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Cletus Castill (SCP-9910)

A Newbie Contractor played by geniebottle in Site 61-9

Cletus Castill (SCP-9910) is a D-Class who will risk his life to become a field agent and learn more about his abilities.

He is 24 years old, lives in containment on-site, and often appears as man of average height in an orange jumpsuit, with cropped hair, tan skin and green eyes.

Cletus Castill (SCP-9910) lives in Site 61-9, a setting where humanity attempts to contain the anomalous.

Attributes

Brawn

4

Charisma

2

Dexterity

2

Intellect

2

Perception

3

Abilities

1 Alertness

0 Animals

3 Athletics

0 Crafts

2 Culture

2 Drive

0 Firearms

0 Influence

0 Investigation

3 Medicine

2 Melee

1 Occult

0 Performance

1 Science

2 Stealth

0 Survival

0 Technology

3 Thievery

3 Brawl

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

Injuries

(Cletus Castill (SCP-9910) is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Cletus Castill (SCP-9910) has no Battle Scars)

Body 7

Stress

5 Mind

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

Limits

Atrocities
Murder

Traumas

(Cletus Castill (SCP-9910) has no Traumas)


Source


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.

Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
Imprisoned: Containment
From Assets and Liabilities
You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
Outsider
From Assets and Liabilities
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.
Polyglot: Portuguese, Greek, Russian
From Assets and Liabilities
You are fluent in three additional languages. 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.

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
Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Anomalous Meat Hole
Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Penalty does not apply.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
Jaded 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.
Immutable Body Your body is naturally resistant to being reshaped or permanently damaged. You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.
The Hunger: raw meat, can't consume normal food You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of Mind Damage.

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: 150 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Cletus Castill (SCP-9910) has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Cletus Castill (SCP-9910) has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-15 Gifted
-6 Clear Conscience
-3 Contortionist
-6 Tough
-12 Jaded
-3 Polyglot
Language: Portuguese, Greek, Russian
-6 Attuned Autoimmune
-9 Sleepless
-15 Immutable Body

Liabilities

+6 Finances: Poor
+6 The Hunger
New Food: raw meat, can't consume normal food
+9 Imprisoned
Manner of Imprisonment: Containment
+9 Outsider
+9 Supernatural Condition
Supernatural Condition: Anomalous Meat Hole