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Andrew Guy
The Everyday Man

A 6-Victory Novice Contractor played by shotgunwizard22 in The Tattered Curtain

Andrew Guy is a Average Joe who will risk his life to Become someone special.

He is 30 years old, and often appears as A plain, unassuming man of average build and height with plain brown hair, a clean-shaven face, and average brown eyes. He wears business casual, black trousers and shoes with a white shirt and tie.

Andrew Guy lives in The Tattered Curtain, a setting where the barriers between universes are beginning to crumble. His journal has 10 entries.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

2

Perception

2

Abilities

2 Alertness

0 Animals

2 Athletics

2 Brawl

0 Crafts

2 Culture

2 Drive

4 Firearms

2 Influence

2 Investigation

2 Medicine

0 Melee

0 Occult

2 Performance

2 Science

5 Stealth

1 Survival

2 Technology

3 Thievery

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

Injuries

(Andrew Guy is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Andrew Guy has no Battle Scars)

Body 7

Penalty

5 Mind

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

Limits

Atrocities
Murder
Anguish

Traumas

(Andrew Guy has no Traumas)


Obscurity

Whenever , regain one Source. Cooldown: one day

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 The Tattered Curtain
Umar's sight This individual is capable of seeing holes in the curtain, from which beings of other realities pour forth.
From Assets and Liabilities
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.
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.
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.
Jaded Your emotions are deliberate and unshakable. You get +3 dice to resist any attempt to sway your emotions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Fascinate and Emotion Control Effects.

Loose Ends

Powers

Andrew Guy is so unimportant that life just sort of... forgot he was there. As such, his biological needs are suspended until life remembers he exists.


You gain the following benefits at all times.

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

Andrew Guy is so mundane and unimportant that reality sometimes forgets what he's holding, allowing him to flick objects out of existence into a real equivalent of a comic books 'magic bag', which he can then draw the item out of.


Spend an Action to activate.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Andrew Guy is capable of blending into a crowd so seamlessly that his features and clothes change to better fit in.


Exert your Mind and spend a minute to activate. This Effect cannot be used unless Near a group of at least 3 people.

You become disguised in a manner of your choosing. The disguise lasts for an hour and a half, or you may end it early at will.

The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your clothes. A disguise cannot affect your Attributes or other stats.

  • While you may alter your clothing's appearance, this does not grant or store equipment.

Andrew Guy is very good at running away from danger, to the point that his speed massively increases when he does so.


Exert your Mind and spend an Action to activate. This Effect cannot be used unless Running away from danger.

You can run at three times your normal movement speed for the next minute.

While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.

  • 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.

Andrew Guy is so plain and unimpressive that sometimes he slips into a haze of averageness that makes him extremely difficult to notice.


You gain the following benefits at all times.

You and any clothes or equipment you are wearing are partially obscured from sight. All attempts to detect you using sight are rolled at a -3 dice penalty.

You only remain obscured while you are standing still; moving or taking actions will suspend the Effect for a Round. When the Effect ends, it is disabled for 1 hour.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Andrew Guy's form goes blurry around the edges, it becomes hard to focus on him, and suddenly, he appears to be standing elsewhere, as if he was always there.

Andrew is such an insignificant component of the universe that sometimes, errors occur, shifting his position in space to somewhere nearby as if he was always there.


Exert your Mind and spend an Action to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.

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.

Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • 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.

Equipment

Max Encumbrance: 0 pounds.

On Person

  • Clothes
  • Reinforced Jacket, Boots and Gloves (+2 Armour)
  • Wallet
  • Keys
  • Pencil
  • Notepad
  • Smartphone

In Stash

  • Glock17
  • P90 (Machine Gun)
  • Lockpicks
  • Bag of Flour

In Bag

  • MRE x3
  • Water Bottle (1 Litre) x2
  • Calculator
  • Duct Tape
  • Flashlight
  • Rope (30 foot)
  • Ziptie Cuffs x6
(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

6 Victories - 0 Failures
Remaining Exp: 7 (Earned: 183 - Spent: 176)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Moves

Andrew Guy has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in The Tattered Curtain can post Moves for Andrew Guy.

Assets And Liabilities

Assets

-3 Contortionist
-6 Clear Conscience
-6 Focused
-9 Trained Reflexes
-15 Jaded (old emotion control resistance).