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Gaspar Schott (real)

A 4-Victory Novice Contractor played by geniebottle in GA5-1921

Gaspar Schott (real) is a trapped ifrit who will risk his life to become the ultimate power broker and free himself and become feared.

He is 400+ years old, lives in a bottle, and often appears as a tall, lanky man, with grey fingernails, stormy eyes, a brown shirt, brown pants, a yellowed hawaiian shirt, clear round glasses and slicked back blonde hair.

Gaspar Schott (real) lives in GA5-1921, a setting where the paranormal work for the government. His journal has 2 entries. His Questionnaire has 9 answers.













2 Alertness

0 Animals

3 Athletics

5 Brawl

0 Crafts

4 Culture

0 Drive

0 Firearms

3 Influence

0 Investigation

0 Medicine

0 Melee

5 Occult

2 Performance

0 Science

3 Stealth

0 Survival

0 Technology

2 Thievery

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


(Gaspar Schott (real) is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Gaspar Schott (real) has no Battle Scars)

Body 6


9 Mind





  • Phobia of Water When you encounter the subject of your phobia, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to face your fear.

  • Smoke

    Whenever , regain one Source. Cooldown: one day


    Notoriety: A known name in magical studies
    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.
    Finances: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    From Assets and Liabilities
    You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.
    Imprisoned: Bottle
    From Assets and Liabilities
    You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
    Polyglot: Sanskrit, Hebrew, German
    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.
    Database: Occult Information
    From Assets and Liabilities
    You have access to a specific database of non-public information. As long as you have internet access or cell service, you may search for relevant information in your database. GMs may require you to make a roll and/or spend a significant amount of time for particularly complex or nuanced information requests, at their discretion.


    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.
    Compulsive Liar You have trouble with honesty and generally find it much easier and safer to make things up. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
    Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
    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.
    Bane: Holy Weapons You are weak to a specific material or type of attack. All Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Partially Incorporeal: If Incapacitated, must clip a coin or return to the Bottle
    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.
    Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
    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.
    Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
    From GA5-1921
    Anosmia 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.
    Deleted Conditions with active Assets and Liabilities
    • Ugly

    Loose Ends

    Individual Enemy: Pieter-Daan

    Present Dangerous Given by a Liability
    Whether through misfortune or deliberate provocation, you have made a lifelong enemy out of someone, and they will stop at nothing to take you down.

    Group of Enemies: Hälsinge-Zunft

    Present 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.


    Contractor Timeline

    4 Victories - 0 Failures
    Remaining Exp: 4 (Earned: 184 - Spent: 180)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move


    Gaspar Schott (real) has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in GA5-1921 can post Moves for Gaspar Schott (real).

    Assets And Liabilities


    -3 Contortionist
    -3 Beautiful
    -3 Lanky
    -3 Polyglot
    Language: Sanskrit, Hebrew, German
    -6 Database
    Access to: Occult Information
    -6 Clear Conscience
    -6 Attuned Autoimmune
    -9 Sleepless
    -12 Jack of All Trades
    -15 Gifted


    +3 Ugly
    +3 Notoriety
    Reason: A known name in magical studies
    +6 Finances: Poor
    +6 Vengeful
    +6 Individual Enemy
    Name of Enemy: Pieter-Daan
    +6 Compulsive Liar
    +6 Paranoia
    +6 Delusions of Grandeur
    +6 Bane
    Weakness: Holy Weapons
    +9 Supernatural Condition
    Supernatural Condition: Partially Incorporeal: If Incapacitated, must clip a coin or return to the Bottle
    +9 Outsider
    +9 Imprisoned
    Manner of Imprisonment: Bottle
    +12 Group of Enemies
    Name of Group: Hälsinge-Zunft