Theo Rock does not have a home Playgroup despite completing 6 Contracts. They should not play in any Contracts until they have a home.
A 6-Victory Novice Contractor played by starkill as a Free Agent
He is 29 years old, and often appears as Black hair and eyes Sharp look and determination in eyes.
3 Alertness
0 Animals
3 Athletics
1 Brawl
5 Crafts
0 Culture
0 Drive
4 Firearms
0 Influence
2 Investigation
0 Legerdemain
0 Medicine
0 Melee
0 Occult
0 Performance
0 Science
2 Stealth
0 Survival
0 Technology
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 describe your Contractor's situation in various Playgroups.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
With power of godly ring he can Create most items and gadgets
Exert your Mind, choose a basic, mundane Object that Fits Inside A Messenger Bag (10 liters), and spend 1 Minute fabricating your object. Roll Brawn + Crafts6, with the Difficulty depending on the specificity of the created item. For example, "shirt" would be difficulty 5, "Police uniform" would be difficulty 9. The roll's outcome determines overall quality and how well the item fits the request. Created object lasts one hour. Difficulty
The GM always has final say over the created object if a specific request is made. Cannot create firearms or explosives.
Theo have this magic space to keep his equipment
You may hold up to 20 Objects in your stash, each no larger than something which Fits Inside A Messenger Bag (10 liters).
Storing or withdrawing items from your Stash requires an Action but has no Exertion cost.
Containers of multiple objects may be stashed only if the objects within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
Theo Can overload weapons and armor or Simple Item a like to do better but in end is overworking it so it start to Break
Exert your Mind and work on the target Device for One Minute. It receives 3 extra dice to all actions taken with the intended application. This effect lasts for One Day.
This Power cannot be used on Armor, nor can it be used on Alien technology.
As always, dice bonuses to the same dice pool do not stack. Instead, the higher bonus is used.
Theo can fix items with his and unmatching skills and experience he use hummer too he starting to charge his hammer with water and it is closest thing to medium for power of creation
Roll Brawn + Crafts6 to repair a Non-Sapient Object. After (10/Outcome) Minutes work, it is repaired back to a functional state. If you fail the roll, use 1 as your Outcome when determining Cast Time, after which you realize you cannot repair the object. Must have on hand in order to complete your repairs. Difficulty
Cannot be used on an object larger than an SUV, and more than half of the target object must be present to repair it. Cannot be used on Alien technology.
Theo re construct/fix and someone Astral construct with help of his hammer as medium and water as replacement for the necessary substance what look like he charge his hammer with water than he release light that help heal the poor soul and it may or may not cause traumatising effects
Exert your Mind and spend 15 Minutes treating a specific Injury on a Living target. Roll Brawn + Crafts10 - 4. Each Success reduces the Injury's Severity by one. If you can reduce its Severity to zero, the wound is fully healed. Otherwise, it is partially healed and fully, Properly Stabilized. It will heal the rest of the way at its natural rate. Difficulty
You cannot target yourself, and you cannot target the same Injury more than once.
Theo have awake new power his last job now he can use the opposite of the coin destroying his new form of power as he channel his power with his hammer it can increase it range and power greatly
Exert your Mind, target a Non-Sapient Object no larger than a large luggage bag (75 liters) within Arm's Reach, and roll Brawn + Crafts6 as a Committed Action. If your Outcome is 4 or higher, the object is completely destroyed, preventing it from functioning, though it may still be repaired. An outcome below 4 partially damages the object, imposing a dice penalty equal to your Outcome on any attempts to use it. Outcomes from disabling something more than once stack. Difficulty
Rugged no-metal belt that can be used as a pair of nunchucks
Oxygen canister
food and water for 3days
grenade launcher ammunition x10
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.