Theo Rock
How need something l can make it with my toy hummer

A 6-Victory Novice Contractor played by starkill as a Free Agent

Theo Rock is a item creator who will risk his life to To make every item ever create.

He is 29 years old, and often appears as Black hair and eyes Sharp look and determination in eyes.

Attributes

Brawn

4

Charisma

3

Dexterity

4

Intellect

3

Perception

3

Abilities

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

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

Injuries

(Theo Rock is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Theo Rock has no Battle Scars)

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

Betrayal
Anguish
Capture
Near-Death Experience

Traumas

(Theo Rock has no Traumas)


Source


Assets And Liabilities

Assets
+3 Wealthy: You have access to $100,000 (or equivalent currency) per Game.
+2 Stockpile: In any given downtime, you may obtain three items from your stockpile.
Stockpile Type: Grenades/c4/grenades Launcher ammo
+2 Concentration: Any Mind Penalty you have is reduced by 2.
+5 Gifted: Start with one Gift.
Liabilities
-1 Nightmares: When you wake up, roll your Mind at Difficulty 7. If you fail, you are at -1 dice until you can get some restful sleep. If you botch, you experience delusions and believe yourself to be still asleep and trapped inside the nightmare.
Subject: About thing he do that feel wrong deep down is his soul
-3 Fragile: You must choose four Limits at character creation instead of three.
-1 Uncanny Echoes: Must be consistent with your Character Concept
Echo: Odd mark on his Forehead f
-1 Defective Sense: All Perception rolls relying on that sense are +2 Difficulty. Can choose either sight, hearing, or smell.
Affected Sense: Smell
-5 Weak Willed: You are at +2 difficulty to resist mental, emotional, or social powers, as well as to resist standard social rolls.
-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: One time he sold some weapons that cause lot of damage
-1 Prey Exclusion: If you ever harm or kill a member of the specified class, make a Trauma roll.
Excluded Prey: Children under 8
-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 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

  • reinforced clothing
  • Wallet
  • Keys
  • iPhone e9
  • flask of tears
  • Rugged no-metal belt that can be used as a pair of nunchucks

    In Bag

  • Oxygen canister

  • Census-taker's liver
  • Fava Beans
  • Chianti
  • Flashlight and 2batteries
  • rifle with 2 magz
  • taser gun x2
  • gas mask
  • heat vision equipment
  • food and water for 3days

    stash
  • grenade launcher ammunition x10

  • grenade x5
  • arrows x20 other one with Tangir x10
  • c4 x2 and detonator
  • bullet proof vest) lock
  • 10 lt of water
  • rifle with four clip magazine
  • grenade launcher
  • reinforced clothing
  • grenades x5
  • hammer
  • 10lt of water( lock
  • expensive Med kit
  • dried ration for 3 days
  • rope
  • c4 x3
  • flamethrower) lock
  • reinforced clothing
  • Extra reinforced clothing
  • crossbows x 4
(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

6 Victories - 0 Failures
Remaining: 3 Exp. (Earned: 173 - Spent: 170)
An itemized record of every Contract, Gift, Improvement, and Experience changes