Damien Lee
"I gotta work with those clowns?"

A 7-Victory Novice Contractor played by therustyy257 in The Illumination

Damien Lee is a Ex-Mercenary who will risk his life to Put his skills to the test and find a new purpose in life.

He is 27 years old, and often appears as 6'1 Asian American, blonde shoulder lenght hair in a bun, tired eyes, black trench coat, black pants, gloves, boots.

Damien Lee lives in The Illumination, a world where videos of the supernatural go viral every day.

His journal, the book of woes, has 5 entries.

Attributes

Brawn

3

Charisma

1

Dexterity

3

Intellect

4

Perception

6

Abilities

4 Alertness

0 Animals

4 Athletics

4 Brawl

0 Crafts

0 Culture

2 Drive

4 Firearms

0 Influence

2 Investigation

0 Legerdemain

1 Medicine

1 Melee

0 Occult

0 Performance

0 Science

4 Stealth

1 Survival

0 Technology

3 Intimidation

1 Lucid dreaming

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

Injuries

1
Pew
(Click to toggle Complications reference)

Battle Scars

  • Raven tattoo (+1 dice to sight perception checks) Made by the one and only Conner Inkz
  • Body 7

    Penalty

    6 Mind

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

    Limits

    Capture
    Failure
    Torture

    Traumas

  • Fear of freezing temperatures
  • Fucking snipers man - pass a diff6 mind roll or exert mind on alertness rolls, dumbass. Can't knock yourself out either moron.

  • Merc's luck


    Assets And Liabilities

    Assets
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Eyesight
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Hearing
    +2 Contacts: You have readily available access to your contact.
    Contact: Criminal underworld
    +1 Ambidextrous: You suffer no dice penalties for using the "wrong" hand.
    +2 Tough: Dice penalties from pain are reduced by 2.
    Liabilities
    -2 Vengeful: You may exert your Mind in order to curb your impulse for revenge, but otherwise you must respond in kind to any action taken against you. This does not have to be disproportionate, and does not apply to extremely trivial slights (unless of course you want it to).
    -2 Notoriety: There is a strong hatred of you in English speaking cultures, and anyone who watches the news or is tuned in to popular culture will reflect that attitude. You get -3 dice for any rolls in social situations, and must roleplay your notorious status when relevant.
    Reason: Being a part of a civilian "clean up" mission
    -1 Shy: Difficulties for all rolls involving social interactions with strangers are increased by +2. If the character becomes the center of attention in a large group, difficulties are increased by +3. Be sure to keep up with Roleplaying this flaw; socializing often doesn't require a roll but a Shy character should still struggle.

    Conditions

    Conditions are GM-assigned status effects.

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

    Circumstances

    Circumstances describe your Contractor's situation in various Playgroups.

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

    Powers

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Trench Coat
    • Clothes
    • Kevlar (2 armor)
    • Holster
    • Nirvana (Custom 9mm Glock-19)
    • Extra 9mm 15 round mag
    • Survival knife
    • Smartphone
    • Lighter
    • A pair of shades
    • 1000$
    • Raven treats
    • Blue contact lenses (in use)

    In Duffel bag

    • OTs-03 (Suppressed)
    • (3) 20 Round 7.62×54mmR magazines
    • (3) 9mm 15 round mags
    • Crowbar
    • Multi-tool
    • Set of lock-picks
    • Reinforced rope(50ft)
    • (10) Plastic handcuffs
    • First aid kit
    • Maglite
    • Thermal binoculars
    • A journal and a pen
    • Extra pair of blue contact lenses
    • Gas mask
    • (3) Filter
    • Night vision googles
    • (4) 24 hour MRE
    • Set of winter clothes
    • Wilderness survival kit
    • Tent
    • Hiking equipment
    • Cat hook
    (Click to toggle Weapons reference)

    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 Playgroup where they were obtained.

    Biography

    Pre-Contract :

    Last name Lee, call sign Bones, former field medic of his mercenary unit "White Ravens" that subsequently became infamous for unknowingly taking part in a series of missions against the civilian population after being feed fake intel by one of the members working in the intelligence support branch of the unit.

    The squad met it's demise shortly after the civilian missions, being led into an ambush by the same intelligence branch member.

    Damien was the only one to make it out, and after a trial that got country wide coverage, was fount not guilty thanks to a technicality.

    After the trial Damien tied himself to the criminal underworld, pulling off a series of difficult and daring jobs thanks to his field experience, before getting noticed by the Harbingers.

