Byron
For adventure!

A 1-Victory Novice Contractor played by loroman1211 in Diverwyn

Byron is a Bunny who will risk their life to Save the world.

They are 12 years old, and often appears as a cute bunny.

Byron lives in Diverwyn, a setting full of classic fantasy.

Attributes

Brawn

3

Charisma

2

Dexterity

5

Intellect

3

Perception

3

Abilities

2 Alertness

0 Animals

2 Athletics

0 Influence

0 Legerdemain

0 Performance

0 Science

0 Technology

1 Brawl

2 Crafts

2 Culture

1 Drive

2 Firearms

2 Investigation

4 Medicine

2 Melee

2 Occult

1 Stealth

1 Survival

2 bow

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

Injuries

(Byron is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Byron has no Battle Scars)

Body 7

Penalty

6 Mind

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

Limits

Anguish
Murder
Atrocities

Traumas

(Byron has no Traumas)


Source


Assets And Liabilities

Assets
+1 Contortionist: Reduce the Difficulty of any Dexterity roll involving flexibility by 2.
+5 Gifted: Start with one Gift.
Liabilities
-2 Short: You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.

Conditions

Conditions are GM-assigned status effects.

Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and Playgroup leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained. For example, lycanthropy may be contagious in one Playgroup, but not another.

Circumstances

Circumstances describe your Contractor's situation in various Playgroups.

Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.

Legacy Powers


Equipment

Max Encumbrance: 0 pounds.

On Person

Food for several days travel

Goat+harness

Leather armor

Rope

Knife

Bow and 20 arrows

Book

Bag flint/steel extra clothes zeal 1,100

2 healing potions

Fire resistant clothes 1

climbing gear

(Click to toggle Weapons reference)

Trophies

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 Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.



Contractor Timeline

1 Victories - 0 Failures
Remaining: -16 Exp. (Earned: 154 - Spent: 170)
An itemized record of every Contract, Gift, Improvement, and Experience changes