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Amaranth Barclay
Captain Caaaaaaavemaaaan!

A 14-Victory Seasoned Contractor played by leonvanderblight in Project *******

Amaranth Barclay is a Caveman freed from a temporal eddy who will risk his life to Establish his tribe.

He is 18 years old, and often appears as 6'9" Black Haired, Blue Eyed, Goliath of a man.

Amaranth Barclay lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance. His journal has 18 entries.













4 Alertness

2 Animals

5 Athletics

4 Brawl

2 Crafts

0 Culture

1 Drive

0 Firearms

0 Influence

3 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

4 Stealth

4 Survival

0 Technology

2 Thievery

2 Intimidation

5 Primitive Weaponry

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


(Amaranth Barclay is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Warp Form: Hyper flexible ligaments and enhanced flexible joints (+2 to stealth rolls)
  • Warp Form: Back Tattoo of the devil (Chimera: Devil Blood) (Grants the ability to create a torch sized flame up to 60 feet away)
  • Warp Form: Chimera Devil Skin (Grants the effect of Inferno home. From Connor Inkz made from a defeated devil.)
  • Body 9


    6 Mind





    (Amaranth Barclay has no Traumas)

    Temporal Energy


    Respected Expert: Mafia
    From Assets and Liabilities
    You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.
    Point of Contact: Mafia
    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.
    Imprisoned: Foundation Custody, UA-580
    From Assets and Liabilities
    You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
    From Assets and Liabilities
    You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.


    From Assets and Liabilities
    Hard You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
    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.
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    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


    Time acts in funny ways at times, but the caveman has learned how to manipulate one particular nicety thanks to his extensive experience with bonds. Namely, with all these new-fangled doors, keys, and various other means of shutting powerful people away from the world, it all exists either at a state of open or unopened, but when you look at it through the lens of someone who exists partly out of time. The moment where it was opened always exists, and the caveman can restore it to that state with a little focus by reconnecting that object to that moment. Ensuring that never again will he be bound by restraints or blocked by a door.

    Exert your Mind and spend at least two Actions performing the following ritual: Placing his hands on it and focusing intently on channeling temporal energy into it to activate. Select a door, lock, or locked target within arm's reach. This can be used on Alien technology. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You may lock, unlock, and/or open your target.

    • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
    • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Imperiously huge, the power coursing through the veins of Amaranth Barclay is now undeniable. Large musculature that goes beyond human definition packed onto a frame that has is no longer as wiry as it was. A true goliath of a man in all respects, though despite his gentle intentions he does sometimes break objects given to him.

    You gain the following benefits as long as you have your Numerous ritual scars along his chest and back from when he was indicted as a hunter.

    Your Brawn rating is increased by 2. 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).

    If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

    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.
    • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
    • Tough: Half your Brawn acts as Armor against all incoming sources of damage.
    • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

    • If your Numerous ritual scars along his chest and back from when he was indicted as a hunter is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

    Honed through years of hunting, and now enhanced by supernatural grace the caveman is able to trace smells over great distances, enhancing his already impressive tracking abilities to an insane degree.

    You gain the following benefits at all times.

    Your senses are enhanced in the following way.

    • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
    • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.

    The bonds that people carry with them often defy reason. Between their tribe, their friends, and their enemies. These bonds transcend time, space, and language. Amaranth's newest power allows him to piggyback on these bonds, and to deliver messages across them. Though it requires a symbol and an oath to cement that bond, these feelings can be transmitted and understood across vast distances and in turn, grant some of the understanding that so many people lack of each other and in turn allow for communication without the restraints of words.

    Spend an Action to activate. Select a number of targets up to your Mind rating within 10 miles of you. You must have specific targets in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless Must have sworn an oath of brotherhood with Amaranth and Must possess a replica of the pendant. You must actively and obviously use Brotherhood Pendant to activate this Effect.

    You open up a line of conversation to your targets, and may continue speaking with them without any additional Exertion cost for as long as you maintain Concentration

    The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

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

    • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
    • Generally you cannot communicate with Contractors who are not in a Contract with you.