    Contract :

    Cursed by Henry Fox (7dmg half armour.)

    the book of woes


    Timeline

    7 Victories - 1 Losses
    Remaining: 8 Exp. (Earned: 226 - Spent: 218)

    03 Apr 2021

    • -3: Exp: purchased asset Acute Sense (Eyesight)

    04 Apr 2021

    10 Apr 2021

    • +4 Exp. from winning Submarine Terror
    • -5: Exp: Charisma raised from 1 to 2
    • +20: Exp: Perception lowered from 5 to 4
    • +10: Exp: Dexterity lowered from 3 to 2
    • +5: Exp: Charisma lowered from 2 to 1
    • -10: Exp: Brawn raised from 2 to 3
    • -4: Exp: Intimidation raised from 0 to 2
    • +8: Exp: Intimidation lowered from 3 to 0
    • -6: Exp: Stealth raised from 3 to 4
    • +4: Exp: Melee lowered from 2 to 0
    • +4: Exp: Legerdemain lowered from 2 to 0
    • +2: Exp: Drive lowered from 2 to 1
    • -10: Exp: Brawl raised from 2 to 4
    • -6: Exp: Athletics raised from 3 to 4
    • -6: Exp: purchased asset Contacts (Criminal underworld)
    • -3: Exp: purchased asset Acute Sense (Hearing)
    • -3: Exp: purchased asset Acute Sense (Eyesight)
    • +3: Exp: removed asset Acute Sense (Eyesight)
    • +3: Exp: removed asset Acute Sense (Hearing)
    • +6: Exp: took liability Notoriety (Being a part of a civilian "clean up" mission)
    • -6: Exp: removed liability Vengeful
    • -3: Exp: removed liability Deep Sleeper
    • -3: Exp: removed liability Nightmares (Squad wipe mission)
    • -0: Exp: removed Limit Betrayal
    • -0: Exp: Source renamed to Merc's luck
    • -10: Exp: Intellect raised from 2 to 3
    • -2: Exp: Melee raised from 0 to 1
    • -2: Exp: Investigation raised from 0 to 1

    18 Apr 2021

    • -0: Exp: developed Trauma severe paranoia
    • Head Count - Loss

      The Transporter

    • +2 Exp. from losing Head Count

    26 Apr 2021

    • +1 Exp. from writing a journal
    • -3: Exp: therapy for Trauma severe paranoia

    27 Apr 2021

    • +1 Exp. from writing a journal

    28 Apr 2021

    10 May 2021

    • +1 Exp. from writing a journal

    18 May 2021

    • -10: Exp: Dexterity raised from 2 to 3
    • -2: Exp: Investigation raised from 1 to 2
    • -2: Exp: Drive raised from 1 to 2
    • +6: Exp: took liability Vengeful

    24 May 2021

    • +6 Exp. from GMing bad things underwater

    30 May 2021

    • +6 Exp. from GMing somber lullaby

    05 Jun 2021

    • +6 Exp. from GMing rich blood

    06 Jun 2021

    • +1 Exp. from writing a journal

    09 Jun 2021

    • +6 Exp. from GMing somber lullaby
    • -20: Exp: Perception raised from 4 to 5

    16 Jun 2021

    06 Jul 2021

    • -4: Exp: Intimidation raised from 2 to 3
    • -0: Exp: Source renamed to Merc's luck
    • -0: Exp: developed Trauma Fear of freezing temperatures
    • BioWeapon - Victory

      Nearly sacrificed his life for flashlight

      Gift spent on new power: White Raven field medic
    • +4 Exp. from winning BioWeapon
    • -0: Exp: developed Trauma Wants to open every container

    07 Jul 2021

    • -3: Exp: therapy for Trauma Wants to open every container

    08 Jul 2021

    • -2: Exp: Merc's luck raised from 1 to 2
    • -0: Exp: Source renamed to Merc's luck

    10 Jul 2021

    • -0: Exp: took Limit Failure
    • -0: Exp: removed Limit Monsters

    11 Jul 2021

    • +6 Exp. from GMing somber lullaby

    16 Jul 2021

    17 Jul 2021

    • +6 Exp. from GMing children of the eyeless
    • -15: Exp: Intellect raised from 3 to 4

    18 Sep 2021

    • -0: Exp: Source renamed to Merc's luck

    19 Sep 2021

      Warlocks of the Woods - Victory

      Disbelieved the creature, felt the pain because of it!

      Gift spent on improving power: Raven's grace
    • +4 Exp. from winning Warlocks of the Woods
    • -0: Exp: took Limit Capture
    • -0: Exp: removed Limit Near-Death Experience
    • -0: Exp: Source renamed to Merc's luck
    • -0: Exp: Source renamed to Merc's luck
    • -2: Exp: Lucid dreaming raised from 0 to 1
    • -2: Exp: Survival raised from 0 to 1
    • -0: Exp: Source renamed to Merc's luck

    23 Sep 2021

    • +6 Exp. from GMing overtime

    08 Nov 2021

    • -0: Exp: developed Trauma Fucking snipers man - pass a diff6 mind roll or exert mind on perception rolls, dumbass.
    • -0: Exp: cured Trauma Fucking snipers man - pass a diff6 mind roll or exert mind on perception rolls, dumbass.
    • -0: Exp: developed Trauma Fucking snipers man - pass a diff6 mind roll or exert mind on alertness rolls, dumbass. Can't knock yourself out either moron.
    • -0: Exp: developed Trauma Fucking snipers man - pass a diff6 mind roll or exert mind on alertness rolls, dumbass. Can't knock yourself out either moron.
    • -0: Exp: cured Trauma Fucking snipers man - pass a diff6 mind roll or exert mind on alertness rolls, dumbass. Can't knock yourself out either moron.

    Gifts and Improvements

    Gift / Reward History