope (30 ft.)
    • Metal water bottle
    • Prescription contacts
    • Flashlight
    • Heating pack
    • Survival Thermal Foil
    • Gauze
    • PSB (Personal Survival Beacon)
    • MREs (1 day - 3/3 meals remain)
    • Multitool
    • Bug repellent
    • Field Medical Kit
    • Field Surgery Kit
    • Iron Posts
    • 4 Radios
    • Duct Tape
    Carried

    Closet

    • Protective Pads / Gear
    • Thermal underwear
    • Helmet-mounted flashlight
    • Heavy overcoat
    • Completely sealed biohazard suit
    • Greatcoat rain jacket
    • Light overcoat
    • Heavy Winter Gear (Blizzard gear)
    • Desert Gear (Light)
    • Molotov Cocktail (2).
    • Custom pistol, sub-sonic ammo.
    • Anti skin-walker pendant
    • Occultist's Kit - 15 lbs, general things that are said to be helpful against ghosts, spirits, and the supernatural. Pure elements, small quantities of typical compounds used in magic stuff - garlic, wolf's bane, salt, etc.
    • Silver music box
    • Fox playing cards!

    Checked Bag (Climbing Gear)

    • Caving Rope
    • Climbing Harness
    • Rope Ladder
    • Gas Mask, Filters
    • Cave Acsenders
    • Cave Descenders
    • Climbing Cowtail

    Bedside

    • Fox plushie!
    • Pink pajamas

    Ephemeral Inventory:

    Phone numbers:
    • Azik (Old guy with book)
    • Murphy (Musical guy)
    • Izzy (Goth)
    • Cleatus Abernathy (~~Corrupt~~ Cop with armoured APC)
    • Allister
    • Gustav (Demon person?)
    • Father Jarrod (Priest)
    • Lilith (Blood mage? But like, a good one)
    • Aria
    • Ted (Gunslinger?)
    • Luci's phone number
    • Iryna's phone number
    • A list of Leon's burner phone numbers
    Other stuff on phone:
    • School travel permit
    Dreamscape Inventory:
    • Sword of Light (dex+melee, +4 against enemies with less Cha)
    • Armour of Light (4 Armor, glows in presence of danger)
    Move inventory:

    Loki:

    Kit:
    • collapsible dog bowl for water/food
    • food
    • dog clothes for cold weather

    Needed:

    (Click to toggle Weapons reference)

    Trophies

    From Maelstrom
    Tarot Card of Justice
    Given by Polymorph
    Communication with RoM Harbringers
    Band of Truth and Lie
    Given by Iamangelofwar
    A bracelet depicting a two-headed snake, one half black stone and one half white ivory. Once per contract, the wearer can decide to tell rather a statement was a truth or a lie. If it is a truth, the snake turns black, if a lie, the snake turns white.
    Golden-plated 1911 (Abu's Golden Gun)
    Given by Polymorph
    A gold-plated 1911 weapon. From one of the evilest men in the world.


    Unavailable Artifacts

    Banishment Knot Charm

    Created by Frank Lambert, given to Minerva McAlaster.
    Currently At home.
    A piece of rope tied into a mystic knot

    Contractor Timeline

    15 Victories - 1 Failure
    Remaining Exp: 8 (Earned: 338 - Spent: 330)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Minerva McAlaster has made 2 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Minerva McAlaster.

    Biography

    Minerva is a young girl raised largely by her nanny over the last year - her perception of general interaction with her parents has been them telling her whatever she's worked on is not good enough. She responded to this by trying harder, throwing herself into her studies, practicing her her stance, anything she could do to seek her parents affection. It left her ~~two steps away from a complete mental breakdown~~ slightly mentally fragile, but one who has a good deal of practice on what her parents considered important. Being beautiful is expected of her, her long, flaxen hair nearly glowing, even in darkness. Her perceptions of certain things may be unreliable.

    Her parents security officer forced her to take firearms training, which she's taken as seriously as anything else. Being aware of everything around her was expected, as was her social training.

    She often has a smile on, even a warm one. It is generally a false one. Despite having almost anything she could want available to her, happiness is fleeting from her. She is only truly happy when among those she feels actually accepts her, which is not any of the circles she generally runs in. She has a furry badge she drew herself saying 'I'm not young, I'm just small'. Everyone else is just lying about being happy too, aren't they? That's what everyone says in private. (According to the internet) But she knows how to make people happy. Herself, and everyone else.


    Backstory Characters: Maron - Minerva's nanny, butler, maid. Not the only one on the house's staff, but the one who interacts the most with Minerva. Lives at the McAlaster estate.

    Assets And Liabilities

    Assets

    -6 Clear Conscience
    -0 Seen Things
    -0 Imbued
    -3 Beautiful
    -18 Finances: Rich

    Liabilities

    +6 Short
    +9 Sensitive