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Gulliver Archer
A curse, no this is great!

A 15-Victory Seasoned Contractor played by Rainbowdragon1357 in Project *******

Gulliver Archer is a Cannabalistic Wendigo who will risk his life to Use this curse for good, and fight back the greed that possesses him. To make sure that those that are weaker are not taken advantage of.

He is 54 years old, and often appears as A very large and muscular middle aged man, with shaved down hair and a very short ancor beard.

Gulliver Archer lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance. His journal has 18 entries.

Attributes

Brawn

8

Charisma

3

Dexterity

2

Intellect

3

Perception

3

Abilities

3 Alertness

2 Animals

4 Athletics

4 Brawl

1 Crafts

1 Culture

4 Drive

0 Firearms

4 Influence

4 Investigation

0 Medicine

0 Melee

2 Occult

0 Performance

0 Science

3 Stealth

2 Survival

2 Technology

0 Thievery

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

Injuries

1
stubbed toe
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Connor Inkz tatoo: A scar depicting a moose making him 10% bigger
  • Panther stew (Gullivers hunters intuition grows in his head and understands the movement and perception of his targets growing his ability in stealth. +2 dice to stealth rolls)
  • Body 9

    Penalty

    7 Mind

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

    Limits

    Anguish
    Capture
    Near-Death Experience

    Traumas

  • scrub it clean bacteria blegh
  • I AM A ZOMBIE!

  • Greed


    Circumstances

    Polyglot: Latin, Gaelic, 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.
    Wealthy
    From Assets and Liabilities
    You are "comfortable" in the way that makes people extremely jealous. You have access to $100,000 (or equivalent currency) per Contract.
    Polyglot: Japanese, Spanish, Russian
    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.
    Point of Contact + Status: Smugglers
    Given by Riley
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from Smugglers. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.
    Point of Contact: Native American Spiritualist: Thomas H. Begay
    Given by leonvanderblight
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from _____. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.

    Conditions

    From The Illumination
    Wormwood Due to the breathing in of wormwood gas, Gulliver will rise again When I die the next round full health penalties apply, head shot to put me down, powers still apply, people who are under this effect will not fight eachother
    From Assets and Liabilities
    Nightmares: The killing of my family by my own hands Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Gulliver is a wendigo, his hunger for it over the day becomes insatiable if not fed. Because of this Gulliver has to eat a a half pound of meat every 6 hours

    Loose Ends

    Group of Enemies: Sons of Anarchy

    Imminent Dangerous Given by leonvanderblight
    Your antics have attracted the attention of a powerful group of beings, and they are willing to commit whatever collective resources they have towards destroying you.

    Powers

    The kid walks down the dark street illuminated by street lamps, bunching himself up to stay warm. He hears a piercing screech from afar and quickens his pace out of fear. The air feels colder and heavier. A man walks down the road in front of him, he's big, muscly as hell but the cold keeps the kid in place he can't seem to bring himself to cross the street to avoid him and with every step the air feels colder and colder and colder until it hugs him in a climax, the man smirking passes the kid, a new weight bearing on his shoulders. Days later the child sits over a corpse eating, greedily stuffing chunks into his mouth.


    Exert your Mind and spend an Action to activate. Select a Living target within arm’s reach. Make a Trauma roll when you activate this Effect. Roll Brawn + Influence at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

    If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

    • Psychotic Episodes: The target’s neural pathways begin to decay. At any time, the GM may call for a Mind roll from the target, with the Difficulty equal to 5 + 1 for each day they have been sick (rounded up). Failure causes them to undergo a break from reality. A botch will also grant a new Trauma.
    Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

    The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by _Ingestion of copious amounts of animal fat and oils_.

    This Effect is not obvious, and the only sign you are using an Effect is A cold wind leaves Gullivers slightly open mouth and wraps around your body. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

    • Successfully diagnosing an affliction also includes information about the treatment method.
    • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
    • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Pain lacks affect on the wendigo, in fact the pain releases the icy rage within, it fuels him and he accepts it


    You gain the following benefits at all times.

