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Luci Alessi

A 22-Victory Professional Contractor played by Riley as a Free Agent

Luci Alessi is a reformed assassin turned sketch artist who will risk her life to become the ultimate umbramancer and prove to the world the substance of art, as it has made such an ultimate difference for her.

She is 22 years old, lives in and around the US as a nomad, and often appears as a short-haired athletically built blonde haired woman.

Her journal has 23 entries.

Attributes

Brawn

3

Charisma

3

Dexterity

4

Intellect

3

Perception

6

Abilities

4 Alertness

0 Animals

4 Athletics

1 Brawl

3 Crafts

2 Culture

0 Drive

3 Firearms

2 Influence

3 Investigation

0 Medicine

0 Melee

2 Occult

0 Performance

2 Science

4 Stealth

2 Survival

3 Technology

3 Thievery

5 Artistry

5 Snipers

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

Injuries

(Luci Alessi is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Augmentation (Immunity to environmental heat.)
  • Augmentation | Bu Fang | Qi Enhancement (+15 to Free Movement)
  • Body 7

    Penalty

    7 Mind

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

    Limits

    Anguish
    Failure
    Near-Death Experience

    Traumas

  • Unshakeable Roll self control to change what path you choose once you've already decided upon it
  • Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to face your fear.
  • McBeth McBeth! The user hallucinates the shadows of their regret, shame, and disappointment related to her own actions and those she has killed. She will need to roll self control to not wash that that from the user's hands whenever the opportunity presents itself
  • Kleptomania You can’t help but take things that don’t belong to you. Whenever you move to a new location, you must succeed a Self-Control roll, or you must attempt to steal something in your immediate vicinity.
  • Pyromania You are obsessed with fires and feel compelled to start them frequently. Any time you encounter a new flammable object, you must succeed a Self-Control roll to avoid attempting to set it on fire.
  • Uncontrollable Anger Your anger is powerful and hard to control. Any time you become angry, you must succeed a Self-Control roll or lash out aggressively.

  • Shadow Vitality

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    Polyglot: Latin, Russian, Spanish
    From Assets and Liabilities
    You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
    Alias: Sofia Wesley
    From Assets and Liabilities
    You have an officially established alternate identity. Your alias has all proper legal documentation and will hold up to the highest scrutiny. If it is exposed, you may make a Move to replace it.

    Conditions

    From Assets and Liabilities
    Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
    Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
    Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You receive +2 dice to all Mind rolls.
    Swimmer's Build You are built for the water. +2 dice to any rolls relating to swimming. Actions performed in water have their penalty reduced by 1.

    Loose Ends

    Powers

    The shadows are friend, not foe. For many, they conceal but for Luci, they illuminate. They invite. They embrace.


    You gain the following benefits at all times.

    Your senses are enhanced in the following way.

    • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.

    Luci uncaps her pen and removes the sticky ball point pen from it. The ink acts as an adhesive that allows it to stick to surfaces. The things that it sees are translated onto the Sketchbook in the form of inky black drawings that move on the page.


    Exert your Mind and spend an Action to activate. Select a target within 10 feet. You must actively and obviously use Writing Surface to activate this Effect.

    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 8 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.

    You may activate another Effect through one of your Wards as if you were standing at its location. The Ward is destroyed afterward.

    Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the Umbra Plane momentarily looks back into the mortal plane- right into the souls of anyone nearby.

    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.

    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • 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.
    • Any targets visible via your ward 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.

    Luci's experimentation with the Umbral plane has finally allowed her to change her own matter on a molecular level. On her writing surface, she sketches a drawing of the disguise that she desires to adopt and within about a minute, her own shadow will envelop her from the bottom up and even the inside out from her infused blood, per Bloodless. It's a bit of a painful experience that she has to tough through, but by the end, her appearance is significantly altered.


    Exert your Mind and spend a minute to activate. You must actively and obviously use Writing Utensil and Drawing 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 cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. A disguise cannot affect your Attributes or other stats.

    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.

    Luci shares a metabolism with the Umbral Plane allowing her to sustain herself indefinitely thanks to its good graces.


    You gain the following benefits at all times.

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

    You may Exert your Mind to adapt to your current environment for three hours. While adapted, you do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.

