Mike Westcott
The man who Killed Hitler

A 6-Victory Novice Contractor played by Skelebro in Project *******

Mike Westcott is a 1940s WW2 Soldier outta Time who will risk his life to To adapt to the new found time, and start fightin the good fight against Nazi's and anyone horrible.

He is 33 years old, and often appears as 5'10', short hair and scarring on head, Asylum Clothes.

Mike Westcott lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance.

His journal has 11 entries.

Attributes

Brawn

3

Charisma

2

Dexterity

6

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

2 Brawl

2 Crafts

2 Culture

1 Drive

5 Firearms

0 Influence

0 Investigation

3 Legerdemain

1 Medicine

3 Melee

0 Occult

0 Performance

0 Science

2 Stealth

3 Survival

0 Technology

3 Infiltration

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

Injuries

(Mike Westcott is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Wasp hiding in a trench, tattoo back of both hands ((Augment Other) +2 to stealth rolls)
  • missing trigger finger (You are at a -1 die penalty for any roll utilizing the affected hand.)
  • Body 7

    Penalty

    6 Mind

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

    Limits

    Betrayal
    Capture
    Failure

    Traumas

    (Mike Westcott has no Traumas)


    Source


    Assets And Liabilities

    Assets
    +2 Database: You have access to one type of confidential information
    Access to: Medical Records
    +3 Trained Reflexes: +2 dice to all Initiative rolls.
    +1 Status: Your social interactions with people in your selected field will be positively affected by your Status, and the GM will role-play NPCs to reflect this.
    Field: Veterans and History Buffs
    +1 Polyglot: You are completely fluent in these languages, and your proficiency can be useful when deciphering similar languages even if you are not fluent in them.
    Language: German, Italian, Japanese
    +2 Light Sleeper: You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
    +2 Code of Honor: You gain +2 dice to all Mind rolls when acting in accordance with your code or when attempting to avoid situations that might force you to violate your code. You must still roleplay your Code outside of these circumstances.
    Code: Supporting the American Dream, Kill all Facist's
    Liabilities
    -2 Vengeful: You may exert your Mind in order to curb your impulse for revenge, but otherwise you must respond in kind to any action taken against you. This does not have to be disproportionate, and does not apply to extremely trivial slights (unless of course you want it to).
    -3 Haunting Echoes: Must be consistent with your Character Concept.
    Echo: Facists feel mind difficulty 8 to not enraged at him
    -5 Outsider: You do not have citizenship in any country, and you have no official identity or license of any sort. You may or not speak a relevant language as your one "given" language (perhaps you only speak an alien tongue or a dead language). You cannot start with any Abilities that your background would not allow. You begin each game with 1d10 x10 in cash, max.

    Conditions

    Conditions are GM-assigned status effects.

    Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and Playgroup leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained. For example, lycanthropy may be contagious in one Playgroup, but not another.

    Project *******
    It’s All Propaganda With his recent indulgment into propaganda, he is connecting dots and the thing is THEY CONNECT TO NOTHING, ALL OF ITS LIES Mind Diff 8 to believe any facts you are told
    The Extremist’s Deal You may not harm someone further to the political right than you. 53/100 Points of Radicalism. During each downtime that you attempt to consume propaganda, make a Mind roll, difficulty 9. On a failure, gain a new Trauma based upon a delusion of nazi fascism. Possessing one of these traumas increases your radicalism by 20 points. After each game, the GM will subtract up to 10 points or add up to 5 point based upon your roleplay of radicalism and decisions in-game. To the GM: This condition should only work on sapient creatures. Once someone has proven themselves to be monstrous (Vampire, Werewolf, etc.) this condition should not be as effective. Consider a mind roll to allow Mike to attack a monster, even if it happens that it’s a big fan of Fox News. If you are unsure if Mike is able to attack a target or group of targets (as long as context doesn’t politically place the target), roll a d100. If the rolled number is above his Radicalism, he cannot harm them. Don’t weasel Mike on this, this condition will be difficult enough. If unsure and unwill
    Screw the Cartel Refused to further help the columbian mafia, so they respond with hunting mike down Group of Enemies: Columbian Cartel

    Circumstances

    Circumstances describe your Contractor's situation in various Playgroups.

    Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.

    Powers

    Recently taking time to work on himself, which started as jogging it went to full-on sprints for a mile every day.
    Being inspired by an individual from his time known as Louie Zamperini, he pushes himself and with his payment he can be seen running like the wind.
    A gust of dust behind him and wind pushing past him as his legs move like lighting.
    A tattoo of his squadron's insignia to mark his accomplishment and as both a way to honor a fellow airman and his own squadron as he lives on for them.