    Motivated by his newfound understanding of society, and time itself. Amaranth Barclay has realized a very crucial fact. It is not always wise to be a caveman without any connection to society or the world therein and that it's sometimes better to be someone else. Amaranth didn't understand society very well however, So, Amaranth began to look into the one thing he did know.

    Time, and in time there is the theory that whenever you make a choice it branches off and creates an alternate reality. Amaranth can see those realities, and now, his own connections to them and by syncing their temporal states he can take on the appearance he would've had in one of those alternate timelines, and with infinite timelines, well. That could be anyone. Though in exchange, he does have to lend his own face to other timelines occasionally and who knows what troubles that will bring?

    Exert your Mind and spend a half hour to activate. You must actively and obviously use A device that keeps time. to activate this Effect.

    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 may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. A disguise cannot affect your Attributes or other stats.

    This Effect ends if you take an Injury or are stunned or incapacitated.

    When you yourself are a temporal anomaly, focusing the energy within your body into a strike can cause peculiar effects. The objects that are touched by the caveman actively progress backwards through their technological timeline, and objects without any are simply reduced to dust as their formative events are reversed. What is scariest about this is that the caveman only seems to need to strike the target in question to deliver the effect, though it does seem to require a great deal of focus and temporal energy has been observed congregating around his hands before he executes such a strike.

    Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than an SUV (4,000 liters). You must actively and obviously use A time piece to activate this Effect. Roll Brawn + Brawl Difficulty 6.

    If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

    When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.

    If you have access to the remains of an object you had previously damaged or destroyed, you may spend a Committed action to un-destroy it.

    • The amount of remains necessary to un-destroy an object must be at least equivalent to half the size of the original object. The GM may make exceptions to this at their discretion in circumstances where the method of destruction has altered the size significantly, but the remains you possess are still clearly the majority of the original object.
    • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Timelines are funny in many ways, the infinite spectrum of time for instance means that in a timeline somewhere somehow everything is possible. Amaranth has tapped into this possibility in order to draw on as much power as he can, and in doing so, allow himself to turn into the formidable Tyranosaurus Rex. His ancient foe's strength now his own through his mastery of temporal magic and now he is capable of wielding the primordial power of the colossal avian ancestors that once ruled this world.

    Exert your Mind and spend an Action to activate.

    You transform into Tyrannosaurus Rex for one hour You are unable to revert from your Alternate Form at will and must wait for the duration to fully elapse before returning to normal.. You cannot transform into a flying creature. See the Extended System text for stats.

    While transformed, you cannot use any equipment (excluding Artifacts and Consumables, which you can use), but you can use your Powers. Any equipment you are wearing transforms with you.

    Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

    While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.

    You may only use this Effect once per day.

    • Creature Stats
      • Giant (elephant or larger) Body: 11. Brawn: 9. Dexterity 1. Fall damage increased by 4. Armor: 3
      All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.

    Amaranth leans down to the earth, and inhales deeply, before coming up with all the speed he can muster and swinging his hand harshly to the side. Temporal energies swirling from his time piece and into the track in an ethereal grey mist that suffuses itself into the track, and alights the others for Amaranth to follow.

    Exert your Mind to activate. Select a Sapient target or a Creature at any range. Activation requires possession of the target's A track of the target, which is used up during the process. You must actively and obviously use A timepiece to activate this Effect. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Brawn + Survival at Difficulty 6.

    You learn a single specific piece of information, chosen from the following list, about your target:

    • You may follow the target's trail, no matter where or how they have traveled, so long as the trail is less than a day old.

    The quality and specificity of information gained depends on your Outcome.

    • Tracker You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Being in tune with the power of the earth, Amaranth can lend this favor to objects to ease the Earth's hold over them. Allowing them to fly fast and true, even if they'd normally never be able to fly easily at all.

    You gain the following benefits as long as you are engaged in combat with thrown weapons.

    +2 dice to all rolls utilizing thrown weapons.

