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Tony Hivmid

A Newbie Contractor played by Lord_Melon in The Grand Exodus

Tony Hivmid is a hive mind termite colony who will risk their life to become the ultimate colony and create a world spanning colony.

They are 5 years old, live in A human sized termite mound in the ravaged lands, and often appears as either a human shaped swarm of termites, or inside of one of their human/wooden puppets.

Tony Hivmid lives in The Grand Exodus, a setting where fantasy and dreams make reality while a great evil brews. Their Questionnaire has 5 answers.

Attributes

Brawn

1

Charisma

3

Dexterity

4

Intellect

4

Perception

2

Abilities

3 Alertness

0 Animals

2 Athletics

4 Crafts

0 Culture

0 Drive

0 Firearms

2 Influence

0 Investigation

0 Medicine

5 Melee

0 Occult

0 Performance

0 Science

2 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Tony Hivmid is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • I Am Literally Termites (All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar)
  • Body 6

    Stress

    8 Mind

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

    Limits

    Anguish
    Animal-Lover
    Capture

    Traumas

    (Tony Hivmid has no Traumas)


    Ter-Might


    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: Average
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
    Outsider
    Given by Author
    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.
    Additional Language: Enton
    Given by Author
    The language of the insectoid species from the Rifts. (Trills, clicks, pheromone trails, etc.) You may speak, read, and write in the chosen language.
    Respected Expert: Ravagers and Monsters
    Given by Author
    You are highly respected and influential within a given field or industry. Just about any Ravager or Monster will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.
    Point of Contact: Ravager Alpha
    Given by Author
    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 Ravager Alpha (Terrorist NPC with Supernatural Assets instead of Material) 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

    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
    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.
    Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
    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.
    Pathetic You are so pathetic, no one takes you seriously as a threat. As long as your Brawn rating is 1, opponents must roll Mind and achieve an Outcome of 4 or higher to attack you instead of other targets in Combat.
    Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
    From The Grand Exodus
    Rifter: Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You receive +2 dice to all Mind rolls.
    Rifter: Bane - Fire You are weak to a specific material or type of attack. All Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.
    Rifter: Termite Toxin Their bodies produce a deadly contact poison. +3 Damage Natural Weapon, Animate targets take an additional Severity-1 Injury and must roll Body@9 every round until they succeed. If they fail, the additional Injury applied increases by 1-Severity.
    Ravager: Nanomachines... The colony works towards rebuilding the flesh of their host. Expend a point of Battery (3/3), spend 15 minutes and Roll Dexterity + Crafts @6. Reduce an Injury on your current Host by the Outcome. [Disturbing]
    Ravager: Zoanthropy You are possessed by an impulsive aspect that physically and mentally transforms you periodically. At the start of each Contract or Move roll a D10 and multiply the Outcome by 3 to determine how many nights you have until you transform. If the Outcome is -1, you are already partially transformed & will fully transform tonight, if the Outcome is 0, you will partially transform tonight & then fully the following night. Otherwise, the night leading up to the night of your transformation sees you experience minor physical changes & applies +1 Difficulty to all Mind rolls--the night of the transformation transforms you fully into an obviously unusual & supernatural creature & all Mind rolls are at +2 Difficulty. All Transformations end the morning after the full transformation

    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: 156 - Spent: 156)
    An itemized record of every Contract, advancement, and more

    Journal
    Tony Hivmid has not written in their journal yet.

    Moves

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

    Assets And Liabilities

    Assets

    -15 Gifted
    -0 Finances: Average
    -3 Pathetic
    -12 Jack of All Trades
    -3 Lanky
    -0 Imbued

    Liabilities

    +3 Illiterate
    +6 Short
    +6 Paranoia