    You gain the following benefits as long as you have your Tattoo of the 43rd.

    Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

    If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

    You also gain the following effects:

    • Infinity-Jointed: Your body is incredibly flexible, allowing you to maneuver and squeeze through tight spots as if you were the size of a cat, and you get +3 dice to rolls which require extreme flexibility, such as escaping grapples.
    • Track Star: You may always move at your full Sprint speed without any penalty.

    • Reminder: to calculate the distance you can sprint in one round of combat, add together Dexterity + Brawn + 1, and multiply that by 5 feet.
    • If your Tattoo of the 43rd is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

    After coming outta time, he has harnessed energy within him to which he now holds a way to pass through his usual sneaking by taking it onto another level. Doing so he takes what he learns from passing trenches and crossing no man's land on a day-to-day basis. Using Camo as best as he can hide in nearly plain sight as he sneaks attacks individuals out of nowhere. Putting on the coat, and warpaint on his face. Sprinting past no man's land to beginning to kill all the Nazis in the trenches. In the midst of night and barely being seen as only the screams were heard.


    Exert your Mind (unless you win a coin flip) and spend at least two Actions performing the following ritual: As the Camo jacket is worn, the color upon it begins to spread out over him and then effectively doing the equivalent of the crisis invisibility to activate. You must actively and obviously use Camo Jacket to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You and any clothes or equipment you are wearing are partially obscured from sight for the next minute. All attempts to detect you using sight are rolled at a -3 dice penalty.

    Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.

    • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

    Despite his imprisonment to only stay on an island, with these recent contracts, his old skills are returning to him as he the contracts has evoked the memories along with a side of a new improvement on this. Pushing what he can do with his hands and guns to the limit it doing so as they move swiftly from target to target, using both hands truly reacquiring his taste for old fashioned weapons.


    You gain the following benefits as long as engaged in combat with firearms.

    Your attacks with firearms deal +1 Bonus Damage. Armor is fully effective against this damage.

    You also gain the following effects:

    • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload as a Free Action.
    • Swift Shooter: You may move your full sprint distance and make an attack without a movement penalty in the same Round of combat.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    With the recent moving to a friends own Asylum which is controlled by them, he has been given at least a personal item back. His dog tags to remind him of his own squadron and now fallen and passed away brethren, hell even his best friend dead by the point either by something else or old age. He decides to push on and keep living for him and as of his recent payment, he creates a literal shield of will and ghostly spirits of his fallen comrades who decide to come to protect him as best as they could from the undead. A wispy hand of mist comes out to grab a bullet out of the air and push it away as to what it appears to others.


    You gain the following benefits at all times. You must actively and obviously be using Dog Tags to gain the benefits of this Effect.

    You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

    Pulling out his map, it has the pulp action glow to it as it beams a bright light to the user. The map itself is drawing and marks locations of the area and individuals around it in a militaristic style.


    Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 100 feet You must actively and obviously use Maps to activate this Effect. At the end of your investigation, roll Intellect + Survival at Difficulty 6.

    You learn the following information about the area:

    • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
    • You learn how heavily trafficked the area is, what sorts of creatures have moved through the area and when.
    The quality and specificity of information gained depends on your Outcome.

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

    With the constant contracts to where he risks literal life and limb is giving him a good flashback to when he crawled through hell and fought in the war, having survived turmoil and pain as he was handee many bad cards in his time to tortured, stabbing, shot, and various near death situations he believes pain is more of a friend than and enemy and embraces it to fuel his goals. Using items of his past to constantly remind of the pain and what of it.


    You gain the following benefits at all times. You must actively and obviously be using World War 2 Memorabilia to gain the benefits of this Effect.

    Your Body and Mind Penalties are reduced to 0.

    Legendary Artifacts

    1940's Ka-Bar

    Created and held by Mike Westcott.
    The Ka-Bar has gone through thick and thin with Mike, the knife while old still holds a shine like no other, it holds the spirits of many dead German and Japanese Soldiers, as they were killed and scalped with this very blade

    Remembering his training, getting memories as to how they were taught to simply feel no emotion aside from hatred and anger towards the enemy, to have no feelings and see them as the shit stain of the earth it kicks in farther and further when he is picking up the artifact and remembering the monsters that were people that he killed during the war. Practicing the anger of yesteryears past he attains a new height of skill and is able to use it with weapons used by soldiers of both past, future, and present.


    You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with Military Melee Weapons.

    Your attacks with Military Melee Weapons deal +3 Bonus Damage. Armor is fully effective against this damage.

