Derrick
Tinkerer, genius, social outcast

A 2-Victory Novice Contractor played by Tranks_300 as a Free Agent

This character is dead. RIP

Derrick is a old man, he has 4 PhD, one in robotic sciences, nuclear engineering, mechanical engineering and chemistry. Used to make weapons for world governments who will risk his life to test out his most insane weapons and gadgets..

He is 64 years old, and often appears as a elderly man.

Attributes

2 Brawn

2 Dexterity

3 Perception

1 Charisma

5 Intelligence

4 Wits


Abilities

0 Athletics

2 Brawl

5 Crafts

0 Drive

5 Firearms

1 Legerdemain

0 Melee

0 Performance

0 Stealth

0 Survival

1 Academics

0 Alertness

0 Animals

0 Influence

2 Investigation

3 Medicine

0 Occult

5 Science

5 Technology


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

Injuries

(Derrick is unharmed)


Battle Scars

(Derrick has no Battle Scars)

Body 6

Penalty

7 Mind

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

Limits

Failure
Near-Death Experience
Submission

Traumas

(Derrick has no Traumas)


Source


Assets And Liabilities

Assets
+2 Stockpile: In any given downtime, you may obtain three items from your stockpile.
Stockpile Type: explosives
+3 Wealthy: You have access to $100,000 (or equivalent currency) per Game.
Liabilities
-1 Prey Exclusion: If you ever harm or kill a member of the specified class, make a Trauma roll.
Excluded Prey: Robots
-2 Traumatized: Start with a Trauma that cannot be cured with therapy or Powers.
Trauma: tried robotic surgery on his son to save his life but his son died, gets voices of his son
-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.
-1 Dark Secret: Discovery of your secret may cause legal issues, a curse, a new enemy, or generally used to gain leverage over you.
Secret: Sold a lot of dangerous weapons to many different third world countries, militias and terrorist organizations
-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 Defective Sense: All Perception rolls relying on that sense are +2 Difficulty. Can choose either sight, hearing, or smell.
Affected Sense: feeling
-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).

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

  • 2 arrows
  • Bows
  • throwing knives
  • Clothes
  • Wallet
  • Keys
  • flask of tears
  • Rugged no-metal belt that can be used as a pair of nunchucks
  • Gas Mask
  • Kevlar Armour
  • Lighter
  • M9
  • Glock
  • 2 Magnums
  • Flask of Water
  • Beef Jerky

    In Bag

  • Oxygen canister

  • Census-taker's liver
  • Fava Beans
  • Chianti
  • extra clothes
  • Whiskey
  • Bag of Guns
  • ciggarettes
  • Ballistic Armour
  • first aid kit
  • weed
  • Weed Gummy Bears
  • Pain killers
  • Sleeping Pills
  • cocaine
  • Awaking pills
  • arnie's femur
  • Arnies Liver, Heart and Lungs
  • Arnies skull
  • Secert note incase he dies

In gun bag

  • AK-74
  • AK-47
  • AN-94
  • Tranqulizer
  • M-16
  • Barret .50 Cal
  • Dual Katana's
  • Smoke Gernade
  • Flash Gernade
  • Dual Kodachi's
  • Gernade Launcher
  • Knife
  • TENT
  • Binoculars

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.


Timeline

2 Victories - 1 Losses
Remaining: 1 Exp. (Earned: 160 - Spent: 159)

13 Feb 2021

  • -22: Exp: Firearms raised from 0 to 5
  • +15: Exp: took liability Outsider
  • +6: Exp: took liability Traumatized
  • -6: Exp: removed liability Traumatized

14 Feb 2021

  • -0: Exp: changed Stockpile Type of asset Stockpile (from "explosives" to "vehichles")
  • -0: Exp: changed Stockpile Type of asset Stockpile (from "vehichles" to "explosives")
  • Mushroom Hunt - Victory

    Gained the sniper acheivement

    Gift spent on new power: Technomancer
  • +4 Exp. from winning Mushroom Hunt
  • -4: Exp: Dexterity raised from 1 to 2

15 Feb 2021

20 Feb 2021

21 Feb 2021

  • -2: Exp: Brawl raised from 1 to 2
  • -0: Exp: changed Trauma of liability Traumatized (from "" to "tried robotic surgery on his son to save his life but his son died, gets voices of his son")
  • +3: Exp: took liability Prey Exclusion (Robots)

22 Feb 2021

Gifts and Improvements

Gift / Reward History