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Sara Gause Viper
Just looking for a home

A 12-Victory Seasoned Contractor played by NPboom in Pilos

Sara Gause Viper is a Insane child experiment who will risk her life to Make a mark on the world, to make changes on her own.

She is 13 years old, and often appears as a 4ft caucasian teenager with a gas mask and black cargo pants and black shirt.

Sara Gause Viper lives in Pilos, a setting that was like our own 50 years ago, but much has changed. Her journal has 11 entries.

Attributes

Brawn

3

Charisma

3

Dexterity

3

Intellect

4

Perception

3

Abilities

3 Alertness

2 Animals

4 Athletics

3 Brawl

2 Crafts

2 Culture

0 Drive

0 Firearms

2 Influence

2 Investigation

4 Medicine

0 Melee

2 Occult

0 Performance

4 Science

4 Stealth

2 Survival

2 Technology

0 Thievery

3 Dart gun

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

Injuries

(Sara Gause Viper is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • scars all over her face(-1 social rolls if exposed)
  • one eye
  • puncture wound( -1 to social rolls if exposed
  • Missing Arm (You are -2 to -4 dice on any rolls to perform Actions which require two hands, depending on the Action. Athletics rolls are made at +1 Difficulty.)
  • Body 7

    Penalty

    8 Mind

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

    Limits

    Capture
    Anguish
    Near-Death Experience

    Traumas

  • fear of choking

  • 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

    From Assets and Liabilities
    Notoriety: Being a mentally insane child with a mechanically monstrous arm 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

    Powers

    A black and green cybernetic arm, was implemented into her thanks to her parent's experiments. with a needle in the center of the palm


    You gain the following benefits at all times.

    You gain an additional limb that functions as a standard human arm and hand.

    Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

    Your extra appendage can be used to attack in exactly the same manner as a Dart gun.

    Your appendage is selectively incorporeal, allowing you to reach through walls or ignore grapples on it.

    Your extra appendage can stretch to reach an additional 30 feet.

    Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

    Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

    Possession of this Power grants the following Trauma at all times: Pseudodysphagia, the fear of choking.

    • Your limb's incorporeal-ness doesn't enhance your attacks in any way.

    Sara made up a mental mindscape, having her Imaginary friend rip her own traumas out in order to suppress them permanently. she learned to extend this type of suppression to others, and will ensure


    Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired.

    After the full treatment time has elapsed, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

    Your patient is required to Do not harm poisonous and venomous creatures for the next month. If they violate this rule, your treatment is immediately reversed.

    • The treatment time may be broken up into multiple sessions if necessary.
    • You can target yourself if you qualify as a valid target by the other requirements.

    TBD


    Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect.

    You and any clothes or equipment you are wearing are obscured from sight for the next hour. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.

    Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.

    After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.

    • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

    In order to deal with all of the physical trauma of her childhood and her parents, Sara developed a sort of energy-based barrier to protect herself against attacks. with the faint memory of wearing a respirator to deal with all the chemicals, her mother worked with, and the memories of that are enough to ease the burden of summoning the protective barrier


    Exert your Mind (unless Wearing and using a gas respirator as a focus) and spend an Action to activate. Roll Intellect + Science at Difficulty 6.

    If you succeed, you create a Barrier around yourself, which absorbs the next Outcome Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

    You must maintain Concentration while using this Effect. The Barrier will fall if you are interrupted, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

    placeholder


    Exert your Mind and spend 10 minutes to activate. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. More than half the target object must be present in order to begin repairs. Roll Brawn + Alertness at Difficulty 6.

    If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.

    After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

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

    Sara, with the help of Chitari, wills a green pulsing ball of energy into existence and throws it at the target, and a bright green light bursts from it, concussing everyone around it in a 20ft radius, though channeling the power through normal flesh is.... unreliable


    Exert your Mind and spend an Action to activate. Select a Location within 20 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 Brawn + Alertness at Difficulty 7.

    If you succeed, all Animate targets within 20 feet of the chosen Location will suffer a dice penalty equal to the Outcome for the next 2 rounds. Dice pools may be reduced all the way down to 0 by this penalty.

    • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
    • If a character has a dice pool reduced to 0, they cannot attempt that action.
    • If a character Exerts their Mind to ignore penalty, it also ignores penalty from this Effect.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Sara checked the shoulder compartment, looking at the Serum fabricator to see what had changed on her likely most valuable power. it seemed to link directly with her essence now, not needing any ingredients to refill it anymore. instead, it now draws directly from Sara's mind and essence to make her healing formula.


    Exert your Mind and spend 2 Actions to activate. Make a Trauma roll when you activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 5.

    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.

    If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.

    After realizing what had happened to her arm, Sara did a full check-up of her prosthetic and discovered that though the darts had less penetration, they now had the ability to track targets, changing course mid-air, and were fast as bullets


    You gain the following benefits as long as engaged in combat with Dart Launcher.

