test
Why do I live?

A Newbie Contractor played by shady as a Free Agent

test is a test character who will risk their life to find the 404 that messed with that other guy.

They are 1 years old, and often appears as a very overloaded character.

Attributes

Brawn

1

Charisma

1

Dexterity

1

Intellect

1

Perception

1

Abilities

0 Alertness

0 Animals

0 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Legerdemain

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

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

Injuries

(test is unharmed)

(Toggle Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(test has no Battle Scars)

Body 6

Penalty

3 Mind

Hurt
-1
Injured
-1
Wounded
-2
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Torture
Murder
Atrocities

Traumas

(test has no Traumas)



Assets And Liabilities

Assets
+0 Clear Sighted: Please remove it from your Contractors or you will be stuck with it forever.
+6 Ageless: For every three years that passes, you age a single year.
+6 Unbondable: You are immune to any effect that binds or suppresses your loyalty.
+4 Hard: You only have two Limits instead of the normal three.
+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.
+0 True Grit: Please remove it from your Contractors or you will be stuck with it forever.
+5 Arsenal: In any given downtime, you may obtain three items from your arsenal.
+5 Charmed Existence: You may reroll a single botched roll once per game.
+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.
+5 Gifted: Start with one Gift.
+4 Daredevil: You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
+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 Rich: You have access to $1,000,000 (or equivalent currency) per Game. Note that moving vast sums of money quickly or discreetly is not always possible.
+4 Sleepless: You do not require sleep, and any supernatural attempts to put you to sleep are rolled at +2 difficulty.
+3 Wealthy: You have access to $100,000 (or equivalent currency) per Game.
+3 Trained Reflexes: +2 dice to all Initiative rolls.
+2 Stockpile: In any given downtime, you may obtain three items from your stockpile.
+2 Code of Honor: You gain +2 dice to all Mind rolls when acting in accordance with your code or when attempting to avoid situations that might force you to violate your code. You must still roleplay your Code outside of these circumstances.
+2 Tough: Dice penalties from pain are reduced by 2.
+2 Clear Conscience: You have +2 dice on all Trauma rolls.
+2 Concentration: Any Mind Penalty you have is reduced by 2.
+2 Contacts: You have readily available access to your contact.
+1 Cipher: All attempts to find your digital footprint are rolled at a +1 difficulty with -2 dice.
+2 Alias: Your alias holds up under the highest scrutiny. Replacing a compromised Alias takes three downtimes.
Name: afes
+2 Light Sleeper: You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
+2 Database: You have access to one type of confidential information
+1 Status: Your social interactions with people in your selected field will be positively affected by your Status, and the GM will role-play NPCs to reflect this.
+1 Ambidextrous: You suffer no dice penalties for using the "wrong" hand.
+1 Beautiful: Rolls affected by physical appearance are at -2 Difficulty, and social interactions should be role-played accordingly.
+1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
+1 Polyglot: You are completely fluent in these languages, and your proficiency can be useful when deciphering similar languages even if you are not fluent in them.
+1 Citizenship: You are an official citizen of the specified country.
+1 Contortionist: Reduce the Difficulty of any Dexterity roll involving flexibility by 2.
+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).
+0 Unshakable: You are at -2 Difficulty to all Trauma rolls. Requires Veteran status (25 Victories).
Liabilities
-1 Prey Exclusion: If you ever harm or kill a member of the specified class, make a Trauma roll.
-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.
-1 Pesky Curse: The curse must be defined at character creation and must be specific in nature. It cannot be easily dispelled.
-1 Minor Enemy: Your enemy will eventually try to kill you, although they may struggle to find you, or may take time to train up to be ready to take you on. An enemy at this level is committed but may have limited resources and thus will only make an attempt on the player's life every 5-10 games.
-1 Shy: Difficulties for all rolls involving social interactions with strangers are increased by +2. If the character becomes the center of attention in a large group, difficulties are increased by +3. Be sure to keep up with Roleplaying this flaw; socializing often doesn't require a roll but a Shy character should still struggle.
-1 Soft-Hearted: You must avoid any situation that involves causing someone physical or emotional pain, unless you succeed a Mind roll at Difficulty 8.
-1 Dark Secret: Discovery of your secret may cause legal issues, a curse, a new enemy, or generally used to gain leverage over you.
-1 Speech Impediment: The difficulties of all die rolls involving verbal communication are increased by +2. You are encouraged to roleplay this flaw whenever possible.
