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Dr Tora
Containment Protocol Specialist

A 3-Victory Newbie Contractor played by NPboom in Project *******

Dr Tora is a Foundation CPS scientist who will risk her life to to learn about, understand, and safely contain all anomalies.

She is 35 years old, and often appears as a 5ft 4 blond woman, usually wearing a white lab coat.

Dr Tora lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance. Her journal has 1 entry.

Attributes

Brawn

2

Charisma

2

Dexterity

4

Intellect

5

Perception

3

Abilities

2 Alertness

0 Animals

2 Athletics

0 Brawl

2 Crafts

0 Culture

0 Drive

2 Firearms

0 Influence

1 Investigation

1 Medicine

0 Melee

1 Occult

0 Performance

3 Science

1 Stealth

0 Survival

2 Technology

2 Thievery

3 Defensive Engineering

3 Pistol

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

Injuries

(Dr Tora is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Dr Tora 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

Anguish
Capture
Failure

Traumas

  • Brains first roll mind at difficulty nine - to brandish a weapon in anything other than self defence. On a one success you can choose to exert your mind, strictly mind not source to ignore this effect On two successes or more you pass and can do whatever you please. On a zero or a botch you cannot reach for your weapon unless you see someone else pull out a weapon and brandish it in an outwardly hostile manner that would threaten your immediate physical safety or that of your immediate party members.

  • Source


    Circumstances

    Respected Expert: SCP Foundation 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.

    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.

    Loose Ends

    Powers

    TBD


    You gain the following benefits at all times.

    Your Intellect rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

    You also gain the following effects:

    • Push Through It: When you Exert your Mind to ignore Penalty and gain +1 to your Outcome, it lasts for a number of rounds equal to your Intellect.

    a metallic disk about an inch in diameter, that pulsed electromagnetic waves when any target that enters within arm's reach of the disk, slowing it tremendously, and it has a limitless battery, allowing it to last a limitless time


    Exert your Mind and spend 30 seconds to place a trap at your current location. This trap lasts until triggered or disarmed. Roll Brawn + Alertness at Difficulty 6.

    The trap looks like ________. It can only be spotted as a trap by those with preexisting knowledge of such traps. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.

    Any target that enters within arm's reach will trigger the trap. The target] may contest by Defending or Dodging.

    When the trap is triggered, your target will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.

    The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.

    • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
    • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
    • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities.

    Legendary Artifacts

    Gauss Pistol

    Created and held by Dr Tora.
    A pistol with a similar design to a luger pistol thanks to inspiration from a previous foe, sporting a a barrel similar to a tesla coil

    https://static.wikia.nocookie.net/cyberpunk/images/5/56/DatabaseEntry_Pistol_KangTaoA-22BChao.png/revision/latest?cb=20210130190607

    Chambered in 45 ACP, the Gauss pistol uses electromagnetic pulses to fire the entire bullet at higher velocities than normal pistol rounds, giving it more penetration power, and more devastating wounds that can be dealt silently thanks to the electromagnetic systems not needing to cause explosions, instead using magnetism to it's advantage


    This Artifact can be used as a Handgun. It is roughly the same size as a Handgun and just as difficult to conceal.

    Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 1 Weapon Damage +3 Bonus Damage. The target's Armor is reduced to 1/2, rounded up against this damage.

    You also gain the following effects:

    • Silencer: Shots you fire can be made silent at will.


    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
    • Reinforced Coat (2 points of armor)
    • Wallet, with foundation keycard
    • swiss army knife
    • Smartphone
    • a concealed holster with Gauss pistol
    • standard-issue flashlight
    • 10 blunts and a zippo lighter

    Standard Issue Foundation backpack

    • MRE rations
    • Metal water bottle
    • Toiletries kit
    • welding torch
    • 10 zip ties
    • 5 magazines
    • bulletproof vest
    (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

    3 Victories - 0 Failures
    Remaining Exp: 0 (Earned: 166 - Spent: 166)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

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

    Biography

    https://img.wattpad.com/0c1140fcf75d81abaa566a581146b35abda7e102/68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f776174747061642d6d656469612d736572766963652f53746f7279496d6167652f7154315278516f6d75346b4762513d3d2d3933313233313837342e313632376530643438663865633632383239323130363336323139302e6a7067?s=fit&w=720&h=720 (Image link for physical description of Dr Tora

    Log of Dr Tora, #642

    I've heard recently that the foundation has been sending out teams made of..... various subjects, including some anomalies, which is both interesting and concerning There's even been talk about some scientists being sent out alongside these teams, and the bar of entry is unknown...

    that reminds me of how I even got into the foundation in the first place, designing rooms to keep things out, and prisons to hold people and animals in. I remember being one of the top recommendations for helping design military bases, mental institutions, and prisons. it was my sort of calling, making a room that could ensure something couldn't escape, an obsession of mine that I don't fully understand. That obsession led to me being contacted through a ghost company by the Secure Contain Protect Foundation, an organization that worked to contain all sorts of anomalies, from werewolves to giant lizards with cancerous levels of regeneration, and floating gods made of light, protecting a gate. Looking for people who could build proper containment facilities, they asked me to work for them, and I obliged. the pay is good, great benefits like health insurance (considering the shit that happens here, It better be), and a home in one of their facilities. I've been able to work on many new designs for containing these so-called SCPs, and the resources the foundation have gives me plenty of inspiration for how to make cages for most of them. After this assignment is over, I'm gonna need some Hemp for my nerves

    Assets And Liabilities

    Assets

    +1 Respected Expert
    Field: SCP Foundation