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Terra Abaddon
Wazzup baby?

A 11-Victory Seasoned Contractor played by Rainbowdragon1357 in Project *******

Terra Abaddon is a Demon Mercenary/Hitman who will risk their life to Open a rift to the underworld and plague the earth with the evil spirits of hell for his master.

They are 5 years old, and often appears as Shorter man in the low 5ft with a curly mop of hair and a frizzy beard. His skin is extremely tanned with dark grey eyes. He always holds a smirk like he know0s something you don't. Curled horns sit on top of his head and when he walks there is a clip clop beneath him like heavy dress shoes, but they are not, they're hooves. He will Generally wear baggy green pants that drag all the way on to the floor With a trench coat.

Terra Abaddon lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance. Their journal has 6 entries.

Attributes

Brawn

3

Charisma

4

Dexterity

5

Intellect

2

Perception

2

Abilities

2 Alertness

0 Animals

3 Athletics

0 Brawl

0 Crafts

1 Culture

2 Drive

4 Firearms

3 Influence

2 Investigation

0 Medicine

0 Melee

3 Occult

0 Performance

0 Science

3 Stealth

1 Survival

0 Technology

2 Thievery

3 Infiltration

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

Injuries

3
falling
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Groin pain (-2 dice to sprint and all out sprint)
  • Missing Fingers (You are at a -1 die penalty for any roll utilizing the affected hand.)
  • 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

    Capture
    Failure
    Submission

    Traumas

    (Terra Abaddon has no Traumas)


    Source

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    Alias: Leonardo Mancini
    From Assets and Liabilities
    You have an officially established alternate identity. Your alias has all proper legal documentation and will hold up to the highest scrutiny. If it is exposed, you may make a Move to replace it.
    Polyglot: Latin, ASL, Italian
    From Assets and Liabilities
    You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
    Stockpile: Infantry equipment
    From Assets and Liabilities
    You have a stockpile of a specific type of weaponry or hard-to-find items. During a Downtime, you may obtain up to three items from your stockpile.
    Point of Contact: Criminal organizations in the area of New York
    From Assets and Liabilities
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from _____. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.

    Conditions

    From Project *******
    Kurts tatoo Snake tattoo - A snake wraps around Joes arm. It gives terra stealth and surprise like a viper, a viper poised to kill.
    Mafia angry Paulas a bitch so now the Mafia doesnt like me as much and it is +1 diff to contact them sucessfully
    Curse of the red moon When the moon is full you take a bestial aspect, during which time all living creatures appear to be Meat for the Beast. You remain in this state until you consume half your weight in raw, dripping flesh or until the sun rises, whichever comes first. You may exert mind to stall the transformation for 1 minute after Moonrise - once complete, replace all Limits with the following Custom Limit - Must Feed: Make a Trauma roll whenever you pass an opportunity to feed. You are particularly drawn to feed off people you know: +2 to Difficulty on Trauma rolls if you know a potential target. When this effect ends, you reduce the level of any injuries sustained by -2 & have no recollection of what occurred in that time.
    edge lord Status in teenage online satanic kids known as Paranoia3
    apotheosis egg: Judgement When I start a contract roll 1d10 and on that d10 on a one, the first night I go into a contract I will not have a source of mind recovery for 24 hours as my worshippers use my power
    contact Julian Vasquez Julian Vasquez the 14 year old emo goth Satanist Mexican, prophet of paranoia
    From Assets and Liabilities
    Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.

    Loose Ends

    Powers

    Demonic features lasting from his time in hell. His hooved feat drive his movement with speed and power. His hell endured body lasts the hotest deserts.


    You gain the following benefits at all times.

    You are permanently and visibly transformed: _Goat like eyes, as well as small bumps on his skull in the place of horns. Hairy legs and hooves with custom shoes over them______. You are considered to be a Sapient, Living being when targeted..

    Your body is adapted to Running. You receive +3 dice on non-attack rolls related to Running.

