He is 21 years old, and often appears as 5'11 A wiry caucasian male with short jet black hair, covered in tattoos wearing an unbuttoned shirt with rolled up sleeves and suit paints, jewelry and boots.
Ancient tomes and dead bodies, frail guardians of untold secrets.
Spend an Action, Exert your Mind, and select a target within Arm's Reach. 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.
A tattoo in the form of tentacles wrapping around Kurt's throat, it's looks remarkably well made, and seems to glows blue ever gently.
The tattoo itself is a vast pool of knowledge of all kinds, and it seems to whisper to Kurt, helping him whenever he finds himself at a loss.
Kurt understands the whispers perfectly.
Others can try to pick up on the soft murmuring coming from the tattoo, but all they'll hear is a bunch of dissonant gibberish.
If anyone other than Kurt tries to force the issue and attempts to decrypt what the whispers are saying, their skull will be filled with millions of hellish screams growing ever louder by the second, until they stop listening.
If the tattoo is ever removed in some way, it will slowly reassemble itself over the course of 2 months, or can be touched up by Kurt himself.
Passive, always in effect. Your Intelligence rating is increased by [[extra-intelligence]]. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intelligence (cannot be used on combat rolls or Power activations).
A given Contractor may have a maximum of one Mythic Attribute. This Power can only be taken by Contractors who have purchased the fifth level of Intelligence.
By spending countless hours in a library over several days, flipping through dusty old tomes, trying to make sense of the information given him as a "gift" for completing his last job, Kurt was able to find a way to imbue specific types of rings with demonic powers.
Using either a blue or black gemstone placed in a ring as a conduit Kurt is now able to draw upon the powers of the underworld and summon forth blue hellfire to fell anyone opposing him.
This came at a price however, as he had to perform a sacrificial ritual, making two deep vertical incisions into each one of his palms, in order to make the power usable.
As Kurt prepares to fire, the gemstone on his ring begins to glow blue, a dead giveaway for anyone with a trained eye.
Following this a hellish maw will open on the palm of the hand Kurt's wearing his ring on, revealing a bottomless black pit with countless rows teeth, before a ball of blue flame comes spiraling out of its depths, accompanied by something that sounds like a mix between a laugh and a scream.
Whenever not in possession of a fitting ring, the maws will refuse to open, and be completely useless to Kurt.
Whenever the power is not in use, Kurt wears leather gloves to conceal his palms.
Spend an Action, Exert your Mind, choose a target within 300 feet, and roll Intellect + Occult6. The target may defend by rolling to dodge or Defend (as for an attack with a thrown weapon) as a Reaction. Difficulty
Damage dealt equals the difference between your attack roll's Outcome and the defensive roll's (if one was made), plus 1.The target's Armor is Fully Effective.
A maw opens in the ground spitting blue flames and countless grasping hands pull Kurt under, moments later another one opens a little further away, the hands lifting him out of the ground gently as the maw closes.
Spend an Action and Exert your Mind to jump to a Location within a maximum of [[jump-distance]].
Landing on horizontal surfaces is easy, but if the landing is precarious, you’ll need to make a Dexterity + Athletics roll to land/grab on safely. You can land safely when falling from twice your vertical height. After that amount, you take damage as normal.
If you are Encumbered, your range is halved. If you are too encumbered to walk, you cannot use this Ability.
The summoning circle rages a fiery blue as does the tip of the needle while Kurt works on, the pact is concluded, the pain though excruciating will fade in time but the boon will stay, at least for as long as it suits his needs.
Exert your Mind, choose an Animate target within Arm's Reach, and spend 15 Minutes warping their form. You roll Intellect + Crafts6, which the target may contest by rolling [[defensive-roll]], provided they are not restrained, unconscious, or incapacitated. Difficulty
If you are successful, you may change their body in a way that ranges from a mere aesthetic difference to something inconvenient. Alterations cannot cause a dice penalty of more than -2 to any given Action.
Your alteration counts as a new Battle Scar and is affected by Powers that interact with Battle Scars.
A blood pact is particularly demanding and dangerous for the user as the slightest slip up will mean losing control of their vessel and possibly very soul, though if performed sucessfully, offers great leverage over the unfortunate soul it's targeted at.
After a blood offering a condition is stipulated by the medium making the initial contact, should it be broken by the target of the pact the summoned entity will slowly and painfully drain the very life force out of them leading to inevitable death, the modality changes depending on the summoned entity, ranging from rotting insides to slowly peeling off skin, and anything in between.
The only way to reverse the degradation is to consume the blood of the medium and anyone assisting them.
Exert your Mind, choose a target within Arm's Reach, and roll Intellect + Occult6 as a Committed Action. The target may roll Body, Difficulty 6 as a Free Action to resist. Difficulty
If you succeed, the target takes a Severity 1 Injury that is not stopped by Armor. This Injury will worsen in Severity by 1 level every 1 day. The target begins experiencing noticeable symptoms immediately. If the target is cured, the Injury remains but does not worsen.
The target or anyone who examines them may roll Intellect + Occult6 as a Committed Action to diagnose their affliction and determine how to treat it. The target may be cured by Drink the blood of the five acting "Pentagram" leaders. Difficulty
If this Injury would kill the target, they may roll a single die, Difficulty 6. If they succeed, they survive and are cured.
Track your current equipment here. You may start with anything your Contractor would reasonably have access to.
Kurt Falls is a simple tattoo artist with a passion for the occult, he's been drawn to it ever since he came into contact with a docile shade at the age of nine. That event shaped him as a person, he got pretty deep into demonology, but his passion for art led him the way of a tattoo artist. That is when he discovered the works of the world renown tattoo artist by the name of "Conner Inkz". Kurt tried studying Conner's works, hoping to one day be half as good as him. Every free moment he had was dedicated to studying demons and other spirits, as well as practicing his art. This left him with little to no social skills, but he got good at avoiding unnecessary conversation.
As Kurt was finishing up yet another customer's ink, on a lonely Saturday at around midnight, all the lights went out in the dingy little tattoo shop he worked at, and he felt a familiar presence behind him, like an old friend came by to visit. It was the same shade that he saw when he was nine, he knew that for a fact, but it was somehow bolder now, appearing in front of multiple people at once. As he was pondering this, he felt a cold hand wrap around his throat, gently. He felt himself getting lighter, as if falling asleep after a hard day of work. Next thing he knew, he was in front of an abandoned old house... and then a bathtub with a confused looking seal landed in front of his face. This is where his story begins.