    Manipulating her shadow to take various forms has paid off, allowing Luci to repair her body and her items, but Blackwork is yet another evolution of her power in which it tends to act on its own. Luci is fully free to activate or deactivate it, but the method by which she is able to fly is finnicky at best. Smoky black marionette strings manifest around her- attached to her extremities and around her torso- and pull her in the vague direction of where she wants to go.


    Exert your Mind and spend an Action to activate.

    You may levitate off the ground at two times your normal walking speed. The effect lasts for the next hour, though you may choose to end it at will.

    • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
    • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

    Luci's shadow has grown to gain a semblance of sentience and following a number of close encounters with over-eager gun runners, the entity inside her shadow will routinely physically manifest to protect her from such harm. Examples include catching bullets and flicking blades.


    You gain the following benefits at all times.

    You have 6 Armor, which reduces incoming damage from all sources of physical attack except Fire or Primarily Light Based Attacks. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

    Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

    • Armor recharging happens automatically and does not require an Action.

    The user sinks into either their own shadow or an adjacent shadow and pops out from any shadow within line of sight.


    Exert your Mind and spend 2 rounds to activate. Select a Location within your line of sight , and which is directly adjacent to Shadows. You must be within arm's reach of Shadows to activate this Effect. Make a Trauma roll when you activate this Effect.

    You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Luci's shadow doubles as a holding space that she's allowed to use from the Umbral Plane. Her preferred method of stashing is stuffing the object in her shadow, however, she can also dematerialize and rematerialize objects in her hands into shadows that will seep over her shoulder or down into her shadow.


    Spend a Quick Action to activate.

    You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached.

    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 7 things at a time.

    You may choose to equip any equipment you withdraw at no additional cost.

    Animate targets may Resist being stashed.

    • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
    • 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.

    The tattoo of a crosshair around her eye was the main gift, granted to her by the entity in her youngest years which allows her to see what can not normally or easily be seen by others- almost as if things are literally pointed out to her by her shadow. Since then, she has grown considerably, and while her mark remains, the power of her blessed sight grows.


    You gain the following benefits at all times.

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

    You also gain the following effects:

    • Slow Time: You may substitute your Perception as the Attribute for any rolls made for Reactions.
    • Weak Points: You may use Perception in place of Dexterity on attack rolls.
    • Can't Unsee: Any Trauma rolls you make are rolled at +2 Difficulty.

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

    Luci, with the help of a magnifying agent that can enlarge a focus and central point for her, Luci is able to use her mythically gifted perception to extend her clear sightedness to see through walls or any other obstacles that she desires to push past.


    Exert your Mind and spend an Action to activate. You must actively and obviously use a lens or magnifying agent (must be specifically built for that purpose) to activate this Effect. Make a Trauma roll when you activate this Effect.

    You may perceive things through sight within 500 feet of you as though there were no walls or obstacles blocking your view for the next five minutes.

    Any Perception rolls made through obstacles are rolled at +1 Difficulty.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Luci likes to play peekaboo but due to thr unfortunate circumstances of Jules death and thr previous contract, Luci can't help but look over her shoulder at every turn and be at least somewhat suspicious of everything and everyone around her.

    Luci pulls up a head covering of some sort. A pulse radiates from the shadow casted on her face and rolls across her entire body, covering it in a thin fragile veil of refraction.

    Mechanically, takes advantage of the destructive interference of light waves, around her person and items, effectively making it impossible for her to be perceived through the visual light spectrum.


    You gain the following benefits at all times. You must actively and obviously be using A hood, shawl, or head covering of some sort to gain the benefits of this Effect.

    You and any clothes or equipment you are wearing are obscured from sight. 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 will end the Effect. When the Effect ends, it is disabled for 1 day.

    You may turn this Effect on and off at will during its duration.

    Possession of this Power grants the following Trauma at all times: Paranoia.

    • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

    Umbra's shadow will climb up her own body like rolling black rainwater. Black tendrils will shoot to different portions of the wound and slowly close them up. If the wound would have killed her, a line of shadowy stitches will follow along the injury.


    You gain the following benefits at all times.

    Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.

