Antonio (The Bull) Deltauros
Shall we blow it up?

A Ported as Seasoned Contractor played by Redchigh in Anaheim Cell

This character is dead. RIP

Antonio (The Bull) Deltauros is a Apache skinwalker who will risk their life to Deport the white man.

They are 38 years old, and often appears as A big brute of a man, with a bead necklace, long hair, and prominent features.

Antonio (The Bull) Deltauros lives in Modern Earth, a setting .

Attributes

Brawn

3

Charisma

3

Dexterity

6

Intellect

2

Perception

3

Abilities

4 Alertness

2 Animals

4 Athletics

0 Brawl

3 Crafts

0 Culture

1 Drive

1 Firearms

5 Influence

4 Investigation

0 Legerdemain

1 Medicine

3 Melee

3 Occult

0 Performance

0 Science

4 Stealth

4 Survival

0 Technology

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

Injuries

7
Electropunch to the gut
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Antonio (The Bull) Deltauros 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
Capture
Failure

Traumas

  • Narcissism, Delusions of Grandeur
  • Compulsion to perform Apache rituals
  • Bloodlust for vengeance against colonizers
  • Curiosity, particularly tied to greed for occult power

  • Source


    Assets And Liabilities

    Assets
    +0 Seen Things: You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
    +2 Concentration: Any Mind Penalty you have is reduced by 2.
    +2 Stockpile: In any given downtime, you may obtain three items from your stockpile.
    Stockpile Type: Military Surplus Explosives
    +2 Contacts: You have readily available access to your contact.
    Contact: Smugglers
    Liabilities
    -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: Everyone knows how evil skinwalkers are.. Plus he massacred a preschool in that one universe.. MJ 12 had an unfulfilled $150M bounty on his head
    -2 Poor: You begin each game with 1d10 x10 in cash, and will be generally unable to replace equipment, afford transportation, etc.
    -1 Nightmares: When you wake up, roll your Mind at Difficulty 7. If you fail, you are at -1 dice until you can get some restful sleep. If you botch, you experience delusions and believe yourself to be still asleep and trapped inside the nightmare.
    Subject: Haunted from his imprisonment with Ygolonac
    -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).

    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.

    Two carved wood bows, one packed away and wrapped, plus the one where he can reach it. 15 obsidian tipped arrows (quiver has a pocket for poison) Apache rabbit skull rattle Coyote skin Porcupine thorns Worn/Carried:

    Desert/Brush camouflage jacket, shirt, pants, military surplus boots (1 armor point) tan flat-brimmed soft leather hat, often tipped to partially conceal his face

    lockpicks (concealed in left sleeve)

    analog watch (requires winding)

    Taurus Judge 3” Magnum 5-shot revolver (Damage Bonus: +3; Range: 15 meters; Rate of Fire: 2 per turn) (loaded with armor-piercing incendiary .45) (9.5” long, 2.2 pounds)

    4 speed loaders (1 of armor-piercing incendiary .454, 2 of cold-iron armor-piercing .454, 1 silver .454, 1 of Flechettes.)

    combat knife, poisoned (1' long incl. 7” blade; Damage Bonus: +5) (1 pound)

    machete (16” long including 10” blade) (Damage Bonus: +5) (1.5 pounds)

    Belt/Pockets: cell phone (0.25 pound) Zippo lighter, flint, steel, tinder compass $32,000 cash

    Backpack (Mexican Military Surplus) (3 pounds): long-range wilderness and weather radio, with stealth earpiece and extra batteries (6 pounds) 2 canteens (1 day of water) (9.5 pounds) dried fruits and vegetables (meant to supplement a week of hunting, or about 2 days alone) (2 pounds) mess kit (small pot/bowl with lid, spork, extra pot marked for making Apache poison) (1 pound) toiletry kit (including small bar of biodegradable soap) (0.5 pound)

    ShockTEK Defense TEK-8 handheld stun gun/flashlight (0.25 pound)

    3 pipe bombs 1 trip-wire, 2 timed, and 2 radio-control remote detonators (stored separately)

    1 flare gun, with 4 flares (red, yellow, white, and green) (3 pounds)

    50 meters of lightweight string and small bells (stored muffled) (1 pound) gun cleaning kit (2 pounds) whetstone, oil (1 pound) herbalism kit (incense; medical, nutritional and poisonous herbs; traditional 'grease' face paint) (2.5 pounds) 9 medicine bundles (4.5 pounds)

    hand-rolled cigarettes (mostly very strong home-grown tobacco, laced with herbs; again, he has a tolerance, might have weird effects on someone else) 2 ounces of snake venom mescaline (3 moderate doses, he has a tolerance)

    1 liter 185 proof moonshine, glass bottle (he claims it's for tinctures and sterilization) (2.5 pounds) 50 feet of rope, climbing harness (4 pounds) navy blue 'work uniform' (stolen off a clothesline) (2 pounds) small shovel (2 pounds) crowbar (1.5 feet long; 2 pounds) military surplus binoculars (2 pounds)

    (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

    0 Victories - 0 Failures
    Remaining: 5 Exp. (Earned: 240 - Spent: 235)
    An itemized record of every Contract, Gift, Improvement, and Experience changes

    Voided Deaths

    You should probably know about these. . .

    • Sept. 27, 2021, 1:05 p.m. - Wounded, desperate, made a bad decision which let to being utterly consumed by a self-summoned Cthonian