    You also gain the following effects:

    • Bullet Parry: You may React to and Defend against firearms and other projectiles with Military Melee Weapons.
    • Dismember: If one of your attacks causes a Battle Scar, you may choose for it to be some form of dismemberment, depending on the Severity of the Injury you caused.
    • Fancy Footwork: You may move your full Dash distance and attack with your Melee weapon in the same Round without penalty. You may also split your movement before and after your attack.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • Adida's Tracksuit pants and shoes
    • flat cap with muffs
    • Shades
    • Camo Jacket
    • Mikes Dog Tags
    • rusty switchblade
    • 1940's KA-bar
    • Blonde Surfer Wig
    • Glasses
    • Fake Stick on Tattoo
    • Lockpicks
    • 40s Infantry Map

    Rucksack

    • Rain Coat
    • Painted Camo Fufaika (Russian Jacket)
    • Remaining High calorie chocolate bars
    • Apple
    • Waterbottle
    • Flare Gun
    • Flares for Flare gun
    • M1911 Pistol
    • Pillow Sheet
    • Medical Mask

    Room at Rileys Island Health Institution

    • 2x M1 Thompson
    • Old WW2 Uniform
    (Click to toggle Weapons reference)

    Trophies

    Trophies are special objects and equipment.

    Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.



    Contractor Timeline

    6 Victories - 0 Failures
    Remaining: 1 Exp. (Earned: 194 - Spent: 193)
    An itemized record of every Contract, Gift, Improvement, and Experience changes

    Journal

    Latest 3 of 11 entries

    Dealing with myself

    After the cards had been dealt after the job, I went and realized to do what I must is going to be incredibly difficult and I am going to do my best to simply well avoid the fate that soon must come, for now I will take it easy as one can be and hell even try maybe to revoke the contract though I believe that wil be impossible until I become strong enough to do so. But hey working at a place like this and I get some pay at best is neat enough and I am pretty much well using the computers here, the nice lady is my sugar momma as what the kids in this time are calling it but I call it simply helping a fellow colleague.....alot.

    Anyway getting a new tattoo from her that changed how it looked and how it works I went into practice and working on myself, connecting with my roots from the war and well I went through the trouble of finding a piece of my old gear and well my ole knife was my payment supposedly, found it quick, easy, and still holding that sharp edge that I still love to this day, sadly cant use it on the old gooks in Germany and the knife is well I got my best moves with it as I practice a few jabs with it and it defintely is still supieror to the new thingamagigs that people call knifes these days. 

    But dealing with the issue at hand will have to wait, and well have to put some measures to use deal with it but I continue to work at the health instution.


    Freedom

    After the job, I hitchhiked back to the asylum and rode my boat back to the island to which houses my home. 
    By doing so I well asked and got qualified for no longer being insane and well needed at the asylum anymore.
    I still live there but eh it's glad for my freedom as I can now travel without looking behind my back for my entire life in this new world now and can even travel which is so neat and cool to do so. I decided to take a day off and went off to one of my old positions to where I once sat with my squad which was near the docks of new york before we left for Norway, my old map and apparently it has attained a bit of magicalness due to my disappearance through temporal anomalies and it is definitely going to be useful for anymore jobs I am going to be assigned to do to gain some damn power and get back home, also improved on my gun style to where due to my freedom made it more spread out and no longer based on what I used to use and am glad doing so now as I can see Boston now, and worked on my running to where I can fit into pretty tight spaces which is pretty nice and glad at my running time for at least 5 minute a mile and I was surprised as hell doing so, so uh yea freedom and getting stronger. 

    Pushing it to the limit

    Having leaving the contract, I walked and hitchhiked all the way through Austria, Switzerland, and a bit of Italy, and mainly France. Met up with some rather nice locals as I did so and then when reaching the boat I had parked my boat upon, I luckily had enough provisions to make the trip as rode the boat all the way to the island back somewhere near the coast of New York. Not hard to miss it exactly.
    Not having sustained any injuries like Athena asked I was alright, I had placed the weapons in my room as I acquired a disguise too even. But I had to clean it all soon after and dear god the smells, the smells were not great. 
    Having now a disguise and new weapons for newer jobs I felt great, so I decided to relearn some of my old tricks from the war by yes watching films. Watching war films had created helped and even did it but without it. What I did was act like it was there and make the motions as hopefully, that worked. Also watched saving private Ryan, good film would recommend.
    After the deep exploration into war cinema and weapon use for myself, I decided I need to get better close quarters just in case some bastard tried to mess up my firing by getting all up close, so I had managed to take a book and with my switchblade really just practice and that was simply the last of it all.
    Lastly asked Athena took acquire me some armnents from my time, she had acquired me two thompsons and one M1911. Glad to know her.