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Kid Cosmic
Let's Go Team!!

A Newbie Contractor played by Glutant as a Free Agent

Kid Cosmic is a Excitable Comic Book Nerd who will risk his life to Become a Superhero, Form a Team and Save the World.

He is 9 years old, and often appears as A kid with a mullet, orange tinted glasses and a pair of headphones with long antennas.

Attributes

Brawn

1

Charisma

5

Dexterity

4

Intellect

2

Perception

2

Abilities

1 Alertness

1 Animals

2 Athletics

0 Brawl

3 Crafts

0 Culture

0 Drive

0 Firearms

3 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

2 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

4 Comic Lore

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

Injuries

(Kid Cosmic is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Kid Cosmic has no Battle Scars)

Body 6

Penalty

8 Mind

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

Limits

Atrocities
Murder
Anguish

Traumas

(Kid Cosmic has no Traumas)


Source


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.

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
Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.

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.

Legendary Artifacts

Kid Cosmic raises his hand; the bright Green Stone glued to the hex nut on his finger starts to glow. A green aura of energy surrounds his body, and with a great heave of effort he snatches up a giant rock with his mind!!


Exert your Mind and spend an Action or Reaction to activate.

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for the next hour. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Reactions: You may use a Reaction telekinetically.
  • Multiple Items: You can only interact with one thing or take one action at a time.
  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

Equipment

Max Encumbrance: 0 pounds.

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

On Person

  • Jeans
  • T-shirt
  • Wallet
  • Keys
  • Smartphone
  • A pocket knife

Purple Jansport backpack

  • Rain jacket
  • Metal water bottle
  • Toiletries kit
(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

0 Victories - 0 Failures
Remaining Exp: 9 (Earned: 150 - Spent: 141)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Kid Cosmic has not written in his journal yet.

Moves

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

Assets And Liabilities

Assets

-9 Daredevil
-15 Gifted

Liabilities

+6 Finances: Poor
+9 Underage