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Professor Plasma
"MUAHAHAHAH BOW BEFORE ME!"

A 2-Victory Newbie Contractor played by CreepKit in The Others

Professor Plasma is a mad scientist who will risk his life to become the ultimate Smartest man in the world and win a Nobel for his Queen and country.

He is 47 years old, lives in Oxford University (specifically St Hugh's College), and often appears as 6ft tall man, white messy hair, lab goggles, white lab coat, green shirt and wears bright yellow boots.

Professor Plasma lives in The Others, a setting where superhero teams compete for fame while fighting villains.

Attributes

Brawn

1

Charisma

1

Dexterity

1

Intellect

8

Perception

5

Abilities

3 Alertness

1 Animals

0 Athletics

0 Brawl

1 Crafts

1 Culture

0 Drive

1 Firearms

0 Influence

3 Investigation

1 Medicine

0 Melee

1 Occult

0 Performance

5 Science

0 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

2
Sonic Gun
2
Sonic Gun
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Professor Plasma has no Battle Scars)

Body 6

Stress

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

Anguish
Betrayal
Submission

Traumas

  • Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet.

  • Source


    Circumstances

    Finances: Rich
    From Assets and Liabilities
    You are absolutely loaded. You have access to $1,000,000 (or equivalent currency) per Contract. Note that moving vast sums of money quickly or discreetly is not always possible.

    Conditions

    From Assets and Liabilities
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
    Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
    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.
    From The Others
    Limit Break: All Out Strike You can push past the usual limits of your own abilities. As part of a Power usage, you can roll with double your usual dice pool, ignoring up to 4 1s. However, after this Gift is resolved, you immediately take a Lasting Severity-6 Injury, plus 3 Lasting Mind damage and an appropriate Trauma.
    Limit Break: Sustained Limit Break You can push past the usual limits of your own abilities. As a Free Action, you can enter Sustained Limit Break for 1 minute. For this time, you have +2 Outcome on all actions, ignore either Body or Mind Penalty (or ignore the effects of one Battle Scar if Grit does both), and regain 1 Source each round. However, at the end of a Sustained Limit Break, you must roll a d10, Difficulty 6. On a failure, you receive 4 Lasting Severity 6 Injuries, and 4 points of Lasting Mind damage. On a success, you receive 2 Severity-4 Injuries, and 3 Mind damage.
    Power Source: Substance B You gain your abilities from usage of Substance B. If you have access to a vial of Substance B, you may take it to access your Limit Break abilities once per vial with no consequences, however you roll a 1d10, Difficulty 2. On a failure, you cannot use Substance B in this manner again. Any additional vials may grant additional benefits, but at the cost of increasing this Difficulty by 1, and other penalties.

    Loose Ends

    Group of Enemies: Anti-Supes

    Imminent Deadly Given by a Liability
    Your antics have attracted the attention of a powerful group of beings, and they are willing to commit whatever collective resources they have towards destroying you.

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    Contractor Timeline

    2 Victories - 0 Failures
    Remaining Exp: 5 (Earned: 160 - Spent: 155)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Professor Plasma has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Professor Plasma has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in The Others can post Moves for Professor Plasma.

    Biography

    +1 Dice to Dodge/Defend rolls or clashes for this mission

    Assets And Liabilities

    Assets

    -15 Gifted
    -18 Finances: Rich

    Liabilities

    +6 Vengeful
    +6 Anti-Social
    +12 Group of Enemies
    Name of Group: Anti-Supes
    +6 Delusions of Grandeur