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Ced Relton

A 2-Victory Newbie Contractor played by niceping in North Star

Ced Relton is a psycaster-healer who will risk his life to help those down on their luck.

He is 19 years old, and often appears as young man with short black hair and winter clothes.

Ced Relton lives in North Star, a setting where an immortal empire burns from its own hubris. His journal has 5 entries.













2 Alertness

0 Animals

2 Athletics

2 Brawl

0 Crafts

1 Culture

0 Drive

0 Firearms

0 Influence

2 Investigation

2 Medicine

0 Melee

5 Occult

0 Performance

0 Science

1 Stealth

2 Survival

0 Technology

0 Thievery

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


(Ced Relton is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Head Trauma (Exertion no longer applies +1 to roll outcome, and instead of ignoring penalty for the round, penalty is cut in half instead.)
  • Body 6


    9 Mind



    Near-Death Experience


    (Ced Relton has no Traumas)



    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.


    From Assets and Liabilities
    Fragile You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
    From North Star
    Questionable imagination This character has an uncanny ability to imagine psychologically horrifying scenarios without much problem. This character is unable to botch any rolls related to writing topics related to psychological horror. If that is to occur, the outcome is to be counted as a standard fail (0).

    Loose Ends

    Shadow of Nobility

    Distant Dangerous Given by SomeGuy142
    Some powerful people would would prefer that lord Relton remains.. or they will have to bury him yet again.


    Ced, in many-times practiced move, grabs his psyarts catalyst, and focuses, before sending out wave of energy forward with his other arm. It faintly glows blue, and is strong enough that it can either cause minor injuries and push them back a little, or straight up send them flying, as well as break their bones. Wind howl can be heard as this energy wave flies towards enemies.

    Exert your Mind and spend an Action to activate. Select a target within 45 feet. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

    If the contested Outcome is positive, the target takes that much damage plus 1. Armor is fully effective against this damage.

    If the target receives an Injury, they are knocked back 5 * Severity feet.

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

    Subtle blue glow forming in caster's arms, which is directed at the target. Any visible injuries on the target have a faint blue glow as they start to heal.

    With a pendant held tight in his hand, Ced casts a psyart, targeted at the person, who at this point was at death's door. Soon enough, man is awake. He was still injured, and the healing process exerted his both body and mind, but his injury was no longer as severe, and he'll live. Ced breaths out in relief - one more life saved.

    Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Occult at Difficulty 8.

    If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

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

    Subtle blue glow forming in caster's arms, which is directed at the target. Target of the psyart stops experiencing hunger, thirst, and doesn't needs air.

    While it may seem as if this psyart completely negates need of eating, drinking, or breathing, it is more that metabolism is slowed down, but not completely stopped. You still need to eat once in a while, or one might suffer drastic consequences.

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

    For the next 24 hours, your target does not require any food, water, or air.

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

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


    Max Encumbrance: 0 pounds.


    • Green beanie hat
    • Green scarf
    • Green winter jacket with hood
    • Black parka
    • White shirt
    • Black winter pants
    • Black winter boots
    • Black winter gloves
    • Pendant (psyarts catalyst)
    • Brown messenger bag

    Brown messenger bag

    • 229 IG
    • Pocket knife
    • SI Ursus army combat knife (+1 DMG)
    • Toiletries kit
    • Water canteen
    • Small MRE stove
    • Lighter
    • PDA
    • Howlbeast pelt
    • Three (3) pens
    • One (1) notebook
    • A book (???, in progress, 10k words)
    • Carving knife
    • First aid kit
    • Preserved ration
    (Click to toggle Weapons reference)


    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

    2 Victories - 1 Failure
    Remaining Exp: 0 (Earned: 168 - Spent: 168)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move


    Ced Relton has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in North Star can post Moves for Ced Relton.


    He was born with blue blood in his veins, and life of nobility, even if minor one, was his privilege by birth. However, he was denied that once his father died, just early enough that he wasn't taught court intrigue. His mother's health - both physical and mental - started to decline rapidly. Once she died as well, he was completely unprepared for what life of a noble meant, especially the one who was now the head of the noble house which was declining for at least few generations. It was hard for enemies of his noble house to not take advantage of the situation.

    He, however, while untrained in court intrigue, or any other thing a noble was supposed to know, could still see writing on the wall. He could either stay and die, or run. When put like that, it was not a choice at all. One night, with aid of his most loyal servants, he fled his home. Homeless, without a credit to his name, without anyone he could rely on, he was no longer the nameless minor noble who presumably perished, and whose lands were taken over by local lords.

    He, from now on, was Ced Relton, a vagabond, and, by strange, but convenient coincidence, a psycaster with specialization in healing psyarts. A person with no past and no future, but with more control over his own destiny than in the old estate.

    Assets And Liabilities


    +5 Gifted


    -3 Fragile