    Your Body Penalty is reduced to 0. Does not reduce Mind Penalty.

    While Incapacitated, you may Exert your Mind to take a single action.

    Any Body Penalty you would have had is instead added as a dice bonus to any rolls you make.

    Gulliver no longer needs a large amount of necessary human rescources, he doesn’t need food, water, or air. He is no longer human, simply a shell


    You gain the following benefits at all times.

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

    A cold wind wraps around Gullivers body as his feet bounce and he speeds towards his prey at immense speeds, howling.


    Exert your Mind and spend an Action to activate.

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

    • 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.

    You cannot truly kill a Wendigo until you burn its heart, the source of its power, it’s life force


    You gain the following benefits at all times.

    If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.

    While Incapacitated, your only weakness is The extraction and burning of his heart in flame, and if you take damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

    Gulliver brings the blood dripping down his chin to his nose and smiles , his eyes narrowing up as he smells the scent and sees the thermal imprint of his victim in a cluster of bushes. He circles his prey taunting it as he does so going in for the kill.


    You gain the following benefits at all times.

    Your senses are enhanced in the following way.

    • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
    • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
    • Thermal: You are able to "see" heat signatures up to 50 feet away.

    • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

    The greed that fills me fills my muscle and my bones, ready to lift boulders or crush my quarry


    You gain the following benefits at all times.

    Your Brawn rating is increased by 3. 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).

    You also gain the following effects:

    • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
    • Tough: Half your Brawn acts as Armor against all incoming sources of damage.

    I am no longer human, the, all remnants of such has left my body, and I am now a vessel for the growing spirit of the Wendigo, my body is cold to the touch, my heart frozen.


    You gain the following benefits at all times.

    You are permanently and visibly transformed: _Skin is pale and very cold_. You are considered to be a Sapient, Living being when targeted..

    You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

    While in Cold, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

    The Wendigo's awareness extends to all his foes in the area. His gnarled talons grow with immense speed and precision to stop his foes strikes upon him


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

    Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.

    You also gain the following effects:

    • Bullet Catcher: You may React to and Defend against firearms and other projectiles.
    • Transcendence: You may Exert your Mind to Defend against any number of incoming Attacks this Round as a Free Action. While active, you can only Defend against attacks directed at yourself. When Defending against a mob using the Mob Combat rules, their Attack does not gain the normal Outcome bonus.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

    Gulliver summons his strength to pulling the local wind spirits into form around him, pulling them next to his ear. Asking about a goings on in the area. The spirits if he is successful in his procuring and convincing will speak into his ear giving visions and information.


    Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 100 feet You cannot investigate the same target more than once per hour. At the end of your investigation, roll Brawn + Influence at Difficulty 6.

    You learn a single specific piece of information, chosen from the following list, about the area:

    • You choose a specific type of event and receive a vision of the last time it occurred here.
    The quality and specificity of information gained depends on your Outcome.

    This Effect is not obvious, and the only sign you are using an Effect is Gulliver holds his ear up as if listening to something. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Gulliver touches his target gripping their shoulder, pushing his energy of the forest into their soul, slowly transforming them into his pets and followers. Into the woodland creatures that serve him


    Exert your Mind and Spend an Action to activate. Select a Living target within arm's reach. Roll Brawn + Influence at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.

    If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:

    1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
    2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
    3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
    4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
    Refer to the stock Battle Scars on the Character Sheet for specific systems.

    If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.

    All alterations you make must Woodland creatures.

    Your alteration "heals" over the course of the next month, after which it is fully cured.

    • They take on the stats of the chosen species, ala the Creature Transformation Effect. If these Battle Scars are cured, they are returned to their original species over the course of the next 24 hours.
    • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Legendary Artifacts

    The Dark Grimoire

    Created by Victor Green, given to Gulliver Archer.
    A black leather book, large enough to only barely fit into a backpack

    The Demonologist has made a contract with the mysterious book known as the Dark Grimoire, and now they are bound together for the rest of their days. The Dark Grimoire is an ancient black book with a blank cover, with the inside written in what appears to be Latin, along with a series of complex ritual diagrams. Somehow, the book always seems to have room for additional information to be written.


