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Meng Hao
The Crazed Scientist

A 3-Victory Newbie Contractor played by GreenAppll in Project *******

Meng Hao is a Temporal Researcher who will risk his life to Document changes in the timeline and keep the world safe.

He is 45 years old, and often appears as Lanky old man with glasses. His hair is starting to grey from stress already, he seems to be shaking, his outfit always looks old and tattered, and he seems very paranoid as he constantly looks around and mumble about something.

Meng Hao lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

5

Perception

3

Abilities

2 Alertness

0 Animals

2 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

2 Firearms

0 Influence

2 Investigation

2 Medicine

0 Melee

2 Occult

0 Performance

2 Science

0 Stealth

0 Survival

3 Technology

0 Thievery

5 Spatial-Temporal Science

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

Injuries

(Meng Hao is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Chronic Pain (Your Penalty is always at a minimum of -1.)
  • Body 7

    Penalty

    8 Mind

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

    Limits

    Anguish
    Capture
    Failure

    Traumas

    (Meng Hao has no Traumas)


    Brain Power


    Circumstances

    Polyglot: Chinese Japanese Korean
    From Assets and Liabilities
    You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.

    Conditions

    From Assets and Liabilities
    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.
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Due to interaction with temporal radiation, tools that are used to record time or position are disrupted rather often and requires frequent calibration

    Loose Ends

    Crafted Artifacts

    XACTS Mk VI

    Created and held by Meng Hao.
    a rectangular object approximately 5 x 5 x 10 cm.

    The Mk 6 is a rectangular object approximately 5 x 5 x 10 cm. It is a model developed by Meng Hao over multiple months of research and development. When activated and slapped on an object with the back to the object, the object will have its temporal characteristics changed. The object rapidly ages before it essentially turns to dust.
    Due to its nature as a prototype, it is recommended to not be used with any object bigger than the size of a duffel bag. It is also sometimes unreliable due to its nature as well.

    The Mark 6 is a innovation based off of the original XACTS Mark 1. While usage differs significantly from the original. Isolation of its effects has been put to use in multiple instances. While not working on living biological matter (believed to be due to the fact that living biological matters may be affected by quantum entanglement and to affect these matters means to be able to affect multiple versions and forms of them at the same time.) The Mark 6 works great when it comes to needing to eliminate waste or other inorganic matter such as plastic. The effects resemble natural decay/erosion. While through normal means plastic would just be grinded down to minuscule plastic bits, the mark 6 completely turns it into dust! its rather extraordinary.


    Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than a duffel bag (35 liters). Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Intellect + Technology Difficulty 6.

    If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

    • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
    • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Takes out the Mk VI and waving around the Mk VI after entering in the hume reading of the area, It starts showing the object on the screen and on the side of the screen is a arrow that points towards it.


    Exert your Mind and spend at least two Actions performing the following ritual: Takes out a Mk 6 and must enter the area base hume reading. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You automatically detect the closest of any An Object Bending Reality within 300 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards the detected item. You get details of what each detected item is, as if you've glanced at each object.

    Even if there are no An Object Bending Reality within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

    While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.

    XACTS Mk VI

    Created and held by Meng Hao.
    a rectangular object approximately 5 x 5 x 10 cm.

    The Mk 6 is a rectangular object approximately 5 x 5 x 10 cm. It is a model developed by Meng Hao over multiple months of research and development. When activated and slapped on an object with the back to the object, the object will have its temporal characteristics changed. The object rapidly ages before it essentially turns to dust.
    Due to its nature as a prototype, it is recommended to not be used with any object bigger than the size of a duffel bag. It is also sometimes unreliable due to its nature as well.

    The Mark 6 is a innovation based off of the original XACTS Mark 1. While usage differs significantly from the original. Isolation of its effects has been put to use in multiple instances. While not working on living biological matter (believed to be due to the fact that living biological matters may be affected by quantum entanglement and to affect these matters means to be able to affect multiple versions and forms of them at the same time.) The Mark 6 works great when it comes to needing to eliminate waste or other inorganic matter such as plastic. The effects resemble natural decay/erosion. While through normal means plastic would just be grinded down to minuscule plastic bits, the mark 6 completely turns it into dust! its rather extraordinary.


    Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than a duffel bag (35 liters). Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Intellect + Technology Difficulty 6.

    If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

    • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
    • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Takes out the Mk VI and waving around the Mk VI after entering in the hume reading of the area, It starts showing the object on the screen and on the side of the screen is a arrow that points towards it.


    Exert your Mind and spend at least two Actions performing the following ritual: Takes out a Mk 6 and must enter the area base hume reading. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You automatically detect the closest of any An Object Bending Reality within 300 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards the detected item. You get details of what each detected item is, as if you've glanced at each object.

    Even if there are no An Object Bending Reality within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

    While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.

    Consumables

    1

    The consumer just feels themselves getting weaker before blacking out for a instant at the 15 minute mark. Opening their eyes, they will feel oddly exhausted as their body is covered in some odd dust.
    Outside observers instead will find the consumer disintegrating into ashes creating a cloud of particles where after the dust sets, another person, looking exactly like that consumer is standing there in the dust.

    Where as loopy transfer the mind with the usage of amnesiacs. The Divergent Strand instead works as like a anchor. Setting a anchor and using the body of the consumer as energy and fuel, to pull the future variant of the target back to the present. In order to make sure that the consumer doesn't undergo full mental retardation, dementia, insanity, or any of the likes (after a few test), A series of amnesiacs are combined with the divergent strand that erases memories past 15 minutes of taking the pill to ensure mental stability.

    Sometimes, there's a chance the future variant will be using the pill in the future as well and will spit out the pill, allowing possible future reuse of said pill.


    Use up this Blue and white pill (unless you succeed on 1d10, Difficulty 7) and spend 15 minutes to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine 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.

    Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Disintegrates the body and pulls the future self healed back to the present.

    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.

    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • This consumable is destroyed when used and cannot be used again.
    2

    Stamped with Cleatus's seal of approval, and with a big ole' fireball underneath a picture of his smiling face, this little jug of wonder is good for more than drinking yourself blind. Line up your toss and let it go, and this little jug will burst into flames once its container is shattered. The ceramic contents of the jug keep it stable right up until the point where you wanna set one of them mean mother Hubbards on fire.


    Use up this A shell filled with a shot of Cleatus Abernathy's own Moonshine and spend an Action to activate. Make a Firearms attack at a target within normal attack range which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you detonate the round in your hand, setting yourself on fire. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Firearms attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.

    You may start a new fire as large as a fire in a residential fireplace at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

    Lighting a target on fire deals 3 damage per round, starting in the next round after the one in which they caught fire. This damage is reduced by Armor, but the target’s Armor rating will be depleted by any damage dealt, destroying the Armor once it reaches 0.

    • This consumable is destroyed when used and cannot be used again.
    • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics, Difficulty 8.
    • You can target yourself if you qualify as a valid target by the other requirements.
    1

    The consumer just feels themselves getting weaker before blacking out for a instant at the 15 minute mark. Opening their eyes, they will feel oddly exhausted as their body is covered in some odd dust.
    Outside observers instead will find the consumer disintegrating into ashes creating a cloud of particles where after the dust sets, another person, looking exactly like that consumer is standing there in the dust.

    Where as loopy transfer the mind with the usage of amnesiacs. The Divergent Strand instead works as like a anchor. Setting a anchor and using the body of the consumer as energy and fuel, to pull the future variant of the target back to the present. In order to make sure that the consumer doesn't undergo full mental retardation, dementia, insanity, or any of the likes (after a few test), A series of amnesiacs are combined with the divergent strand that erases memories past 15 minutes of taking the pill to ensure mental stability.

    Sometimes, there's a chance the future variant will be using the pill in the future as well and will spit out the pill, allowing possible future reuse of said pill.


    Use up this Blue and white pill (unless you succeed on 1d10, Difficulty 7) and spend 1 minute. Roll 7 dice Difficulty 6, penalty does not apply.

    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.

    Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Disintegrates the body and pulls the future self healed back to the present.

    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. Exhaustion’s penalty and duration stacks with multiple activations.

    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
    • This consumable is destroyed when used and cannot be used again.
    • Unstabilized wounds do not degenerate during treatment.

