Reverend Zebadiah Paine
He's coming and Hell's coming with him.

A 2-Victory Novice Contractor played by BOMBSHELL2150 in The Netherworld

Reverend Zebadiah Paine is a Gunslinger turned Holy Executioner who will risk his life to redeem his soul and be delivered from Hell as he believes he is already dead.

He is 35-45 years old, and often appears as a tall man with intense blue eyes, a 5 o'clock shadow, and a blood stained cross around his neck.

Reverend Zebadiah Paine lives in The Netherworld, a World between worlds. The last resting place of countless stillborn worlds that could have been.

Attributes

3 Brawn

5 Dexterity

4 Perception

1 Charisma

2 Intelligence

2 Wits


Abilities

2 Athletics

1 Brawl

0 Crafts

0 Drive

5 Firearms

0 Legerdemain

1 Melee

0 Performance

1 Stealth

2 Survival

0 Academics

4 Alertness

2 Animals

1 Influence

2 Investigation

1 Medicine

0 Occult

0 Science

0 Technology


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

Injuries

(Reverend Zebadiah Paine is unharmed)


Battle Scars

(Reverend Zebadiah Paine has no Battle Scars)

Body 7

Penalty

4 Mind

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

Limits

Capture
Sin
Submission

Traumas

(Reverend Zebadiah Paine has no Traumas)


Source


Assets And Liabilities

Assets
+1 Avoidance: Requires a Charisma rating of 1. You may Exert your Mind to cause someone to ignore or avoid you in a social situation. This grants +2 Outcome instead of +1 when used with stealth rolls.
+2 Tough: Dice penalties from pain are reduced by 2.
+2 Clear Conscience: You have +2 dice on all Trauma rolls.
+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.
+1 Ambidextrous: You suffer no dice penalties for using the "wrong" hand.
+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.
+3 Trained Reflexes: +2 dice to all Initiative rolls.
Liabilities
-1 Prey Exclusion: If you ever harm or kill a member of the specified class, make a Trauma roll.
Excluded Prey: Clergy & Holy Men of *any* faith
-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.
Manner of Imprisonment: Trapped in the Netherworld
-3 Anachronism: You are at -3 dice to any action that requires you to interact with modern technology.
-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.

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

  • Clothes/Poncho/Hat
  • Gunbelt
  • Revolvers, Jacob & Esau (signature weapons)
  • Cigars
  • Matches
  • Tattered Leather Bible
  • Blood Stained Cross

In Saddle Bag

  • Blanket
  • Rope
  • Pemmican
  • Canteen
  • Kerosene Lantern

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 - 0 Losses
Remaining: 0 Exp. (Earned: 158 - Spent: 158)

25 Mar 2021

05 Apr 2021

28 Jul 2021

  • -0: Exp: removed asset True Grit
  • -6: Exp: purchased asset Clear Conscience
  • -6: Exp: purchased asset Tough
  • -3: Exp: purchased asset Avoidance
  • -0: Exp: changed Excluded Prey of liability Prey Exclusion (from "Clergy" to "Clergy & Holy Men of *any* faith")

Gifts and Improvements

Gift / Reward History