    This Artifact cannot be broken.

    If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

    This Artifact's creator is always aware of the direction and distance to this Artifact.

    This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.

    • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

    The Demonologist draws from the power contained in their Dark Grimoire to hurl a bolt of deep crimson Hellfire at their foes, effortlessly burning through armour, flesh and bone.

    Uses Demonology


    Spend an Action to activate. Select a target within 300 feet. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

    If the contested Outcome is positive, the target takes that much damage plus 3. Armor is reduced to 1/2, rounded down against this damage.

    This Gift's level is capped at 2 Gifts and cannot be increased further.

    • You can target yourself if you qualify as a valid target by the other requirements.

    The Demonologist performs an elaborate ritual to summon and bind a winged lesser demon. during the ritual, the summoning circle glows a deep crimson, until a winged demon is dragged up through the circle, bound in glowing red chains, and forced into the Demonologists service, only to be released when it is slain and returned to Hell.

    Uses Demonology


    Exert your Mind and spend at least two Actions performing the following ritual: A ritual Circle must be drawn and offered a drop of the casters blood while a chant is used to bind the summoned demon to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    Summon a single ________ at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

    Minions have 6 Body and can make melee range attacks with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.

    Your minion is able to Manual Labour with a 4-dice pool.

    The Demonologist performs an Arcane Ritual to summon an Imp and bind it to the mortal plane. It takes the form of a small, red-skinned humanoid creature with wings and short, stubby horns, and possesses the ability to hurl bolts of fire short distances.

    Uses Demonology


    Exert your Mind and spend at least two Actions performing the following ritual: A ritual Circle must be drawn and offered a drop of the casters blood while a chant is used to bind the summoned demon to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    Summon a single ________ at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

    Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.

    Your minions can fly at their normal movement speed.

    The Demonologist calls upon the power of their Dark Grimoire to heal their wounds, knitting them shut as Demonic Energy writhes around the injury


    You gain the following benefits as long as you are wearing this Artifact.

    Any Injury you receive heals quickly, reducing its Severity by one level each day, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.

    Sgt. Brown's Dog Tags

    Created by Prototype, looted by Gulliver Archer.
    These U.S. Military "dog tags" bear the name of Sgt. Emery Brown

    Brown lost his arm fleeing the enemies. He fled into a temple and fell unconscious in a temple when he awoke he still felt his arm though scattered he felt so much more but so much less. Anyone wielding this item may manifest the "Phantom Limb" of Sgt. Brown.

    Purchased off EBAY for $$2.4M


    You gain the following benefits as long as you are wearing this Artifact.

    You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

    Telekinetic actions have the following restrictions and behaviors:

    • Reactions: You cannot use a Reaction telekinetically.
    • Multiple Items: You can only interact with one thing or take one action at a time.
    • Line of Sight: You may use this Effect on targets which are out of sight, provided you have an understanding of their location.
    • Unarmed Combat: You are able to deal damage through unarmed attacks, grapples, and thrown objects.
    • Weapons: You cannot wield weapons effectively in combat.
    • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
    • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.

    • Using this Effect on targets which you cannot see will not give you any descriptive information about their location or surroundings, though you will have a sense of whether or not you are “touching” them, or if they bump into something.
    • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

    Crafted Artifacts

    Happy Thoughts

    Created by Patrick Oneal, given to Gulliver Archer.
    A coin with a Rook on one side and a pot of gold on the other

    A Solid Gold Coin with a Rook on one side and a Pot of gold on the Other. Patrick has studied the rooks skin piece for a while and has figured out how to combine it into his gold coins. Allowing its users with a little luck to soar like a rook even without wings.


    Exert your Mind and spend at least two Actions performing the following ritual: The User Flips the coin up Calling it as it comes down if correct the artifact activates to activate. This Effect cannot be used unless They Guess The Coin Flip. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You may levitate off the ground at three times your normal walking speed. The effect lasts for the next hour, though you may choose to end it at will.

