Chuckles smileyface
"COME ON LAUGH ITS FUNNY"

A 3-Victory Novice Contractor played by jwesley123 in The Netherworld

This character is dead. RIP

Chuckles smileyface is a Clown suit who will risk their life to Make the world laugh.

They are 26 years old, and often appears as A clown with classic makeup and outfit.

Chuckles smileyface lives in The Netherworld, a setting between worlds. The last resting place of countless stillborn worlds that could have been.

Attributes

Brawn

4

Charisma

3

Dexterity

3

Intellect

3

Perception

3

Abilities

1 Alertness

3 Animals

3 Athletics

0 Brawl

1 Crafts

3 Culture

1 Drive

0 Firearms

3 Influence

1 Investigation

3 Legerdemain

4 Medicine

4 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

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

Injuries

2
Baton
4
Baton
3
3
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Pacemaker
  • I
  • Hard of hearing
  • Body 7

    Penalty

    7 Mind

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

    Limits

    Anguish
    Betrayal
    Capture

    Traumas

    (Chuckles smileyface has no Traumas)


    Source


    Assets And Liabilities

    Assets
    +1 Contortionist: Reduce the Difficulty of any Dexterity roll involving flexibility by 2.
    +5 Gifted: Start with one Gift.
    Liabilities
    -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).
    -1 Prey Exclusion: If you ever harm or kill a member of the specified class, make a Trauma roll.
    Excluded Prey: Children

    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.

    Legacy Powers


    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

    • 5 Laughing Gas canisters
    • Fava Beans
    • Chianti
    • A rubber chicken filled with black gunpowder
    • 20 colored scarves tied together making a rope 50 feet long with a large spiked metal ball attached at the end
    • 2 Sledgehammers that is painted red and white
    • A hand mirror
    • A airhorn
    • 10 plastic spiders
    • A fake stethescope
    • A fake knife that looks real
    • A real Combat Knife painted clown colors
    • Doctor coat
    • A flashlight
    • A rusty nail
    • A remote controlled car with camera on top all charged up with remote *A stun gun
    • A bag of marbles
    • 3 hive of africized honeybees contained in glass
    • A roll of Gorilla Tape
    • A powerful magnet
    • 10 Impact grenades
    (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 Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.



    Contractor Timeline

    3 Victories - 1 Failure
    Remaining: -5 Exp. (Earned: 164 - Spent: 169)
    An itemized record of every Contract, Gift, Improvement, and Experience changes