Jason Valent
I hate California.

A 7-Victory Novice Contractor played by loroman1211 in Pilos

Jason Valent is a Mechanic who will risk their life to figure out what happened to his child.

They are 43 years old, and often appears as Dodger fan.

Jason Valent lives in Pilos, a setting much like our own.. for now.

Their journal has 4 entries.

Attributes

Brawn

3

Charisma

2

Dexterity

4

Intellect

3

Perception

4

Abilities

2 Alertness

2 Animals

3 Athletics

0 Brawl

4 Crafts

1 Culture

2 Drive

3 Firearms

0 Influence

2 Investigation

1 Legerdemain

1 Medicine

0 Melee

2 Occult

0 Performance

0 Science

0 Stealth

2 Survival

2 Technology

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

Injuries

(Jason Valent is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Jason Valent 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

Atrocities
Murder
Anguish

Traumas

  • claustrophobic
  • Entomophobia: Fear of Insects

  • Source


    Assets And Liabilities

    Assets
    +5 Gifted: Start with one Gift.

    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.

    The Illumination
    Flower Power Algernon's Flower Infected creatures gain a perfect, photographic memory & +1 to Intelligence when they reach Infection level 1+. Increase the Intelligence bonus to +2 at Infection 5, & +3 at 8+ Each Month that passes, the Infection rating increases by +1. At the end of a Month with an Infection score greater than +1, roll 1d10 – if the roll is below the Infection number, they must roll Body (Diff: 6) With 4+ successes, the parasite dies With less than 4, their Infection rating reduces by one On a failure, they die & the flower blossoms from their skull, scattering infectious spores in the area. If the Parasite dies, all bonuses are immediately lost & their Infection rating will decline by -1 each Month. Each time this happens, they suffer -1 to their Intelligence. This attribute loss is permanent. If reduced to “0” in this manner, they enter a vegetative state, effectively brain dead. Symbiosis If a PC expends a Gift to purchase one of the Algernon's Flower Powers, they reset their
    Pilos
    Instruction Manual Sliver When presented with machine parts, you must roll mind to not stop what you are doing and build and tinker with them, even in the midst of tasks of great importance.

    Circumstances

    Circumstances describe your Contractor's situation in various Playgroups.

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

    Powers

    My training for years has given me the ability to fix what is needed.


    Exert your Mind and spend 1 Action to activate. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. You must actively and obviously use Lucky shoes to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Brawn + Alertness at Difficulty 6.

    If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Moving as the pollen around him Jason is able to leap from one place to another with little or no effort.


    Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. You must actively and obviously use Multitool to activate this Effect.

    You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

    • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
    • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
    • You must be on a surface of some kind in order to activate this effect; it cannot be activated while in mid-air.
    • You may only use this Effect once per round of combat, regardless of any enhancements you have taken.
    • You can target yourself if you qualify as a valid target by the other requirements.

    I have begun my experiments that now can give way to the rise of new and different creatures. My plants will grow and the seed shall bring my children to life.


    Exert your Mind and Spend an Action to activate. Select a Living or Animate target within arm's reach. Roll Dexterity + Crafts at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.

    If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:

    1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
    2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
    3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
    4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
    Refer to the stock Battle Scars on the Character Sheet for specific systems.

    After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

    • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
    • You can target yourself if you qualify as a valid target by the other requirements.

    The plan has given me life beyond the sense of pain. I now feel less as we come together. This comes from my moss covered shoes.


    You gain the following benefits at all times. You must actively and obviously be using Moss shoes to gain the benefits of this Effect.

    Your Body and Mind Penalties are reduced to 0.

    Legendary Artifacts

    Get er done

    Created and held by Jason Valent.

    Jason is a mechanic and knows how to get shit done. He works on this object for a bit and is able to make it better.


    Expend a point of Battery and spend a minute to activate. Select a non-Alien Device within arm's reach. Can be used on Armor.

    For the next day, your target receives 2 extra dice to all actions taken with its intended use. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up.

    You may choose a second valid Device target while activating this effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 2 extra dice to those actions for the next day.

    • After the effect ends, spliced items become un-spliced and return to being separate items.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Frank is a mechanic and has learned how to take items apart and make sure they stop working. He pulls out his multitool and get to work.


    Exert your Mind and spend an Action to activate. Select a Object or Construct Object within arm's reach no larger than a large luggage bag (75 liters). Roll Brawn + Alertness Difficulty 6. Sapient targets may resist by rolling Mind at Difficulty 8.

    If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

    • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
    • You can target yourself if you qualify as a valid target by the other requirements.

    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
    • Wallet
    • Keys
    • Smartphone *pistol *Flashlight
    • reinforced clothing
    • A pocket knife hammer, wrench, Phillips and flat head screw driver. Budweiser (6) Rope puller pulls 1000 feet of rope hold one person multitool

      Purple Jansport backpack

    • Rain jacket

    • pistol
    • Metal water bottle
    • Toiletries kit *climbing gear with helmet
    • animal treats for large animals

    In stash Gun, Fireworks, multitool

    Car Extra wheel, First aid kit, Flares, tool kit, extra clothes, Tire iron

    (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

    7 Victories - 0 Failures
    Remaining: 10 Exp. (Earned: 186 - Spent: 176)
    An itemized record of every Contract, Gift, Improvement, and Experience changes

    Journal