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the Sauropod Mastermind

A 11-Victory Seasoned Contractor played by Strazhari in Project *******

Guido is a Psychic Diplodocus who will risk their life to become the ultimate Temporal Anomaly and unravel the mysteries of the universe.

They are 3 years old, live in Site 5, and often appears as a dinosaur about the size of a large housecat.

Guido lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance. Their journal, Containment Protocols, has 28 entries.













3 Alertness

3 Animals

5 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

3 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

6 Science

4 Stealth

2 Survival

0 Technology

2 Thievery

5 Psychic Combat

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


(Guido is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Missing Toe
  • Body 6


    9 Mind



    Herd Instinct


  • Nyctophobia

  • Temporal Radiation

    Whenever , regain one Source. Cooldown: one hour


    Respected Expert: MTF Agents
    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.
    From Assets and Liabilities
    You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.


    From Assets and Liabilities
    Pathetic You are so pathetic, no one takes you seriously as a threat. Opponents must succeed a Difficulty 7 Mind roll in order to attack you instead of other opponents in combat. Only works if your Brawn rating is 1.
    Animal You have the body of an animal. You are not capable of fine object manipulation, using equipment made for humans, or speaking a human language. You have no human legal status. Your form may impart other benefits or drawbacks depending on your species. Benefits are limited to a +3 dice bonus to one or two Actions your species is specifically adapted for (e.g. a chameleon blending in, a bloodhound tracking something by scent). You use your sheet’s stats as normal.
    From Project *******
    Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. You receive this automatically upon reaching Seasoned status (10 victories), and cannot take it prior to that.

    Loose Ends


    Guido's mind has developed incrementally in an embryonic state over millions of years - for such a small creature, he demonstrates a mental fortitude totally unmatched by humans.

    You gain the following benefits at all times.

    You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:

    • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.
    • Instant Karma: If you successfully resist an Effect with your Mind, you may reflect it back to another target as though you had cast it.
    • All Brain No Brawn: You suffer a -2 dice penalty on Body resistance rolls.

    • When reflecting an Effect, its Activation Outcome is equal to your resistance Outcome. If you reflect it back at the target who cast it originally, they do not receive a resistance roll.
    • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

    When Guido instinctively creates a Time Distortion, the pulsing nucleus of the temporal rift is unstable, exploding moments after it is created.

    This Effect activates whenever Approached Aggressively. It does not require an Action or Exertion. The area within 10 feet of you immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Intellect + Science at Difficulty 6. Targets remaining inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).

    If the Outcome is positive, your blast hits everything within 10 feet of you with Damage equal to your Outcome + 4. Armor is fully effective against this damage. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.

    • You can target yourself if you qualify as a valid target by the other requirements.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    When startled, Guido instinctively warps time, vanishing from existence briefly is a storm of Temporal Radiation. There is still a visible distortion in local time/space where he vanished from.

    This Effect activates whenever someone approaches agrressively. It does not require an Action or Exertion.

    You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

    You leave a rippling rift in space/time at your location.

    • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

    Like most Quadrupeds, Guido is faster than most humans, skittering across the ground with a rapid, "pa-dump pa-dump pa-dump"

    You gain the following benefits at all times.

    You can run at two times your normal movement speed.

    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.

    • 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.

    The eyes of the small sauropod crackle & glow with unearthly energy as small objects begin to float about.

    Guido uses Intelligence in place of Brawn & Wits in place of Dexterity to determine Psychic Strength. In the case of thrown items, most rolls that would use Athletics use Temporal Physics instead.

    You gain the following benefits at all times.

    You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

    Telekinetic actions have the following restrictions and behaviors:

    • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
    • Unarmed Combat: You can use this Effect to deal damage through unarmed attacks, grapples, and thrown objects. Attacks deal +1 Damage. Unarmed Mastery does not apply.
    • Weapons: You cannot wield weapons effectively in combat.
    • Fine Tools: You may use this Effect to simulate fine tools which can manipulate tiny or delicate things, such as a lockpick, forceps, probes, etc.
    • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
    • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
    • Multiple Items: You can only interact with one thing or take one Action at a time.

    • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

    Guido has a particular sensitivity to creatures that are not part of the local time stream. This includes Time Travelers, Extra-dimensional beings, or in some cases creatures that have Powers to warp/alter Space/Time.

    While always capable of picking up these emanations, Guido can delve deeper into the time stream to pinpoint them. Doing so causes a psychic disturbance in the area, & is traumatic to the psyche of the little dinosaur.

    Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect.

    You automatically detect all Temporal Anomalies within 50 feet of you for the next minute. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby and their direction, but you are not aware of their exact locations.

    Even while this Effect is not active, if any Temporal Anomalies come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

    When activated, Guido's eyes burn with a spectral blue-white light.

    Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect.

    You automatically detect all Spatial Anomalies within 50 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.

