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Grace Cyanide
“I don’t want to lose my best friend.”

A 25-Victory Veteran Contractor played by lumiq in Maelstrom

Grace Cyanide is a half-feral child who will risk her life to become the ultimate example of a bond between spirits and a human and secure her life and her friends in all senses of the words.

She is 15 years old, lives in whatever shelters she can find on her travels, and often appears as a 5’, curious and content girl with dirty blonde hair, apple red eyes, and ratty clothes. She wears a clanking metal gauntlet and a belt of woven hair. The image of a younger brunette girl in a singed nightgown lays over her own, and they are often accompanied by a ghostly black cat with glowing yellow eyes.

Grace Cyanide lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her journal, I am 9 & MAGICAL, has 57 entries. Her Questionnaire has 17 answers.

Attributes

Brawn

2

Charisma

3

Dexterity

4

Intellect

4

Perception

6

Abilities

3 Alertness

2 Animals

3 Athletics

0 Brawl

3 Crafts

3 Culture

2 Drive

2 Firearms

4 Influence

4 Investigation

3 Medicine

3 Melee

6 Occult

0 Performance

0 Science

4 Stealth

4 Survival

2 Technology

2 Thievery

2 "Playing Pretend"

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

Injuries

(Grace Cyanide is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Inkz’ Paw Print Tattoo (2x2, right ankle) (+3 dice to befriending animals)
  • Inkz’ Double Eye Tattoo (1x1, left temple) (+3 dice to occult perception)
  • Body 6

    Stress

    8 Mind

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

    Limits

    Anguish
    Betrayal
    Near-Death Experience

    Traumas

  • Firearms Grace was given a willing lesson in firearms by a gun bunny, but recent events had left her mind fragile and it was too much for her to handle all the way. Roll mind when directly faced with the barrel of a gun.
  • No More Faeries: Mind roll required to not wear her clothes inside out.

  • The Spirit’s Energy

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    Polyglot (Learned): Ancient Greek/Latin/Egyptian - Granted through research and the Gauntlet of Hope
    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.
    Polyglot (Given): Old English from Obedience’s native tongue, ASL understanding from Viper
    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.
    Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    Mist Walker
    Given by Strazhari
    The Mists are no barrier to you. You may freely pass through the Mists suuronding the House on the Hill, & lead others if you wish. Sight penalties from thick fog or mist can never be higher that +1 difficulty

    Conditions

    From Pilos
    Provisions Nightmares: After settling too deep into a dream where she met The Provider, Grace’s sleep is assaulted by visions of the ancient past; history as we know it is incorrect, humans came from glowing blue asteroids, and there were civilizations of bug people before us and the dinosaurs. Roll Mind difficulty 7 upon waking. On a failure, Grace is at -1 to all rolls until she can get some restful sleep.
    From Project *******
    Echoes of the Curator’s Pages Your presence has a tendency to scramble large stores of information making them harder to decipher. Locations affected by your presence include libraries, server rooms, office buildings, etc.. Letters on the covers and amongst the pages of sources of information near you warp and dance, an effect that is fully visible to bystanders. This can also scramble information on computers, leading to static and other digital errors. None of these changes are permanent, however, and will fade once you’ve moved away. Any attempts to comprehend text from stores of knowledge while you are around are made at +2 difficulty. You may make a Perception + Occult roll at Difficulty 8 to reach out to a single source of information and temporarily pause its scrambling. In addition to making the text legible, the store of information will reveal the nearest Way into the Wanderer’s Library, as well as a hint at its Key. This effect is suspended while in the Wanderer’s Library. Attempts to comprehend knowledge from stores of knowledge around Grace are at +2 difficulty; Grace makes a Perception + Occult roll at DC 8 to find information herself.
    From Assets and Liabilities
    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.
    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.
    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.
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Additional Language: ASL You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
    From Maelstrom
    Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. You receive this automatically upon reaching Seasoned status (10 victories), and cannot take it prior to that.
    Promises Made A difficult-to-find blood blister deep in your palm. Intuitive understanding of Lilith's Distance, direction, and vitals.
    Grace of the Moonlight Ishtar has blessed you with a slightly longer life. The wound glows with moonlight as it rapidly heals. The next time you use Will to Survive to reduce an incoming Injury up to 4 Severity, you can now reduce it up to 7 Severity.

    Loose Ends

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    Contractor Timeline

    25 Victories - 5 Failures
    Remaining Exp: 10 (Earned: 366 - Spent: 356)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

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

    Biography

    Sometime around the Salem Witch Trials, a girl was discovered by her senile, witchcraft-paranoid grandmother, talking to her cat. This may not have been a problem if the cat, Horatio, had not rolled in soot and appeared to the grandmother as some sort of shadow demon that her little granddaughter was communicating with. By some unlucky stroke, this grandmother was as respected in the village as she was fierce on her opinions, and the poor little girl was burned to death.

    The Spirit (who has forgotten her name) was buried under an apple tree, which she bonded to; this bond has inexplicably kept the tree alive through sun and storm up until modern times, as The Spirit watches society develop around her. In these times, a little girl named Grace happened to take a liking to the apple tree. She would pass it on her way home and often spent time under it, eating apples, drawing, or reading. The Spirit took notice but was unable to communicate with Grace until the day that Grace was attacked near the tree- some druggie with undoubtedly ill intentions. The Spirit, enraged, is able to drive him off through the force of that rage and talk to Grace for the first time.

    Grace lays dying on asphalt as The Spirit tells her an idea- let her inhabit Grace’s body to keep her alive, please, she doesn’t want to lose her. Grace agrees out of fear of dying, and The Spirit possesses her- two souls now living in one body peacefully, who soon become best friends.

    Grace’s return to her home was met with terror; a bloody, filthy version of your own daughter with apple-red eyes and, most obviously, the flickering form of someone else overlapping hers. She was driven out violently and now scavenges in the woods under the helpful instruction and advice of The Spirit, seeking a way to keep The Spirit bound forever.

    ————————————————

    Place of Residence: Surrey Hills Area of Outstanding Natural Beauty, England

    Update 1: Since the beginning of the games, Grace has become more cautious and straightforward. She isn’t as shy as she used to be, and lost her nervous stammer- perhaps she’s growing into a sapling of a good contractor.

    Update 2: Grace has gained two things- a tattoo from Connor Inkz, and imprisonment. Despite the caution she’s gained, Grace was poisoned and landed herself in the hospital. A supernatural runaway isn’t the type you can just let go, and well...

    Update 3: Grace, escaped with the favor of a Harbinger, has worked out with The Spirit that they need to wear a jacket for cover in public, even if The Spirit is offended by it. The jacket sufficiently covers The Spirit, unless you look especially close.

    Assets And Liabilities

    Assets

    -1 Additional Language
    Language: ASL
    -15 Iron Will
    -6 Focused
    -6 Clear Conscience
    -3 Contortionist
    -12 Jack of All Trades
    -6 Tough
    -3 Polyglot
    Language: Ancient Greek/Latin/Egyptian - Granted through research and the Gauntlet of Hope

    Liabilities

    +6 Finances: Poor