    You also gain the following effects:

    • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
    • Juggler: You may juggle a number of throwable objects equal to your Dexterity as a Free Action. When you make a thrown weapon attack, you may choose to roll or re-use the last thrown attack's Outcome. Resets at the start of Initiative.
    • Junk Wolf: Thrown attacks with improvised thrown weapons deal +3 Weapon Damage.

    Legendary Artifacts

    Channeling the fury of the wendigo, the caveman is filled with brutal fury that drives him to acts of incomparable brutality. Striking, biting, and moving with a preternatural fury beyond human comprehension.

    You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.

    +2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Bonus Damage Weapon Damage (instead of -1). The target's 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 Defend against melee, projectile, or firearm attacks from any range and Clash with those in range of your attacks.
    • Fancy Footwork: You may move your full Dash distance and attack in the same Round without penalty. You may also split your movement before and after your attack.
    • Meat Shield: If you have successfully grappled a target, you may have any incoming attack target them instead of you.

    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.


    Created and held by Amaranth Barclay.
    Currently Lost.
    Deleted due to system change and Misroi artifact


    Created by Prototype, looted by Amaranth Barclay.

    These coins create a subtle ringing noise while worn by someone who is injured. This noise persists until the item is removed or all wounds are healed.

    Digging up his master's items of what he left to Fonzie before he passed away, he has found a particular trinket, 5 coins that shine and glow and are even a custom made coins, a masterwork of details and a symbol of Qi on each of them as they are all tied together with a red string, easily to be hanged from something or tied onto something else. Whoever holds it in their possession feels a new sense of vigor as old wounds heal.

    This trinket was taken by Amaranth from the man's body after an ill-fated suggestion to throw him 100 feet away into army of undead contractors. It did not end well.

    You gain the following benefits as long as you are wearing this Artifact.

    Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.

    Battle Scars caused by your Injuries will remain. Any Injuries you receive automatically count as a successful Makeshift Stabilization and do not deteriorate further.

    Mammoth Killer

    Created and held by Amaranth Barclay.
    A massive axe hewn out of raw stone, far too heavy to be used by an ordinary person, but more than good enough for Amaranth.

    The axe, easily as tall as most men flies through the air spinning like a top as it bisects even large vehicles in twain with ease, and on each impact it rebounds, seeking the blood of the next largest target, the insatiable axe an excellent tool for dealing with the hordes of smaller scavengers that tended to congregate around large predators as much as it deals with the massive beasts in question before returning unerringly to the hand of the wielder, as if it had never been lost in the first place.

    This Artifact can be used as a throwing axe. It is roughly at least twice as large as a throwing axe and cannot be concealed on your person or disassembled for storage.

    Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Outcome + 6 Weapon Damage. The target's Armor is reduced to 1/2, rounded up against this damage. Attacks

    You also gain the following effects:

    • Chain Lightning: You may Exert your Mind to perform a chain lightning attack. If your attack succeeds, All targets within 5 feet of your primary target take full Damage. The Damage can “jump” up to 5 times. Each target can be hit only once.
    • Return: When you throw this weapon, you may opt to have it return to your possession at the end of the attack. Whoever threw this artifact last may use an Action to recall it from up to 100 feet away, attacking one target in its return path as they do so.

    • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
    • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

    Crafted Artifacts

    The Dark Steed

    Created by Paula, given to Amaranth Barclay.
    A Necklace with a Ford Mustang Charm

    The Dark Steed stays by the dullahans side. The longer their bond stays connected the stronger the 2 become. Now Paula can gift others this wonderful creautre to ride beside them.

    This Artifact can be used as a 2020 Ford Mustang. It is roughly the same size as a 2020 Ford Mustang but can be collapsed into Necklace with a mustang and concealed. Collapsing or expanding it costs a Free Action.

    This 2020 Ford Mustang has Crash Test Seating and restraints for all passengers Light weight parts Nos Injector Police Scanner / Radar detector with gps Oxygen Tank in the back with nozzle for dispersing into cab. Second Conisters containing CarbonMonoxide Cab has been made water Tight. Run Flat Full Rubber Wheels can take multiple bullets and still drive 50 miles High Intensity Led Floodlights on top with optional UV setting Extra Tank set on Switch Quieted Exhaust Off Road Tire on top of the car Snowboard On top Button. Any roll to pilot this vehicle receives +2 dice.