    While in Heat, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

    The fires of hell abide to Terra’s hand. He can create fire as he so wishes to light the world ablaze!


    Exert your Mind and spend an Action to activate. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).

    You may start a new fire as large as a torch's flame at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

    Lighting a target on fire deals 2 damage per round, starting in the next round after the one in which they caught fire. This damage is reduced by Armor, but the target’s Armor rating will be depleted by any damage dealt, destroying the Armor once it reaches 0.

    • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics, Difficulty 8.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Joe lets the darkess and chaotic energy run through him, temporarily taking over his body in a black tentacled jelly liquid That moves around as a unit.


    Exert your Mind and spend an Action to activate.

    You transform into _Tendrils of black goo_ for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.

    While in this form, you can squeeze through any gap that is not water-tight.

    Damage from standard attacks is halved, but damage from AOE effects is increased by 1.

    You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.

    Terra's Goat like legs designed for speed, and through the boons of the devil, he can run at accelerated speeds to hunt his quarry


    You gain the following benefits at all times.

    You can run at two times your normal movement speed.

    • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
    • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

    Terra is beginning to learn the demonic tricks of manipulating the human mind through the use of dark illusion. The extent is limited for now, only unlocking ability to draw the targets mind onto a piece of paper and due to the amounts of hellforce being applied, burning the illusioned object when completed.


    Spend an Action to activate. Select a Paper within arm's reach.

    The target becomes disguised with a new forged appearance of your choice, which must fit within the theme of _Identification_. You may have up to 1 Forgeries active concurrently and may choose to end the effect at will as a Free Action.

    The new appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), as long as they are within your theme, but must be of a similar size and weight to the targeted Object The forged appearance will generally hold up to any mundane scrutiny, though exceptions can be made at GMs discretion.

    When your Forgery expires, the original Paper is broken or otherwise rendered useless.

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

    • The composition of the original object will not be altered, and it will not lose its functionality or gain any new functionality outside of its changed appearance.
    • Any attempt to use an object for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) may cause the disguise to fail or require a Perception check at GM's discretion.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Terra's interaction with bullets has proven problematic. He has adapted to human weaponry and at the snap of his fingers bullets fizzle into smoke. As well as that Terra also has direct grasp of the soul, giving him the ability to physically interacting with incorporeal entities.


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

    Your unarmed attacks deal +0 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.
    • Ghost Wrangler: You may grapple incorporeal, liquid, or gaseous entities.

    • 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.

    Terra's face and body holds no one form, he possesses the appearance of those that he wants to worm his way into human organizations and groups as well as being good at blending in


    Exert your Mind and spend a minute to activate.

    You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.

    The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.

    You can "pass" in any culture or group without arousing suspicion as long as you look normal for that group and can communicate with those inside the group.

    After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.

    • A performance check is generally required to pass with people who know the individual you're mimicking.

    Through the boons of satan, Terra alters the mind his targets exerting his control and forcing the darkness of sin and evil to cloud what they see.


    Exert your Mind and spend an Action to activate. Select a target within arm's reach. Choose an illusion to generate, which can be no larger than a briefcase.

    The chosen illusion is generated at your target, and it will remain in place for the next minute. It can be perceived by people through their sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being.

    Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.

    The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

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

    Legendary Artifacts

    The Gavel

    Created and held by Terra Abaddon.
    A sawn off shotgun dawned with iron studs and glowing orange seams cracked into it.

    Terra's shotgun forged from the firearms of some of the most evil to have lived fires pellets of darkness soundlessly into their target that ignite in rage and punishment upon impact burning into the skin painfully


    This Artifact can be used as a Shotgun. It is roughly the same size as a Shotgun and just as difficult to conceal.

    Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 2 Weapon Damage +3 Bonus Damage. The target's Armor is reduced to 1/2, rounded up against this damage.

