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Billy
The kid with a gun

A Newbie Contractor played by Ino in Gamer Hours

Billy is a middle-school airsofter who will risk his life to become a magical gunslinger with a great salary and want to see hatsune miku live performance.

He is 14 years old, lives in Freehold, New Jersey and in a one-story apartment, and often appears as A 5'3 kid with brown hair and with somewhat white skin. Usually wears cargo pants and hoodies.

Billy lives in Gamer Hours, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

1

Charisma

1

Dexterity

5

Intellect

1

Perception

5

Abilities

5 Alertness

0 Animals

0 Athletics

0 Crafts

0 Culture

0 Drive

5 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Billy is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Billy has no Battle Scars)

Body 6

Stress

3 Mind

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

Limits

Anguish
Atrocities
Injustice

Traumas

(Billy has no Traumas)



Circumstances

Circumstances describe your situation.

Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.

Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.

Notoriety: Everyone knows you for that kid who makes airsoft unfun (because you're so good)
From Assets and Liabilities
You are easily recognized and treated badly by the public at large due to something bad in your past. There is a strong hatred of you in English speaking cultures, and anyone who watches the news or is tuned in to popular culture will reflect that attitude. You get -3 dice for any rolls in social situations, and must roleplay your notorious status when relevant.
Finances: Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.

Conditions

Conditions describe your state of being.

Examples of Conditions include curses, diseases, and impactful personality quirks.

Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.

Because Conditions may have GM-created systems, they also record the Playgroup they were acquired in.

From Assets and Liabilities
Mute You cannot speak. You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.
Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. As long as your Perception rating is 1, all Trauma rolls and defensive Mind rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Gift activation.
Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.

Loose Ends

Loose Ends will cause problems for you if you don't tie them up.

Examples of Loose Ends include enemies, debts, evidence, and promises.

All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

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Advancement

Newbie
0 Victories - 0 Failures
Remaining Exp: 12
(Earned: 150 - Spent: 138)
An itemized record of every Contract, advancement, and more

Journal
Billy has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Billy has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-6 Focused
-6 Born Runner
-3 Oblivious

Liabilities

+6 Finances: Poor
+6 Mute
+6 Anti-Social
+3 Notoriety
Reason: Everyone knows you for that kid who makes airsoft unfun (because you're so good)