Randy Marsh
Grown from the ground up with Tegridy.

A 1-Victory Newbie Contractor played by Tranks_300 in The Jedi of Nuclear Ages

Randy Marsh is a good old fashion Tegridy enjoyer who will risk his life to save himself from insanity.

He is 31 years old, and often appears as A regular man with light skin, and black hair, he wears a blue shirt and black slacks.

Randy Marsh lives in Earth, 2033, a setting where normal is normal, but the fight between Sith and Jedi remain prevalent and secret.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

5

Perception

3

Abilities

0 Alertness

0 Animals

0 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

5 Force Sensitivity

3 Geology

4 Saber Combat

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

Injuries

(Randy Marsh is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Randy Marsh has no Battle Scars)

Body 7

Penalty

8 Mind

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

Limits

Capture
Anguish
Failure
Sin

Traumas

(Randy Marsh has no Traumas)


Source


Circumstances

Wealthy You are "comfortable" in the way that makes people extremely jealous. You have access to $100,000 (or equivalent currency) per Contract.

Conditions

From Assets and Liabilities
Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
Fragile You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.

Loose Ends

Powers

With the weed stuck flowing through his veins, he feels and sees everything slowed down. He uses this to think faster, of course, because of the weed he cannot think too smart. As well as the fact his heavy physical activities he gets high without even smoking, because of the weed already in his system.


You gain the following benefits as long as you are engaged in combat with melee weapons.

Your attacks with melee weapons deal +3 Bonus Damage. Armor is fully effective against this damage.

You also gain the following effects:

  • Bullet Parry: You may React to and Defend against firearms and other projectiles with melee weapons.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Equipment

Max Encumbrance: 0 pounds.

On Person

  • Jeans
  • T-shirt
  • Wallet
  • Keys
  • Smartphone
  • A pocket knife
  • Dueling sword with a curved hilt
  • Farming Sickle

Farmers Rucksack

  • Rain jacket
  • Metal water bottle
  • Toiletries kit
  • License to grow, sell and carry weed
  • Sandwich Bag of Hemp
  • Flaslight
  • Lighter
(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 Gift system.

Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.


Contractor Timeline

1 Victories - 0 Failures
Remaining Exp: 7 (Earned: 163 - Spent: 156)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Randy Marsh has not written in his journal yet.

Moves

Randy Marsh has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in The Jedi of Nuclear Ages can post Moves for Randy Marsh.

Assets And Liabilities

Assets

+4 Wealthy
+1 Beautiful
+2 Code of Honor
Code: Code of the Sith(Qotsisajak)
+4 Jack of All Trades

Liabilities

-3 Fragile
-1 Uncanny Echoes
Echo: Always remember, I am hunter! Always remember, I am filth! Always remember, I am nothing!
-2 Vengeful