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G.E.O
the bio-weapon

A 4-Victory Novice Contractor played by rustoutlaw in Syndicate Contract

G.E.O is a bio-weapon who will risk his life to become the ultimate super soldier and help the corporation who he believes made him take over the world.

He is 32 years old, lives in training facility, and often appears as a hulking figure wearing black tactical gear, his face is always heavily obscured.

G.E.O lives in Syndicate Contract, a setting where videos of the supernatural go viral every day. His Questionnaire has 9 answers.

Attributes

Brawn

6

Charisma

1

Dexterity

6

Intellect

1

Perception

2

Abilities

3 Alertness

0 Animals

3 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

1 Investigation

0 Medicine

5 Melee

0 Occult

0 Performance

0 Science

5 Stealth

0 Survival

0 Technology

1 Thievery

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

Injuries

(G.E.O is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Grotesque body (Anyone who witnesses you will almost certainly be disturbed to see you.)
  • Unarmed Arms (+2 difficulty for all non-unarmed attacks.)
  • Body 8

    Stress

    3 Mind

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

    Limits

    Betrayal
    Capture
    Failure

    Traumas

    (G.E.O has no Traumas)


    Source

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Imprisoned: corporate laboratorie training facility
    From Assets and Liabilities
    You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
    Outsider
    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.

    Conditions

    From Assets and Liabilities
    Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
    Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. As long as your Intellect rating is 1, being reduced to 0 Mind does not incapacitate you. Instead, you are able to continue to take Actions, though you are limited to dog-like level of intelligence, and Penalty still applies in full.
    Avoidance You are so off-putting, that most people just avoid you. As long as your Charisma rating is 1, you may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you make as a part of that attempt get +2 to their Outcome.
    Tough You can function under intense pain. Stress from Injuries is reduced by 2.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
    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

    Loading...

    Advancement

    Novice
    4 Victories - 0 Failures
    Remaining Exp: 5
    (Earned: 180 - Spent: 175)
    An itemized record of every Contract, advancement, and more

    Journal
    G.E.O has not written in his journal yet.

    Moves

    G.E.O has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Syndicate Contract can post Moves for G.E.O.

    Assets And Liabilities

    Assets

    -9 Trained Reflexes
    -6 Clear Conscience
    -6 Tough
    -3 Avoidance
    -3 Lizard Brain

    Liabilities

    +3 Ugly
    +9 Imprisoned
    Manner of Imprisonment: corporate laboratorie training facility
    +9 Outsider