Mr. Mackey
Drugs are bad, M'kay?

A Newbie Contractor played by Tranks_300 as a Free Agent

Mr. Mackey is a elementary school counselor who will risk his life to support and help all children.

He is 41 years old, and often appears as a man in a green shirt and a tie.

Attributes

Brawn

1

Charisma

4

Dexterity

3

Intellect

2

Perception

5

Abilities

4 Alertness

0 Animals

0 Athletics

3 Brawl

0 Crafts

0 Culture

0 Drive

5 Firearms

3 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

2 Thievery

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

Injuries

(Mr. Mackey is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Mr. Mackey has no Battle Scars)

Body 6

Penalty

7 Mind

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

Limits

Atrocities
Murder
Anguish
Capture

Traumas

  • Traumatized Fear of drugs, alcohol and smoking

  • 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

    Conditions describe your state of being.

    Examples of Conditions include curses, diseases, and impactful personality quirks.

    Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.

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

    From Assets and Liabilities
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
    Fragile 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.

    Loose Ends

    Loose Ends will cause problems for you if you don't tie them up.

    Examples of Loose Ends include enemies, debts, evidence, and promises.

    All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

    You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

    Legacy 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
    • 4 guns

    In Bag

    • Oxygen canister
    • Census-taker's liver
    • Fava Beans
    • Chianti
    (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

    0 Victories - 0 Failures
    Remaining Exp: -18 (Earned: 150 - Spent: 168)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Mr. Mackey has not written in his journal yet.

    Moves

    Mr. Mackey has made 0 Moves.
    Contractors must have participated in at least one Contract before they can make Moves.

    Assets And Liabilities

    Assets

    +5 Gifted
    +2 Tough
    +4 Jack of All Trades

    Liabilities

    -1 Traumatized
    Trauma: Fear of drugs, alcohol and smoking
    -3 Fragile
    -3 Gullible