They are 32 years old, and often appears as A worn down, middle aged man with rough goatee and blond hair in a light blue janitor’s uniform.
Carl Baskins lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance. Their journal has 1 entry.
Carl stares at a target, and perceptive onlookers can notice the vague outline of something huge swimming across his blue irises for an instant. Both his and the target’s eyes, if the target possesses any, flicker green, before both double over in pain. For an important instant, both Carl and the target see a flash of something horrifying.
Carl always sees a fractured, out of context traumatic memory that was repressed by his previous amnestics use. His target sees something awful, but Carl doesn’t know what it is that they see. This scares him. Deeply.
Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. Make a Trauma roll when you activate this Effect. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically.
If they fail, your target will take 1 point of Mind damage and gain a new Trauma selected by the GM. This trauma may be removed by Effects or mundane therapy as per normal rules. Affected targets are aware that they are being attacked and can generally tell who did it.
The metal band around his waist vibrates, hums, and seethes. The color begins to drain from it, and move up Carl’s chest, then his arm. As he reaches a hand out to his target, the scarlet color flows from his hand into the object, and infuses it. The affected object turns obviously scarlet in color until the enhancement wears off. The belt loses some of its scarlet coloring (appearing clear and colorless in affected areas) until it regains that Source point.
Carl was taken to a room he no longer remembers, where using some device, personnel he has since forgotten the existence of used a memory extraction device to pull this item from his mind into reality. Though he does not realize it, this strange belt is intrinsically linked to the door he has nightmares of each night.
Expend a point of Battery and spend a minute to activate. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
For the next day, your target receives 1 extra dice to all actions taken with its intended use.
Track your current equipment here. You may start with anything your Contractor would reasonably have access to.
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.
Carl has always known to keep his head down. Ever since he started working at Site 05 as a janitor about 10 years ago, (or so he thinks), keeping his head down and doing his job has kept him alive. Sure, job opportunities were available. Some of his fellow janitors moved up the ranks in time to become security guards, or interns to the great doctors of the Facilities, or other more prestigious and mysterious positions. Yet they never seemed to stay around for very long after promotion. Carl learned quick that being a janitor was one of the safer jobs of Site 05. Carl isn’t always sure what he knows, however, because of how much he has forgotten due to the heavy amnestics use his profession requires. Whenever he cleans up a confidential mess, Carl’s superiors have him take the stuff. Carl didn’t used to have a problem, at least not till a year and a half ago. Ever since then, his dreams have been haunted by a red door, a slab of mysterious metal that disturbs both his days and nights. Then, Carl realized after 6 more months that he had developed…an ability….to access snippets of memories the amnestics had taken from him, and cause others to see something unbearably horrifying. He knew that if his superiors found out, he would likely become just another thing to be contained, a “transferred personnel” to his colleagues. So Carl decided he would seek out his forgotten memories while avoiding the ire of the higher ups, in order to find out why he had developed this power, and perhaps to rid himself of it. His former experiences couldn’t be worse than a life behind glass, could they?