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UA-417
D-sposable

A 9-Victory Novice Contractor played by therustyy257 in Project *******

UA-417 is a Waste of scales who will risk his life to Become an important agency figurehead, pool resources and perfect his body.

He is 33 years old, and often appears as 5'8 disheveled scrawny male, with reptile features in D class robes.

UA-417 lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance. His journal, Project [CLASSIFIED], has 2 entries.

Attributes

Brawn

3

Charisma

1

Dexterity

6

Intellect

5

Perception

4

Abilities

2 Alertness

1 Animals

3 Athletics

3 Brawl

0 Crafts

1 Culture

0 Drive

0 Firearms

0 Influence

2 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

3 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

3
Ouch
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(UA-417 has no Battle Scars)

Body 7

Penalty

7 Mind

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

Limits

Capture
Anguish
Failure

Traumas

(UA-417 has no Traumas)


Source


Circumstances

Alias: Ben Ortez
From Assets and Liabilities
You have an officially established alternate identity. Your alias has all proper legal documentation and will hold up to the highest scrutiny. If it is exposed, you may make a Move to replace it.
Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.

Conditions

From Project *******
Chitter chitter Horrifying terrors. Slowly over a year you will become a follower of Imago
MTF Sigma-godkillers member, addiction
From Assets and Liabilities
Avoidance You are so off-putting, that most people just avoid you. You may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you might make as a part of this get +2 to their Outcome. Only works if your Charisma rating is 1.
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.
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.
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.

Loose Ends

Powers

The subject possesses inhuman agility and reflexes, most recently showing the ability to dodge fast moving projectiles with ease.


You gain the following benefits at all times.

Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Bullet Time: Exert your Mind and spend an Action or Reaction to make a single dodge roll that applies its full Outcome to any attacks made against you that Round, including ones which cannot ordinarily be dodged, such as bullets.
  • Centered: You have perfect balance. You cannot be knocked over, and can maintain your footing regardless of the size or stability of the material underneath you.
  • Infinity-Jointed: Your body is incredibly flexible, allowing you to maneuver and squeeze through tight spots as if you were the size of a cat, and you get +3 dice to rolls which require extreme flexibility, such as escaping grapples.
  • Track Star: You may always move at your full Sprint speed without any penalty.

  • Reminder: to calculate the distance you can sprint in one round of combat, add together Dexterity + Brawn + 1, and multiply that by 5 feet.

The subjects morphology underwent significant changes, documented changes include:

Severe skin discoloration.

Rare patches of dark scale-like growths as of yet incapable of resisting outside agitators.

Yellow Alligatoridae-like eyes with vertical slit like pupils.

Razor sharp talons durable enough to cut through flesh bone and some steel alloys.


You gain the following benefits as long as you are engaged in unarmed combat.

Your unarmed attacks deal +0 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.

You also gain the following effects:

  • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.
  • Brutal Strikes: Any Injury you inflict causes a Battle Scar if you wish, regardless of Severity.
  • Precision Strikes: You may use Dexterity instead of Brawn on your attack rolls.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

The subject's salivary glands have adapted to secrete a highly toxic, fast acting venom.


Spend an Action to activate. Select a Living target within 300 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 1. 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.

This Gift's level is capped at 2 Gifts and cannot be increased further.

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.

Tiny ice crystals cover any immediate injury, stabilizing it


You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every three days, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.

Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.

lizard go skitter skitter


You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.

Inhuman speeds


Exert your Mind and spend an Action to activate.

You can run at four times your normal movement speed for the next minute.

While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.

If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.

After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Legendary Artifacts

Disciple's Trinket

Created by Tommy Lenston, looted by UA-417.
A Old Pendent, made from the outreaches of where gods lie, a blessing from a certain parasitic god

The darkness hides a cruel god, willing to give a limb out to those who cherish him. A Black void grows on his back to allow a black tentacle to come out and strike terror and form itself into a elongated huge blade and reach how far it would like too, helping the blessed who are willing to bow down. The Trinket itself, being given to him in a dream after contract after having a conversation with his god and being gifted to him for being faithful and doing what he wishes, only to wake up adorning it and it being the middle of the night with an extra limb.


You gain the following benefits as long as as long as Will only come out in a dim light or complete darkness, if a bright light is on him he must destroy it to use extra appendage and you are wearing this Artifact.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a Great Sword.

Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.

Your extra appendage can stretch to reach an additional 30 feet.


Equipment

Max Encumbrance: 0 pounds.

Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

On Person

  • Oversized x2l hoodie, sweatpants, military anti-mine boots, gloves fitted to hide claws.
  • Kevlar(2armour)
  • Porcelain reinforced face mask
  • Medical records + identity paperwork
  • Burner phone, spare sim card
  • Water proof mag-lite
  • Lock-picks disguised as hairpins

Bag

  • Flack Jacket + paperwork
  • Heavy snow winter gear + collapsible skis
  • Rain jacket
  • Bear mace + paperwork
  • Regular Boots
  • 168 hours worth of MRE in element proof containers
  • 100ft reinforced rope
  • Seeing eye dog paperwork
  • Jimmy bar
  • Blood drawing kit
  • (4) Long range radios + earpieces
(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

9 Victories - 1 Failure
Remaining Exp: 9 (Earned: 229 - Spent: 220)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Moves

UA-417 has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Project ******* can post Moves for UA-417.

Biography

Picked up by the foundation while serving time on a petty theft charge and drafted into D class. Kevin Hall birth name

Assets And Liabilities

Assets

+2 Alias
Name: Ben Ortez
+1 Avoidance
+1 Contortionist
+3 Trained Reflexes
+5 Gifted

Liabilities

-1 Uncanny Echoes
Echo: Cold blooded, low body temperature
-2 Vengeful
-2 Poor