Use the "PDF / Print" option under the "Download or Print" dropdown at the top of the character sheet to print this Contractor

Haver
Built to Serve

A 3-Victory Newbie Contractor played by Omnitox as a Free Agent

Haver is a Golem who will risk their life to become the ultimate Guardian and find his place in the universe.

They are a undetermined years old, live in a small collapsed cabin, and often appears as a large animated humanoid made of various materials, with glowing eyes and large hands.

Their journal, Echoing Thoughts, has 2 entries. Their Questionnaire has 9 answers.

Attributes

Brawn

6

Charisma

2

Dexterity

3

Intellect

1

Perception

3

Abilities

4 Alertness

1 Animals

5 Athletics

2 Crafts

1 Culture

0 Drive

0 Firearms

1 Influence

2 Investigation

0 Medicine

5 Melee

2 Occult

0 Performance

0 Science

2 Stealth

2 Survival

0 Technology

0 Thievery

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

Injuries

(Haver is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Unnerving Physique II (All social rolls are made at +2 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar. Additionally, rolls made to maneuver in tight spaces not made for you are at +1 Difficulty.)
  • Body 8

    Stress

    4 Mind

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

    Limits

    Near-Death Experience
    Betrayal
    Failure

    Traumas

  • Shy You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
  • 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.

  • Kasam


    Circumstances

    Finances: Poor
    From Assets and Liabilities
    You have no use for money, only keeping coins you find on the ground. You start each Contract with 1d10 x10 dollars in cash.
    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.
    Imprisoned: Sorcerer's Workshop
    From Assets and Liabilities
    You are trapped inside your creator's workshop, located deep in a dungeon, 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.

    Conditions

    From Assets and Liabilities
    Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
    Fairy Rules You must abide by the major social conventions of the fae. You cannot lie and must keep any promises you make.
    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.
    Immutable Body Your body is naturally resistant to being reshaped or permanently damaged. You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.
    Witless 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. Stress still applies in full.
    Binding Spell (Supernatural Condition) You are a golem, built to serve. Your will is bound to a magical stone, anyone who possess it has power over your might. You must do the bidding of anyone who holds your Control Conduit, following their command against your will, you are still aware of your actions. Additionally, if you are more than 500 feet away from your Control Conduit, you cannot exert your Mind, or regan Mind.
    Towering You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
    Strong Back You're built to carry and haul. You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.
    From Neo-GENIS
    Thought Experiment You have learned from the greats, you truly are a philosopher. You can now conjure up thought experiments. While talking to someone, make a Mind roll, to come up with a philosophical thought experiment. The person targeted can roll a Mind roll to defend against it, if they fail they will be affected. The person affected will ponder the predicament and roll Perception rolls at two higher difficulties for the duration of 10 minutes. This can only be done once a day.
    Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" one of your Traumas with counseling on a Downtime.

    Loose Ends

    Loading...

    Advancement

    Newbie
    3 Victories - 0 Failures
    Remaining Exp: 3
    (Earned: 177 - Spent: 174)
    An itemized record of every Contract, advancement, and more

    Moves

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

    Biography

    CHARACTER PROFILE


    Status: Non-Player Character (Construct NPC)

    Level: 12

    Strengths: Super Strength, High Endurance | Weaknesses: Low Intelligence, Magically Bound

    Height: 8'6" | Weight: 3,930 lbs

    Affiliations: None

    Origins

    Haver was created by a powerful sorcerer who served under a powerful king. His purpose was to serve in a grant conflict the King was involved in, but do to unknown means the kingdom was overthrown and destroyed. The sorcerer went missing, and the kingdom was lost to time. However, Haver was left behind, his purpose crushed before he could even be presented to the king. He now lives with no purpose, and no master, lost and alone.

    Personality

    Haver is rather shy, as he hasn't interacted with many people. He is generally rather neutral and monotone, except for his rare outbursts of rage. But overall he is a kind soul, he just needs direction.

    Other Notes

    • Does not have access to Player UI (Fast Travel, Invitations, Notifications, Chat Messages, Searching)

    Assets And Liabilities

    Assets

    -15 Gifted
    -6 Clear Conscience
    -3 Lanky
    -15 Immutable Body
    -6 Pack Beast
    -3 Lizard Brain

    Liabilities

    +6 Finances: Poor
    +3 Illiterate
    +9 Imprisoned
    Manner of Imprisonment: Trapped in an underground sorcerer's workshop
    +9 Outsider
    +9 Supernatural Condition
    Supernatural Condition: You must do the bidding of anyone who holds your Control Conduit, following their command against your will, you are still aware of your actions. Additionally, if you are more than 500 feet away from your Control Conduit, you cannot exert your Mind, or regan Mind.
    +9 Fairy Rules