Sulla Coleman
You have the money I have the time.

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

This character is dead. RIP

Sulla Coleman is a Human Banker/Fixer who will risk his life to Be the ultimate banker or Reserrect people.

He is 30 years old, and often appears as Richard Pryor 1979 Live on the Sunset strip..

Attributes

2 Brawn

2 Dexterity

2 Perception

5 Charisma

4 Intelligence

4 Wits


Abilities

0 Athletics

0 Brawl

0 Crafts

1 Drive

1 Firearms

0 Legerdemain

0 Melee

0 Performance

0 Stealth

0 Survival

1 Academics

2 Alertness

0 Animals

2 Finance

2 Influence

2 Investigation

0 Medicine

0 Occult

0 Science

2 Technology


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

Injuries

(Sulla Coleman is unharmed)


Battle Scars

(Sulla Coleman has no Battle Scars)

Body 6

Penalty

9 Mind

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

Limits

Atrocities
Murder
Failure
Demonic/Devil

Traumas

(Sulla Coleman has no Traumas)


Source


Assets And Liabilities

Assets
+0 Seen Things: You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
+1 Citizenship: You are an official citizen of the specified country.
+1 Status: Your social interactions with people in your selected field will be positively affected by your Status, and the GM will role-play NPCs to reflect this.
Field: Banking Stck markets
+1 Beautiful: Rolls affected by physical appearance are at -2 Difficulty, and social interactions should be role-played accordingly.
+2 Concentration: Any Mind Penalty you have is reduced by 2.
+5 Iron Will: Any attempt to control your thoughts or actions suffers a -3 dice penalty, and even if you are affected, you may Exert your Mind to cancel the effect. This includes Possession and Suggestion Effects.
+5 Gifted: Start with one Gift.
+6 Ageless: For every three years that passes, you age a single year.
Liabilities
-1 Pesky Curse: The curse must be defined at character creation and must be specific in nature. It cannot be easily dispelled.
-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.
-1 Deep Sleeper: You are -2 dice on all rolls if you get less than 8 hours sleep, and are likely to sleep through all but the most jarring events.
-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).
-4 Glass Jaw: Any time you suffer an Injury to your head, you have a 50% chance of being knocked out for 1d10 minutes. Take heart; if your allies abandon you to be eaten by monsters, you won't feel a thing.
-4 Group of Enemies: Your enemy is a specific organization, agency, cult, or other group of multiple people, and thus will generally have access to far greater resources and far deadlier talents than you. They will make some sort of attempt to assault you every 2-3 Contracts or so, possibly more often at GM’s discretion.

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.

Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

On Person

  • Jeans
  • T-shirt
  • Wallet
  • Keys
  • Smartphone
  • A pocket knife

Purple Jansport backpack

  • Rain jacket
  • Metal water bottle
  • Toiletries kit

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: 4 Exp. (Earned: 154 - Spent: 150)

29 Apr 2021

10 May 2021

Gifts and Improvements

Character has 1 unspent rewards

Gift / Reward History