    Your attacks with Dart Launcher have their base Difficulty set to 6, are no longer limited by your Brawn, and deal +1 Bonus Damage. Armor is fully effective against this damage. Reloading is considered a Free Action.

    You also gain the following effects:

    • Arc the Arrow: You may attack targets who are behind cover without any penalty.
    • Your arrows are treated as Firearms when determining how they can be Reacted to.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    With the blessing and title of Chitari, Sara Gause Viper has been bestowed with a sliver of Chitari's essence
    Being imbued with part of the Goddess of change's essence allows her to shift her own body at will, and reverse any changes should they put too much strain on Sara
    It isn't pretty to watch though, entailing abomination combinations of Snakes, Scorpions, dart frogs, spiders, wasps, and other venomous/poisonous fauna. With all the exposed bones, organs, and flesh, it's pretty easy for people to run away in horror, or grab a weapon to kill the assumed monstrosity. better make sure to cover that up in public.

    - {Chitari is talking} (Chitari is thinking) /Sara is thinking/ :Narrator is narrating: -

    : Sara sat in her Goddess's mindscape, anxiously thinking through what actions she could take next, how she could get a grip on herself, a way to keep on going....... :

    {....You've been like that for 3 hours now, Viper}

    "I know, it's just....... I have no home, no one to go to within 10.... even 100 miles..... and then I have to watch my back for shapeshifting aliens, keep low so that the police don't lock me up, and complete contracts without..... the forest thing happening again...and- "

    : Sara ranted to Chitari about any problem she could think of, venting out enough issues and trauma to keep a therapist busy for years on end :

    (She really has gone through a lot, especially with the eye demon...... one of my best followers, and she's breaking down from all this......change...)

    : at the thought of the word, Chitari remembered her previous follower, worshipping her and her ideals of cleverness, quick thinking, and the ability to adapt to change.
    she gave her most loyal followers the name of Prophet and blessed them with a sliver of her essence. :

    {Sara, do you think things are changing too quickly for you to keep up?}

    "YES, I.... the moment things seem to have calmed down, some supernatural phenomenon or Contractor does something or vanishes into the Aether, missing for weeks or months, and trying to keep a home for even 4 months isn't possible, I've had to do so much in order to keep myself fed, healthy, and SAFE, and it seems to only get wo-"

    {Do you want to be the one changing things instead?}

    /Sara's downward spiral of a rant was paused by her Goddess's out of nowhere question. being able to make a change for once sounded amazing, but...../
    "is that even possible? No Offense Chitari, but even with your help, It- I...... what can fix me"

    {I can't fix you, but I can help you adapt}


    Spend an hour to activate. Select a Living target within arm's reach. The target can easily Resist.

    You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

    • Specialized: You receive +2 dice to a particular non-combat Action.
    • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
    • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
    • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
    • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
    • Zippy: Your Free Movement is increased by 10 feet.

    You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.

    Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see grotesque venomous creatures like snakes and scorpions swirling around Sara with exposed organs and bones, melting and molding Sara's body.

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

    Your alteration "heals" over the course of the next month, after which it is fully cured.

    You may only target yourself.

    • Even with Willful End, Full Polymorphs take a day to revert.
    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Reinforced Clothes with half cloak
    • Wallet
    • flask of tears
    • 20 metal darts
    • flashlight
    • 3 vials of morphine

      In Bag

    • first aid kit

    • 3 gas masks
    • 3 canisters of mustard gas
    • gallon of water
    • 4 pounds of rations
    • 3 canisters of anesthesia gas
    (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.


    Consumable Crafting Gifts

    charging a dart with her unstable energy, Sara can paralyze most targets she fires the dart into. Unfortunately, others can also use said dart, if they get their hands on it


    Use up this ________ and spend an Action to activate. Make a Dart attack at a Living target within normal attack range. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Dart attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.

    If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -3 dice Penalty to all Actions. After this, they fall into a state of sleep paralysis for Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.

    Affected targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation.

    An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.

    When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.

    • The target is aware than the secret information about you which was revealed in their dream is true, even if the rest of the dream may be written off as just a dream.
    • This consumable is destroyed when used and cannot be used again.
    • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Contractor Timeline

    12 Victories - 2 Failures
    Remaining Exp: -3 (Earned: 211 - Spent: 214)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Sara Gause Viper has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Pilos can post Moves for Sara Gause Viper.

    Assets And Liabilities

    Assets

    +3 Sleepless
    +5 Gifted

    Liabilities

    -1 Notoriety
    Reason: Being a mentally insane child with a mechanically monstrous arm
    -1 Defective Sense
    Affected Sense: Smell
    -3 Underage
    -3 One Arm
    -1 Prey Exclusion
    Excluded Prey: Snakes