    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • Tattered Armored Lab coat (2 armor)
    • Burner Phone
    • Wallet
    • Keys
    • Pepper Spray
    • A pocket knife
    • Pistol
    • Flintlock
    • Nokia phone
    • Flip phone
    • Smart phone
    • Digital watch
    • Mechanical watch
    • Tazer

      Nylon Messenger Bag

    • Rain jacket

    • Metal water bottle
    • Toiletries kit
    • Notebook
    • Cassette recorder
    • Polaroid camera
    • Laptop and charger
    • Duct tape
    • First aid kit
    • 5 ballpoint pens
    • Gaussmeters
    • EMF reader
    • Geiger Counter
    • Compass
    • Protractor
    • Stun gun
    (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.


    Artifact Crafting Gifts

    Takes out the Mk VI and waving around the Mk VI after entering in the hume reading of the area, It starts showing the object on the screen and on the side of the screen is a arrow that points towards it.


    Exert your Mind and spend at least two Actions performing the following ritual: Takes out a Mk 6 and must enter the area base hume reading. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You automatically detect the closest of any An Object Bending Reality within 300 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards the detected item. You get details of what each detected item is, as if you've glanced at each object.

    Even if there are no An Object Bending Reality within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

    While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.

    The Mk 6 is a rectangular object approximately 5 x 5 x 10 cm. It is a model developed by Meng Hao over multiple months of research and development. When activated and slapped on an object with the back to the object, the object will have its temporal characteristics changed. The object rapidly ages before it essentially turns to dust.
    Due to its nature as a prototype, it is recommended to not be used with any object bigger than the size of a duffel bag. It is also sometimes unreliable due to its nature as well.

    The Mark 6 is a innovation based off of the original XACTS Mark 1. While usage differs significantly from the original. Isolation of its effects has been put to use in multiple instances. While not working on living biological matter (believed to be due to the fact that living biological matters may be affected by quantum entanglement and to affect these matters means to be able to affect multiple versions and forms of them at the same time.) The Mark 6 works great when it comes to needing to eliminate waste or other inorganic matter such as plastic. The effects resemble natural decay/erosion. While through normal means plastic would just be grinded down to minuscule plastic bits, the mark 6 completely turns it into dust! its rather extraordinary.


    Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than a duffel bag (35 liters). Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Intellect + Technology Difficulty 6.

    If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

    • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
    • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Consumable Crafting Gifts

    The consumer just feels themselves getting weaker before blacking out for a instant at the 15 minute mark. Opening their eyes, they will feel oddly exhausted as their body is covered in some odd dust.
    Outside observers instead will find the consumer disintegrating into ashes creating a cloud of particles where after the dust sets, another person, looking exactly like that consumer is standing there in the dust.

    Where as loopy transfer the mind with the usage of amnesiacs. The Divergent Strand instead works as like a anchor. Setting a anchor and using the body of the consumer as energy and fuel, to pull the future variant of the target back to the present. In order to make sure that the consumer doesn't undergo full mental retardation, dementia, insanity, or any of the likes (after a few test), A series of amnesiacs are combined with the divergent strand that erases memories past 15 minutes of taking the pill to ensure mental stability.

    Sometimes, there's a chance the future variant will be using the pill in the future as well and will spit out the pill, allowing possible future reuse of said pill.


    Use up this Blue and white pill (unless you succeed on 1d10, Difficulty 7) and spend 1 minute. Roll 7 dice Difficulty 6, penalty does not apply.

    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.

    Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Disintegrates the body and pulls the future self healed back to the present.

    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. Exhaustion’s penalty and duration stacks with multiple activations.

    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
    • This consumable is destroyed when used and cannot be used again.
    • Unstabilized wounds do not degenerate during treatment.

    Contractor Timeline

    3 Victories - 0 Failures
    Remaining Exp: 1 (Earned: 171 - Spent: 170)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Meng Hao has not written in his journal yet.

    Moves

    Meng Hao has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Project ******* can post Moves for Meng Hao.

    Assets And Liabilities

    Assets

    -3 Polyglot
    Language: Chinese Japanese Korean
    -12 Jack of All Trades

    Liabilities

    +9 Supernatural Condition
    Supernatural Condition: Due to interaction with temporal radiation, tools that are used to record time or position are disrupted rather often and requires frequent calibration
    +6 Vengeful