Connor McClark
Engineer in searches for knowledge

A 1-Victory Newbie Contractor played by niceping in Still Waters

Connor McClark is a uninspiring repairman who will risk his life to gain knowledge to engineer a solution to at least one of global issues.

He is 23 years old, and often appears as young man dressed in work smock with safety glasses and a toolbox.

Connor McClark lives in Still Waters, a setting where the occult lurks just under the surface.

His journal has 2 entries.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

5

Perception

3

Abilities

1 Alertness

1 Animals

2 Athletics

2 Brawl

5 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

1 Investigation

0 Legerdemain

1 Medicine

2 Melee

0 Occult

0 Performance

2 Science

0 Stealth

0 Survival

3 Technology

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

Injuries

1
Hit to the chest
2
Giant centipede bite to the leg
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Connor McClark has no Battle Scars)

Body 7

Penalty

8 Mind

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

Limits

Atrocities
Murder
Anguish

Traumas

(Connor McClark has no Traumas)



Assets And Liabilities

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.

Circumstances

Circumstances describe your Contractor's situation in various Playgroups.

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


Equipment

Max Encumbrance: 0 pounds.

On Person

  • Pants, long sleeve shirt, cap and boots.
  • Leather jacket and a beanie
  • Medical mask
  • Wallet, keys, smartphone (295 euro)
  • Lighter
  • Pocket knife

Grey toolbox (contents temporarily transfered to bag)

  • Work gloves
  • Flat-nosed screwdriver
  • Cross-nosed screwdriver
  • Pliers
  • Cutter
  • Hammer
  • Duct tape

Green bag

  • Flashlight
  • Compass
  • Mosquito-repellant
  • Water bottle, crackers, two cans of beef stew
  • Energy drinks
  • Makeshift door wedges
  • Sea salt
  • Advanced first aid kit
  • Crowbar
  • Medical mask
  • PPE (work smock, protective glasses)
  • Power bank and charger
  • Metal junk (improvised caltrop)
(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

1 Victories - 1 Failure
Remaining: 6 Exp. (Earned: 160 - Spent: 154)
An itemized record of every Contract, Gift, Improvement, and Experience changes

Biography

Connor is your average, uninspiring man in his early twenties, who has been working as a repairman in a small repair shop, that doesn't has that much work going on. Interestingly enough, while being quite lackluster in theoretical field, he is quite talanted in practical work, even though he is quite young.

Connor is an average uninspiring repairman in his early twenties. Despite the fact that he, perhaps, never will be important, he decided that, perhaps, dreaming is not harmful, but it is harmful to not dream. And so he dreamed, that he will leave a mark in history, by inventing something that, if not groundbreaking, would still be an important enough to be remembered.

Journal

Latest 1 of 2 entries

Limping Limb

TODO:
- Restock medkit
- Look up first aid
- Look up giant centipedes
- Get a pocket knife

My knee almost doesn't hurts now, and I can actually walk without limping. I did, however, decided to inspect my medkit I have in my house. Inspection revealed that I don't have anything to handle serious injuries. I don't think some pills, including some expired ones and even one pack of unlabeled pills, as well as some bandages can count as decent medkit. Most of it went straight to the garbage, and restock of the medkit took some time and funds, just like the following refreshment on my first aid knowledge, but now if I ever get a serious injury - again - I can somewhat confidently say that I'll be alright.

Other thing I decided to do was investigate into giant centipede species, and I haven't found anything about it. Either the centipedes ate everyone who tried to investigate them, or no one found them until now. I doubt both are the case, because then people would still catch on, so there is likely more going on than meets the eye. I honestly don't want to think about it, because the more I think, the more ridiculous ideas come to my mind, like a doomsday cult worshipping those giant centipedes as deities or something.

It did spiraled out of my control into research into other insect and animal species. Thank God for modern technology and the ability to watch documentaries on animals from home, and not having to do the research myself, be it out in the open field or in the library.

Lastly, I got a pocket knife. Two pocket knives, even, one of which I keep near my bed at all times, and the other stays with my bag or in my pockets. This is completely normal behavior, and I don't care if anyone says otherwise - I'll listen to their opinion only when they will get bitten by a giant poisonous centipede.