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Cletus McPharson
Yeehaw

A 1-Victory Newbie Contractor played by Owem614 in tbd

Cletus McPharson is a redneck hillbilly moonshiner who will risk his life to become the ultimate superhuman and defend his homestead while impressing his drinking buddies.

He is 34 years old, lives in Jefferson, and often appears as a lanky blond wearing combat boots, overalls, and a cowboy hat.

Cletus McPharson lives in tbd, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

1

Perception

2

Abilities

1 Alertness

5 Animals

1 Athletics

2 Brawl

2 Crafts

0 Culture

1 Drive

5 Firearms

0 Influence

0 Investigation

0 Medicine

2 Melee

0 Occult

0 Performance

0 Science

0 Stealth

5 Survival

0 Technology

0 Thievery

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

Injuries

3
Fell in Great Boiling Spring
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Cletus McPharson has no Battle Scars)

Body 7

Stress

4 Mind

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

Limits

Atrocities
Murder
Old-Fashioned

Traumas

(Cletus McPharson has no Traumas)


Source


Circumstances

Finances: Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
Arsenal: Firearms
From Assets and Liabilities
Through some legal, licensed means, you have reliable access to a certain type of material others don’t. You may transport this material without the authorities interfering. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if normally illegal where you reside)

Conditions

From Assets and Liabilities
Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" one of your Traumas with counseling on a Downtime.
Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. As long as your Intellect rating is 1, being reduced to 0 Mind does not incapacitate you. Instead, you are able to continue to take Actions, though you are limited to dog-like level of intelligence, and Penalty still applies in full.
Less Than Human: Gun control advocates There is some particular class of person that you consider wholly deplorable and undeserving of compassion. If you have the Limits Murder, Atrocities, and/or Life-Saver, they do not apply to your chosen class of person.
Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
Tough You can function under intense pain. Stress from Injuries is reduced by 2.
Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
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.

Loose Ends

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Contractor Timeline

1 Victories - 0 Failures
Remaining Exp: 1 (Earned: 155 - Spent: 154)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Cletus McPharson has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Cletus McPharson has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in tbd can post Moves for Cletus McPharson.

Biography

Cletus lives outside of town in a homestead he built himself. He has a huge cache of weapons and an even bigger cache of alcohol. He's a simple man who loves his family, his drinking buddies, and the second amendment.

Despite his low intelligence and dyslexia, he's very crafty and excellent at putting together all sorts of 'contraptions'. This makes him an excellent candidate for contracts. However, he's not particularly determined and just thinks it would be cool to have magic powers. He also wants powers so he can impress his buddies, impress the ladies, and keep the feds off his land.

Assets And Liabilities

Assets

-3 Less Than Human
Type of being: Gun control advocates
-12 Jack of All Trades
-6 Tough
-3 Lanky
-6 Attuned Autoimmune
-0 Imbued
-12 Arsenal
Arsenal Type: Firearms
-3 Lizard Brain

Liabilities

+6 Finances: Poor
+3 Illiterate
+6 Paranoia