Drill Sergant Brown
"What The Fuck did you Say"

A Novice Contractor played by jwesley123 in The Buisness

This character is dead. RIP

Drill Sergant Brown is a Drill Sergeant who will risk their life to Become the perfect leader.

They are 36 years old, and often appears as Angry white man in a brown rimmed hat and fatigues.

Drill Sergant Brown lives in The Buisness, a World .

Attributes

Brawn

3

Charisma

3

Dexterity

3

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

2 Athletics

3 Brawl

1 Crafts

0 Culture

1 Drive

3 Firearms

2 Influence

3 Investigation

3 Legerdemain

2 Medicine

2 Melee

0 Occult

0 Performance

2 Science

2 Stealth

2 Survival

1 Technology

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

Injuries

(Drill Sergant Brown is unharmed)


Battle Scars

(Drill Sergant Brown has no Battle Scars)

Body 7

Penalty

7 Mind

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

Limits

Failure
Betrayal
Torture

Traumas

(Drill Sergant Brown has no Traumas)


Source


Assets And Liabilities

Assets
+3 Trained Reflexes: +2 dice to all Initiative rolls.
+1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
Sharpened Sense: Sight
+5 Gifted: Start with one Gift.
Liabilities
-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: He was demoted to Drill Sergeant after his leadership got his unit killed
-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).
-1 Prey Exclusion: If you ever harm or kill a member of the specified class, make a Trauma roll.
Excluded Prey: Non-combatives
-1 Dark Secret: Discovery of your secret may cause legal issues, a curse, a new enemy, or generally used to gain leverage over you.
Secret: He killed his squad by fleeing
-1 Nightmares: When you wake up, roll your Mind at Difficulty 7. If you fail, you are at -1 dice until you can get some restful sleep. If you botch, you experience delusions and believe yourself to be still asleep and trapped inside the nightmare.
Subject: He lost his whole squad
-3 One Arm: You are -1 to -3 dice on any rolls to perform actions which require two hands, depending on the action. You do not, however, suffer any off-hand penalties; it is assumed that you have grown accustomed to the arm you have as your main hand.
-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.

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
  • Wallet
  • Keys
  • flask of tears
  • Rugged no-metal belt that can be used as a pair of nunchucks
  • 3 Combat Knife 2 on waist one in boot
  • Solar Powered LED Flashlight

In Bag

  • 2 weeks MREs
  • 2 Camelpacks
  • 1 one man tent
  • 5 pull and start fire starters
  • 1000ft of paracord
  • Fishing Kit
  • Flare Gun and 10 Flares
  • 100 water purification tablets
  • Inflatable raft
  • 10 Comat knives

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

0 Victories - 1 Losses
Remaining: 19 Exp. (Earned: 147 - Spent: 128)

05 Apr 2021

  • +12: Exp: Charisma lowered from 4 to 3
  • +12: Exp: Perception lowered from 4 to 3
  • -9: Exp: removed liability Imprisoned (He is a member)
  • -8: Exp: Dexterity raised from 2 to 3
  • -4: Exp: Survival raised from 0 to 2
  • -4: Exp: Stealth raised from 0 to 2
  • -4: Exp: Science raised from 0 to 2
  • -2: Exp: Drive raised from 0 to 1
  • -3: Exp: purchased asset Acute Sense (Sight)
  • +6: Exp: removed asset Clear Conscience
  • +3: Exp: took liability Deep Sleeper
  • +9: Exp: took liability One Arm
  • -15: Exp: purchased asset Gifted
  • -4: Exp: Athletics raised from 0 to 2

06 Apr 2021

01 May 2021

  • -4: Exp: Medicine raised from 0 to 2
  • -4: Exp: Legerdemain raised from 2 to 3
  • +4: Exp: Influence lowered from 3 to 2
  • +2: Exp: Crafts lowered from 2 to 1

02 May 2021

Gifts and Improvements

Gift / Reward History