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Jake Irons
The Unbeatable master of Martial Arts

A 8-Victory Novice Contractor played by shotgunwizard22 in Diverwyn

Jake Irons is a Iron-bodied Monk who will risk his life to best a dragon in a challenge of martial arts.

He is 23 years old, and often appears as a tall, muscular bald man with a serious face, thick eyebrows and harsh, green eyes, his skin appears to be made from forged iron. Wears a black Martial Arts Gi.

Jake Irons lives in Diverwyn, a setting full of classic fantasy. His journal has 17 entries.

Attributes

Brawn

6

Charisma

2

Dexterity

4

Intellect

3

Perception

2

Abilities

3 Alertness

0 Animals

4 Athletics

5 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

1 Influence

2 Investigation

1 Medicine

0 Melee

2 Occult

0 Performance

0 Science

2 Stealth

2 Survival

0 Technology

2 Thievery

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

Injuries

(Jake Irons is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Skin like Forged Iron (Jake Irons is visibly inhuman, and will be treated as such)
  • Body 8

    Stress

    6 Mind

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

    Limits

    Betrayal
    Atrocities
    Anguish

    Traumas

    (Jake Irons has no Traumas)


    Qi

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Polyglot: Draconic/Chinese
    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.

    Conditions

    From Assets and Liabilities
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced 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.

    Loose Ends

    Powers

    The Martial Artists skin, flesh and bones have become similar to Iron, reinforcing their body and allowing them to strike with greater force than ever before.


    You gain the following benefits at all times.

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

    Possession of this Power grants the following Battle Scar: Skin is like forged iron in appearance.

    You also gain the following effects:

    • High Constitution: You gain +2 dice to any Body resistance rolls. Any failed or botched Body rolls will instead give an outcome of 1.
    • Tough: Half your Brawn acts as Armor against all incoming sources of damage.

    • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

    By properly cycling their Qi through their body, a Martial Artist may accelerate the rate at which they heal from their injuries, as well as force their wounds to seal themselves, preventing infection and blood loss.


    You gain the following benefits at all times.

    Any Injury you receive heals quickly, reducing its Severity by one level every day, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.

    Battle Scars caused by your Injuries will remain. Any Injuries you receive automatically count as a successful Makeshift Stabilization and do not deteriorate further.

    The martial Artist shapes their Qi around their body to form a protective barrier, allowing them to block attacks even their reinforced body can't deal with, their Qi creating a faint glow around their body as it is used, generating an effect based on the nature of the Qi.


    Exert your Mind and spend an Action to activate. Roll Brawn + Brawl at Difficulty 6.

    If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

    The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

    The Martial Artist has developed a sixth sense, the Divine Sense, that allows them to see without seeing. Even blind, they feel the world around them, and can act upon that knowledge.


    You gain the following benefits at all times.

    Your senses are enhanced in the following way.

    • Hearing: You are capable of perceiving physical shapes via sound. You must produce a Ting to “ping” with your echolocation each Round you wish to use it.

    The Martial Artist has, through harsh training, reached a high enough level in his art that he can now strike through Iron as he would Flesh


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

    +2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Bonus Damage Weapon Damage (instead of -1). The target's 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 Defend against melee, projectile, or firearm attacks from any range and Clash with those in range of your attacks.

    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

    The Martial Artist has been through the extremes of fire and come out the other side stronger, his body now highly resistant to flames, and has developed the ability to conjure small flames through the concentration of Qi at a point.


    Exert your Mind and spend an Action to activate. Select a target within arm's reach which has both fuel and oxygen available (if you are starting a new fire).

    You may start a new fire as large as a fire in a residential fireplace at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

    Lighting a target on fire deals 3 Damage per Round, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.

    You may extinguish flames as a Reaction. This does not extend to explosives.

    • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics, Difficulty 8.
    • 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.

    The Martial Artists intense meditation sessions have conditioned them to be able to go long periods of time without food, water, or sleep, and their body has adapted to be able to function on only minimal resources and its own Qi.


    You gain the following benefits at all times.

    You may go five times longer than a normal human without food, water, sleep, and air.

    The Martial Artist has reached such a level of physical refinement that they are no longer affected by mortal diseases, and are capable of using their Qi to flush any toxic materials from their body.


    You gain the following benefits at all times.

    You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

    • Survivor: You are immune to all non-Alien diseases.

    • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Clothes
    • Metal Martial Arts Gauntlets
    • Travellers Cloak

    In Bag

    • 2 Large Flasks with Water
    • First-Aid Supplies
    • 4 Handmade Large Pork Buns in Wrapping
    • 3 Torches
    • Flint
    • 1500 Xel

    Pets

    • 4 Chameleon Basilisk Eggs
    (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

    8 Victories - 0 Failures
    Remaining Exp: 1 (Earned: 197 - Spent: 196)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Jake Irons has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Diverwyn can post Moves for Jake Irons.

    Biography

    Growing up, Jake was always fascinated with Martial Arts. From the incredible strength, to the dynamic movements, he was obsessed with their skills and training. After managing to find an old Martial Arts manual left behind by his Great Grandmother in an attic, he vowed to move to an empty mountain, and train until he could match any creature, man or beast, purely based on Martial Arts.

    Assets And Liabilities

    Assets

    -3 Polyglot
    Language: Draconic/Chinese
    -6 Focused
    -9 Trained Reflexes
    -3 Ambidextrous
    -6 Tough

    Liabilities

    +6 Anachronism