A 3-Victory Ported as Seasoned Contractor played by BOMBSHELL2150 in World of Darkness
They are ?? years old, and often appears as a custom made Ibanez Iceman.
Nikki lives in World of Darkness, a setting of vampires, werewolves and other monsters living among us; hiding in plain sight. Their journal, Voice Recorder, has 4 entries.
3 Alertness
0 Animals
0 Athletics
0 Brawl
0 Crafts
0 Culture
1 Drive
0 Firearms
5 Influence
3 Investigation
0 Medicine
0 Melee
2 Occult
5 Performance
0 Science
1 Stealth
1 Survival
0 Technology
0 Thievery
Upon his death in a mage prison, Nikki's consciousness was transferred to his Ibanez Iceman.
Exert your Mind and spend a round transforming into Nikki's Ibanez Iceman. You remain that way for 30 minutes.
If you are damaged while transformed, the damage is realized when the effect ends. If you are damaged before you transform, your inanimate form will appear partially damaged.
Nikki begins singing a song to his target, his volume increasing sharply after 3 seconds to the decibel of a jet engine in their ears. The target of this sonic devastation begins trembling, blood running from their ears, wits and nerves completely shattered.
Spend an Action, Exert your Mind, and choose an Animate target within 45 feet. Make a contested roll of your Charisma + Performance6 against the target's Mind Difficulty 6 as a Free Action. If you succeed, Wits is reduced by one point for a day. You cannot reduce Attributes to zero. Difficulty
Drained attributes are recorded as Battle Scars on the character sheet, and are affected by anything which interacts with Battle Scars.
Over the course of the week, the bullet riddled Ibanez Iceman begins to look like new again.
Someone must be working on it when you're not looking...
Any stabilized Injury heals quickly, reducing its severity by one level each time 1 Day elapses. Therefore, if you have the Cooldown Parameter at level 1 (three days), and you have an Serious (4) Injury, it will drop to Threatening (3) in three days and be fully healed in 12 days. This power does not heal battle scars.
"Oh shit, a guitar!" A man runs up and grasps the pearl-white Ibanez Iceman lovingly. Covetously.
"Oh shit, a vessel!" he hears in his mind along with a chuckle.
Exert your Mind, and roll Charisma + Influence7 as a Committed Action. If you succeed, you summon a single minion. You may have [[maximum-minions]] active at a time. The minion lasts for an hour, has dog-level intelligence, and cannot communicate back to you. Difficulty
Minions have the following stats. You have 6 times 2 points to distribute between the following:
Health levels, Movement dice, Attack dice, and alertness all of which have a maximum of 6.
Health: 6
Movement/dodge: 6
Attack (difficulty 6): 0
Alertness: 0
Their attack does (successes to hit + 1) damage.
Nikki's Ibanez Iceman generates sound like it was plugged into a full stack of amps!
Passive, always in effect. You have access to the functionality of Sound Projection (a specific category of Device chosen at Power creation). Note that this covers the functionality of the tools and does not grant you the tools as objects themselves. You cannot use this Power to satisfy the requirements of the Focus Drawback.
This power can only replace mundane tools. As a rule of thumb, this power should not replace more tools than one could carry in a toolchest. It may not replace weapons by default (though certain tools can be used as makeshift weapons with normal effectiveness).
Nikki concentrates to pull himself away from his fetter. It takes a moment like a man trying to pull his boots out of deep mud. A cold vapor about the size of an elongated basketball manifests where he stretches his mind out to, listening and watching all that transpires.
Exert your Mind, choose a target Location within 500 feet, and roll Perception + Influence6 as a Committed Action. You may see (but not hear or use other senses) as if you were standing at that Location for up to Outcome in minutes. You must maintain Concentration to keep up the effect, and you cannot perceive anything locally while the Effect is active. Difficulty
A young man sits down on top of a Marshall 112 combo at Jake's Pawn Shop in a destitute part of Los Angeles. He fishes about on the stained carpet for the quarter inch input of the cable coiled in front of the dirty 1980s-era amp. He plugs it into the jack of the pristine pearl-white Ibanez Iceman. It reminds the kid of something a rockstar from the old days would play. Back when they were still made in Japan and not some lesser shithole. He strums the opening refrain from Stairway to Heaven as any good pawnshop guitarist should. His hand comes down to strum the next chord when he feels a presence swoop down on his mind. Like a Kingfisher slamming into the surface of his mind, he feels another with him. And then he feels nothing.
Nikki strums the second chord of Stairway to Heaven, his long brown hair hanging over his bare chest. He sings quietly, "and the piper's calling you to join him". He unplugs and stands up, Ibanez Iceman hanging around his slim body as if it never belonged anywhere else and walks out. His return to the skinlands announced by the jangle of bells tied around a pawn shop door.
Spend an Action, Exert your Mind, and roll Charisma + Influence6 against a Living Sapient target no farther than Arm's Reach, which they can resist by rolling Mind, Difficulty 6 as a Free Action as a Free Action. Targets that are Incapacitated from Mind damage cannot resist. If you succeed, you possess the target for Outcome in days. Difficulty
You may end the effect with a committed Action as long as you are within Arm's Reach of your body.