    Battle Scars caused by your Injuries are also healed when the Injuries that caused them regenerate. Any Injuries you receive automatically count as a successful Makeshift Stabilization and do not deteriorate further.

    As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.

    Possession of this Power grants the following Trauma at all times: Must roll Trauma to change her course of objective direction once shes decided it..

    Lost Legendary Artifacts

    Luci's Sketchbook

    Created by Luci Alessi, given to Leon Vanderblight.
    A fairly ordinary 14" X 17" sketchbook made up of infinite pages. It comes with its own utensil that cannot be separated from the sketchbook. It contains a small doodle on the cover of a chibi Luci.

    When in an appropriate light level, the user's shadow will flare and begin dripping upward like molten ink. It wraps around her arm like a coil and imbues itself into her writing utensil. The user doodles down what they desire to create. If the drawing is competent enough, the shadows will pool around it and they'll be able to reach into the drawing and pull out whatever item they drew. The drawings can be predone so long as they follow along with the proper prerequisites.


    Exert your Mind and spend 1 minute to activate. This Effect cannot be used unless Must be in sufficient darkness or shade.

    Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic but can include rare or complex materials (such as radium, gold, or drugs). You can create explosives, but they are limited in size to being no larger or more powerful than a satchel charge. You cannot create firearms.

    Roll Perception + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.

    • You may cause a created item to expire at will as a Free Action, destroying the item.

    Luci's shadow borrows from the infinite knowledge of the Umbral plane and guides foolish Luci's hand and expressing thr information through a form of art that is decipherable to her through drawing out details and whispering in her ear. Information on how to use the object come in the form of schematics. Individuals who have recently used this object are sketched alongside it. Whether the object is alien in origin is specified in the schematics.


    Exert your Mind and spend a minute to activate. Select a target Object within arm's reach. At the end of your investigation, roll Perception + Crafts at Difficulty 6.

    You learn all the following information about your target:

    • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences.
    • You receive a neck-up portrait telling you who has used this object recently.
    • You learn the object's intended function and how to use it for its intended purpose, though not necessarily the ability to do so.
    The quality and specificity of information gained depends on your Outcome.

    • 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.

    The user uncaps her pen, splashes ink across the canvas, and then makes a formal request for what they would like to see.

    Time Walk: The ink seeps into the page and begins to move on its own, translating from the watchful eyes of shadows past into a complete picture upon her sketchbook page.

    Got a Bad Feeling About This Place: Areas containing traps and ambushes are clearly shaped together- to such detail that the user can recognize what the area looks like, while also being intuited upon its rough direction and distance.


    Exert your Mind and spend 2 Actions to activate. Investigate an area with a radius of up to 500 feet You cannot investigate the same target more than once per hour. At the end of your investigation, roll Perception + Crafts at Difficulty 6.

    You learn a single specific piece of information, chosen from the following list, about the area:

    • You learn about any traps or ambushes in the area. Using this power does not trigger said traps or ambushes.
    • You choose a specific type of event and receive a vision of the last time it occurred here.
    The quality and specificity of information gained depends on your Outcome.

    • 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.

    Upon selecting her item of choice to repair, Luci procures her notebook and begins sketching out all of the parts required to replace the damaged or missing pieces. Upon completing her drawing, she will pluck the items out of her notebook. The drawing will swirl with an Umbral darkness before eventually taking shape and form as a proper permanent piece to fix or replace damaged or missing parts. The repaired or missing piece will fling toward the object Luci intends to fix- watching as that item flies to its intended spot and sticks itself right where it needs to be.

    Perception + Artistry Roll


    Spend 10 minutes to activate. Select a Object within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. More than half the target object must be present in order to begin repairs. Roll Perception + Crafts 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. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.

    • 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.

    Luci communicates her desire to augment an item through visual art, using the surrounding shadow and darkness to help form the swirls of pure energy that infuse themselves into the items she desires.

    On firearms, her shadow will slink along the barrel and firing mechanism, making it far more efficient and adding its own kick to the fired bullet, making it deadlier while also assisting to manage recoil.

    On melee weapons, the shadow slinks along the weapon with either barbs or thorns.