    Even while this Effect is not active, if any Spatial Anomalies come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

    Guido's exposure to millions of years in transit from the Jurassic to the modern era exposed him to vast amounts of temporal radiation. While he didn't age, the fetal embryo did experience this time. Despite only being chronologically 3 years of age, Guido has vast intelligence, partially due to the Deep Time he endured & partially due to mutation that synchronizes his fore & hind brain as a quantum singularity. If this connection is severed, most likely due to wounds on the spine, this ability is lost until the spinal damage heals. This is particularly relevant to his cockatiel-like feathered crest, which seems to attenuate the strange quantum energies associated with the anomalous intellect.

    Having perceived portions of Time & Space beyond mortal ken, Guido is unusually afraid of the dark, & will avoid poorly lit areas.

    You gain the following benefits as long as you have your Feather Crest.

    Your Intellect rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

    Possession of this Power grants the following Trauma at all times: Nyctophopia.

    If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

    You also gain the following effects:

    • Remarkably Self-Aware: You may roll Intellect at Difficulty 7 to “scan” yourself for abnormalities; any outside influences on your thoughts/mind will be detected, as well as Traumas, etc. If your Outcome is 3 or higher, you may Exert your Mind to cancel the effect.

    • If your Feather Crest is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).
    • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

    Guido will never grow larger than the egg he hatched from, a side effect of the massive amounts of Temporal Radiation he was subjected to in "transit."
    This mutation is also responsible for Guido's genius level intellect.

    Not directly related to mutation, it seems that the fossil record failed to record his particular type of Diplodocus is an arctic variety, adapted to cold weather with a feather coat & insulating fat reserves. When faced with extreme heat, Guido has learned to dissipate the heat through his psychic shields, causing a flaring visible to the eye when this effect occurs.

    It should be noted that Guido is effectively an animal despite these qualities.

    You gain the following benefits at all times.

    You are permanently and visibly transformed: Tiny Sauropod. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1

    Your body is adapted to Sprinting. You receive +3 dice on non-attack rolls related to Sprinting.

    You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

    Your body provides you with the functionality of Welding Tools. If used to attack, these "tools" use the same stats as a small knife.

    You cannot wear standard human clothes, and using many sorts of vehicles and facilities is difficult.

    You cannot speak any coherent verbal language and must resort to other means of communication.

    • Tools at Hand functionality cannot be used with Melee Mastery.

    Guido accelerates the flow of time, causing wounds to heal at a rapid rate. This effect is tiring for both Guido & the subject.

    Exert your Mind and spend 1 minute to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Science at Difficulty 6.

    If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

    After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

    A small creature to begin with, Guido has uncanny ability to end up underfoot, under tables, or similar - easily running through crowds of startled people, between a forest of table legs, or through low underbrush without difficulty.

    You gain the following benefits at all times.

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

    • Path Finder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.

    When stressed, Guido can instinctively shield himself from harm by warping local space/time, creating a dramatic flare of electrical energy at the point of contact. This field is always present even when not visible, deflecting charged particles & other more unusual energies - the field does not react to lead however, & this presents a significant threat from bullets.

    Those triggering the field at close range risk radiation burns, & potentially Temporal Desynchronization.

    You gain the following benefits at all times.

    You have 3 Armor, which reduces incoming damage from all sources of physical attack except Lead. Armor from multiple sources does not stack.

    You may Exert your Mind and spend an Action or Reaction to double your armor rating for the Round.

    Your Armor cannot be destroyed, reduced, and always provides a minimum of 2 Armor regardless of any Armor penetration.

    When you take damage from a source which is within 5 feet of you, your Armor deals 3 back to them.

    Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

    • Armor recharging happens automatically and does not require an Action.

    Guido lowers himself to the ground, laying his head flat on the concrete, The fabric of reality seems to bend around him, arcs of lightning striking at random from his body. A wave of psychokinetic force is then unleashed from the small sauropod, crashing down on his assailants.

    Exert your Mind and spend an Action to activate. Select a target within 300 feet. Make a Trauma roll when you activate this Effect. Roll Intellect + Science 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 6. Armor is reduced to 1/2, rounded down against this damage.

    You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.

    • You can target yourself if you qualify as a valid target by the other requirements.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.


    Max Encumbrance: 0 pounds.

    On Self

    • Nothing! Unencumbered, +1 die to Physical Actions


    • Tactical Armor (3 dice)
    • Visor w/ Headlamp
    • Chest Mounted Floodlight
    • Side Pouches (4)
    • Carrying Handle
    • Homing Beacon

    In Containment

    • Knitted Dino Sweater
    • Silk "Dog" Kimono
    • ua-420's Journal
    (Click to toggle Weapons reference)


    From Project *******
    Site-5 SCP-5273 Access Badge Level 2
    * This is a laminated badge on a lanyard that will open SCP-5273's containment. The badge also allows access to any containment cells and research laboratories on level 2.

    Contractor Timeline

    11 Victories - 3 Failures
    Remaining Exp: 2 (Earned: 294 - Spent: 292)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move


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



    Assets And Liabilities


    -3 Respected Expert
    Field: MTF Agents
    -3 Pathetic
    -15 Gifted


    +9 Animal
    +9 Outsider