Sara Gause Viper
Gases and poisons and healing oh my

A 12-Victory Seasoned Contractor played by NPboom in Pilos

Sara Gause Viper is a Chemist Doctor Prodigy who will risk her life to Test her Chemicals, run from her past, and become the best Chemist in the world.

She is 12 years old, and often appears as a 4ft caucasian teenager with a gas mask and black cargo pants and black shirt.

Sara Gause Viper lives in Pilos, a World much like our own.. for now.

Her journal has 11 entries.

Attributes

3 Brawn

3 Dexterity

3 Perception

3 Charisma

4 Intelligence

3 Wits


Abilities

4 Athletics

3 Brawl

2 Crafts

3 Dart gun

0 Drive

0 Firearms

0 Legerdemain

0 Melee

0 Performance

4 Stealth

2 Survival

2 Academics

3 Alertness

2 Animals

2 Influence

1 Investigation

4 Medicine

1 Occult

4 Science

1 Technology


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

Injuries

(Sara Gause Viper is unharmed)


Battle Scars

  • scars all over her face(-1 social rolls if exposed)
  • one eye
  • puncture wound( -1 to social rolls if exposed
  • 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
    Torture
    Betrayal
    Near-Death Experience

    Traumas

  • fear of choking

  • Source


    Assets And Liabilities

    Assets
    +1 Polyglot: You are completely fluent in this language, and your proficiency can be useful when deciphering similar languages even if you are not fluent in them.
    Language: Japanese
    +4 Sleepless: You do not require sleep, and any supernatural attempts to put you to sleep are rolled at +2 difficulty.
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 2.
    Sharpened Sense: Hearing
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 2.
    Sharpened Sense: Sight
    +2 Concentration: Any Mind Penalty you have is reduced by 2.
    +5 Gifted: Start with one Gift.
    +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 Arsenal: In any given downtime, you may obtain three items from your arsenal.
    Arsenal Type: Gases, poisons, hazmat suits, and gas masks
    Liabilities
    -1 Defective Sense: All Perception rolls relying on that sense are +2 Difficulty. Can choose either sight, hearing, or smell.
    Affected Sense: Smell
    -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 Uncanny Echoes: Must be consistent with your Character Concept
    Echo: smoking green eyes, -1 to all social rolls involving persuasion c
    -2 Traumatized: Start with a Trauma that cannot be cured with therapy or Powers.
    Trauma: Paranoia of being followed
    -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.
    -1 Prey Exclusion: If you ever harm or kill a member of the specified class, make a Trauma roll.
    Excluded Prey: Snakes
    -3 Fragile: You must choose four Limits at character creation instead of three.
    -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 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.
    Reason: Experimenting with dangerous gasses, resulting in deaths
    -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.

    Conditions

    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.

    Circumstances

    Circumstances describe your Contractor's situation in various Worlds.

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

    Powers

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Reinforced Clothes with half cloak
    • Wallet
    • flask of tears
    • 20 metal darts
    • flashlight
    • 3 vials of morphine

      In Bag

    • first aid kit

    • 3 gas masks
    • 3 canisters of mustard gas
    • gallon of water
    • 4 pounds of rations
    • 3 canisters of anesthesia gas

    Artifacts

    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.

    journal

    Latest 3 of 11 entries

    FUCK YOU PARZIVAL

    so today, a fucking knight somehow did chemistry better than me, AND WE BOTH FAILED. how does that happen, like, percival is a nice guy and all, BUT HIS STUPID AS SOMEHOW BEAT ME WITH 6 INTENSIVE YEARS OF STUDY. im gonna need a break after this. so i had to go to a school with Percival and be a student for the whole day, making sure that i didn't go out of the school. so we went to chemistry, where we worked with the periodic table, and im gonna try and recite all the element names, so here goes. nihonium, moscoviumtennessine, oganesson, hydrogen, helium, lithium, beryllium, Boron, carbon, nitrogen, oxygen, fluroine, neon, sodium, magnesium, aluminum, silicon, phosphorus, Sulfur, Chlorine, argon, potassium, Calcium, Scandium, Titanium, Vanadium, Chromium, Manganese, Iron, Cobalt, Nickel, Copper, Zinc, Gallium, Germanium, arsenic, selenium, bromine, Krypton(run superman), Rubium, strontium, yttrium, Zirconium, Niobium, Molybdenum, Technetium, Ruthium, Rhodium, palladium, silver, cadmium, indium, tin, antimony, Tellurium, Iodine, Xenon, caesium, barium, lanthanum, Cerium, Praseodymium, neodymium, promethium, samarium, europium, Gadolinium, Terbium, Dysprosium, holmium, erbium, thuliim, ytterbium, Lutetium, hafnium, tantalum, tungsten, rhennium, osmium, iridium, platinum, gold, mercury thallium, lead, bismuth, polonium, astatine, Radon, francium, radium, actium, thorium, protactinium, uranium, curium, americium, berkelium, californium, einsteinium, fermium, mendelevium, nobelium, lawrencium, ruthfordium, dubnium, seaborgium, and thats all i can remember

    well, i got pretty far there, i got most of the elements, take that percival, try doing that with your dark age brain you limbed worm. i beat you in dodgeball, ill beat you in chemistry, you arern't better than me, YOU GOT THAT....

