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Edward Graves

A 8-Victory Novice Contractor played by lunaticwhale in GA5-1921

Edward Graves is a Necromantic doctor who will risk his life to Help the needy.

He is 91 years old, and often appears as A slightly sickly looking man with a bolt of silver hair.

Edward Graves lives in GA5-1921, a setting where the paranormal work for the government. His journal has 13 entries.

Attributes

Brawn

2

Charisma

2

Dexterity

2

Intellect

5

Perception

3

Abilities

2 Alertness

1 Animals

1 Athletics

0 Brawl

0 Crafts

2 Culture

2 Drive

4 Firearms

2 Influence

3 Investigation

5 Medicine

1 Melee

4 Occult

0 Performance

3 Science

1 Stealth

0 Survival

1 Technology

0 Thievery

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

Injuries

(Edward Graves is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • chest scar
  • Chronic Pain (Your Penalty is always at a minimum of -1.)
  • 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

    Events relating to his death
    Atrocities
    Murder
    Lifesaver

    Traumas

  • Substance Addiction You are addicted to a specific substance. Any time you encounter that substance, you must roll Self-Control. If you fail, you must consume it, and if you botch, you will Overdose. You are unable to regain any Mind from resting unless you have consumed the substance that day.

  • Source

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Average Finances
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
    Polyglot: Taiwanese Mandarin, Gaelic, Dutch
    From Assets and Liabilities
    You are fluent in three additional languages. You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
    Point of Contact: Joe ‘ego’ Skinner- the identity dude
    From Assets and Liabilities
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from _____. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.

    Conditions

    From Assets and Liabilities
    Nightmares: Necromancy Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
    Anosmia You have no sense of smell, and your sense of taste is extremely limited. All Perception rolls which depend on smell fail automatically, and any Perception rolls which involve smell in some way (such as tasting things) are at +2 Difficulty.
    Nightwalker You find the daylight unbearable. You suffer a -3 dice penalty as long as you are exposed to sunlight. This stacks with any other penalty you have.
    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.
    Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Light Sleeper You are able to function with less sleep than most people. You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
    Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
    Bounce Back You heal incredibly quickly. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.
    Imbued After accepting your first Invitation to a Contract, you are Imbued, altering the manner in which you learn. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" your Traumas with counseling on a Downtime.

    Loose Ends

    Dark Secret: Necromancy

    Moderate Dangerous Given by a Liability
    You have a secret which, if it got out, would lead to immediate and significant consequences for you.

    Powers

    Ed points at a corpse and his eyes go an ethereal green as he is raising it and the corpse’s injuries are slowly mended


    Exert your Mind (unless you win a coin flip) and spend an Action to activate. Select a Dead target within arm's reach that has died within the last month.

    Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

    The creature lasts for the next day or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.

    Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

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

    Ed holds an eyeball, whispers an incantation into it, places it into position, the iris of the eyeball turns a slightly glowing green and it is locked into place. From here Ed is able to see and hear from this eyeball as if they were his own senses. When he is using this power to see through these, his eyes glow green as they do with many of his different powers.


    Exert your Mind and spend an Action to activate. Select a Location within 10 feet. You must use up eyeballs in order to activate this Effect. Make a Trauma roll when you activate this Effect.

    You place a ward, which is fixed to its initial location. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. You may have at most 3 wards running at once.

    The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.

    Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by a dinging sound similar to an egg timer.

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

    The skin and eyes appear more grey and Edward looks slightly more undead than before


    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.

    You no longer age naturally, and supernatural attempts to age you fail.

    Your Injuries no longer degrade with time.

    The Severity of any Injury caused by Holy is increased by 2.

    • 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.
    • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.

    Due to the state of undeath, injuries do not impede Edward. The injuries still happen but, unless they caused him to become unconscious or killed him, he can still do everything the same as if he wasn’t injured in the first place.


    You gain the following benefits at all times.

    Your Body Penalty is reduced to 0. Does not reduce Mind Penalty.

    After Edward finishes the casting ritual, the spirit once connected to the body appears (unless it is already present as a ghost). Edward can then begin talking to the spirit, although it doesn't sound like any legible language to anyone who decides to listen in.


    Exert your Mind and spend one minute to activate. Select a Dead target of which you have their name.. You must actively and obviously use small bone to activate this Effect.

    The target can communicate in your language for the next hour.

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

    He doesn't need to eat elk meat to survive.


    You gain the following benefits at all times.

    You no longer require any sleep or air in order to survive.

    Legendary Artifacts

    occult snub-nosed

    Created and held by Edward Graves.
    A snub-nosed revolver that appears standard until Edward uses one of it's magical effects

    In place of a bullet, spectral green ammunition appears and when it is shot at someone, it doesn't look to physically wound them but creates a green glow around the afflicted for a second.


    Exert your Mind (unless you win a coin flip) and spend an Action to activate. Select a Living target within 45 feet. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Intellect + Medicine Difficulty 6. The target may contest by rolling Mind, Difficulty 6.

    If the contested Outcome is positive, the target takes that much damage plus 3. The target's material Armor is completely ignored.

    Injuries caused by this Effect do not heal naturally. They can be Stabilized, but will not reduce in Severity unless they are healed through an Effect or some sort of supernatural ability.

    If the target takes damage from this Effect, they will receive at least a Minor Battle Scar regardless of the Severity of their Injury. The specifics of the scar are up to GM's discretion.

    • "Material Armor" includes armor from equipment but not Armor from Mythic Brawn, barrier, or mystical armor.
    • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
    • You can target yourself if you qualify as a valid target by the other requirements.

    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

    8 Victories - 1 Failure
    Remaining Exp: 10 (Earned: 203 - Spent: 193)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Edward Graves has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in GA5-1921 can post Moves for Edward Graves.

    Biography

    Dr. Edward Graves was born in Montserrat to an Australian mother and Taiwanese father in 1931. For the most part, his life was quite normal at first apart from the fact that the dead would sometimes come back to the living around him. He ended up studying medicine during life as the practice and helping others seemed to come naturally to him. At 25 years old (on Christmas day in 1956), Edward died of smoke inhalation during the fire of his family home. Somehow, his power caused him to come back to life, partially living and partially dead. After this, Edward tried to move away from his family home and the grief it brought. This led him to Australia, in which he went back into education to become a doctor and found himself a job at a hospital. Eventually, He'd have to move on to somewhere else which became a habit in his life as to not arouse suspicion of his lack of aging. Today he finds himself working as a coroner in the NYPD and sometimes going back home to Montserrat for Christmas to commemorate the family he lost.

    Assets And Liabilities

    Assets

    -0 Imbued
    -6 Point of Contact
    Contact: Joe ‘ego’ Skinner- the identity dude
    -3 Polyglot
    Language: Taiwanese Mandarin, Gaelic, Dutch
    -0 Finances: Average
    -3 Cat-Eyes
    -6 Focused
    -6 Light Sleeper
    -6 Attuned Autoimmune
    -9 Bounce Back
    -15 Gifted

    Liabilities

    +3 Dark Secret
    Secret: Necromancy
    +3 Nightmares
    Subject: Necromancy
    +3 Anosmia
    +6 Scarred
    Scar: chest scar
    +9 Nightwalker
    +9 Fragile