Use the "PDF / Print" option under the "Download or Print" dropdown at the top of the character sheet to print this Contractor

Urick
Braaaains!!!

A Ported as Seasoned Contractor played by SeedofEntropy in The Netherworld

This character is dead. RIP

Urick is a Zombie who will risk his life to Feeeeed.

He is 28 years old, and often appears as 7 foot tall Gothic biker. He usually dresses in leather biker pants, and a thick leather jacket with large, thick, tactical boots. A large voodoo symbol is tattooed into his pale chest. His long black hair is often braided with little metal spikes.

Urick lives in The Netherworld, a setting between worlds. The last resting place of countless stillborn worlds that could have been.

Attributes

Brawn

7

Charisma

3

Dexterity

2

Intellect

1

Perception

3

Abilities

4 Alertness

0 Animals

6 Athletics

6 Brawl

0 Crafts

0 Culture

3 Drive

0 Firearms

0 Influence

4 Investigation

0 Medicine

1 Melee

1 Occult

0 Performance

0 Science

1 Stealth

4 Survival

0 Technology

0 Thievery

6 Intimidation

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

Injuries

(Urick is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Urick has no Battle Scars)

Body 9

Penalty

5 Mind

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

Limits

Betrayal
Failure

Traumas

(Urick has no Traumas)


Source


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

Conditions describe your state of being.

Examples of Conditions include curses, diseases, and impactful personality quirks.

Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.

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

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.
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.
Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
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.
Notoriety: Cannibalism. ou are easily recognized and treated badly by the public at large due to something bad in your past. There is a strong hatred of you in English speaking cultures, and anyone who watches the news or is tuned in to popular culture will reflect that attitude. You get -3 dice for any rolls in social situations, and must roleplay your notorious status when relevant.

Loose Ends

Loose Ends will cause problems for you if you don't tie them up.

Examples of Loose Ends include enemies, debts, evidence, and promises.

All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

Powers

...


You gain the following benefits as long as only works for the scent of flesh and blood..

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.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

...


You gain the following benefits at all times.

You no longer require any sleep or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail.

Instead of food and water, you must consume Human Flesh! daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.

..


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

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

...


You gain the following benefits at all times.

You are permanently and visibly transformed: ________. You are considered to be a Sapient, Non-Living being when targeted..

No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.

Your Injuries no longer degrade with time.

Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.

Possession of this Power grants the following Battle Scar: looks like a zombie.

  • If you become split into multiple pieces, the Player controls the "main" piece, while the GM controls the others. Only the main piece can activate Effects.

...


You gain the following benefits at all times.

Your Body and Mind Penalties are reduced to 0.

..


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:

  • Yeet!: You can throw things up to 100 extra feet per point of Brawn with no penalty. Anything thrown further than 100 feet will not land at its target until the next Round on your initiative.

..


You gain the following benefits at all times.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.

While Incapacitated, your only weakness is removing or completely destroying the tattoo, and if you take damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

..


You gain the following benefits as long as Having eaten a pound of human flesh for every point regenerated.

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 are also healed when the Injuries that caused them regenerate.

...


You gain the following benefits at all times.

You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

  • Purge Toxins: You may take a Severity-1 Injury to cancel the effect of any non-Alien drug, poison, or toxin in your system, as long as you are aware of its existence.
  • Survivor: You are immune to all non-Alien diseases.
  • Typhoid Mary: You may choose to still be a carrier of any diseases you come into contact with, even if you don't contract them, and even after you are no longer suffering any symptoms.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

..


You gain the following benefits at all times.

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).

Possession of this Power grants the following Trauma at all times: Eating obsession.

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.
  • 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.

...


Exert your Mind and spend one minute to activate. Select a Location within arm's reach.

A suppression field with a 35 foot radius appears at the target location for the next hour. While inside the field, all targets have their sense of sight suppressed. The target receives a -3 dice penalty to all Actions which require sight.

You may only use this Effect once per day.

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

...


You gain the following benefits as long as only works with single person crafts. and you are piloting any vehicle.

You receive +2 dice to any rolls to pilot a vehicle.

You also gain the following effects:

  • Can You Drive Tentacle?: You may pilot Alien vehicles. Any rolls are made at +1 Difficulty.
  • Daredevil: Damage you and your passengers take from vehicle collisions is halved (rounded up) and the result is limited to a maximum of 5.


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
  • Wallet
  • Keys
  • Smartphone
  • A pocket knife

Purple Jansport backpack

  • Rain jacket
  • Metal water bottle
  • Toiletries kit
(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.


Contractor Timeline

0 Victories - 0 Failures
Remaining Exp: 0 (Earned: 240 - Spent: 240)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Urick has not written in his journal yet.

Moves

Urick has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-3 Lizard Brain
-12 Jaded

Liabilities

+3 Ugly
+6 Vengeful
+3 Notoriety
Reason: Cannibalism.