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Horus
tagline

A Newbie Contractor played by therustyy257 as a Free Agent

Horus is a military researcher who will risk his life to become a s and create the perfect combat ready exoskeleton.

He is 42 years old, lives in dd, and often appears as 5'10 Athletic middle eastern male with a bushy beard buzcut and several old scars across his body.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

5

Perception

3

Abilities

2 Alertness

0 Animals

4 Athletics

2 Brawl

2 Crafts

2 Culture

1 Drive

1 Firearms

0 Influence

1 Investigation

1 Medicine

0 Melee

0 Occult

0 Performance

2 Science

0 Stealth

2 Survival

2 Technology

1 Thievery

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

Injuries

(Horus is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Missing Arm (You are -2 to -4 dice on any rolls to perform Actions which require two hands, depending on the Action. Athletics rolls are made at +1 Difficulty.)
  • Body 7

    Stress

    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

    Atrocities
    Failure
    Near-Death Experience

    Traumas

    (Horus has no Traumas)



    Circumstances

    Circumstances describe your situation.

    Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.

    Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.

    Arsenal: rare military shit
    From Assets and Liabilities
    You have an arsenal of a specific type of illegal weaponry or extremely rare and dangerous items. During a Downtime, you may obtain up to three items from your stockpile.
    Polyglot: Japanese Korean Mandarin
    From Assets and Liabilities
    You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
    Alias
    From Assets and Liabilities
    You have an officially established alternate identity. Your alias has all proper legal documentation and will hold up to the highest scrutiny. If it is exposed, you may make a Move to replace it.
    Point of Contact
    From Assets and Liabilities
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from _____. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.
    Wealthy
    From Assets and Liabilities
    You are "comfortable" in the way that makes people extremely jealous. You have access to $100,000 (or equivalent currency) per Contract.
    Imprisoned: Military base
    From Assets and Liabilities
    You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
    Finances: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.

    Conditions

    Conditions describe your state of being.

    Examples of Conditions include curses, diseases, and impactful personality quirks.

    Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.

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

    From Assets and Liabilities
    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.
    Additional Language: Arabic You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
    Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You receive +2 dice to all Mind rolls.
    Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.

    Loose Ends

    Loose Ends will cause problems for you if you don't tie them up.

    Examples of Loose Ends include enemies, debts, evidence, and promises.

    All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

    You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

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    Contractor Timeline

    0 Victories - 0 Failures
    Remaining Exp: 0 (Earned: 150 - Spent: 150)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Horus has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Horus has made 0 Moves.
    Contractors must have participated in at least one Contract before they can make Moves.

    Assets And Liabilities

    Assets

    -1 Additional Language
    Language: Arabic
    -15 Iron Will
    -3 Nimble Fingers

    Liabilities

    +6 Finances: Poor
    +9 One Arm
    +6 Paranoia