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Otto Epoch

A Newbie Contractor played by Omnitox in Neo-GENIS

Otto Epoch is a Chronosapien who will risk his life to become a Explorer and Repair Himself by finding all his Gears.

He is an Undermined years old, lives in a secure holding cell deep underground, and often appears as a crude clockwork robot with a void of gears and cogs within its torso.

Otto Epoch lives in Neo-GENIS, a setting inside a digital realm of video games.

Attributes

Brawn

3

Charisma

2

Dexterity

1

Intellect

3

Perception

4

Abilities

3 Alertness

1 Animals

2 Athletics

2 Crafts

2 Culture

1 Drive

1 Firearms

2 Influence

3 Investigation

1 Medicine

3 Melee

2 Occult

1 Performance

2 Science

0 Stealth

2 Survival

3 Technology

1 Thievery

4 History

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

Injuries

(Otto Epoch is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Clink Clank: You produce constant sounds of gears turning and internals clicking. All attempts to detect you via hearing succeed. Attempts via other senses where hearing would assist are rolled at +2 dice.
  • Body 7

    Stress

    6 Mind

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

    Limits

    Animal-Lover
    Betrayal
    Failure

    Traumas

    (Otto Epoch has no Traumas)


    Tatkraft


    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.

    Finances: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. 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: Contained at a Secret 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.

    Conditions

    Conditions describe your state of being.

    Examples of Conditions include curses, diseases, and impactful personality quirks.

    Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.

    Because Conditions may have GM-created systems, they also record the Playgroup they were acquired in.

    From Assets and Liabilities
    Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
    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.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any non-combat Action that requires fine manual dexterity.
    Convenient Klutz Your manner of tripping over yourself is so unpredictable, it makes you difficult to target. When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity rating is 1.

    Loose Ends

    Loose Ends will cause problems for you if you don't tie them up.

    Examples of Loose Ends include enemies, debts, evidence, and promises.

    All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

    You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

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    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: 0
    (Earned: 150 - Spent: 150)
    An itemized record of every Contract, advancement, and more

    Journal
    Otto Epoch has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Otto Epoch has made 0 Moves.
    Contractors must have participated in at least one Contract before they can make Moves.

    Biography

    CHARACTER PROFILE


    Status: Interloper (from the Ben 10 universe)

    Level: 4

    Strengths: Chronomancy, Robotic Construction | Weaknesses: Slow Moving, Forgetful

    Height: 6'10" | Weight: 856 lbs

    Affiliations:

    Origins

    Personality

    Assets And Liabilities

    Assets

    -15 Gifted
    -3 Cat-Eyes
    -6 Clear Conscience
    -3 Nimble Fingers
    -3 Convenient Klutz

    Liabilities

    +6 Finances: Poor
    +9 Imprisoned
    Manner of Imprisonment: Contained at a Secret Facility
    +9 Outsider
    +7 Scarred
    Scar: Clink Clank: You produce constant sounds of gears turning and internals clicking. All attempts to detect you via hearing succeed. Attempts via other senses where hearing would assist are rolled at +2 dice.