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Daniel Wiener
Anyone have any Ramen?

A 5-Victory Novice Contractor played by loroman1211 in The Illumination

This character is dead. RIP

Daniel Wiener is a Grad student who will risk his life to study the supernatural.

He is 21 years old, and often appears as college dwed.

Daniel Wiener lives in The Illumination, a setting where videos of the supernatural go viral every day. His journal has 4 entries.













2 Alertness

1 Animals

3 Athletics

0 Brawl

2 Crafts

4 Culture

0 Drive

0 Firearms

2 Influence

3 Investigation

1 Medicine

3 Melee

3 Occult

2 Performance

2 Science

2 Stealth

2 Survival

1 Technology

0 Thievery

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


(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Daniel Wiener has no Battle Scars)

Body 6


7 Mind





  • Cant hurt anyone wearing kevin bracelet

  • Source


    Database: Academic research
    From Assets and Liabilities
    You have access to a specific database of non-public information. As long as you have internet access or cell service, you may search for relevant information in your database. GMs may require you to make a roll and/or spend a significant amount of time for particularly complex or nuanced information requests, at their discretion.
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.


    From Assets and Liabilities
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.

    Loose Ends


    Daniel has started to find a way to protect himself when things go bad. He is not much of a fighter so his shielding does the help for him. a blue ball that is encoded in sigil and Druidic runes. Very obvious and bright.

    Exert your Mind and spend an Action to activate. You must actively and obviously use Watch to activate this Effect. Roll Intellect + Culture at Difficulty 6.

    If you succeed, you create a Barrier around yourself, which absorbs the next Outcome + 2 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

    You must maintain Concentration while using this Effect. The Barrier will fall if you are interrupted, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.

    After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.

    Daniel has always been interested in helping people now he can. Through the use of his tasty Ramen. He boils it within a few minutes and then shares the meal. His desire is to use this to further his study of the supernatural.

    Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. You must use up Ramen in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Culture at Difficulty 6.

    If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

    After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Lost Legendary Artifacts


    Created by Daniel Wiener, given to Bu Fang.

    Daniel pulls out his research notes and begins to write. He tests the area be quantifying what moved when.

    Exert your Mind and spend 2 Actions to activate. Investigate an area with a radius of up to 500 feet You must use up Ramen in order to activate this Effect. At the end of your investigation, roll Intellect + Culture at Difficulty 6.

    You learn the following information about the area:

    • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
    • You can locate the source of any supernatural energy or the presence of any supernatural effects on the area, though you will not necessarily get any specific information about their function.
    The quality and specificity of information gained depends on your Outcome.

    • You can target yourself if you qualify as a valid target by the other requirements.


    Max Encumbrance: 0 pounds.

    Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

    On Person

    • Jeans
    • T-shirt
    • Wallet
    • Keys, Pencil, Notepad, gloves, mask Reinforced clothing +2armor snow jacket, Rapier Flashlight Ramen x4 Small campstove

    • Smartphone

    • A pocket knife pistol, 2 gallons water

      Purple Jansport backpack

    • Rain jacket

    • Metal water bottle
    • Toiletries kit 100 feet of rope, extra shoes, tarp, extra jacket
    (Click to toggle Weapons reference)


    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.

    Artifact Crafting Gifts

    Danile has always liked computers. Now he can use them easily without having a problem. He creates a small USB device and hands it over to the user.

    Expend a point of Battery and spend 2 Actions to activate. Select a Device within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.

    If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

    If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.

    After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

    Possession of this Artifact causes the following Trauma to manifest over the course of a day: Must be helpful to anyone with a Kevin bracelet. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

    • When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Contractor Timeline

    5 Victories - 0 Failures
    Remaining Exp: 9 (Earned: 189 - Spent: 180)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move


    Daniel Wiener has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in The Illumination can post Moves for Daniel Wiener.

    Assets And Liabilities


    +2 Database
    Access to: Academic research
    +2 Focused
    +3 Sleepless


    -2 Poor