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Isaac McKnight
"I am tired of the mortal coil, it is time to unwound."

A 10-Victory Seasoned Contractor played by Omnitox as a Free Agent

Isaac McKnight is a Researcher who will risk his life to become the ultimate Mischievous Spirit and merge the living and dead realms, by any means.

He is 32 years old, lives in no place in particular, and often appears as a tall slender man with pale skin, mild features, and purple bags under his grey eyes, all topped with a head of somewhat thinning brown hair.

His journal, Spiritual Research Log, has 17 entries. His Questionnaire has 21 answers.

Attributes

Brawn

3

Charisma

4

Dexterity

3

Intellect

4

Perception

3

Abilities

3 Alertness

2 Animals

2 Athletics

2 Crafts

2 Culture

2 Drive

1 Firearms

2 Influence

3 Investigation

2 Medicine

2 Melee

5 Occult

2 Performance

2 Science

3 Stealth

2 Survival

1 Technology

2 Thievery

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

Injuries

(Isaac McKnight is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Wispy Tail (Your legs have formed into one stumpy pseudopod. You move at one-quarter movement speed, and you cannot Dash or Sprint with your lack of proper legs. You cannot always use clothes, equipment, vehicles, and facilities that require two legs, and when you can, it is at +2 Difficulty.)
  • Body 7

    Stress

    9 Mind

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

    Limits

    Failure
    Capture

    Traumas

    (Isaac McKnight has no Traumas)


    Ethereal Energy

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    Finances: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    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.

    Conditions

    From Assets and Liabilities
    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.
    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.
    From Maelstrom
    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.
    From Neo-GENIS
    Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. You receive this automatically upon reaching Seasoned status (10 victories), and cannot take it prior to that.
    After Care Instructions Instructions for the alleviation of "Enervated" and "Wheezing" Your patient is required to not expose themself to an environment with tempatures greater than 80 degrees. for the next month. If they violate this rule, your treatment is immediately reversed.

    Loose Ends

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    Advancement

    Seasoned
    10 Victories - 0 Failures
    Remaining Exp: 10
    (Earned: 243 - Spent: 233)
    An itemized record of every Contract, advancement, and more

    Moves

    Isaac McKnight has made 2 Moves.
    Only Contractors in Playgroups can make Moves.

    Biography

    CHARACTER PROFILE


    Status: Interloper (from the Real World)

    Level: 38

    Strengths: Occult Knowledge, Ghost Powers | Weaknesses: Sociopathic, Physically Weak

    Height: 5'8" | Weight: 84 lbs

    Affiliations: None

    Origins

    Born in San Antonio, Texas, a young Isaac witnessed his mother's soul being dragged to the underworld. He repressed that memory, but it resurfaced as an adult, igniting his interest in the occult. With the help of paranormal research and the corpse of a dead demigod, he gained ghost like powers. He strives to merge the land of the living and the dead, creating a sort of immortality. However, during a ritual to make himself a ghost he was interrupted and transported to Neo-GENIS, along with the one who interrupted, and his whole street corner.

    Personality

    Isaac has very little emotional attachment to most things. Finding pleasure by causing trouble or watching things go wrong.


    Voided Deaths
    You should probably know about these. . .

    • Sept. 12, 2023, 2:21 a.m. - Botched ritual

    Assets And Liabilities

    Assets

    -15 Gifted
    -3 Contortionist
    -12 Jaded

    Liabilities

    +6 Finances: Poor
    +9 Outsider