    You also gain the following effects:

    • Amphibious: Your vehicle may move on and under water at its normal speed. If your vehicle includes an enclosed space, it will function as an airtight, pressurized cockpit.
    • Flying Car: Your vehicle may also fly at its normal speed. Taking off takes a full Action.
    • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.

    This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.


    Max Encumbrance: 0 pounds.

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

    On Person

    • Italian Made Reinforced Clothing he got as a gift form the mafia.
    • Rock spear with a "toy" lasso around it.
    • Giant Rock Axe (If asked by someone who understands him, it is his mammoth killer.)
    • Flint
    • Replacement stone spear heads
    • 2 flighted rock javelins
    • Pouch of 12 destroyed "pebbles" these are destroyed 3000 lbs boulders.
    • Belt loop with two license plates on them, these are two destroyed cars. Both cheap models as they were given by Athena, but one is a car one is a truck.
    • 1 torch with the head soaked in a mixture of animal fat and sulfur. Stinks to high hell, but water resistant.
    • Wendigo Skull Helmet UNIQUE FOCUS
    • Qi Unique Focus Amulet taken from Fonzie Fratricide's Corpse.
    • 3x brotherhood pendants made from rock and grass.
    • a fancy Italian watch
    Brown Cloth Good Will Backpack
    • Dried meat from various prehistoric animals
    • Dried fruits of various kinds
    • A water skin made from animal stomach
    • Tinder for starting a fire
    • Animal fats from several extinct animals
    • Several shiny seashells that were currency in his time.
    • Child's Dora the Explorer Watch
    • Notecard with contact information for his "Family"
    • 1 set of "normal people clothes" that is about 2 sizes too small and he hates wearing.
    • The lock of a large safe that he broke off.
    • A gasmask actually sized for him

    The Dark Steed

    • A bunch of primitive hide containers of food and water. Probably wont last more than a day or two.
    • Two corpses in the trunk
    • A set of extra soft seat cushions in the back
    (Click to toggle Weapons reference)


    From Maelstrom
    Foogle Machine Part
    Given by GreenAppll
    a piece of a machine that warps and can transform a human into a creature that removes their mind and make them look monsterous. When restored, Requiring 138,000 MWh to power, will warps a human that sits in the seat in 10 minutes into a Fooglie.

    Contractor Timeline

    14 Victories - 0 Failures
    Remaining Exp: 10 (Earned: 272 - Spent: 262)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move


    Amaranth Barclay has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Project ******* can post Moves for Amaranth Barclay.


    A caveman torn out of time by a capricious entity that wanted someone to play with. Trapped for what felt like eons playing the games and killing the opponents sent against him he eventually heard the words. Though he did not understand them. "I'm bored. Let's play another game", and then he found himself stranded in the midst of a suburban back yard.

    A back yard where the small child who would define his connection to modern life would be found. Louis Barclay is the one who would give him his name, and the one who would shield him from the terrors of the world. Understanding him to be a cave man who understand nothing of the modern times, Louis has been attempting to teach him about language via cartoons. Which the caveman has yet to understand, but watches out of consideration for the kind boy who brings him meat and helps him hide from the angry men in black hides.

    Over the year he has been in hiding with the kid, he's come to grasp some very rudimentary English but his lack of understanding of social norms and overall visibly different physiology makes blending in difficult for him and thus he mostly tries to pass through life as Amaranth Barclay. The developmentally disabled long last Uncle of Louis Barclay.

    Abducted by Foundation shortly after, and was designated UA-580

    Assets And Liabilities


    +1 Respected Expert
    Field: Mafia
    +2 Point of Contact
    Contact: Mafia
    +4 Jaded
    +2 Clear Conscience
    +2 Tough


    -3 Imprisoned
    Manner of Imprisonment: Foundation Custody, UA-580
    -2 Vengeful
    -3 Outsider