Walter
a tough farmer

A 1-Victory Novice Contractor played by Slimes in The Illumination

Walter is a out of place farmer who will risk his life to find and better his family's lives.

He is 20 years old, and often appears as a built young man with long tied up brown hair.

Walter lives in The Illumination, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

5

Charisma

2

Dexterity

4

Intellect

1

Perception

3

Abilities

2 Alertness

3 Animals

3 Athletics

4 Brawl

2 Crafts

0 Culture

1 Drive

0 Firearms

1 Influence

0 Investigation

0 Medicine

2 Melee

0 Occult

0 Performance

0 Science

1 Stealth

2 Survival

0 Technology

0 Thievery

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

Injuries

3
bite
1
blood lose
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • no foot
  • Body 8

    Penalty

    4 Mind

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

    Limits

    Atrocities
    Murder
    Betrayal

    Traumas

  • Compulsion to protect animals
  • fear of flying

  • 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.

    Conditions

    From The Illumination
    FBI Tracking Chip his is a small pill-shaped implant on the base of skull that allows the FBI to track you. It will kill you if you do not receive a special injection once a month. If you go longer than 5 weeks without an injection, roll 1d10 every day until you get a 1. If you get a 1, the chip explodes, dealing 14 damage, unsoakable by most armor. Attempting to remove requires an Outcome of at least 5 on a Intelligence + Medicine roll, difficulty 8. A lower outcome will cause it to explode.
    From Assets and Liabilities
    Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. Being reduced to 0 Mind does not incapacitate you. You are able to continue performing Actions in such a state, though you are limited to dog-like level of intelligence, and Penalty still applies in full. Only works if your Intellect rating is 1.
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
    Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.

    Loose Ends

    Legacy Powers


    Equipment

    Max Encumbrance: 0 pounds.

    Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

    On Person

    • Pants
    • Shirt
    • Sickle
    • Coin sack
    • Axe
    • Chestplate
    • Scythe

      Beige burlap sack

    • Cloak

    • Water skins
    • Toiletries kit
    • Loaf Bread
    (Click to toggle Weapons reference)

    Trophies

    Trophies are special objects and equipment.

    Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.

    Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.


    Contractor Timeline

    1 Victories - 0 Failures
    Remaining Exp: 2 (Earned: 154 - Spent: 152)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Walter has not written in his journal yet.

    Moves

    Walter has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in The Illumination can post Moves for Walter.

    Assets And Liabilities

    Assets

    +1 Lizard Brain
    +2 Tough
    +2 Focused

    Liabilities

    -2 Anachronism
    -1 Illiterate
    -2 Forgetful