"Widow" Stryker
Don't underestimate me. That's when you get left behind.

A 1-Victory Ported as Seasoned Contractor played by SeedofEntropy in The Netherworld

"Widow" Stryker is a Queen of the dead who will risk their life to become Death.

They are 24 years old, and often appears as A lovely thin goth woman with pale skin and black hair. She is usually wearing a long black leather trench coat, black metal plated biker boots, black cargo pants, and a black tank top.

"Widow" Stryker lives in The Netherworld, a World between worlds. The last resting place of countless stillborn worlds that could have been.

Their journal has 1 entry.













4 Alertness

0 Animals

5 Athletics

0 Brawl

0 Crafts

2 Culture

0 Drive

0 Firearms

0 Influence

3 Investigation

0 Legerdemain

0 Medicine

0 Melee

4 Occult

0 Performance

0 Science

3 Stealth

0 Survival

0 Technology

3 Biology

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


("Widow" Stryker is unharmed)

Battle Scars

("Widow" Stryker has no Battle Scars)

Body 7


7 Mind





("Widow" Stryker has no Traumas)


Assets And Liabilities

+5 Jaded: Any attempts to sway your emotions are at a -3 dice penalty, and even if you are affected, you may Exert your Mind to cancel the effect. This includes Fascinate and Emotion Control 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.
+0 Imbued: After completing a Game, your learning and conditioning improves rapidly. However, you require the Games to advance.
+0 Seen Things: You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
-2 Forgetful: You must roll Mind Difficulty 6 in order to remember any details, locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc… If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
-1 Prey Exclusion: If you ever harm or kill a member of the specified class, make a Trauma roll.
Excluded Prey: Children


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.

The Void
Mark of Hades Mark of Hades - You must dig a hole & sacrifice a black furred animal to Hades during any Contract you are on. If the Contract is completed before you do so, you count as "Failing" even if you would have otherwise succeeded.
The Oath of Vengeful Destruction You may let no slight go avenged. You must return any slight in kind, rolling Mind (Diff: 7) to not do so. If you already have the Vengeful liability, then you may no longer spend Mind to suppress the desire, & the punishment must exceed the perceived slight dramatically. You may not buy off the Vengeful liability if you receive this Oath (you can, but will suffer the enhanced version anyway)
The Netherworld
Oath to Evan Daniels you promised you would "do your best for them, & protect them, as much as you could" Any promise made while in the Underworld must be fully adhered to. If a revived Contractor has made an Oath in the Underworld, they will suffer a Severity level 1 Injury each Sunrise if they did not meaningfully work to fulfill that Oath on a given day. These wounds cannot be healed by any means until the oath is fulfilled. Binding oaths are marked as a Condition on your sheet.


Circumstances describe your Contractor's situation in various Worlds.

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



Max Encumbrance: 0 pounds.

On Person

  • oriental clothing
  • Metal plated goth boots
  • Long black leather jacket with custom sewn knife

    In Jacket

  • 4 bottles of water

  • 3 days rations
  • 2 hunting knives


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.



1 Victories - 0 Losses
Remaining: 20 Exp. (Earned: 240 - Spent: 220)

07 Oct 2021

  • -0: Exp: purchased asset Seen Things
  • -0: Exp: purchased asset Imbued
  • -12: Exp: purchased asset Jack of All Trades
  • -15: Exp: purchased asset Jaded
  • +3: Exp: took liability Prey Exclusion (Children)
  • +6: Exp: took liability Forgetful
  • -12: Exp: Perception raised from 3 to 4
  • -12: Exp: Source raised from 1 to 4

12 Oct 2021

15 Oct 2021

  • -3: Exp: purchased asset Polyglot (Greek)
  • -4: Exp: Culture raised from 0 to 2
  • +3: Exp: removed asset Polyglot (Greek)

16 Oct 2021

  • +1 Exp. from writing a journal

Gifts and Improvements

Gift / Reward History