     

    after getting my trauma healed, i realize that losing to someone from the dark ages probably shattered my ego, that was embarrising, hopefully i can apologze to the knight one day, if i ever get the chance. damn, this game while relativily easy, just messed with my mind so much after chemistry class. at least i got to poison a t rex.

    Why did i leave him behind

    This is gonna be hard to write, considering......... he passed...... away. ill try and write this as coherently as possible, as this is gonna bring up some bad memories of my past self. so i was approched by the SCP foundation to investigate a village out in the netherlands. we have Gov tsu wang again, Benard Tox, a great chemist, wish i could of talked with him more about chemical results. Simon came to help again, which was nice, and there was a sniper who saved my life from some bone pillar spike things from those........ monstrosities. And then..... there's Alexis. he probably never will know this, but he changed me, for the better. back when i ran...... for once, i felt guilt, i hesitated to use gas to destroy my problems, which was a defininite start, Alexis showed me that even in dire circumstances, what was right, while maybe not the best idea for your own life, maybe might save someone else's life........ trying to write this down is like trying to write down this contract is like trying to write down my own past. its not easy, but i have to do this. there were multiple monstrosities that attacked us when Alexis tried to save a baby from one of them...... we barely survived, and after doing some tests, i realized that nothing i had could kill the damn monsters. it was very much scary to me because for once, i felt like i might die, and there was nothing i could do to stop it...... so i ran.... ran far away, somehow back to my home, and i cried and i bashed myself for at least trying not to help Alexis afterwards. I may not be a good person, but ill at least try to become one. hell, it may be impossible, but Alexis gave me hope, and i won't let him die in vain.................

    The Aftermath

    Logbook entry 4269        Yesterday was the first day of Firehazard being open, it went well, except for Simon getting a dart in his shoulder, and Tsu being so drunk that Simon had to use his gun to force off the drunk governor(let’s hope he’s not like that on the job) Kody asked about therapy, finally, after........ Alexis dying, he’s definitely not the same, being more drawn back from Ed and I, sometimes outright ignoring me(though sometimes it was deserved, like when I asked for some vinegar to drink), so I’m glad he’s at least getting some help for Alexis dying, maybe I could even figure out how he died. There was also a nice woman named Mary who for some reason had some beef with Jeremy over getting a hit placed on her(might be worth looking into in case it was for good reason) but after a argument, Mary is actually gonna try to get built a med bat here, and I’ll supply the medical tools and resources. Then there was Cylia, who while acted a little strange at first, after getting to know her, it seems that her planet was torn apart by war, and she was hunted for whatever she was made out of, so I assume her body is not on the periodic table, but she’s a nice person, and while she’s definitely a little unsettling to look at in the eyes, she’s a nice person, I even taught her darts. im working on a few things for the future, to ensure that I'll always have enough power to tackle what ever comes from the Contracts. first things first, i need to ensure my arm doesn't break again, but that was easier said than done. the arm is already reiniforced enough to where adding aything stronger would weigh me down. i looked towards my scaled field to see if that would help with what i was doing. nada, didn't work, not even improved armor, it seems i need some more practice with it. on the other hand, i discover a way to make my arm....... incorpreal. after some experiments, my arm now can phase through walls, and the likely hood of it being broken is now down to not likely ever gonna happen. i also managed to make a sort of concussion bomb, and its definitly effective. and im doing something i should of done long ago, my gas has lagged behind everything else, that needs to end soon.


    Timeline

    12 Victories - 2 Losses
    Remaining: 0 Exp. (Earned: 211 - Spent: 211)

    09 Feb 2021

    • -12: Exp: Wits raised from 1 to 3
    • -12: Exp: Perception raised from 1 to 3
    • -40: Exp: Intelligence raised from 1 to 5
    • -12: Exp: Dexterity raised from 1 to 3
    • -4: Exp: Charisma raised from 1 to 2
    • -12: Exp: Brawn raised from 1 to 3
    • -2: Exp: Survival raised from 0 to 1
    • -8: Exp: Stealth raised from 0 to 3
    • -14: Exp: Science raised from 0 to 4
    • -22: Exp: Medicine raised from 0 to 5
    • -4: Exp: Influence raised from 0 to 2
    • -8: Exp: Technology raised from 0 to 3
    • -8: Exp: Brawl raised from 0 to 3
    • -8: Exp: Athletics raised from 0 to 3
    • -8: Exp: Alertness raised from 0 to 3
    • +12: Exp: removed asset Daredevil
    • +12: Exp: removed asset Sleepless
    • -6: Exp: purchased asset Light Sleeper
    • -3: Exp: purchased asset Acute Sense (Sight)
    • -3: Exp: purchased asset Acute Sense (Hearing)
    • +3: Exp: removed asset Acute Sense
    • +15: Exp: took liability Weak Willed
    • -0: Exp: changed Echo of liability Haunting Echoes (from "my other eye has gas coming out of it, and it obscures my smell by +2 difficulty" to "+2 difficulty to all perception rolls")
    • +9: Exp: took liability Underage
    • +6: Exp: took liability Traumatized (Paranoia of being followed)
    • -6: Exp: removed liability Traumatized (Phobia of choking)
    • +3: Exp: took liability Uncanny Echoes (smoking green eyes, -1 to all social rolls involving persuasion c)
    • +3: Exp: took liability Defective Sense (Taste)
    • -3: Exp: removed liability Defective Sense
    • -0: Exp: changed Secret of liability Dark Secret (from "" to "the location of my home")
    • +3: Exp: took liability Shy
    • +3: Exp: took liability Nightmares (Black mamba)
    • -0: Exp: took Limit Capture
    • -0: Exp: removed Limit Failure

