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Michael MacIntyre
His mission is never accomplished

A 2-Victory Newbie Contractor played by BobDylan530 in Illuminated San Francisco

Michael MacIntyre is a traumatized veteran of the Iraq war who will risk his life to win the war on terror and reestablish America's position as a superpower.

He is 29 years old, and often appears as a strung out homeless man wearing camo.

Michael MacIntyre lives in The SF bay area, a setting where entrepreneurs would kill for the next big thing, and those who fall off the wagon are crushed beneath the wheels.

Attributes

Brawn

4

Charisma

1

Dexterity

4

Intellect

1

Perception

3

Abilities

2 Alertness

0 Animals

4 Athletics

3 Brawl

1 Crafts

0 Culture

3 Drive

5 Firearms

0 Influence

0 Investigation

2 Medicine

1 Melee

0 Occult

0 Performance

0 Science

1 Stealth

2 Survival

0 Technology

0 Thievery

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

Injuries

(Michael MacIntyre is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Michael MacIntyre has no Battle Scars)

Body 7

Penalty

3 Mind

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

Limits

Anguish
Capture
Failure

Traumas

  • Traumatized You are addicted to opiates. Make a Self-Control roll to avoid consuming them if you encounter them. Can't regain mind on a day when you don't consume any.
  • Traumatized PTSD, Self-Control roll to avoid a fight or flight response to loud noises or anything reminiscent of wartime

  • Source


    Circumstances

    Poor You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    Stockpile: Military firearms You have a stockpile of a specific type of weaponry or hard-to-find items. During a Downtime, you may obtain up to three items from your stockpile.

    Conditions

    From Assets and Liabilities
    Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. Being reduced to 0 Mind does not incapacitate you. You are able to continue performing Actions in such a state, though you are limited to dog-like level of intelligence, and Penalty still applies in full. Only works if your Intellect rating is 1.
    Avoidance You are so off-putting, that most people just avoid you. You may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you might make as a part of this get +2 to their Outcome. Only works if your Charisma rating is 1.
    Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
    Nightmares: The war in Iraq Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.

    Loose Ends

    Powers

    Michael is an expert soldier, able to shrug off pain and distraction without a thought, but is unfortunately not great at distinguishing friend from foe.


    Exert your Mind and spend an Action to activate.

    Your Body and Mind Penalties are reduced to 0. Lasts for one hour.

    If you are Stunned, you may Exert your Mind to instead still take actions, but at a -2 penalty, for the duration of the Stun. If you are knocked out, drugged, or otherwise made unconscious, you may Exert your Mind to wake up.

    Possession of this Power grants the following Trauma at all times: While this effect is active, you must roll Mind difficulty 9 to not attack the closest target to you.


    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Jeans
    • T-shirt
    • Camo jacket
    • Combat boots
    • Beretta M9 pistol
    • Back-up clip
    • Storage unit key tucked in boot
    • Switchblade tucked in other boot
    • $280 in cash
    (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

    2 Victories - 0 Failures
    Remaining Exp: 0 (Earned: 157 - Spent: 157)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Michael MacIntyre has not written in his journal yet.

    Moves

    Michael MacIntyre has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Illuminated San Francisco can post Moves for Michael MacIntyre.

    Assets And Liabilities

    Assets

    +2 Born Runner
    +2 Stockpile
    Stockpile Type: Military firearms
    +1 Lizard Brain
    +1 Avoidance
    +3 Trained Reflexes

    Liabilities

    -1 Traumatized
    Trauma: You are addicted to opiates. Make a Self-Control roll to avoid consuming them if you encounter them. Can't regain mind on a day when you don't consume any.
    -1 Traumatized
    Trauma: PTSD, Self-Control roll to avoid a fight or flight response to loud noises or anything reminiscent of wartime
    -1 Nightmares
    Subject: The war in Iraq
    -2 Poor