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Desmond "Desire" Troy
"My master and I will rule the world together!"

A Newbie Contractor played by Author as a Free Agent

Desmond "Desire" Troy is a callous underground tattoo artist who will risk his life to become the ultimate homunculus servant and conquer the world with their Overlord.

He is 34 years old, lives in a house overgrown with vegetation in Globe, Arizona, and often appears as a middle-aged man with tattoos wearing a beanie and a jacket.

His Questionnaire has 5 answers.

Attributes

Brawn

7

Charisma

3

Dexterity

3

Intellect

3

Perception

2

Abilities

3 Alertness

0 Animals

3 Athletics

4 Brawl

1 Crafts

1 Culture

1 Drive

0 Firearms

3 Influence

2 Investigation

2 Medicine

0 Melee

1 Occult

0 Performance

0 Science

2 Stealth

1 Survival

1 Technology

1 Thievery

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

Injuries

(Desmond "Desire" Troy is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Desmond "Desire" Troy has no Battle Scars)

Body 9

Stress

7 Mind

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

Limits

Failure
Betrayal
Capture
Anguish

Traumas

  • The Best Minion You believe you and your Overlord are the best of the best, and are superior to everyone else. (You must succeed a Self-Control roll to believe or take an action that contradicts this belief).

  • Desire


    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.

    Finances: Average
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

    Conditions

    Conditions describe your state of being.

    Examples of Conditions include curses, diseases, and impactful personality quirks.

    Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.

    Because Conditions may have GM-created systems, they also record the Playgroup they were acquired in.

    From Assets and Liabilities
    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.
    Sensitive You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
    Weak Willed You are highly susceptible to any attempts to influence you. You are at +2 difficulty to resist mental, emotional, or social Effects, as well as to resist standard social rolls.
    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.
    Lycanthropy You are possessed by the aspect of Desire 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.

    Loose Ends

    Loose Ends will cause problems for you if you don't tie them up.

    Examples of Loose Ends include enemies, debts, evidence, and promises.

    All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

    You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

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    Contractor Timeline

    0 Victories - 0 Failures
    Remaining Exp: 1 (Earned: 156 - Spent: 155)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Desmond "Desire" Troy has not written in his journal yet.

    Moves

    Desmond "Desire" Troy has made 0 Moves.
    Contractors must have participated in at least one Contract before they can make Moves.

    Biography

    Desmond Troy's childhood was marked by a constant struggle for validation and recognition. Born into a family where achievement was prized above all else, Desmond found himself overlooked and overshadowed by his siblings who effortlessly excelled in various fields. No matter what he did, he never seemed to measure up to their expectations or the standards set by his parents.

    Growing up in the bustling urban environment of a modern city, Desmond often found solace in the stories of powerful figures and leaders who commanded respect and admiration. He became enthralled by tales of conquerors, CEOs, and crime lords who wielded authority with an iron fist. In his young mind, he equated power with worth, and he yearned to possess that strength himself.

    As he reached adolescence, Desmond's obsession with power intensified. He became increasingly resentful of those who held sway over him, whether it was his teachers at school or the popular kids who effortlessly commanded attention and respect. Fuelled by a burning desire to prove his own worth, Desmond immersed himself in studies of alchemy and forbidden arts, determined to unlock the secret to ultimate power.

    One night, desperate and driven by his obsession, Desmond found himself navigating the seedy underbelly of the city, seeking out whispers and rumors of forbidden knowledge. Through clandestine meetings in dark alleyways and shadowy corners, Desmond made contact with an enigmatic figure who claimed to possess the secrets he sought. Ignoring the warnings and the potential consequences, Desmond embarked on a perilous journey, exchanging favors and resources for the elusive ingredients and arcane knowledge needed to unlock his transformation.

    Through these risky dealings and shadowy alliances, Desmond succeeded in his transformation, shedding his former identity to emerge as "Desire", a being driven solely by ambition and desire. Now reborn, he seeks out the most formidable and influential figures he can find, driven by an unrelenting desire to serve a master whose will is absolute. For "Desire," becoming the right hand of an overlord represents the ultimate fulfillment of his childhood dream – a chance to wield power beyond imagination and to finally prove his worth to the world.

    Assets And Liabilities

    Assets

    -15 Gifted
    -0 Finances: Average
    -3 Cat-Eyes

    Liabilities

    +9 Sensitive
    +12 Weak Willed
    +6 Paranoia
    +6 Lycanthropy