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Thaddeus Thunder
His bass lines are electric

A 3-Victory Newbie Contractor played by BobDylan530 in Project *******

Thaddeus Thunder is a bassist / struck by lightning supervillain who will risk his life to control the weather and envelop the earth in primal storms.

He is 22 years old, and often appears as stereotypical punk rocker, full blonde liberty spikes, studded leather bracelets and vest, ratty jeans and doc martens.

Thaddeus Thunder lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance.

Attributes

Brawn

2

Charisma

3

Dexterity

4

Intellect

2

Perception

3

Abilities

3 Alertness

0 Animals

4 Athletics

3 Brawl

1 Crafts

0 Culture

0 Drive

0 Firearms

1 Influence

1 Investigation

0 Medicine

0 Melee

3 Occult

5 Performance

2 Science

0 Stealth

0 Survival

4 Technology

0 Thievery

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

Injuries

(Thaddeus Thunder is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Thaddeus Thunder has no Battle Scars)

Body 6

Penalty

6 Mind

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

Limits

Anguish
Capture
Near-Death Experience

Traumas

(Thaddeus Thunder has no Traumas)


Electricity


Circumstances

Respected Expert: Punk and Metal music
From Assets and Liabilities
You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.

Conditions

From Assets and Liabilities
Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.

Loose Ends

Powers

Thad's bass licks are so powerful and resonant that they create a barrier of sound waves in a sphere around him, stopping projectiles in their tracks, and even sometimes sending them bouncing back at their attackers. The air around him seems to vibrate and fuzz as his riffs keep chugging.


Exert your Mind and spend an Action to activate. You must actively and obviously use a bass guitar to activate this Effect. Roll Dexterity + Performance at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The Barrier will fall if you are interrupted, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.

Thad crackles with electricity, overloaded from the inside, and he is able to take hold of that energy and shape it into a bolt of lightning, which he can throw at others.


Exert your Mind and spend an Action to activate. Select a target within 45 feet. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the contested Outcome is positive, the target takes that much damage plus 3. Armor is fully effective against this damage.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

Instead of dealing damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per round until it reaches the Severity it would have otherwise been.

  • You can target yourself if you qualify as a valid target by the other requirements.

If Thaddeus gets his bass licks just right, and channels the lightning welling up inside him, nearby things will start coming alive, moving and acting according to his whims so long as he keeps the groove going.


Exert your Mind and spend an Action to activate. Select a Inanimate target within arm's reach which could fit inside a rolling luggage bag (50 liters). You must actively and obviously use a bass guitar to activate this Effect.

Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.

Animated Objects have the following restrictions and capabilities:

  • Awareness: Animated targets are capable of perceiving the world around them within reasonable limits. They cannot communicate in a clear or coherent way.
  • Movement: Animated targets can use an existing method of locomotion (wheels, etc); otherwise they can move across the ground at 15 feet per round, or hover up to a height of 7 feet in the air at 10 feet per round.
  • Toughness: Animated targets are as easy to destroy as they were prior to being animated.
  • Ability Use: If an action requires a roll, Animated objects have a dice pool of 5 when performing a task for which they were designed, and a dice pool of 3 for taking any other actions.
  • Combat: Animated objects cannot take offensive actions in combat.
  • Artifacts: Animating an Artifact does not grant the animated object access to any Effects built in to that Artifact.
  • Following Orders: Animated objects are controlled by the GM, but they will follow any simple commands you give them to the best of their limited ability.

You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.

  • A task for which an object was designed might include a broom sweeping, a gun shooting things, a car driving, a towel rubbing up on stuff, etc.
  • Animated objects may be more or less susceptible to certain attacks at GMs discretion. A scarecrow golem would be easily destroyed by a sword (or fire). An animated suit of armor may not fear bullets but could be smashed to bits with a hammer. A full bronze statue is largely indestructible but might have difficulty standing up if toppled.
  • You can target yourself if you qualify as a valid target by the other requirements.

Legacy Powers


Equipment

Max Encumbrance: 0 pounds.

On Person

  • Clothes
  • Wallet
  • Keys
  • Fabric guitar case
  • Black backpack covered in patches
  • iPhone 12

In Bag

  • Vox Apache bass guitar with built in amp and drum machine, modified with a Fender bass body
  • Flask of Jack Daniels
  • Spare clothes
  • Brass knuckles
  • Blank sheet music
  • Chex mix
(Click to toggle Weapons reference)

Trophies

Trophies are special objects and equipment.

Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.

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


Contractor Timeline

3 Victories - 0 Failures
Remaining Exp: 0 (Earned: 168 - Spent: 168)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Thaddeus Thunder has not written in his journal yet.

Moves

Thaddeus Thunder has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Project ******* can post Moves for Thaddeus Thunder.

Assets And Liabilities

Assets

-3 Respected Expert
Field: Punk and Metal music
-9 Trained Reflexes