    10 Feb 2021

    • +4: Exp: Charisma lowered from 2 to 1
    • -6: Exp: Survival raised from 1 to 3
    • +4: Exp: Influence lowered from 2 to 0
    • +8: Exp: Technology lowered from 3 to 0
    • -4: Exp: Animals raised from 0 to 2
    • -12: Exp: purchased asset Sleepless
    • +6: Exp: removed asset Cipher
    • +6: Exp: removed asset Alias
    • +6: Exp: removed asset Light Sleeper
    • -3: Exp: purchased asset Acute Sense (Smell)
    • -9: Exp: removed liability Dangerous Enemy
    • +3: Exp: removed asset Acute Sense (Smell)
    • -3: Exp: removed liability Nightmares (Black mamba)
    • -8: Exp: Dart gun raised from 0 to 3
    • +8: Exp: Medicine lowered from 5 to 4

    01 Mar 2021

    • +16: Exp: Intelligence lowered from 5 to 4
    • -12: Exp: Charisma raised from 1 to 3
    • -3: Exp: removed liability Ugly
    • +4: Exp: Survival lowered from 3 to 2
    • -8: Exp: Medicine raised from 4 to 5
    • -4: Exp: Firearms raised from 0 to 2
    • +4: Exp: Brawl lowered from 3 to 2
    • +3: Exp: took liability Defective Sense (Touch)

    04 Mar 2021

    • +4: Exp: Firearms lowered from 2 to 0
    • -4: Exp: Brawl raised from 2 to 3

    05 Mar 2021

    • +8: Exp: Medicine lowered from 5 to 4
    • -2: Exp: Influence raised from 0 to 1
    • -6: Exp: removed liability One Eye

    06 Mar 2021

    07 Mar 2021

    12 Mar 2021

    15 Mar 2021

    21 Mar 2021

    26 Mar 2021

    • -2: Exp: Investigation raised from 0 to 1

    27 Mar 2021

    28 Mar 2021

    • -0: Exp: developed Trauma Bipolar disorder

    29 Mar 2021

    • -0: Exp: developed Trauma Fear of teleporters

    30 Mar 2021

    31 Mar 2021

    03 Apr 2021

    04 Apr 2021

    • -0: Exp: developed Trauma 7 damage when i tell Johns seceret
    • -0: Exp: developed Trauma 7 damage when i tell Johns seceret
    • -0: Exp: cured Trauma 7 damage when i tell Johns seceret
    • +4 Exp. from winning The thief of Hades
    • -4: Exp: Influence raised from 0 to 2
    • -0: Exp: cured Trauma Bipolar disorder

    12 Apr 2021

    24 Apr 2021

    • +1 Exp. from writing a journal
    • +1 Exp. from writing a journal
    • +1 Exp. from writing a journal

    25 Apr 2021

    • +1 Exp. from writing a journal
    • +1 Exp. from writing a journal
    • +1 Exp. from writing a journal
    • +1 Exp. from writing a journal

    26 Apr 2021

    • -3: Exp: removed liability Defective Sense (Touch)
    • -0: Exp: changed Affected Sense of liability Defective Sense (from "Taste" to "Smell")
    • -8: Exp: Source raised from 4 to 5
    • +1 Exp. from writing a journal

    05 May 2021

    • -0: Exp: cured Trauma 7 damage when i tell Johns seceret

    19 May 2021

    20 May 2021

    • -2: Exp: Occult raised from 0 to 1
    • -2: Exp: Investigation raised from 0 to 1
    • -9: Exp: removed liability Haunting Echoes (+2 difficulty to all perception rolls)
    • +8: Exp: Source lowered from 5 to 4
    • +1 Exp. from writing a journal

    10 Aug 2021

    • -0: Exp: removed asset True Grit

    12 Aug 2021

    • -15: Exp: removed liability Weak Willed

    07 Sep 2021

      The Antidote - Victory

      Crying little girl done with this

      Gift has not yet been spent
    • +4 Exp. from winning The Antidote

    22 Sep 2021

    • -2: Exp: Animals raised from 1 to 2
    • -3: Exp: purchased asset Polyglot (Japanese)

    Gifts and Improvements

    Character has 2 unspent rewards

    Gift / Reward History