    On other mundane items, their shadows become slightly more pronounced and may even shimmer if looked at closely enough. This improvement strengthens the bonds of the item with more supernatural or mundane energies, allowing it more freedom, efficiency, and durability.


    Exert your Mind and spend an hour to activate. Select a Device within arm's reach. Can be used on Alien technology. This Effect cannot be used unless Luci must be in complete darkness and must be completely alone.. Cannot be used to improve Armor.

    For the next three weeks, your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.

    Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.

    Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the energy is summoned through a portal of eldritch adjacent appearance. Many eyes stare at anyone watching nearby while they get a glimpse of horrors beyond their imagination lasting no longer than a few seconds.

    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.

    • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • 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.
    • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
    • 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.

    Luci creates a spectral shadow of herself that imbues itself into objects by drawing a rune on the object itself that allows a connection to be made with her and the Umbral Plane. They can manifest physically as specters that solely perform the task of the imbued object. They are extremely obvious and supernatural and while they will not communicate, they will diligently follow orders and handle the objects like mundane humans with a minor amount of skill.

    In the case of objects that are not clearly able to be piloted or operated, an inky black substance will secrete from it and dissolve upon contact with anything if it drips off.

    Standing Orders:
    - These weapons are not to be used by anyone other than Luci unless she specifies otherwise.
    - If control of the physical weapons is ever stolen from Luci or forced to bear their fangs towards Luci, the weapons will not fire until Luci says they can.
    - These weapons are on orders to defend Luci from harm with Bullet Parry, unless told they are allowed to fire.
    - These weapons will always be silent per the artifact firearms enhancement unless told otherwise.
    - Luci's weapons are to only follow her orders if she says "Wry" before the order.
    - Others are allowed to give these weapons orders if and only if they exactly refer to the weapons name in particular and say, "(X Weapons Name), 1998, Command" before each order.
    - These orders can only be nullified or canceled if Luci says "The Sun Sets Beneath the Abyss."
    - Only Luci is allowed to create new standing orders.


    Exert your Mind and an Action to activate. Select a Inanimate target within arm's reach which could fit inside an SUV (4,000 liters). You must use up paint equal to the surface area of the animated target in order to activate this Effect. Make a Trauma roll when you activate this Effect.

    Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.

    Animated Objects have the following restrictions and capabilities:

    • Awareness: Animated targets are capable of perceiving the world around them within reasonable limits. They cannot communicate in a clear or coherent way.
    • Movement: Animated targets can use an existing method of locomotion (wheels, etc); otherwise they can move across the ground at 15 feet per round, or hover up to any height in the air at 10 feet per round.
    • Combat: Animated objects are able to take offensive actions in combat. If they are a weapon, they receive bonus damage based on their weapon stats. GMs may add additional damage bonuses (or reductions) at their discretion depending on the size and material composition of the animated object.
    • Artifacts: Animated Artifacts can take actions using their own Effects. They do not have any Mind or Source, but you can Exert your Mind to "charge" them with Source. They may hold a maximum of 3 Source to use.
    • Ability Use: If an action requires a roll, Animated objects have a dice pool of 7 when performing a task for which they were designed, and a dice pool of 4 for taking any other actions.
    • Toughness: Animated targets are as easy to destroy as they were prior to being animated. If destroyed, the effect ends.
    • Following Orders: Animated objects are controlled by the GM, and will follow any commands you give them, as long as they don't require problem-solving.

    Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the specters' bodies are summoned through a portal of eldritch adjacent appearance. Many eyes stare at anyone watching nearby while they get a glimpse of horrors beyond their imagination lasting no longer than a few seconds.

    • A hulking, car-sized statue might get a damage bonus of +4 if it hits, whereas a feather duster might have their damage capped at 0. Multiple attacking animated objects use mob rules.
    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • A task for which an object was designed might include a broom sweeping, a gun shooting things, a car driving, a towel rubbing up on stuff, etc.
    • Animated objects may be more or less susceptible to certain attacks at GMs discretion. A scarecrow golem would be easily destroyed by a sword (or fire). An animated suit of armor may not fear bullets but could be smashed to bits with a hammer. A full bronze statue is largely indestructible but might have difficulty standing up if toppled.
    • 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.

