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Edgar J. Hyde

A 1-Victory Newbie Contractor played by NeCrowMancer in Illuminated New York City

Edgar J. Hyde is a Mad Scientist who will risk his life to create the ultimate lifeform.

He is 47 years old, and often appears as A well-dressed older gentlemen with grays showing, usually sporting a lab coat.

Edgar J. Hyde lives in Illuminated New York City, a setting in the city that never sleeps the 531 people per square foot are the epitome of “Work Hard, Play Hard”. His journal has 1 entry.

Attributes

Brawn

1

Charisma

3

Dexterity

3

Intellect

4

Perception

4

Abilities

2 Alertness

2 Animals

2 Athletics

0 Brawl

3 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

3 Investigation

3 Medicine

0 Melee

0 Occult

0 Performance

3 Science

0 Stealth

0 Survival

4 Technology

0 Thievery

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

Injuries

(Edgar J. Hyde is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Edgar J. Hyde has no Battle Scars)

Body 6

Penalty

8 Mind

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

Limits

Murder
Anguish
Near-Death Experience

Traumas

(Edgar J. Hyde has no Traumas)


Nanomachines


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 Assets and Liabilities
Pathetic You are so pathetic, no one takes you seriously as a threat. Opponents must succeed a Difficulty 7 Mind roll in order to attack you instead of other opponents in combat. Only works if your Brawn rating is 1.
Hemophilia Your blood doesn't clot as normal, making any Injury a potentially lethal one. All Injuries Severity 2 or higher degrade at a rate of 1 Severity per minute. Stabilizations are made at +2 Difficulty, and all Proper Stabilizations require a blood transfusion.

Loose Ends

Legendary Artifacts

Eternium Battery

Created and held by Edgar J. Hyde.
The Eternium Batter is a cube-shaped box that recharges itself by absorbing nascent energy in the air.

An entity that's covered in rock, the Geological Organism Load Extracting Machine, or G.O.L.E.M is a creation that's comprised of a core and nanites that hold the rocks together. Created from the Eternium Battery.

The G.O.L.E.M is made by releasing the energy into the ground or surface that the user is in, along with a stream of nanites, the same then being bound together and reshaped into the shape of the G.O.L.E.M, after which the nanites burrow deep inside of the entity to create the core, to regulate the energy levels of the being.


Expend a point of Battery and spend an Action to activate.

Summon a single G.O.L.E.M at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.

Crafted Artifacts

Bracer of Overt Vindication - B.O.W

Created and held by Edgar J. Hyde.
A slender black box that when pressed against one's wrist will clamp down and attach itself to the user's wrist, expanding out the wings of a bow, with a blue energy line acting as the bowstring.

The artifacts unfolds outward into the limbs of a bow, with a light-blue energy line that acts as a string to connect the two. The user can then pull on the energy line, causing it to shift colors and turn darker, until finally it is released and a arrow of blue energy is fired at the target.

Arrows are comprised of Hard Light and function and behave like normal arrows, apart from being able to produce a faint glow.


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

Your attacks with this Bow have their base Difficulty set to 6, are no longer limited by your Brawn, and deal +3 Bonus Damage. Armor is fully effective against this damage. Reloading is considered a Free Action.

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

Equipment

Max Encumbrance: 0 pounds.

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

On Person

  • Black Pants
  • T-shirt
  • Lab Coat
  • Wallet
  • Keys
  • Smartphone
  • Eternium Battery

Medical Bag

  • Rain jacket
  • Metal water bottle
  • Toiletries kit
  • First Aid Kit
  • Remote Control Drone (With Camera, Nightvision, Flashlight)
  • Tool box
(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

The artifacts unfolds outward into the limbs of a bow, with a light-blue energy line that acts as a string to connect the two. The user can then pull on the energy line, causing it to shift colors and turn darker, until finally it is released and a arrow of blue energy is fired at the target.

Arrows are comprised of Hard Light and function and behave like normal arrows, apart from being able to produce a faint glow.


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

Your attacks with this Bow have their base Difficulty set to 6, are no longer limited by your Brawn, and deal +3 Bonus Damage. Armor is fully effective against this damage. Reloading is considered a Free Action.

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

Contractor Timeline

1 Victories - 0 Failures
Remaining Exp: 5 (Earned: 156 - Spent: 151)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Moves

Edgar J. Hyde has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Illuminated New York City can post Moves for Edgar J. Hyde.

Biography

Edgar J. Hyde was born sickly due to a congenital disease and from a young age had been stuck in hospitals and plagued with treatments all his young adult life. It festered a great resentment in him for anyone that's physically gifted due to their innate genetics. It angered him to the extent that he was able to direct his rage into the field of science and medicine, able to hone in on what is wrong with the human condition and rectify it. His 20s and 30s were spent in pursuit of this, he even entered into the field of engineering, believing robotics could be a possible avenue to figuring out and solving his perplexing problem. It was nearly a few months ago when he made his first breakthrough after meeting someone who had gotten some alien technology. He was able to work on it and create the Eternium Battery. He took to stalking the man that came in and was under the impression that the man must be some kind of agent of some sort, due to the seemingly strange and inordinate adventures he went on. Edgar kept at his inventing, hoping to find a way to do the same.

Assets And Liabilities

Assets

-15 Gifted
-3 Pathetic

Liabilities

+15 Hemophilia