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Alexander Felidae
Friendly Feline Fighter

A 13-Victory Seasoned Contractor played by shotgunwizard22 in Pilos

Alexander Felidae is a Werecat Soldier who will risk his life to Become the King of all cats.

He is 23 years old, and often appears as A well-built young man with short ginger hair and a friendly smile. He has blue catlike eyes, and his ears are subtly elongated.

Alexander Felidae lives in Pilos, a setting that was like our own 50 years ago, but much has changed. His journal, A Kings Records, has 34 entries.













3 Alertness

3 Animals

4 Athletics

5 Brawl

0 Crafts

0 Culture

1 Drive

4 Firearms

3 Influence

3 Investigation

1 Medicine

2 Melee

1 Occult

0 Performance

0 Science

2 Stealth

3 Survival

0 Technology

1 Thievery

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


(Alexander Felidae is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Notch in Right Ear (Bullet hole)
  • Body 7


    8 Mind





  • Compulsion to behave respectfully towards his elders

  • Connection

    Whenever , regain one Source. Cooldown: one hour


    Polyglot: Spanish, Latin, Italian
    From Assets and Liabilities
    You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
    Polyglot: Ancient Egyptian, Modern Egyptian, Arabic
    From Assets and Liabilities
    You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.


    From Maelstrom
    Gift of Bast A blessing from the Egyptian Cat Goddess Bast has strengthened the Werecats connection with his heritage, allowing him to speak to cats as easily as humans. Does not require exertion when using commune on cats
    From Project *******
    Curse of the Moon When the moon is full you take a bestial aspect, during which time all living creatures appear to be Meat for the Beast. You remain in this state until you consume half your weight in raw, dripping flesh or until the sun rises, whichever comes first. You may exert mind to stall the transformation for 1 minute after Moonrise - once complete, replace all Limits with the following Custom Limit - Must Feed: Make a Trauma roll whenever you pass an opportunity to feed. You are particularly drawn to feed off people you know: +2 to Difficulty on Trauma rolls if you know a potential target. When this effect ends, you reduce the level of any injuries sustained by -2 & have no recollection of what occurred in that time
    From Assets and Liabilities
    Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
    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.
    Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.

    Loose Ends


    The Werecat exerts it’s will upon nearby animals to force them to serve it, before relaying a command to them.

    Exert your Mind and spend an Action to activate. Select a Creature within 20 feet.

    For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 20 feet when the command is given.

    Your commands must be relatively simple and within the target’s intellectual grasp. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.

    • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
    • You can target yourself if you qualify as a valid target by the other requirements.

    The Werecat lets their bestial nature assert itself slightly, allowing them to speak to their fellow beasts unhindered by their mortal self.

    You gain the following benefits at all times.

    You may understand and communicate to Creatures as if you are fluent in a relevant language.

    • Communing with creatures does not grant them intellect but does allow you to converse with them.

    The body of the Werecat produces sharp cracking sounds, as their bones shift and muscles warp, while fur covers them from head to toe and a long, slender tail protrudes from the base of their spine. They become a tall, lean killing machine with razor-sharp claws capable of moving with speed and grace unmatched by mortals, as the Beast within merges with the Werecats human self.

    Exert your Mind and spend an Action to activate.

    You transform into A Monstrous Werecat with Red Dragon Scales around the upper torso and neck for 3 hours. You have access to all of your Powers while you are A Monstrous Werecat with Red Dragon Scales around the upper torso and neck, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1.

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

    The Werecats powerful legs are capable of launching it across long distances and allowing it to land with relative ease and grace. In the case that they are in their human form, their legs briefly shift into those of the Werecat form, allowing them to access their incredible leaping abilities.

    Exert your Mind (unless Alternate Form) and spend an Action to activate. Select a Location which is at most 25 feet away horizontally or 5 feet away vertically.

    You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

    • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
    • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
    • You must be on a surface of some kind in order to activate this effect; it cannot be activated while in mid-air.
    • You may only use this Effect once per round of combat, regardless of any enhancements you have taken.
    • You can target yourself if you qualify as a valid target by the other requirements.

