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Carl Baskins

A 1-Victory Newbie Contractor played by Metal in Project *******

Carl Baskins is a Amnestics Damaged Janitor who will risk their life to Recover their lost memories.

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.

Attributes

Brawn

2

Charisma

2

Dexterity

3

Intellect

2

Perception

3

Abilities

4 Alertness

0 Animals

1 Athletics

0 Brawl

2 Crafts

1 Culture

1 Drive

0 Firearms

2 Influence

1 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

1 Science

3 Stealth

1 Survival

2 Technology

0 Thievery

2 Cleaning

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

Injuries

1
Burning fingers
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Carl Baskins has no Battle Scars)

Body 6

Penalty

5 Mind

Hurt
-1
Injured
-1
Worried
Wounded
-2
Alarmed
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Anguish
Atrocities

Traumas

(Carl Baskins has no Traumas)


Source


Circumstances

Respected Expert: Janitororial. Carl has been a janitor for many years, and is among the more senior janitors in Site 05
From Assets and Liabilities
You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.
Point of Contact: Site 05 Staff (my employers and coworkers)
From Assets and Liabilities
You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from _____. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.

Conditions

From Assets and Liabilities
Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
Hard You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
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.
Nightmares: Always, a bright red door. What is behind the door changes sometimes, though it is always awful or confusing. Sometimes, the door never opens at all. Always however, it is a bright red door, a pure slab of metal with no keyhole, handle, knob, or lock. Somehow, Carl always knows that it is a door. 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.

Loose Ends

Powers

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.

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

Legendary Artifacts

Extracted Memory Type R

Created and held by Carl Baskins.
A band of unbroken scarlet metal. When used, some of the color drains from 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.

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

Equipment

Max Encumbrance: 0 pounds.

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

On Person

  • Blue Janitor Uniform Shirt
  • Khaki Pants
  • Wallet
  • Keys
  • Smartphone
  • Microfiber Cleaning Cloth
  • Site 05 ID (contains name, occupation, and the very low clearance level granted to janitors. Janitors are almost always accompanied into even lower level restricted areas by watchful personnel with higher clearance levels).

Large brown canvas duffel bag.

  • Mop
  • Dustpan
  • Small, Hand Broom (a Broom with a handle 1/5th the length of a regular broom handle. Good for portability)
  • Toiletries kit
  • Tool Case containing screws, screwdriver, nuts, bolts, and monkey wrench
  • Flashlight
  • Red Light Flashlight attached to headband (typically a camping tool, as Red Light does not mess with your eyes’ adjustment to dark environments. You can find them pretty easily on Amazon).
  • 2 Rolls of Toilet Paper
  • Window Cleaning Spray
(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

1 Victories - 0 Failures
Remaining Exp: 9 (Earned: 158 - Spent: 149)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Moves

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

Biography

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?

Assets And Liabilities

Assets

-3 Respected Expert
Field: Janitororial. Carl has been a janitor for many years, and is among the more senior janitors in Site 05
-3 Acute Sense
Sharpened Sense: Eyesight
-6 Clear Conscience
-6 Point of Contact
Contact: Site 05 Staff (my employers and coworkers)
-12 Jaded
-12 Jack of All Trades
-15 Charmed Existence

Liabilities

+3 Nightmares
Subject: Always, a bright red door. What is behind the door changes sometimes, though it is always awful or confusing. Sometimes, the door never opens at all. Always however, it is a bright red door, a pure slab of metal with no keyhole, handle, knob, or lock. Somehow, Carl always knows that it is a door.