    Consumables

    0

    The Umbral plane is a verse that is not well known. Some believe it to be a source of energy while others believe it to be an energy sink. However, there is evidence to suggest that both of these assumptions are correct. In this case, Luci, with guidance from the entity within her shadow and on her own hunt to find a way inside of the Umbral plane, has discovered a workable method of connecting some of the bullets she makes into a miniature portal to that very same place. While physical matter, unfortunately, cannot pass through this portal, mystical energy can. And since this portal is linked to one of the Umbral plane's energy sinks, when it hits a target, it infuses into the user's internal systems and applies a constant drain that can disorient powers and even potentially shut them down completely.


    Use up this bullet and spend an Action to activate. Make a firearms attack at a Living target within normal attack range. Roll 7 dice Difficulty 6, penalty does not apply. The target may roll to dodge or defend, as normal for firearms attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.

    If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

    • Magical Miasma: The target’s connection to the world’s mystical energies is weakened. Any time they try to activate an Effect or any kind of supernatural ability, they must roll 1d10 at Difficulty 5, and if they fail, the Effect or ability fails. The Difficulty increases by 1 with every hour that passes.
    Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

    The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition. Gifts or supernatural Effects and Powers which would cure or prevent this affliction do not cure or prevent it, but instead offer a clear diagnosis and provide information regarding the method of treatment without requiring a diagnosis roll.

    • This consumable is destroyed when used and cannot be used again.
    • Successfully diagnosing an affliction also includes information about the treatment method.
    • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
    • 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.
    0

    A pill made up of ostrich eggs and penicillin as a fungus. It takes a bit to melt away into the body before you will feel its cleansing effect, though it does exhaust the body due to enhancing the speed of your immune system


    Use up this a small thumbsized bowl of shark fin soup and spend 1 minute to activate. Select a Living target within arm's reach.

    You may cure any any diseases or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.

    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.
    • This consumable is destroyed when used and cannot be used again.
    • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
    • 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.

    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • Reinforced Clothing (2 Armor) Jeans, Longsleeve-Shirt, Turn Coat (Upgraded)
    • ALWAYS WEARS GLOVES (Upgraded +2 Thievery)
    • Heavy Boots (Upgraded +2 Athletics)
    • Skull Necklace
    • Wallet (500 Bucks)
    • Keys
    • Pen
    • Smartphone (Upgraded +2 Technology)
    • 2 Hairpins
    • Swiss Army Knife
    • Gshock Gravity Master (Watch/Compass/Thermometer/Altimeter/Barometer)
    • Paracord Survival Bracelet (Watch/Compass/Fire Starter/Thermometer)
    • Noise Canceling Earbuds
    • Denial of Service (Upgraded) | In Pocket

    Duffel Bag

    • Immovable Rod
    • Immovable Rod
    • Binoculars
    • Magnifying Glass
    • Soft Footed Sneakers (Upgraded +2 Stealth)
    • A fresh pair of clothes (Jeans, a Tank top, etc.)
    • 8 Beads of Wards

    Sketchbook Drawings

    • Drawing of a loaded Glock
    • Drawing of 7.62 X 51 Full Mags
    • Drawing of Flashlight
    • Drawing of Hairpins
    • Drawing of Bear Traps
    • Drawing of Reinforced Clothing
    • Drawing of a Parachute
    • Drawing of a Rope
    • Drawing of Matches
    • Drawing of a Bag of Marbles
    • Drawing of a Handheld Fire Extinguisher
    • Drawing of Various Gun Parts for her Sniper Rifle
    • Drawing of Lockpicks
    • Drawing of a Crowbar
    • Drawing of a Normal Multitool
    • Drawing of Winter Clothing (Hat, Coat, etc)

    Current Stash (For During Contracts)

    • Viper | Heavy Sniper Rifle (17.5mm) (Night Vision/Infrared Scope) +2 [Upgraded]
    • Marita XXX | Heavy Sniper Rifle (Night Vision/Infrared Scope) +2 [UPGRADED and ANIMATED] (Morphed into LMG)
    • Sketchbook and Pen [Upgraded] +2 Artistry
    • The Lost Sniper | Heavy Sniper Rifle +2 (Animated and Upgraded) [Morphed into an LMG]
    • Amphibious Military Humvee [50 cal on the top, carrying ammo, less armor to make Amphibious] | Upgraded
    • Barrel of Trash and used Heroin Needles
    • Blank
    (Click to toggle Weapons reference)

