Farin Sil
I will eat you.

A Newbie Contractor played by SeedofEntropy in The Void

Farin Sil is a Dragon Spirit who will risk their life to unlock his full potential.

They are 24 years old, and often appears as a large Russian man with a ridged forehead, a hunched back, and gnarled, curled fingers. He is covered in birthmarks in the shape of runes. When allowed to dress himself, he chooses all black, with a large leather trench coat. The horrible features of the very large man belie the beast hidden within trying to get out.

Farin Sil lives in The Void, a World where people are brought from all over the multiverse to compete in random events for the endless entertainment of the elite few.

Attributes

Brawn

5

Charisma

3

Dexterity

3

Intellect

3

Perception

4

Abilities

3 Alertness

0 Animals

0 Athletics

5 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Legerdemain

0 Medicine

0 Melee

4 Occult

0 Performance

0 Science

0 Stealth

3 Survival

0 Technology

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

Injuries

(Farin Sil is unharmed)


Battle Scars

(Farin Sil has no Battle Scars)

Body 8

Penalty

7 Mind

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

Limits

Torture
Betrayal

Traumas

(Farin Sil has no Traumas)



Assets And Liabilities

Assets
+2 Tough: Dice penalties from pain are reduced by 2.
+5 Iron Will: Any attempt to control your thoughts or actions suffers a -3 dice penalty, and even if you are affected, you may Exert your Mind to cancel the effect. This includes Possession and Suggestion Effects.
+4 Jack of All Trades: When making a roll that utilizes a Primary Ability you do not possess, you do not suffer the standard +1 Difficulty penalty, and your dice pool has +1 die.
+4 Hard: You only have two Limits instead of the normal three.
Liabilities
-1 Prey Exclusion: If you ever harm or kill a member of the specified class, make a Trauma roll.
Excluded Prey: children and those that worship dragons
-2 Vengeful: You may exert your Mind in order to curb your impulse for revenge, but otherwise you must respond in kind to any action taken against you. This does not have to be disproportionate, and does not apply to extremely trivial slights (unless of course you want it to).
-2 Notoriety: There is a strong hatred of you in English speaking cultures, and anyone who watches the news or is tuned in to popular culture will reflect that attitude. You get -3 dice for any rolls in social situations, and must roleplay your notorious status when relevant.
Reason: Cannibalism.
-2 Anachronism: You are at -3 dice to any action that requires you to interact with modern technology.
-1 Ugly: Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Flaw in mind. Be sure to specify exactly what causes you to be ugly.
-3 Haunting Echoes: Must be consistent with your Character Concept.
Echo: (Music sooths the savage beast) Being sung to by a woman works as if the singer is using the "Sleep" power.
-2 Poor: You begin each game with 1d10 x10 in cash, and will be generally unable to replace equipment, afford transportation, etc.
-3 Imprisoned: You are unable to take any significant actions during down-time between games. Harbingers may work out some means of releasing you for the purposes of completing a Contract but they will always send you right back afterwards. Because of this, your starting inventory is limited and you won't be able to keep most items you obtain during games. You also lack access to training materials and will be unable to advance some Abilities.
Manner of Imprisonment: Circus

Conditions

Conditions are GM-assigned status effects.

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

Circumstances

Circumstances describe your Contractor's situation in various Worlds.

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

Powers

Farin Sil doesn't have any powers yet. What a noob :(

Equipment

Max Encumbrance: 0 pounds.

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

On Person

  • Jeans
  • T-shirt
  • glass knife

Artifacts

Artifacts are GM-created objects and equipment.

Examples of Artifacts include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Artifacts are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained.


Timeline

0 Victories - 0 Losses
Remaining: 0 Exp. (Earned: 149 - Spent: 149)

11 Oct 2021

  • +8: Exp: Melee lowered from 3 to 0
  • +2: Exp: Legerdemain lowered from 1 to 0
  • +9: Exp: removed asset Trained Reflexes
  • +15: Exp: removed asset Charmed Existence
  • -0: Exp: changed Echo of liability Haunting Echoes (from "frills and birthmark runes. elongated finders. hunched back." to "birthmark runes. elongated fingers. hunched back.")
  • -16: Exp: Brawn raised from 4 to 5
  • -12: Exp: Perception raised from 3 to 4
  • +6: Exp: Stealth lowered from 4 to 3
  • -12: Exp: purchased asset Jack of All Trades
  • +4 Exp. from GMing Dumb Ways to Die.
  • -4: Exp: Survival raised from 2 to 3

16 Oct 2021

  • -8: Exp: Charisma raised from 2 to 3
  • -8: Exp: Dexterity raised from 2 to 3
  • -8: Exp: Intellect raised from 2 to 3
  • +8: Exp: Stealth lowered from 3 to 0
  • -4: Exp: Culture raised from 0 to 2
  • +3: Exp: removed asset Acute Sense (sight)
  • -3: Exp: purchased asset Acute Sense (Sight)
  • +6: Exp: removed asset Clear Conscience
  • -12: Exp: purchased asset Hard
  • +12: Exp: removed asset Rich
  • +15: Exp: removed asset Jaded
  • +3: Exp: took liability Ugly
  • -0: Exp: changed Echo of liability Haunting Echoes (from "birthmark runes. elongated fingers. hunched back." to "(Music sooths the savage beast) Being sung to by a woman works as if the singer is using the "Sleep" power.")
  • +15: Exp: took liability Outsider
  • -0: Exp: removed Limit Failure

17 Oct 2021

  • -12: Exp: Dexterity raised from 3 to 4
  • +4: Exp: Culture lowered from 2 to 0
  • +3: Exp: removed asset Acute Sense (Sight)
  • +6: Exp: took liability Poor

30 Oct 2021

  • +12: Exp: Dexterity lowered from 4 to 3
  • +4: Exp: Survival lowered from 3 to 2
  • +6: Exp: Occult lowered from 3 to 1
  • -8: Exp: Brawl raised from 4 to 5
  • -15: Exp: removed liability Outsider
  • +12: Exp: Perception lowered from 4 to 3
  • -4: Exp: Survival raised from 2 to 3
  • -2: Exp: Occult raised from 1 to 2
  • -0: Exp: changed Manner of Imprisonment of liability Imprisoned (from "Federal Jail" to "Circus")

19 Nov 2021

  • -12: Exp: Perception raised from 3 to 4
  • -10: Exp: Occult raised from 2 to 4

Gifts and Improvements