Kody Creighton
“I’m not FUCKING retired!”

A 14-Victory Seasoned Contractor played by lumiq in Pilos

Kody Creighton is a passionate glassblower who will risk his life to get that old rush back.

He is 28 years old, and often appears as burly, singed, and wild; tactical clothing and sunglasses, with large metalworking gloves tied with rubber bands.

Kody Creighton lives in Pilos, a World much like our own.. for now.

Attributes

6 Brawn

4 Dexterity

2 Perception

3 Charisma

2 Intelligence

3 Wits


Abilities

3 Athletics

3 Brawl

5 Crafts

2 Drive

3 Firearms

0 Legerdemain

5 Melee

1 Performance

2 Stealth

2 Survival

0 Academics

3 Alertness

0 Animals

1 Influence

1 Investigation

0 Medicine

1 Occult

0 Science

3 Technology


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

Injuries

(Kody Creighton is unharmed)


Battle Scars

  • General burns from work
  • Body 8

    Penalty

    6 Mind

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

    Limits

    Murder
    Atrocities
    Torture

    Traumas

  • Fear of exposed bones

  • Source


    Assets And Liabilities

    Assets
    +0 Seen Things: You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 2.
    Sharpened Sense: Sight
    +2 Tough: Dice penalties from pain are reduced by 2.
    Liabilities
    -3 Deformity: The exact nature and system of this deformity must be determined at character creation.
    Description and system: Bad back/slight hunchback from his work. Is in dire need of a chiropractor.
    -1 Deep Sleeper: You are -2 dice on all rolls if you get less than 8 hours sleep, and are likely to sleep through all but the most jarring events.
    -1 Defective Sense: All Perception rolls relying on that sense are +2 Difficulty. Can choose either sight, hearing, or smell.
    Affected Sense: Hearing

    Conditions

    Conditions are GM-assigned status effects.

    Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and World leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained. For example, lycanthropy may be contagious in one World, but not another.

    Circumstances

    Circumstances describe your Contractor's situation in various Worlds.

    Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.

    Powers

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Clothes (+2 armor)
    • Wallet
    • Flip phone with large buttons
    • notepad/dark graphite pencil for sketching things he sees
    • Wharncliffe pocket knife with a belt clip

    In Bag

    • An extra pair of metalworking gloves
    • Extra sunglasses
    • Flashlight
    • AA batteries
    • 2 days’ rations
    • Change of clothes
    • Metal water bottle (status: full)
    • Portable charger (status: charged)
    • Secure container of sand/silica
    • Jacket
    • Gas mask
    • Ear plugs

    Artifacts

    Artifacts are GM-created objects and equipment.

    Examples of Artifacts include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Artifacts are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained.


    Timeline

    14 Victories - 2 Losses
    Remaining: 7 Exp. (Earned: 210 - Spent: 203)

    18 Jan 2021

    • -0: Exp: changed Description and system of liability Deformity (from "" to "Bad back/slight hunchback from his work. Is in dire need of a chiropractor.")
    • -6: Exp: Firearms raised from 1 to 3
    • +6: Exp: Brawl lowered from 3 to 1

    24 Jan 2021

    27 Jan 2021

    • -2: Exp: Brawl raised from 1 to 2
    • -4: Exp: Animals raised from 0 to 2

    29 Jan 2021

    01 Feb 2021

    05 Feb 2021

    11 Feb 2021

    • -4: Exp: Stealth raised from 0 to 2

    19 Feb 2021

    • -0: Exp: changed Sharpened Sense of asset Acute Sense (from "sight" to "Sight")

    20 Feb 2021

    04 Mar 2021

      The lab in the Snow - Victory

      Acted like a responsible dad the entire time

      Gift spent on improving power: Emerson’s Eyeball
    • +4 Exp. from winning The lab in the Snow
    • -0: Exp: developed Trauma Any sort of extreme medical treatment- surgery, stabilization, etc. puts him at a -2 dice penalty for 5 hours.
    • -2: Exp: Drive raised from 1 to 2
    • -2: Exp: Source raised from 1 to 2

    12 Mar 2021

    13 Mar 2021

    20 Mar 2021

    • +8: Exp: Perception lowered from 3 to 2
    • -12: Exp: Charisma raised from 1 to 3
    • +4: Exp: Animals lowered from 2 to 0

    21 Mar 2021

    22 Mar 2021

    • -4: Exp: Source raised from 2 to 3

    23 Mar 2021

    30 Mar 2021

    02 Apr 2021

    • -3: Exp: therapy for Trauma Body snatcher paranoia!

    03 Apr 2021

    • -0: Exp: cured Trauma Any sort of extreme medical treatment- surgery, stabilization, etc. puts him at a -2 dice penalty for 5 hours.

    04 Apr 2021

    • -0: Exp: developed Trauma Fear of exposed bones
    • -0: Exp: developed Trauma Obsessed with fire safety

    05 Apr 2021

    21 Apr 2021

    • -0: Exp: cured Trauma Obsessed with fire safety

    29 May 2021

    26 Jul 2021

    28 Jul 2021

    • -6: Exp: Technology raised from 1 to 3

    28 Aug 2021

    Gifts and Improvements

    Character has 1 unspent rewards

    Gift / Reward History