    Trophies

    From Maelstrom
    Skull Necklace
    Given by Strazhari
    This necklace consists of a iron chain wrought from grates meant to ward off graverobbers. It bears a grinning red skull carved from a single garnet. It tends to leave rust marks on the skin & clothing when worn. Ghouls are inclined to not attack the bearer of the ward. If a ghoul wishes to do so, it must roll mind at difficulty 8. Even if successful, the ghoul will take 1 point of damage with every successful attack (which cannot be prevented) If the mind roll to attack the bearer is successful, there is no need to roll again for up to 24 hours.
    From Project *******
    2 Immovable Rods
    Given by Riley
    An ivory rod, a foot in length, decorated with gold painted leaves. As a quick action you may speak the command word and affix the rod in a location relative to the planet (or other most relevant astral body), and it will not be moved short of 5 tons of force. For every ton after that, the rod moves 10 feet a round. Another quick action is required to deactivate the rod.

    Artifact Crafting Gifts

    The guiding hand that knows all things from the Umbral Plane assists Luci, mostly in regards to her aim while altering the actual trajectory of her bullets with what is essentially an aimbot.


    You gain the following benefits as long as you are wearing this Artifact and engaged in combat with firearms.

    +2 dice to all firearms rolls.

    Possession of this Artifact causes the following Trauma to manifest over the course of a day: The user hallucinates the shadows of their regret, shame, and disappointment related to her own actions and those she has killed. She will need to roll self control to not wash that that from the user's hands whenever the opportunity presents itself. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

    You also gain the following effects:

    • Bullet Parry: You may Defend against any attack in range of your attacks. Defending this way still costs a Reaction.
    • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    Luci's firearms are typically very overturned and overdesigned. She's secretly a huge comic book fan and her new revelations in regards to her ability to create items using the energies of the Umbral Plane have opened up the ability for her slightly childish imagination to go wild with possibilities.

    Luci takes an exceptional amount of time sketching out a full blueprint for the weapon of her desire- typically inspired designs from comics or movies that she personally finds cool. And per her own Fabricate power, she spends time manifesting the item through the use of her own shadows, however she takes extra time to refine the details and give the firearm its own personality. Each and every single one of these has a little bit of Luci and her creative intent inside of them.


    This Artifact can be used as a heavy sniper rifle. It is roughly at least twice as large as a heavy sniper rifle and cannot be concealed on your person or disassembled for storage.

    Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 3 Weapon Damage +0 Bonus Damage. The target's Armor is fully effective against this damage.

    You also gain the following effects:

    • Infinite Ammo: This weapon never runs out of its standard ammunition.
    • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.
    • Silencer: Shots you fire can be made silent at will.

    • Changing this weapon's base type affects its range, Weapon Damage, concealability, and roll. Other mechanics of the chosen base firearm (such as the tripod requirement for sniper rifles) apply.
    • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
    • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
    • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

    The shadow of the user's regret and shame, per the Maddening on Umbra's Spite, is cultivated and weaponized. It pools from the hands and infests the next shot in the chamber of the gun. It wraps around, subsumes, and completely coats the round until it's barely recognizable- only as a silhouette.

    The bullet becomes so changed that it will no longer be capable of dealing considerable damage, but instead had become a darkbang. It shares the traits of a flashbang- discombobulating and stunning adversaries.

    It blinds them with darkness instead of light and smoky black tendrils will manifest and effectively act as a spider web, making any actions more difficult for the target. Inhaling it produces a similar effect mentally- fogging up the target's mind.


    Exert your Mind and spend an Action to activate. Select a Animate target within 300 feet. Make a Trauma roll when you activate this Effect. Roll Perception + Firearms at Difficulty 7.

    If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 1 Round. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.

    After the Effect ends, the target will be at -1 dice to all actions and cannot move faster than a walk or Concentrate for the next minute.

    You may only use this Effect once per day.

