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Shelly Thompson
Tiger mom

A 6-Victory Novice Contractor played by Serpentail in Project *******

Shelly Thompson is a mother who will risk her life to get her kids back.

She is 34 years old, and often appears as a motherly lady in a white sweater, with a wicked scar across her face.

Shelly Thompson lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance.

Attributes

Brawn

6

Charisma

3

Dexterity

3

Intellect

1

Perception

3

Abilities

2 Alertness

1 Animals

4 Athletics

5 Brawl

2 Crafts

1 Culture

2 Drive

0 Firearms

3 Influence

2 Investigation

1 Medicine

0 Melee

0 Occult

2 Performance

0 Science

2 Stealth

1 Survival

0 Technology

0 Thievery

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

Injuries

(Shelly Thompson is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Collapsed Lung (When you have exerted yourself OR you are in an emotionally heightened state, you take heavy, wheezing breaths. Stealth and many social rolls are at +1 Difficulty while you are wheezing.)
  • Body 8

    Penalty

    5 Mind

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

    Limits

    Atrocities
    Murder
    Anguish

    Traumas

  • Protector of the Youth. She must roll mind at diff 8 to curb her desire to protect any children she sees- even from their own parents.

  • Love (of the motherly persuasion)


    Circumstances

    Circumstances describe your situation.

    Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.

    Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.

    Conditions

    From Project *******
    Purple Star Fortune Had it read. Once you may reroll a botch.
    From Assets and Liabilities
    Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. Being reduced to 0 Mind does not incapacitate you. You are able to continue performing Actions in such a state, though you are limited to dog-like level of intelligence, and Penalty still applies in full. Only works if your Intellect rating is 1.

    Loose Ends

    Powers

    Shelly is able to catch and falling children or other objects. She is also quite adept at throwing things.


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

    Your attacks with thrown weapons no longer have their damage capped, and do +1 Bonus Damage. Armor is fully effective against this damage.

    You also gain the following effects:

    • Catcher In The Rye: You may catch anything flying or thrown as a Free Action with no roll, as long as it is not an attack.
    • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    Shelly's hands strike and protect with the righteous fury of a mother.


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

    Your unarmed attacks deal +4 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage. You may React to and Defend against firearms and other projectile attacks.

    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.

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

    Shelly seems to heal extraordinarily quickly.


    You gain the following benefits at all times.

    Any Injury you receive heals quickly, reducing its Severity by one level every day, 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.

    While the bulwark is on a target they feel as if they are wrapped in a warm jacket and as strong as bear with Shelly looking out for them.


    You gain the following benefits at all times. You must actively and obviously be using A jacket to gain the benefits of this Effect.

    You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

    You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.

    Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration.

    Heard those stories of a mother lifting a car off their child? This is that mother.


    You gain the following benefits as long as you have your Nexplanon (left bicep).

    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).

    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, and may throw items up to this weight with a Brawn + Athletics roll, to a distance of Outcome x10 feet. If this makes you Encumbered, you may still move at 5 feet per Round.
    • Tough: Half your Brawn acts as Armor against all incoming sources of damage.

    • If your Nexplanon (left bicep) 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).

    Legendary Artifacts

    Heart of Thompson

    Created and held by Shelly Thompson.
    A golden heart shaped locket with a picture of Shelly's kids inside.

    Shelly wears a locket with pictures of her lost children enclosed inside it. She is able to clutch this locket to remind herself what is important, allowing her to power through the pain.


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

    Your Body and Mind Penalties are reduced to 0.

    If you are Stunned, you may Exert your Mind to instead still take actions, but at a -2 penalty, for the duration of the Stun. If you are knocked out, drugged, or otherwise made unconscious, you may Exert your Mind to wake up.


    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 & White sweater
    • Wallet & smartphone
    • Keychain w/ keys, whistle & pepper spray
    • Heart of Thompson
    • Multitool

    Purse

    • Metal water bottle (water)
    • Toiletries kit (Safety pins, bobby pins, hair ties, compact mirror, hair brush, lip balm, hand cream, mascara, make-up wipes, lipstick)
    • First aid kit
    • Sunglasses & Reading glasses
    • Fork & lockblade
    • Vito's flashlight

    Suitcase

    • Extra Clothes
    • Bear pelt jacket
    • Multitool
    • Lock blade
    • Pepper Spray
    White Minivan
    Extra loot
    • A really big Dao Dao, hung up on my wall
    • A fluffy bear winter jacket
    Contacts
    • Leon Vanderblight
    • Athena Rush (saved my life.)
    • Jacob Rumnstein (my son)
    • Isaac Lancer (POS)
    • Leonardo Mancini (Joe Scruggs)
    • Michio
    (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.



    Unavailable Artifacts

    Field Issue Purse

    Created and held by Shelly Thompson.
    Currently Destroyed.
    A large durable black purse

    Care Package

    Created and held by Shelly Thompson.
    Currently Destroyed.
    A durable green messenger bag

    Contractor Timeline

    6 Victories - 1 Failure
    Remaining Exp: 3 (Earned: 205 - Spent: 202)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Shelly Thompson has not written in her journal yet.

    Moves

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

    Biography

    Shelly was a happy suburban single mom living with her two beautiful children Mary and Steven. They where very precocious children and started displaying supernatural abilities. Unfortunately after Shelly posted a video of the children using these abilities they where taken away by a mysterious shadowy organization and the videos where scrubbed from the internet.

    Shelly will now do anything to figure out who stole her children and to get Mary and Steven back.

    Assets And Liabilities

    Assets

    +5 Gifted
    +1 Acute Sense
    Sharpened Sense: Smell
    +1 Lizard Brain