Erik Emphereal
Executioner

A 1-Victory Novice Contractor played by BruhMomentum as a Free Agent

This character is dead. RIP

Erik Emphereal is a mass murderer who will risk his life to kill people.

He is 16 years old, and often appears as a teen with white hair and androgynous appearance.

Attributes

1 Brawn

5 Dexterity

2 Perception

2 Charisma

1 Intelligence

3 Wits


Abilities

4 Athletics

0 Brawl

0 Crafts

0 Drive

5 Firearms

3 Legerdemain

2 Melee

0 Performance

2 Stealth

2 Survival

0 Academics

4 Alertness

0 Animals

0 Influence

1 Investigation

0 Medicine

2 Occult

0 Science

0 Technology


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

Injuries

6
Scythe

Battle Scars

(Erik Emphereal has no Battle Scars)

Body 6

Penalty

4 Mind

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

Limits

Torture
Capture

Traumas

  • Movement Impairing Effects
  • Murdering human females

  • Source


    Assets And Liabilities

    Assets
    +5 Arsenal: In any given downtime, you may obtain three items from your arsenal.
    Arsenal Type: Waffen-SS
    +5 Gifted: Start with one Gift.
    +0 True Grit: Please remove it from your Contractors or you will be stuck with it forever.
    +1 Ambidextrous: You suffer no dice penalties for using the "wrong" hand.
    +1 Beautiful: Rolls affected by physical appearance are at -2 Difficulty, and social interactions should be role-played accordingly.
    +3 Trained Reflexes: +2 dice to all Initiative rolls.
    +4 Hard: You only have two Limits instead of the normal three.
    Liabilities
    -1 Pesky Curse: The curse must be defined at character creation and must be specific in nature. It cannot be easily dispelled.
    Curse:: Using any other weapon than german handguns gives a penalty
    -2 Notoriety: There is a strong hatred of you in English speaking cultures, and anyone who watches the news or is tuned in to popular culture will reflect that attitude. You get -3 dice for any rolls in social situations, and must roleplay your notorious status when relevant.
    Reason: Past Murders
    -5 Dark Fate: Your character will almost certainly die within 10 games. Once per game, the GM can arbitrarily turn one of your successful rolls into a Botch.
    -2 Traumatized: Start with a Trauma that cannot be cured with therapy or Powers.
    Trauma: Movement Impairing Effects
    -1 Illiterate: If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
    -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).
    -2 Poor: You begin each game with 1d10 x10 in cash, and will be generally unable to replace equipment, afford transportation, etc.
    -3 Anachronism: You are at -3 dice to any action that requires you to interact with modern technology.

    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

    • Luger
    • Mauser
    • Sauher 38H
    • Walther P38
    • Walther PP
    • Volkspistole
    • Ammo
    • More Ammo
    • Snacks
    • Combat Knife
    • Waffen-SS Uniform
    • Even More Ammo

    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

    1 Victories - 0 Losses
    Remaining: 0 Exp. (Earned: 154 - Spent: 154)

    28 Mar 2021

    • +6: Exp: took liability Traumatized (Claustrophobia)
    • -4: Exp: Stealth raised from 0 to 2
    • -2: Exp: Investigation raised from 0 to 1
    • -0: Exp: changed Trauma of liability Traumatized (from "Claustrophobia" to "Movement Impairing Effects")
    • -0: Exp: purchased asset True Grit
    • +6: Exp: removed asset Clear Conscience
    • +6: Exp: removed asset Tough
    • +3: Exp: removed asset Contortionist
    • -0: Exp: changed Reason of liability Notoriety (from "Uniforms" to "past murder")
    • -15: Exp: purchased asset Gifted
    • +15: Exp: took liability Dark Fate
    • -0: Exp: changed Stockpile Type of asset Stockpile (from "Firearms" to "Waffen-SS Equipment")
    • +4: Exp: Stealth lowered from 2 to 0
    • +2: Exp: Brawl lowered from 1 to 0
    • -6: Exp: purchased asset Stockpile (Firearms)
    • -0: Exp: changed Stockpile Type of asset Stockpile (from "Waffen-SS Equipment" to "Uniforms")
    • -0: Exp: changed Reason of liability Notoriety (from "past murder" to "Past Murders")
    • -15: Exp: purchased asset Arsenal
    • +6: Exp: removed asset Stockpile (Uniforms)
    • +6: Exp: removed asset Stockpile (Firearms)
    • +3: Exp: took liability Pesky Curse (Using any other weapon than german handguns gives a penalty)
    • -0: Exp: changed Arsenal Type of asset Arsenal (from "" to "Waffen-SS")
    • -0: Exp: developed Trauma Movement Impairing Effects
    • +4 Exp. from winning Scenario for Retrieval
    • -4: Exp: Stealth raised from 0 to 2
    • -0: Exp: developed Trauma Foundation
    • -0: Exp: cured Trauma Foundation
    • -0: Exp: developed Trauma Murdering human females

    29 Mar 2021

    Gifts and Improvements

    Gift / Reward History