    You also gain the following effects:

    • Silencer: Shots you fire can be made silent at will.

    Crafted Artifacts

    Happy Thoughts

    Created by Patrick Oneal, given to Terra Abaddon.
    A coin with a Rook on one side and a pot of gold on the other

    A Solid Gold Coin with a Rook on one side and a Pot of gold on the Other. Patrick has studied the rooks skin piece for a while and has figured out how to combine it into his gold coins. Allowing its users with a little luck to soar like a rook even without wings.


    Exert your Mind and spend at least two Actions performing the following ritual: The User Flips the coin up Calling it as it comes down if correct the artifact activates to activate. This Effect cannot be used unless The User Must Correctly Call the Coin Flip. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You may levitate off the ground at three times your normal walking speed. The effect lasts for the next hour, though you may choose to end it at will.

    Your encumbrance penalty while levitating increases every 50lbs over your limit instead of every 15lbs.

    • Any penalties to dice or movement are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
    • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

    Julians helping hand

    Created and held by Terra Abaddon.
    Silver pendant sent to Julian Vasquez (NPC)

    Julian Vasquez lays on the black top, spit on his forehead as Jason and Jessica walk away laughing. The need for justice fills his heart and he looks down at his Amulet, Paranoias amulet. he grabs it and red light glimmers through his hands. He calls out for Paranoia and his calls are returned. A demonic figure blood across his body bursts from the floor grabbing Jessica by the throat and using its twisted claws to shape Jessica's face into that of a pigs. Julian smiles, justice is served.


    Exert your Mind and Spend an Action to activate. Select a Living target within arm's reach. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Influence at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.

    If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:

    1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
    2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
    3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
    4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
    Refer to the stock Battle Scars on the Character Sheet for specific systems.

    • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
    • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
    • 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

    • Baggy green pants
    • White t-shirt
    • Trench coat
    • Keys
    • Smartphone
    • A pocket knife
    • Gloves
    • Night vision goggles
    • Oni mouth mask
    • Kevlar vest
    • Wallet

    Black Duffel bag

    • Silenced Handgun (Loaded with 9mm silver bullets
    • Metal water bottle
    • Silencer
    • Flashlight
    • Lighter
    • Night vision heat
    • Handcuffs
    • handcuff keys
    • Heavy snow Jacket and pants
    • Snow gloves
    • Apple
    • Bottle of Benadryl
    (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 Gift system.

    Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.


    Artifact Crafting Gifts

    Julian Vasquez lays on the black top, spit on his forehead as Jason and Jessica walk away laughing. The need for justice fills his heart and he looks down at his Amulet, Paranoias amulet. he grabs it and red light glimmers through his hands. He calls out for Paranoia and his calls are returned. A demonic figure blood across his body bursts from the floor grabbing Jessica by the throat and using its twisted claws to shape Jessica's face into that of a pigs. Julian smiles, justice is served.


    Exert your Mind and Spend an Action to activate. Select a Living target within arm's reach. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Influence at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.

    If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:

    1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
    2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
    3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
    4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
    Refer to the stock Battle Scars on the Character Sheet for specific systems.

    • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
    • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Contractor Timeline

    11 Victories - 2 Failures
    Remaining Exp: 3 (Earned: 232 - Spent: 229)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Terra Abaddon has made 1 Move.
    Only GMs who have permission to run Contracts and post World Events in Project ******* can post Moves for Terra Abaddon.

    Biography

    List of people who know Terras real name:

    Donovan Luci

    Assets And Liabilities

    Assets

    -0 Seen Things
    -0 Imbued
    -6 Alias
    Name: Leonardo Mancini
    -3 Polyglot
    Language: Latin, ASL, Italian
    -6 Stockpile
    Stockpile Type: Infantry equipment
    -6 Clear Conscience
    -6 Point of Contact
    Contact: Criminal organizations in the area of New York
    -15 Gifted

    Liabilities

    +6 Vengeful