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Father Jarred

A 6-Victory Novice Contractor played by SeedofEntropy in TXK private games

Father Jarred is a priest who will risk their life to bring peace and unity to the world.

They are 38 years old, and often appears as a tall, well groomed man in a preachers outfit.

Father Jarred lives in TXK private games, a setting where the Supernatural are still disbelieved, and life goes on like normal.

Attributes

Brawn

2

Charisma

6

Dexterity

2

Intellect

3

Perception

2

Abilities

3 Alertness

0 Animals

1 Athletics

0 Brawl

0 Crafts

2 Culture

3 Drive

0 Firearms

5 Influence

2 Investigation

2 Medicine

0 Melee

4 Occult

0 Performance

1 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

5 Preaching

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

Injuries

(Father Jarred is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Father Jarred has no Battle Scars)

Body 6

Penalty

9 Mind

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

Limits

Failure
Murder
Injustice

Traumas

(Father Jarred has no Traumas)


Source

Whenever , regain one Source. Cooldown: one day

Circumstances

Polyglot: Latin, Aramaic, Egyptian
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.
Financially Comfortable
From Assets and Liabilities
Your finances are in-order, and you can afford to spare some for your Contracting. You have access to $35,000 (or equivalent currency) per Contract.

Conditions

From Assets and Liabilities
Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Penalty does not apply.

Loose Ends

Powers

....


You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must placing a hand on a bible or cross, and saying "I solemnly swear" to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.

  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.

God's divine blessing


You gain the following benefits at all times.

You have 2 Armor, which reduces incoming damage from all sources of physical attack except holy weapons. Armor from multiple sources does not stack.

Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration.

...


You gain the following benefits as long as you have your Priest garb.

Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Hey, Listen!: You cannot be ignored or unheard when directly addressing an entity.
  • Liar Liar Pants on Fire: You have an intuitive understanding of whether or not someone believes what they are saying. You can always tell if someone is lying to you without making a roll, though you do not necessarily know what they are lying about.
  • Poker Face: You never give any outward indication of dishonesty. It is impossible to tell that you are lying, and you are able to fool any method of lie detection without making a roll.
  • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

  • In rare cases, GMs may require you to make a roll to detect a lie from particularly powerful beings (trickster gods, etc).
  • In rare cases, GMs may require you to make a roll to lie to particularly powerful beings.
  • If your Priest garb is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

The power of the spoken word is awe inspiring, and to those who need Saving, the voice of God can hit you right in the feels


Exert your Mind and spend at least two Actions performing the following ritual: put on a sermon to activate. Select a Living target within 45 feet as well as a specific emotion. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.

If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

If any affected target takes or deals Damage, this Effect ends.

  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • You can target yourself if you qualify as a valid target by the other requirements.

....


Spend one minute to activate. Select a Sapient target within 20 feet. You must continuously interact with the individual in question in order to gather any information. At the end of your investigation, roll Charisma + Influence at Difficulty 6.

You learn all the following information about your target:

  • You learn a hidden desire of the target. Roll Outcome determines the relevancy / secret-ness of the desire.

The quality and specificity of information gained depends on your Outcome.

This Effect is not obvious, and the only sign you are using an Effect is deeper tone of voice. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

Any information you gather is conversations and made publicly available.

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.

....


You gain the following benefits at all times.

You may go five times longer than a normal human without food and water. You no longer age naturally, and supernatural attempts to age you fail.

You may Exert your Mind to adapt to your current environment for one hour. While adapted, you do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.

Legendary Artifacts

......


Spend an Action to activate. Roll Charisma + Influence at Difficulty 6.

Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 3 Rounds. Any demons or undead within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.

You must maintain Concentration during this Effect.

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.

Equipment

Max Encumbrance: 0 pounds.

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

On Person

  • Dress pants
  • Preacher shirt with collar
  • Wallet
  • Keys
  • Smartphone
  • Cross necklace
  • pocket bible

Messenger bag

  • day planner/notebook
  • bottled water
  • umbrella
  • 3 pens 2 highlighters
  • full apocryphal bible
  • crackers
  • small bottle of wine and box of crakers.
(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

6 Victories - 0 Failures
Remaining Exp: 1 (Earned: 192 - Spent: 191)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Father Jarred has not written in their journal yet.

Moves

Father Jarred has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in TXK private games can post Moves for Father Jarred.

Biography

Jarrod is not very popular in normal Christian circles, since his dogma is too simple yet vague for them. Love others as you would yourself. Being blatantly rude or hurtful is not in keeping with this. Trying to espire to be God like is noble, but you will not get to heaven through deeds. You will get there through faith, and love.

Assets And Liabilities

Assets

-3 Polyglot
Language: Latin, Aramaic, Egyptian
-6 Clear Conscience
-6 Finances: Comfortable