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Molok zhadha

A 1-Victory Newbie Contractor played by Nar in Dessert Menu

Molok zhadha is a caballero who will risk his life to become the ultimate dragon and explorar el mundo y "Volverse un dragon".

He is 24 years old, lives in En un camper en una zona de campers, and often appears as Un diablo espinoso antropomorfico, de 1,80 y pesado.

Molok zhadha lives in Dessert Menu, a setting urbano lleno de desiertos sin explorar.

Attributes

Brawn

5

Charisma

4

Dexterity

1

Intellect

1

Perception

4

Abilities

0 Alertness

0 Animals

1 Athletics

5 Brawl

0 Crafts

3 Culture

0 Drive

0 Firearms

3 Influence

0 Investigation

0 Medicine

0 Melee

3 Occult

0 Performance

0 Science

0 Stealth

3 Survival

0 Technology

0 Thievery

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

Injuries

(Molok zhadha is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Molok zhadha has no Battle Scars)

Body 8

Stress

6 Mind

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

Limits

Failure
Sin
Submission

Traumas

(Molok zhadha has no Traumas)



Circumstances

Polyglot
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.

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.
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.
Lycanthropy You are possessed by an impulsive aspect that physically and mentally transforms you on the full moon and the surrounding nights. At the start of each Contract, roll a d10 and multiply the result by 2 to determine how many nights until the full moon. On the two nights leading up to the full moon, you experience minor physical changes and all Mind rolls are +1 Difficulty. On the night of the full moon, you transform fully into an obviously unusual creature and all Mind rolls are +2 Difficulty.
Short Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
Sore Thumb You stick out like a. . . You automatically fail all Stealth rolls, and rolls to notice or locate you always succeed.
Fairy Rules You must abide by the major social conventions of the fae. You cannot lie and must keep any promises you make.
Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
Ageless You are not immortal, but the passage of time takes a lesser toll upon you. For every four years that passes, you age a single year.
Immutable Body Your body is naturally resistant to being reshaped or permanently damaged. You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.
Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
Nightmares: Dragones muertos padimentando las arenas del desierto, y en el medio su ejecutor 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.

Loose Ends

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Contractor Timeline

1 Victories - 0 Failures
Remaining Exp: 7 (Earned: 157 - Spent: 150)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Molok zhadha has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Molok zhadha has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Dessert Menu can post Moves for Molok zhadha.

Biography

De origen persa (De ahi viniendo su lenguaje y escritura) el pueblo de "Las Dunas Cambiantes" es un campamento de camperes alrededor de un mini oasis, estos estan conformados por varios tipos de hombres lagarto principalmente hombres serpiente y diablos espinosos, estos estarian bastante desconectados del mundo siendo tribales durante mucho tiempo basando su vida en la caceria, la agricultura y la ganaderia de vacas, pollos y cabras. Recientemente (Hace 9 años) han estado teniendo un bum de visitas de mercaderes que a cambio de refugio y comida reciben tecnologia de todo tipo modernizandose un poco, el pueblo no tiene una religion comun teniendo una fe por cada familia heredadas de familiar a familiar

El Culto del Dragon es una religion basada en el folklore de varias regiones distantes, desde las lejanas Asia y Escandinavia hasta zonas de Europa del Este como la antiguamente conocida Aragon y el reino de Gran Bretaña mas al este, esta seria heredada a Giraf de la familia Zhadha y este se la heredaria en su lecho de muerte a su sobrino Molok a quien le entrego uno de los ultimos libros sagrados del culto llamado "Los Dragones Sagrados de Otsushima" Teniendo guias recopiladas varias sobre como aproximarse a ser un dragon, una recopilacion de informacion sobre ellos (Con ilustraciones varias) desde el dragon chino hasta los dragones que muerden las raices de Yggdrassil, y tambien una guia de conductas a seguir para el lider del culto en cada region (ademas de un diccionario con varios lenguajes para que el lector pueda llevar mas facilmente las enseñanzas a otros en todo el mundo)

Molok es un relativamente joven hombre diablo espinoso, de padres desaparecidos en una revuelta que hubo hace muchisimos años entre dos familias que no siguieron la ley del pueblo de no juzgar las creencias de otra familia y empezaron una guerra civil que acabo con la muerte y/o huida de los padres de Molok quienes no tenian nada que ver con esas otras familias pero que igualmente se vieron envueltos por la riña dejando solo a Molok, su tio quien se encargaria de el y el abuelo materno, un hombre serpiente ya senil que acusaria a Giraf de traicion a su familia por heredar una fe que nisiquiera era parte del pueblo no hace mas de 2 generaciones. Molok hasta los 19 fue criado por su tio del cual recibio el libro sagrado y la propuesta de heredar el culto en su lecho de muerte, durante 20 años Molok estudio el pesado libro de arriba a abajo aprendiendo a como portar el papel de lider, trato de enseñarle a su pueblo la fe del dragon siendo ignorado olimpicamente, por lo tanto tras meditarlo con las dunas este decidio hacer maletas, dejo su casa a cuidado de un amigo cercano y partio en linea recta hacia algun lado en busca de alguien que lo escuche y quizas cumplir el sueño de volverse un

DRAGON

Assets And Liabilities

Assets

-6 Focused
-9 Ageless
-3 Polyglot
-15 Immutable Body

Liabilities

+7 Short Fuse
+3 Deep Sleeper
+3 Nightmares
Subject: Dragones muertos padimentando las arenas del desierto, y en el medio su ejecutor
+6 Vengeful
+6 Forgetful
+6 Lycanthropy
+9 Fairy Rules
+9 Sore Thumb