He is 27 years old, and often appears as https://www.google.com/url?sa=i&url=https%3A%2F%2Fline.17qq.com%2Farticles%2Fieophgbdz.html&psig=AOvVaw09D7XtIIENO442FX5QO7Vg&ust=1620098069921000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCPDN2vrFrPACFQAAAAAdAAAAABAF: He is a short 5'7' Syrian male, a little portly with a small black beard and black medium small hair. When not working Sahir wears beige slacks, brown dress shoes, and blue beige and white dress shirt with gold colored oval glasses. When at work he wears the same clothes but with cargo pants instead of slacks and wears a light bulletproof press Jacket and a helmet.
Sahir Haj lives in Pilos, a setting much like our own.. for now.
His journal has 2 entries.
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 describe your Contractor's situation in various Playgroups.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
A curse has been bestowed upon me by a haunted chest I encountered on a contractor. This mouth allows me to store items within it.
You may hold up to 5 Objects in your stash, each no larger than something which Fits Inside A Regular Backpack (27 liters).
Storing or withdrawing items from your Stash requires an Action but has no Exertion cost.
Containers of multiple objects may be stashed only if the objects within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
Sahir's eyes have become keener than any human being on the planet, his eyes catch every detail and barely anything is unseen
Passive, always in effect. Your Perception rating is increased by [[perception-bonus]]. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (cannot be used on combat rolls or Power activations).
A given Contractor may have a maximum of one Mythic attribute. This Power can only be taken by Contractors who have purchased the fifth level of Perception.
When someone attacks me they realize the horrible repercussions of damage to their reputation and horrible trails in court that they must go through after doing this horrible dead. They begin to fear talking to other people due to the fear of them knowing about what they did
Choose a Sapient target within 20 feet and Exert your Mind. Your target must make a Trauma roll (Mind, Difficulty 8). If they fail, they acquire a new Trauma, chosen by the GM, and take 1 point of Mind damage. This Trauma may be removed by Powers or mundane therapy as per the normal rules.
Your target is aware that they are being attacked and can usually determine you are the one doing it. (Generally, this is folded into the Power's flavor and Description.)
If your target is incapacitated, they automatically fail their Trauma roll.
When I chose I can make it hard for people to see me, their eyes chose not to see me, and their ears chose not to hear me
Exert your Mind and spend an Action to obscure yourself. You and any clothes or equipment you are wearing are obscured from Sight for 1 Minute. You cannot re-cast this Power until 1 Hour has elapsed. Entering Combat or being injured ends the effect early.
All mundane attempts to detect you via Sight fail, unless you chose vision. In that case, others must roll to detect you, and all attempts to detect you via mundane means are rolled at +2 Difficulty.
GMs should use their discretion when determining the exact effects of this Power. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.
Many times people with interesting Point of view on an event in my line of work die during the event so I communicate with them to help out with my work.
Spend an Action, Exert your Mind, and select a target within Arm's Reach. The target may communicate in your language for 10 minutes.
You may only communicate with the sorts of targets that your "Commune" Enhancements allow. Without at least one "Commune" Enhancement, this Power is unusable.
I move around an area snapping a few photos and then review them it imprints images of people who died in the area and people or creatures who live here inside of the photos
Exert your Mind, and spend 1 Minute studying the area around a Location within 100 feet. At the end of the cast time, roll Perception + Alertness6. The quality of the information you receive depends on your outcome, and the nature of the information depends on the Enhancements you have chosen. Difficulty
The number of information-revealing Enhancements attached to this power is limited to 2 for Novice characters, 4 for Seasoned characters, and 7 for Veteran characters. You may still take any number of other, non-informational enhancements.
Track your current equipment here. You may start with anything your Contractor would reasonably have access to.
Stash: *Nikon Camera *MRE *Flashlight *Pocket knife *Pistol with a single magazine
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 Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.