-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.
-1 Illiterate: If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
-1 Deep Sleeper: You are -2 dice on all rolls if you get less than 8 hours sleep, and are likely to sleep through all but the most jarring events.
-1 Defective Sense: All Perception rolls relying on that sense are +2 Difficulty. Can choose either sight, hearing, or smell.
-1 Uncanny Echoes: Must be consistent with your Character Concept
-2 One Eye: The difficulties of all Perception rolls involving eyesight are increased by 2, and the difficulties of all die rolls requiring depth perception are increased by 1. (This includes ranged combat.)
-2 Traumatized: Start with a Trauma that cannot be cured with therapy or Powers.
-2 Poor: You begin each game with 1d10 x10 in cash, and will be generally unable to replace equipment, afford transportation, etc.
-2 Short: You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
-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).
-3 Deformity: The exact nature and system of this deformity must be determined at character creation.
-3 Movement Impaired: You walk at one quarter normal move speed, and cannot run at all.
-3 Gullible: You are at +2 difficulty to tell or detect any lies. Even when rolling is not involved, you must role-play this Liability.
-3 Fragile: You must choose four Limits at character creation instead of three.
-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.
-3 One Arm: You are -1 to -3 dice on any rolls to perform actions which require two hands, depending on the action. You do not, however, suffer any off-hand penalties; it is assumed that you have grown accustomed to the arm you have as your main hand.
-2 Anachronism: You are at -3 dice to any action that requires you to interact with modern technology.
-3 Underage: Your character's starting age can't be higher than 12. People treat you distinctly differently because of your age, and your starting Brawn is limited to 3.
-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.
-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.
-3 Dangerous Enemy: Your enemy is at least as skilled in combat as you, and poses a significant threat. An enemy at this level is tenacious, and should make an attempt on the player's life every 3-5 games, with less strong enemies attacking more frequently, and vice versa.
-3 Treacherous Curse: The curse must be defined at character creation and must be specific in nature. It cannot be easily dispelled.
-3 Haunting Echoes: Must be consistent with your Character Concept.
-4 Hemophilia: Your Injuries are treated as being two levels of Severity higher for the purposes of Stabilizing them and for degradation. This means that even a Minor Injury requires stabilization, and will degrade if left unattended. Injuries are not considered a higher level for calculating Wound Level.
-3 Mute: You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.
-4 Glass Jaw: Any time you suffer an Injury to your head, you have a 50% chance of being knocked out for 1d10 minutes. Take heart; if your allies abandon you to be eaten by monsters, you won't feel a thing.
-4 No Hands: You cannot use most tools, and you suffer a +2 difficulty for any action that requires your hands.
-3 Deaf: You automatically fail any rolls which require hearing, and are at -3 dice for multi-sensory rolls.
-5 Mortal Enemy: Your enemy has access to oceans of resources and is probably quite a bit more dangerous than you are. An enemy at this level is relentless, and should make an attempt on the player's life every other game or so.
-5 Outsider: You do not have citizenship in any country, and you have no official identity or license of any sort. You may or not speak a relevant language as your one "given" language (perhaps you only speak an obscure alien dialect, Latin, or some other useless language). You begin each game with 1d10 x10 in cash, max.
-5 Dark Fate: Your character will almost certainly die within 10 games. Once per game, the GM can arbitrarily turn one of your successful rolls into a Botch.
-5 Fateful Curse: The curse must be defined at character creation and must be specific in nature. It cannot be easily dispelled.
-5 Weak Willed: You are at +2 difficulty to resist mental, emotional, or social powers, as well as to resist standard social rolls.
-5 Blind: Any rolls which require sight are automatically failed, and any actions which would be made easier by sight are rolled at between +1 and +3 difficulty, depending on the action.
-10 Giftless: You can't receive Gifts like normal Contractors The reason for this must be defined at character creation.

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.


Equipment

Max Encumbrance: 0 pounds.

On Person

  • Clothes
  • Wallet
  • Keys
  • flask of tears
  • Rugged no-metal belt that can be used as a pair of nunchucks

In Bag

  • Oxygen canister
  • Census-taker's liver
  • Fava Beans
  • Chianti
(Click to toggle Weapons reference)

Trophies

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 Playgroup where they were obtained.




Contractor Timeline

0 Victories - 0 Losses
Remaining: 234 Exp. (Earned: 150 - Spent: -84)

test has 1 unspent Reward

  • Gift from the Asset Gifted : Unspent
An itemized record of every Contract, Gift, Improvement, and Experience change