    Your encumbrance penalty while levitating increases every 50lbs over your limit instead of every 15lbs.

    • Any penalties to dice or movement are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
    • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

    Soul and mind rat pendant

    Created and held by Gulliver Archer.
    Small rat skull attached to a chain

    Gulliver, taking pieces of his chaotic and greedy and screaming soul, putting it into the small woodland skull of a rat putting it on a chain. These Screams and greed shield the users mind if successful learning the type of effect and adapting to it to stop it from being successful for the next day


    You gain the following benefits as long as you are wearing this Artifact.

    You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:

    • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.

    • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

    Gulliver's Turn Coat

    Created by Leon Vanderblight, given to Gulliver Archer.
    A black and blue jacket for a friend. Counts as reinforced clothing (+4 armor, upgraded.)

    An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to Leon's own home base. Though he's loathe to hand these out to any but those he trusts beyond all else, their incredible value in getting out of a shit situation when all else fails is beyond measure.


    Exert your Mind and spend 2 rounds to activate. If you are at The heartstone of the Imp's Bog in Russia, you may choose a target Location within your line of sight; otherwise, your target may only be The heartstone of the Imp's Bog in Russia.

    You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

    After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Consumables

    0

    Upon eating said food, the consumer body will start to morph and almost mutate. Slowly bending and bubbling until they gain the mutation. The food itself is stored in these qi bubbles and is then shrunken and compressed. Upon squeezing the bubble, the food slowly expands and become a full bowl/dish of the food. The food generally looks extremely appetizing.

    Can only be used on the consumer


    Use up this Food based on ingredients , Exert your Mind, and spend eight hours to activate. Select a Living target within arm's reach. The target can easily Resist.

    You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

    • Specialized: You receive +2 dice to a particular non-combat Action.
    • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
    • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
    • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
    • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
    • Zippy: Your Free Movement is increased by 10 feet.

    The augmentations you provide are not outwardly visible nor obvious.

    • This consumable is destroyed when used and cannot be used again.
    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
    • You can target yourself if you qualify as a valid target by the other requirements.
    0

    A Pill that smells like dried squid/cuttlefish/octopus. Taste like roasted really good Starfish. Upon consuming, The Qi in pill dissipates the pill slowly. The Qi may react with the body specially and instead of consuming the pill, the pill will force itself out of your mouth.
    The consumer will feel their scar rearranging itself and it is very visible as it heals.


    Use up this Golden Pill (unless you succeed on 1d10, Difficulty 7) and spend an hour to activate. Select a Battle Scar on yourself to treat.

    The treated Battle Scar will heal over the course of the next week.

    After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

    • This consumable is destroyed when used and cannot be used again.
    1

    Upon taking a bite of the meatball, the user (beside it tasting really good) will have to throw it as far as possible as it starts hissing from where the bite is. Upon being thrown, the meatball will send out a blast of Qi (sorta like a golden ring of light) around it first like a wave that is blocked by objects in the water before it quickly explodes next round with another burst of Qi.
    Think of like when you drop something in water and a ring of wave form. If the cover is big enough, the ring of Qi that spreads out will show this obvious dead air where it doesn't touch before it explodes.

    Meatball infused with explosive Qi, upon taking a bite, the pressure in the meatball is slowly released, once enough as been released, it acts like a trigger as the air rapidly reacts with the Qi exploding meatball bits everywhere and a huge wave of qi goes out hitting everything in a radius


    Use up this Meatball and spend an Action to activate. Make a Throw attack at a Location within normal attack range. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Throw attacks. The attack does not deal Damage, but the Effect does.

    If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 2. Armor is fully effective against this damage.

    • This consumable is destroyed when used and cannot be used again.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Equipment

    Max Encumbrance: 0 pounds.

    Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

    On Person

    • Safari Clothes
    • Tennis shoes (upgraded by Leon)
    • Iphone
    • Rolex watch
    • Keys
    • Wallet
    • Leons magic jacket

    Duffel bag, with backstrap

    • Grilling tools
    • Meat cleaver
    • Small fold up grill
    • aluminum Bottle of water
    • flash light
    • Binoculars
    • The grimoire
    • Neils jewelry
    • Black card
    • Wendigo Mask
    • Ski mask
    • Gloves
    • Smart phone with agent number
    • small
    • Bug spray
    • Notepad and pencil
    • First aid kit
    • Rat that is actually a corrupt cop in small plastic container
    • 2 rolls of duct tape
    • 200ft of carbon fiber paracord
    • 10 steel pitons
    • silver brass knuckles (upgraded by Leon)
    • cold iron brass knuckles (upgraded by Leon)
    • climbing gloves (upgraded by Leon)
    • Police battering ram (upgraded by Leon)
    • Ghilli mat
    • Gallon bottle of Water
    • Sunscreen
    • 2 person Tent
    • Mess kit
    • Propane tank
    • 50,000 in cash
    • Tile GPS tracker
    • 8 Pounds of human flesh

    Hummer (upgraded by Leon)

    • Massive ass Diamond necklace
    (Click to toggle Weapons reference)

    Trophies

    From The Illumination
    The dark grimoire
    The Spell book that once belonged to the dark mage Victor Green (powers within) https://www.thecontractrpg.com/powers/view/history/p/1256/ https://www.thecontractrpg.com/powers/view/history/p/1320/ https://www.thecontractrpg.com/powers/view/history/p/1239/ https://www.thecontractrpg.com/powers/view/history/p/1240/

    Artifact Crafting Gifts

    Gulliver, taking pieces of his chaotic and greedy and screaming soul, putting it into the small woodland skull of a rat putting it on a chain. These Screams and greed shield the users mind if successful learning the type of effect and adapting to it to stop it from being successful for the next day


    You gain the following benefits as long as you are wearing this Artifact.

    You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:

    • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.

    • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

    Contractor Timeline

    15 Victories - 1 Failure
    Remaining Exp: 6 (Earned: 266 - Spent: 260)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Gulliver Archer has made 1 Move.
    Only GMs who have permission to run Contracts and post World Events in Project ******* can post Moves for Gulliver Archer.

    Biography

    Gulliver Was a Popular athletic as a child born and lives to current day in Philidelphia, Pennsilvania, he was apart of the many sports teams and in school and was loved by everyone around him, He grew up to become a body builder, and model for fitness magazines becoming somewhat wealthy, he bathed in it loving the attention and luxuries he could afford. On Gillivers 41st Birthday He charted a trip for him and his family to His summer house in the British Colombia Canada, however the pilot suffered a heart attack and the plane went down in the wilderness of Canada, Himself and his family not including his youngest daughter, who perished when they crashed, survived when they hit the thick trees. Although the plane had emergency food supplies, there was not nearly enough to last them, they had no idea where they were and no way of finding a way back to society. they trudged almost helplessly slowly starving, till Gulliver knew what he needed to do, slamming rocks over the heads of his family till they were all dead, to tired and exhausted to even resist he took them all out and then ate them, something changed in Gulliver that day, something changed inside him, took him over, His heart and soul turned cold, and supernatural strength seemed to fuel him, guiding him back to society but also to darkness. Gulliver told no one about his cannabalism, only that forest, and cold overcame them, in a way it did, he secretly is proud of himself, he did what he had to do he even became almost inhuman because of it, he was the alpha, and he would do it again.

    Birthday: January 5th

    Assets And Liabilities

    Assets

    +1 Polyglot
    Language: Japanese
    +1 Polyglot
    Language: Latin
    +4 Ageless
    +4 Wealthy
    +5 Gifted

    Liabilities

    -3 Supernatural Condition
    Supernatural Condition: Gulliver is a wendigo, his hunger for it over the day becomes insatiable if not fed. Because of this Gulliver has to eat a a half pound of meat every 6 hours or he will take a trauma roll
    -1 Nightmares
    Subject: The killing of my family by my own hands