    The Werecats senses have been sharpened with the awakening of their heritage, and they are now able to control the enhancement.

    You gain the following benefits at all times.

    Your senses are enhanced in the following way.

    • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
    • Hearing: You receive +3 dice on any attempt to detect a creature or locate the source of a sound.

    The Werecats beastly instincts kick in during their transformation, turning them into an extremely deadly close quarters combatant.

    You gain the following benefits as long as as long as Alternate Form is activated and you are engaged in unarmed combat.

    Your unarmed attacks deal +4 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.

    • 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 Werecat was blessed by the goddess Bast, in exchange for a service rendered, and now the holy power coursing through their body has caused their blood to develop cleansing properties, curing disease, banishing poison, and even breaking curses.

    Take a Severity-1 Injury and spend 15 minutes to activate. Select a Living target within arm's reach.

    You may cure any single disease or poison afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.

    You may only use this Effect once per day.

    • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
    • You can target yourself if you qualify as a valid target by the other requirements.

    The Werecats combination of Draconic blood, divine blessings, and natural feline resilience allows them to withstand what would typically be considered a fatal injury, allowing their regenerative prowess to repair the damage..

    You gain the following benefits at all times.

    If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.

    If, while you are unconscious, your wound level rises above your rating in Body + Brawn, or if you take an Injury with Severity greater than your rating in Brawn, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

    The Werecats fur and skin toughens in its transformed state, allowing it to shrug off most weaker attacks. After sufficient usage of his abilities, the Werecat has managed to retain the toughened properties of his skin even in his mundane shape, allowing him to resist bullets even without armoured clothing.

    You gain the following benefits at all times.

    You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

    After being bathed in the blood of a Dragon, The Werecats powerful body has been enhanced and is capable of recovering from injury at a rate far greater than that of a human.

    You gain the following benefits at all times.

    Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

    You may also Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.


    Max Encumbrance: 0 pounds.

    On Person

    • Reinforced Hunting Clothes (+2 armour)
    • Cowboy hat
    • Beanie
    • Sunglasses
    • Sistrum Necklace
    • Rubber Gloves
    • Wallet
    • Flashlight
    • AR-15 Rifle
    • Desert Eagle
    • Hunting Knife
    • Hunting License
    • Smartphone

    In Bag

    • 2 spare Desert Eagle magazines
    • 3 spare Rifle magazines
    • 2 Water bottles
    • set of 4 Ham sandwiches in tinfoil
    • lighter and kindling
    • First-Aid kit
    • Rangefinder
    • Survival Blanket
    • Rope (30ft)
    • 1 roll of Duct Tape
    • Tent
    • Solar Powered Phone Charger
    • 2 Grenades
    • Binoculars


    • Car (4 seats, average quality)


    • Simple Old West Clothing
    • Hunting Rifle
    (Click to toggle Weapons reference)


    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

    13 Victories - 4 Failures
    Remaining Exp: 0 (Earned: 284 - Spent: 284)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move


    Alexander Felidae has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Pilos can post Moves for Alexander Felidae.


    as a young boy, Alexander spent time hunting with his Grandfather. He had, like most of his Grandfathers side of the family, quite sharp senses, but never quite picked up on the skills necessary to make a living out of it, and as such, ended up going into the army once he (somehow) graduated high school. During his leave, he decided to stay in his Grandfathers old hunting lodge, to relive old memories by taking a hunting trip, but before his first trip received an offer that spoke to something... Primal, inside of him.

    Assets And Liabilities


    -3 Polyglot
    Language: Ancient Egyptian, Modern Egyptian, Arabic
    -3 Polyglot
    Language: Spanish, Latin, Italian
    -6 Tough
    -3 Beautiful
    -9 Trained Reflexes
    -0 Seen Things
    -3 Contortionist
    -3 Acute Sense
    Sharpened Sense: Smell
    -3 Acute Sense
    Sharpened Sense: Hearing
    -3 Acute Sense
    Sharpened Sense: Sight
    -6 Clear Conscience


    +3 Uncanny Echoes
    Echo: Cat-like eyes