    • This Penalty is not removed if a character Exerts their Mind to ignore penalty.
    • If a character has a dice pool reduced to 0, they cannot attempt that action.
    • 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.

    You turn on and turn up the volume of your wireless headphones and they surge with thick black shadows before dying down when the cast ends. For the next ten minutes your shadow will whisper translations from any sapient target around you as well as taking control of the motor control of your mouth when you speak, allowing you to speak flawlessly in whatever language your target speaks.

    When concerning other facets of communication, your shadow will interpret anything you see to you in real time.


    Exert your Mind and spend an Action to activate. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you will incorrectly interpret and only translate racial slurs and taboo words. Involuntary words of toxicity will escape your mouth and those spoken to will be compelled to physically retaliate. Make a Trauma roll when you activate this Effect.

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

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

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

    • 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.

    Consumable Crafting Gifts

    The Umbral plane is a verse that is not well known. Some believe it to be a source of energy while others believe it to be an energy sink. However, there is evidence to suggest that both of these assumptions are correct. In this case, Luci, with guidance from the entity within her shadow and on her own hunt to find a way inside of the Umbral plane, has discovered a workable method of connecting some of the bullets she makes into a miniature portal to that very same place. While physical matter, unfortunately, cannot pass through this portal, mystical energy can. And since this portal is linked to one of the Umbral plane's energy sinks, when it hits a target, it infuses into the user's internal systems and applies a constant drain that can disorient powers and even potentially shut them down completely.


    Use up this bullet and spend an Action to activate. Make a firearms attack at a Living target within normal attack range. Roll 7 dice Difficulty 6, penalty does not apply. The target may roll to dodge or defend, as normal for firearms attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.

    If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

    • Magical Miasma: The target’s connection to the world’s mystical energies is weakened. Any time they try to activate an Effect or any kind of supernatural ability, they must roll 1d10 at Difficulty 5, and if they fail, the Effect or ability fails. The Difficulty increases by 1 with every hour that passes.
    Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

    The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition. Gifts or supernatural Effects and Powers which would cure or prevent this affliction do not cure or prevent it, but instead offer a clear diagnosis and provide information regarding the method of treatment without requiring a diagnosis roll.

    • This consumable is destroyed when used and cannot be used again.
    • Successfully diagnosing an affliction also includes information about the treatment method.
    • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
    • 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.

    Unavailable Artifacts

    Offering to Nephthys

    Created by Jules, looted by Luci Alessi.
    Currently At home.
    A small scented candle - when lit, the spectral flame seems to deepen the shadows rather than banish them

    Spirit Speak

    1

    Airpods of Interpretation

    Created and held by Luci Alessi.
    Currently Destroyed.
    These are corded earplugs that fit snuggly into any ear and are indistinguishable from normal buds.

    Contractor Timeline

    22 Victories - 1 Failure
    Remaining Exp: 4 (Earned: 405 - Spent: 401)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move
    Latest 1 of 23 entries

    Moves

    Luci Alessi has made 1 Move.
    Only Contractors in Playgroups can make Moves.

    Biography

    Luci was such a lonely and shy child that she only ever had her brother and her imaginary friend, her own shadow, as people she could talk to. At some point in her life, her imaginary friend started to become more real and watch out for her in ways that shouldn't have been possible.

    It's very likely that some god or entity took pity on her for being so pathetic that they were like, "holy shit, you need a friend and I got you. As you grow and change, so will your friend."

    The only two times this naturally manifested in her at a physical capacity is when she picked up the sniper scope and she was graced with superior sight as well as a tattoo around her right eye.

    But as Luci had grown throughout the contract, her imaginary friend gained sentience and become disappointed in Luci's poor performance. So naturally, it jumped at the chance to switch places and show her how it was really done.

    Note: The blood shed from Umbra's bullets create beautiful art upon whatever surface lies behind her shot.

    Assets And Liabilities

    Assets

    -6 Alias
    Name: Sofia Wesley
    -3 Swimmer's Build
    -9 Sleepless
    -15 Iron Will
    -6 Clear Conscience
    -3 Nimble Fingers
    -3 Contortionist
    -3 Polyglot
    Language: Latin, Russian, Spanish
    -6 Focused
    -12 Jack of All Trades
    -15 Gifted