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Ezekiel "Zeke" Keele
"All according to plan." | The Timekeeper

A 4-Victory Novice Contractor played by Monday in Earth Unveiled

Ezekiel "Zeke" Keele is a teenage savant who will risk their life to become the ultimate timewalker and prevent potential future disasters.

They are 17 years old, live in a student dormitory in Stanford University, and often appears as a scrawny, misanthropic teenager with intense, tired eyes, wearing a baggy techwear overcoat and various emo accessories.

Ezekiel "Zeke" Keele lives in Earth Unveiled, a setting where a supernatural cold war brews. Their journal, Timekeeper's Chronicles, has 6 entries. Their Questionnaire has 13 answers.

Attributes

Brawn

1

Charisma

2

Dexterity

3

Intellect

6

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

2 Crafts

2 Culture

1 Drive

0 Firearms

2 Influence

4 Investigation

1 Medicine

0 Melee

1 Occult

0 Performance

1 Science

2 Stealth

1 Survival

2 Technology

1 Thievery

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

Injuries

(Ezekiel "Zeke" Keele is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • (Disfiguring) Clock Arm (Left) (The watch continues to drain the vitality of which it is attached to. Whenever your left shoulder takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.)
  • (Disfiguring) Clock Hand (Left) (The forces of time take a significant toll on that which the watch is attached to. Called shots against your watch hand do +2 damage.)
  • (Will) "Simple Foot Prothesis" (You are at -1 Dice, at minimum, to anything major usage of your foot... such as walking, running, kicking, etc.)
  • Body 6

    Stress

    9 Mind

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

    Limits

    Anguish
    Atrocities
    Murder
    Failure

    Traumas

  • Claustrophobia (Closed / Tight Spaces) When you encounter the subject of your phobia, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to face your fear.
  • (Liability) Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll to avoid fleeing or shutting down.
  • (Liability) Delusions of Grandeur You are the genius responsible for time itself, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
  • (Maddening) Past Lives The memories and experiences of previous timekeepers are muddled with your own. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. On a failure, you instead answer as if you were a separate person, and genuinely believe yourself to be telling the truth. (The GM may determine this)
  • (Maddening) Visions Of Past And Future Your sleep is plagued by horrible visions depicting apocalyptic prophecies across all of time. 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.

  • Time

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Finances: Average
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
    Unveiled: The TN Time Traveler
    Given by badtzmaruboy
    Zeke has been unveiled as the TN time traveler: his name, his face, where he live(d), and what he did / is, is commonly available. The general public is aware that you possess gifts relating to travel through time & space, knows who you are, and knows that you possess a hatred of the youth, the education system and are a maligant child. You have been unveiled as a youth-hating child with Gifts related to travel through time and space... if you are recognized this may lead to complication(s) and at minimum +2 difficulty in social interactions.

    Conditions

    From Assets and Liabilities
    Pathetic You are so pathetic, nobody takes you seriously as a threat. As long as your Brawn rating is 1, opponents must roll Mind and achieve an Outcome of 4 or higher to attack you instead of other targets in Combat.
    Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
    Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You receive +2 dice to all Mind rolls.
    Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
    Sensitive You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
    Additional Language: Latin You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
    Additional Language: Japanese You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
    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.

    Loose Ends

    The Authorities

    Present Dangerous Given by badtzmaruboy
    You are attached to criminal conspiracy: it's only a matter of time before The Authorities catch up to you.

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    Advancement

    Novice
    4 Victories - 3 Failures
    Remaining Exp: -1
    (Earned: 204 - Spent: 205)
    An itemized record of every Contract, advancement, and more

    Moves

    Ezekiel "Zeke" Keele has made 1 Move.
    Only GMs who have permission to run Contracts and post World Events in Earth Unveiled can post Moves for Ezekiel "Zeke" Keele.

    Biography

    The Timekeeper

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    Ezekiel "Zeke" Keele

    An angsty teenage savant. Born into a relatively unremarkable, middle class household, Zeke would demonstrate himself to be an extraordinary child prodigy. Developing a world class intellect by the time he'd reached adolescence, Zeke turned out to be a genius in just about every field imaginable. His brilliant mind would lead him down a path of accelerated education, skipping the majority of his school years in pursuit of enrolling in a prestigious university. A bona fide, modern day polymath who seemed capable of anything he wanted.

    Yet despite his exceptional nature, Zeke’s life wasn’t devoid of strife. An isolated social life, studying to the brink of exhaustion, and a looming sense of dread from the responsibilities thrust upon him had taken its toll over time. Combined with the general emotional turbulence of adolescence, it wasn’t long until he struggled to find a worthwhile purpose to everything he was doing, or even a reason to care about the world as a whole. Eventually, succumbing to his dread, he came to the nihilistic conclusion that "everything is meaningless," "the world is too far gone," and "nothing really matters…"

    Soon after turning fourteen, Zeke experienced a freak stroke that left him comatose. While unconscious, doctors noticed a strange spark neurological activity in his brain, as if it were still active and engaged in deep focus. In truth, this phenomenon was the beginning of Zeke’s foresight. His mind was bombarded with ominous, near incomprehensible visions, revealing to him cosmic knowledge from across infinite time. Among these revelations was a vague, yet visceral visage of disaster, a warning of the world’s imminent end.

    Though he'd manage to survive, Zeke became completely blind— suffering a constant, unbearable amount of pain as his eyes bled a strange purple-ish red. It was during this time, stunned from these eldritch visions and left wondering if he would ever see again, that countless strangers would visit and care for him. They would share stories of their own lives and experiences, guiding Zeke through his recovery and keeping him occupied with company. Among these strangers was an anonymous 'just some guy' who, after sharing his own stories regarding his own apparent adventures, would gift Zeke a mysterious, obsidian watch, supposedly to help 'track his recovery time.'

    Miraculously, Zeke would make a full recovery, regaining his sight and the ability to return to his regular life. It was suggested that Zeke take things easier from this point, in an effort to avoid taxing his brain further and risking another accident— but Zeke would refuse.

    Zeke's life now had a distinct purpose, one that transcended his personal, existential dread. The world was running out of time, and he might be one of the only people around who cares, or even have what it takes to figure out how to fix things… Just what was the cause of this incoming disaster? War, disease, climate change? Countless issues plagued the world, and countless before him have failed to prevent anything. Every night, more and more visions continue to flood his dreams, yet none seemed possible to discern.

    Though Zeke was uncertain of the future to come, he knew that he couldn't let it pass. Not when he was gifted this chance to live again from kindness of the people around him. Not when the world had now given him a purpose for his existence.

    TL;DR: Angsty loser child prodigy, got a stroke that revealed to him time was coming to an end, and realized from people helping him that "life actually kinda matters" and that "it’s my responsibility to pick up on the failures of the past"

    The Clockwork Dial

    A fine, obsidian wristwatch passed down throughout generations, bearing the memories of those who wore it before. Though analogue in design, fine markings across the dial allow one to observe the time down to even a passing second. However, its hands occasionally require tuning when it is used to disrupt the passage of time. Engraved on its back are the words, "Never Forget."

    enter image description here

    Reference art: Kurono Kyou

    Assets And Liabilities

    Assets

    -1 Additional Language
    Language: Latin
    -1 Additional Language
    Language: Japanese
    -15 Iron Will
    -15 Gifted
    -0 Finances: Average
    -3 Pathetic
    -6 Focused
    -6 Clear Conscience
    -0 Imbued

    Liabilities

    +3 Deep Sleeper
    +9 Sensitive