Taku Smith
"Violence isnt always the best option"

A 7-Victory Novice Contractor played by jwesley123 in The Tattered Curtain

Taku Smith is a Child who will risk their life to Stay young forever.

They are 6 years old, and often appears as White male in blue jeans and a hoody.

Taku Smith lives in The Tattered Curtain, a setting where the barriers between universes are beginning to crumble.

Attributes

Brawn

6

Charisma

3

Dexterity

4

Intellect

2

Perception

3

Abilities

2 Alertness

1 Animals

3 Athletics

3 Brawl

1 Crafts

1 Culture

0 Drive

0 Firearms

0 Influence

2 Investigation

0 Legerdemain

0 Medicine

3 Melee

3 Occult

0 Performance

0 Science

3 Stealth

1 Survival

1 Technology

3 Dodging

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

Injuries

(Taku Smith is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Taku Smith has no Battle Scars)

Body 8

Penalty

6 Mind

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

Limits

Betrayal
Failure
Murder
Capture

Traumas

(Taku Smith has no Traumas)


Source


Assets And Liabilities

Assets
+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.
+1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
Sharpened Sense: Sight
+5 Gifted: Start with one Gift.
Liabilities
-1 Illiterate: If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
-3 Fragile: You must choose four Limits at character creation instead of three.
-5 Weak Willed: You are at +2 difficulty to resist mental, emotional, or social powers, as well as to resist standard social rolls.
-2 Poor: You begin each game with 1d10 x10 in cash, and will be generally unable to replace equipment, afford transportation, etc.
-3 Underage: Your character's starting age can't be higher than 12. People treat you distinctly differently because of your age, and your starting Brawn is limited to 3.

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.

Powers

When Taku changes into a Hero some of them have armour and now that armour is actually effective.


You gain the following benefits Must Be in Hero Form.

You have 2 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Your Armor protects you against Injury from non-physical sources as well.

Taku has always wanted to be a hero and he discovered his gift of becoming his Heros. He takes a Comic containing the hero and he rips it up saying to himself I am a Hero. In a flash of light he is turned into his hero in order to battle the forces of evil.


Exert your Mind and spend an Action to activate.

You transform into A Superhero for 3 minutes. You have access to all of your Powers while you are A Superhero, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Attributes are the same.

While transformed, instead of your normal clothes and equipment, you are equipped with: The Heros Equipment as cosplay equipment

Depending on who he has become for just a moment he is able to make his cosplay equipment actually useful and is able to use them very similar to a hero.


Spend an Action to activate. Select a target within 45 feet. This Effect cannot be used unless Must be in Hero form. Roll Brawn + Melee Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the contested Outcome is positive, the target takes that much damage plus 1. Armor is fully effective against this damage.

You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.

This Gift's level is capped at 2 Gifts and cannot be increased further.

  • You can target yourself if you qualify as a valid target by the other requirements.

Taku can now mimic the heros fighting styles of the superheros he admires so much


You gain the following benefits as long as you are engaged in unarmed combat.

Your unarmed attacks deal +2 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.

You also gain the following effects:

  • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.
  • Bullet Catcher: You may React to and Defend against firearms and other projectiles.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Taku has now tapped into the strength his heros possess


You gain the following benefits at all times.

Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).

Possession of this Power grants the following Trauma at all times: Must Roll Mind to not trust someone who calls themself a hero.

You also gain the following effects:

  • Champion of the Caber Toss: You may lift an additional 1500 pounds per point of Brawn beyond 5. You may also throw items up to this weight with a Brawn plus Athletics roll, to a distance of Outcome x10 feet.

True heroes can always push through and deal with evil. Taku now can draw more power from his heroes then ever before unlocking hero smash


Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. This Effect cannot be used unless Must be in Hero form. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Melee at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 2. Armor is fully effective against this damage.

  • You can target yourself if you qualify as a valid target by the other requirements.

Equipment

Max Encumbrance: 0 pounds.

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

On Person

  • Shoes
  • Kids tee
  • Kids pants
  • nice long sharp letter opener
  • Brass Knuckles

Hunting Pack

  • Rain jacket
  • Metal water bottle
  • Toiletries kit
  • 2 Captain America comic
  • 2 Hulk comics
  • 2 Black Panther comics
  • 2 Thor Comics
  • 2 Spiderman Comics
  • 2 Spawn comics
  • 2 power rangers Comic
  • 2 Iron Man Comic
  • His favorite blankie
  • Black Panther Skeleton stuffed in a realistic Dog Plushie
(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

7 Victories - 1 Failure
Remaining: 2 Exp. (Earned: 185 - Spent: 183)
An itemized record of every Contract, Gift, Improvement, and Experience changes