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Mikel?
Sigh... Where am I | The Outlier

A 6-Victory Novice Contractor played by August in Neo-GENIS

This character is dead. RIP

Mikel? is a Otherworlder who will risk his life to become the ultimate Esper and escape Neo-Genis, reality as well and return to the exoverse.

He is 19 (???) years old, lives in only God knows where, and often appears as ithe young man with brown skin, blonde hair, a pale blue right eye and a deep purple left eye, freckles on his face as well a smug smirk on his face.

Mikel? lives in Neo-GENIS, a setting inside a digital realm of video games. His Questionnaire has 7 answers.

Attributes

Brawn

5

Charisma

6

Dexterity

3

Intellect

4

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

2 Crafts

2 Culture

1 Drive

2 Firearms

3 Influence

3 Investigation

0 Medicine

5 Melee

2 Occult

3 Performance

0 Science

2 Stealth

0 Survival

1 Technology

2 Thievery

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

Injuries

6
More Acid
3
Fuckin fish
1
My other foot
1
Acid foot
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Enervated (Each tiring physical action you take causes a -1 dice penalty that lasts 15 minutes and stacks with all other penalties, including itself.)
  • Disfigured (All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar)
  • Tinnitus (You suffer a -2 dice penalty to any roll which benefits from hearing. You cannot distinguish the words of others in loud situations.)
  • Shoulder Subluxation (Right shoulder) (One of your shoulders is damaged. Whenever it 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.)
  • Body 8

    Stress

    9 Mind

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

    Limits

    Anguish
    Betrayal
    Capture
    Failure

    Traumas

  • Vengeful An insult to or an attack on your person simply cannot be tolerated.
  • Delusion of Invincibility You must succeed a Self-Control roll in order to not believe your delusion, even when confronted with compelling evidence, or in order to act in a way that is contrary to your delusion.
  • Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet.

  • Artificial Mana

    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.
    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: Demonic Tongue, Runic, Latin
    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

    From Assets and Liabilities
    Short Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
    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.
    Beautiful You're quite the specimen! Rolls where your good looks could help– be it via sexual attraction, first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.
    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.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any non-combat Action that requires fine manual dexterity.
    Nightmares: Losing her and all he ever knew to this new world 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.
    Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
    Compulsive Liar You have trouble with honesty and generally find it much easier and safer to make things up. 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. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
    Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.
    From Neo-GENIS
    Unforgivable Getting betrayed by your associates is a thing you cannot forgive. Roll all traumarolls (betrayel / Vengeful / etc.) resulting from a betrayel at difficulty 10.

    Loose Ends

    Loading...

    Advancement

    Novice
    6 Victories - 1 Failure
    Remaining Exp: 0
    (Earned: 195 - Spent: 195)
    An itemized record of every Contract, advancement, and more

    Journal
    Mikel? has not written in his journal yet.

    Moves

    Mikel? has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Neo-GENIS can post Moves for Mikel?.

    Biography

    Aira got bored and made an alt account.

    Assets And Liabilities

    Assets

    -15 Gifted
    -0 Finances: Average
    -3 Beautiful
    -3 Nimble Fingers
    -3 Polyglot
    Language: Demonic Tongue, Runic, Latin
    -0 Imbued

    Liabilities

    +7 Short Fuse
    +12 Glass Jaw
    +9 Sensitive
    +3 Nightmares
    Subject: Losing her and all he ever knew to this new world
    +9 Outsider
    +6 Compulsive Liar
    +6 Paranoia