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Carl Baskins

A 1-Victory Newbie Contractor played by Metal as a Free Agent

Carl Baskins is a Amnestics Damaged Janitor who will risk their life to become the ultimate ______ and Recover their lost memories.

They are 32 years old, live in a Foundation Facility, and often appears as A worn down, middle aged man with rough goatee and blond hair in a light blue janitor’s uniform.

Their journal has 1 entry.

Attributes

Brawn

2

Charisma

2

Dexterity

3

Intellect

2

Perception

3

Abilities

4 Alertness

0 Animals

1 Athletics

0 Brawl

2 Crafts

1 Culture

1 Drive

0 Firearms

2 Influence

1 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

1 Science

3 Stealth

1 Survival

2 Technology

0 Thievery

2 Cleaning

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

Injuries

1
Burning fingers
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Carl Baskins has no Battle Scars)

Body 6

Stress

5 Mind

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

Limits

Anguish
Atrocities

Traumas

(Carl Baskins has no Traumas)


Source


Circumstances

Respected Expert: Janitororial. Carl has been a janitor for many years, and is among the more senior janitors in Site 05
From Assets and Liabilities
You are highly respected and influential within a given field or industry. Just about anyone in _____ 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: Site 05 Staff (my employers and coworkers)
From Assets and Liabilities
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 Assets and Liabilities
Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
Hard You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
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.
Nightmares: Always, a bright red door. What is behind the door changes sometimes, though it is always awful or confusing. Sometimes, the door never opens at all. Always however, it is a bright red door, a pure slab of metal with no keyhole, handle, knob, or lock. Somehow, Carl always knows that it is a door. 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.

Loose Ends

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Contractor Timeline

1 Victories - 0 Failures
Remaining Exp: 27 (Earned: 158 - Spent: 131)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Questionnaire

Latest 0 of 0 answers

Moves

Carl Baskins has made 0 Moves.
Only Contractors in Playgroups can make Moves.

Biography

Carl has always known to keep his head down. Ever since he started working at Site 05 as a janitor about 10 years ago, (or so he thinks), keeping his head down and doing his job has kept him alive. Sure, job opportunities were available. Some of his fellow janitors moved up the ranks in time to become security guards, or interns to the great doctors of the Facilities, or other more prestigious and mysterious positions. Yet they never seemed to stay around for very long after promotion. Carl learned quick that being a janitor was one of the safer jobs of Site 05. Carl isn’t always sure what he knows, however, because of how much he has forgotten due to the heavy amnestics use his profession requires. Whenever he cleans up a confidential mess, Carl’s superiors have him take the stuff. Carl didn’t used to have a problem, at least not till a year and a half ago. Ever since then, his dreams have been haunted by a red door, a slab of mysterious metal that disturbs both his days and nights. Then, Carl realized after 6 more months that he had developed…an ability….to access snippets of memories the amnestics had taken from him, and cause others to see something unbearably horrifying. He knew that if his superiors found out, he would likely become just another thing to be contained, a “transferred personnel” to his colleagues. So Carl decided he would seek out his forgotten memories while avoiding the ire of the higher ups, in order to find out why he had developed this power, and perhaps to rid himself of it. His former experiences couldn’t be worse than a life behind glass, could they?

Assets And Liabilities

Assets

-6 Clear Conscience
-3 Respected Expert
Field: Janitororial. Carl has been a janitor for many years, and is among the more senior janitors in Site 05
-6 Point of Contact
Contact: Site 05 Staff (my employers and coworkers)
-12 Jack of All Trades
-12 Jaded

Liabilities

+3 Nightmares
Subject: Always, a bright red door. What is behind the door changes sometimes, though it is always awful or confusing. Sometimes, the door never opens at all. Always however, it is a bright red door, a pure slab of metal with no keyhole, handle, knob, or lock. Somehow, Carl always knows that it is a door.