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Kyrus Hammerjaw

A Newbie Contractor played by Cactusmeat as a Free Agent

Kyrus Hammerjaw is a treasure-hunter who will risk their life to become the ultimate demigod and find a chosen land for their people.

They are 45 years old, live in an electrified floating chain cage as decoration in a gentlemen's club within a pocket dimension, and often appears as a heavily scarred madman.

Attributes

Brawn

4

Charisma

1

Dexterity

4

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

2 Athletics

0 Crafts

0 Culture

1 Drive

4 Firearms

0 Influence

0 Investigation

2 Medicine

4 Melee

1 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

3 Thievery

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

Injuries

(Kyrus Hammerjaw is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • magically branded on back and chest.
  • Body 7

    Stress

    5 Mind

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

    Limits

    Anguish
    Atrocities
    Capture

    Traumas

    (Kyrus Hammerjaw has no Traumas)


    Source


    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.

    Notoriety: Month long, country-wide manhunt to capture, after apparently kidnapping and dismembering 3 children of a famous athlete.
    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.
    Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    Imprisoned: an electrified floating chain cage as decoration in a gentlemen's club within a pocket dimension
    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.

    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
    Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
    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.
    Sore Thumb You stick out like a. . . You automatically fail all Stealth rolls, and rolls to notice or locate you always succeed.
    Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
    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.
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    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

    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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    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: 1
    (Earned: 150 - Spent: 149)
    An itemized record of every Contract, advancement, and more

    Journal
    Kyrus Hammerjaw has not written in their journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Kyrus Hammerjaw has made 0 Moves.
    Contractors must have participated in at least one Contract before they can make Moves.

    Assets And Liabilities

    Assets

    -9 Trained Reflexes
    -15 Gifted
    -6 Tough
    -3 Lanky
    -6 Attuned Autoimmune

    Liabilities

    +6 Finances: Poor
    +3 Ugly
    +9 Imprisoned
    Manner of Imprisonment: an electrified floating chain cage as decoration in a gentlemen's club within a pocket dimension
    +6 Paranoia
    +3 Notoriety
    Reason: Month long, country-wide manhunt to capture, after apparently kidnapping and dismembering 3 children of a famous athlete.
    +9 Sore Thumb