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Basil Baranova
*July Live*

A 3-Victory Newbie Contractor played by Hydra in KJ Private Playgroup

Basil Baranova is a Seductive Sweet-Talker who will risk her life to become the ultimate Master of Vows and Was abducted, Was imprisoned, seeking revenge, survival.

She is 18 years old, lives in Forest, Near a village, and often appears as Neko, Catgirl, Brown longcoat, Black twin scarf covering mouth, rounded glasses, Black long hair, grey boots.

Basil Baranova lives in KJ Private Playgroup, a setting where the supernatural has existed since the dawn of time, it's no secret. Her journal has 5 entries.













3 Alertness

0 Animals

5 Athletics

0 Brawl

2 Crafts

0 Culture

0 Drive

5 Firearms

5 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

2 Survival

0 Technology

0 Thievery

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


(Basil Baranova is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Left Boob (A specific spot on your body was previously injured and is now extremely vulnerable to further attacks. Called shots against your soft spot do +2 damage. If an attack hits you which could conceivably hit your soft spot, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage.)
  • Body 6


    9 Mind





  • Traumatized Abduction / kidnapping
  • Traumatized Trauma caused by imprisonment

  • Source


    Notoriety: Associating with a disliked organisation
    From Assets and Liabilities
    You 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.
    Given by Demonic
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    Deleted Circumstances with active Assets and Liabilities
    • Poor


    From Assets and Liabilities
    Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
    Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
    Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
    Pathetic You are so pathetic, no one takes you seriously as a threat. Opponents must succeed a Difficulty 7 Mind roll in order to attack you instead of other opponents in combat. Only works if your Brawn rating is 1.
    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.
    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.
    Nightmares: Being hated by people 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.
    Defective Sight You have trouble seeing things accurately. All Perception rolls which involve sight are at +2 Difficulty, and rolls which involve aiming at a target are at +1 Difficulty (this includes ranged combat, as well as called shots in melee combat).
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
    Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.

    Loose Ends


    Contractor Timeline

    3 Victories - 0 Failures
    Remaining Exp: 0 (Earned: 170 - Spent: 170)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move


    Latest 0 of 0 answers


    Basil Baranova has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in KJ Private Playgroup can post Moves for Basil Baranova.


    Self-centred person, focused on using people as power to get revenge upon the people who did her wrong. Was abducted from her village to become imprisoned and later on sold off to people and used for her looks and beauty.

    Assets And Liabilities


    -15 Gifted
    -3 Pathetic
    -3 Cat-Eyes
    -6 Clear Conscience
    -3 Beautiful
    -6 Born Runner


    +12 Glass Jaw
    +3 Traumatized
    Trauma: Trauma caused by imprisonment
    +3 Traumatized
    Trauma: Abduction / kidnapping
    +6 Finances: Poor
    +3 Nightmares
    Subject: Being hated by people
    +6 Forgetful
    +6 Defective Sight
    +6 Delusions of Grandeur
    +3 Notoriety
    Reason: Associating with a disliked organisation