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John
He is not ghost man

A 2-Victory Newbie Contractor played by starkill as a Free Agent

John is a Ghosts user who will risk his life to To find way make himself godly figure.

He is 27 years old, and often appears as He is man with White lapcoat and black eyes and hair.

Attributes

Brawn

3

Charisma

3

Dexterity

5

Intellect

3

Perception

4

Abilities

3 Alertness

0 Animals

4 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

3 Investigation

0 Medicine

0 Melee

3 Occult

0 Performance

0 Science

3 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(John is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(John 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

Anguish
Capture
Near-Death Experience

Traumas

(John 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.

Conditions

From Assets and Liabilities
Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
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.
Nightmares: Ghost eating him Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.

Loose Ends

Dark Secret: He sacrifice people to got his power

Distant Dangerous Given by a Liability
You have a secret which, if it got out, would lead to immediate and significant consequences for you.

Powers

He got blessing of god of death but how explain why he gotten high tech one


You gain the following benefits at all times.

You are permanently and visibly transformed: ________. You are considered to be a Sapient, Non-Living Creature when targeted. Your Perception is increased by 1.

Your Injuries no longer degrade with time.

Legendary Artifacts

Ring of death god

Created and held by John.

he use ring of death to kill someone alive ignoring all normal Defence


Spend an Action to activate. Select a Living target within 45 feet. Roll Brawn + Alertness 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. The target's material Armor is completely ignored.

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

  • "Material Armor" includes armor from equipment but not Armor from Mythic Brawn, barrier, or mystical armor.
  • You can target yourself if you qualify as a valid target by the other requirements.

Ghosts

Created and held by John.

He summon ghost to fight with him


Exert your Mind and spend at least two Actions performing the following ritual: Hand signals to activate. You must use up Small vile of blood in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

Summon a single ________ at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 8 dice.


Equipment

Max Encumbrance: 0 pounds.

On Person

  • reinforced clothing
  • Wallet
  • iPhone 9
  • Keys
  • flask of tears
  • Rugged no-metal belt that can be used as a pair of nunchucks

In Bag

  • Flashlight with 2 batteries
  • rope and duct tape
  • Pistol with 2 Magazin
  • knife
  • heat vision equipment
  • Oxygen canister
  • Census-taker's liver
  • Fava Beans
  • Chianti
  • lock-pocks x3
  • food and water for 3 days
  • High-density alcohol x2
  • very Flammable spray
  • lighter
  • noisemaker
  • night vision goggles
  • king armor
  • Cloth x3
  • gas mask
(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

2 Victories - 2 Failures
Remaining Exp: -9 (Earned: 162 - Spent: 171)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
John has not written in his journal yet.

Moves

John has made 0 Moves.
Only Contractors in Playgroups can make Moves.

Assets And Liabilities

Assets

-3 Acute Sense
Sharpened Sense: Sight
-15 Gifted
-12 Jack of All Trades

Liabilities

+6 Vengeful
+3 Nightmares
Subject: Ghost eating him
+3 Prey Exclusion
Excluded Prey: Ghosts
+3 Dark Secret
Secret: He sacrifice people to got his power