During the possession, any rolls that use Brawn or Dexterity use the target's instead of your own. Likewise you assume their physical Assets and Liabilities instead of your own. You do not gain access to the target's Active Powers, memories or skills. You retain access to your Active Powers but not any Passive ones.
If the body you are possessing dies, you die immediately. If the the body you left behind dies, you die when your possession ends.
While possessing, if you take an action that violates the target's Limits or attempt self-harm, the target must make a Trauma roll. If they succeed, you are evicted from their body. Even if the roll fails, they may Exert their Mind to evict you.
Nikki hovers his palm over the Iceman's pickups and an excruciating shriek pierces your ears
Choose an Animate target within 45 feet, spend an Action, Exert your Mind, and roll Charisma + Influence6, contested by the target rolling Body, Difficulty 6 as a Free Action. If you succeed, they take a dice penalty equal to your Outcome for 2 rounds. Affected targets cannot Concentrate. Difficulty
If their total dice penalty from all sources exceeds their Mind, they are instead stunned for 2 rounds and cannot act.
Nikki shreds into a series of chuggy power chords that climb into fast thrash metal. The sonic waves emanating from his guitar become visible, launching towards the target like a nuclear shockwave
Spend an Action, Exert your Mind, choose a target within 45 feet, and roll Dexterity + Performance6. The target may defend by rolling Body, Difficulty 6 as a Free Action. Difficulty
Damage dealt equals the difference between your attack roll's Outcome and the defensive roll's (if one was made), plus 7.The target's Armor is Reduced to 1/4, rounded up.
Nikki's plays a sad song that evokes feelings of loss and longing as his mind slides back from the Fleshlands into his native Shadowlands. He follows the connection the dead left to it's physical remains in the world and engages the consciousness in conversation.
Spend an Action, Exert your Mind, and select a target within 20 feet. The target may communicate in your language for 10 minutes.
You may only communicate with the sorts of targets that your "Commune" Enhancements allow. Without at least one "Commune" Enhancement, this Power is unusable.
No longer flesh; but mahogany, steel, nickel and copper.
You have 2 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Passive, always in effect.
Nikki concentrates and plays a slow, dirgy tune that causes everyone around the target to slow to a crawl
Spend an Action, Exert your Mind, and roll Charisma + Performance6 to Restrict a target within 20 feet. The target may contest this by rolling Mind, Difficulty 6 as a Free Action. Success fixes the target in place at their location, although they still can move their arms, use Powers, etc. Difficulty
The target may attempt to break free by making an attack against their bonds at +1 difficulty. Breaking the binding requires an amount of damage equal to double the initial Outcome. Damage from multiple attacks is cumulative and stacks linearly. Other individuals may also damage the binding by attacking it at +1 difficulty.
Nikki plays a song that settles into the back of your mind like a splinter.
Spend an Action, Exert your Mind, and choose an emotion and an Animate target within 45 feet. Make a contested roll against the target, rolling Charisma + Performance6 vs their Mind, Difficulty 6 as a Free Action. If you win, the target must do something they otherwise wouldn't have done, inspired by the chosen emotion. The action they take will be in keeping with their character and the way they tend to deal with strong emotions. The emotion shift lasts 1 Hour, and during that time, they are very unlikely to change their mind about their action. Difficulty
Combat ends the effect, even if the target started it. If attempting to calm during combat, effect ends if target is attacked.
Example emotions (and example potential actions):
Anger (attacking, losing temper)
Pity (adopting a puppy, stopping an attack, killing you painlessly)
Happiness (stopping a despair-driven action)
Jealousy (stealing a gem, buying something)
Anxiety (run, attack brutally)
Sadness (find solitude, openly cry)
Nikki plays a song that seems to be exactly what you need to hear. It fills you with courage, or sense of self, or nostalgia. It makes you whole again.
Exert your Mind and treat a Living target for One Downtime. During treatment, your patient may choose to reveal one or more of their Traumas to you. You learn the details of these Traumas, including the circumstances of how they were acquired. When treatment is complete, Roll Charisma + Performance7. If you are successful, you may remove one of the patient's revealed Traumas. Difficulty
This Power has no Experience cost for you or the patient.
Treatment does not have to be non-stop, and can consist of several sessions.
Nikki plays a melody that starts as pleasantly soothing. Your mind relaxes. Your muscles untense. The rhythm stays in your mind and you feel your cares, and your consciousness, begin to slip away...
Choose an Animate target within 30 feet, Exert your Mind, and roll Dexterity + Performance7 as a Committed Action. The target may contest with Mind, Difficulty 6 as a Free Action. If you are successful, the target grows drowsy for 3 Rounds and then falls asleep for Outcome x 3 minutes. Unconscious or incapacitated targets cannot contest. Difficulty
While drowsy, the target's Penalty is increased by 3 for all Actions.
The target falls into a deep sleep, but they may still be awoken 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.
*$1000 USD tucked into an inner pocket on the guitar strap
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.