Use the "PDF / Print" option under the "Download or Print" dropdown at the top of the character sheet to print this Contractor

S̶̻̲̠̆̌̾̈́̅͗̑̍m̷͚͇̲̓̇o̸̡͖̙̰̦̫̝̱͑̓̅͝ḳ̸̠̮͕̪͕̙͐e̸̡͔̣̖̬̲͎̤̮͖̙̖̠̾̿̌̃̇̈̈̂͗͒́͠
:̸̢̳̲̻̟͍̲̝̞͌̔̃͌͝ͅ)̷̛̣͔̻̯̺͉̈͛͌̄̅̋̿̉

A Newbie Contractor played by Author in The Goons

S̶̻̲̠̆̌̾̈́̅͗̑̍m̷͚͇̲̓̇o̸̡͖̙̰̦̫̝̱͑̓̅͝ḳ̸̠̮͕̪͕̙͐e̸̡͔̣̖̬̲͎̤̮͖̙̖̠̾̿̌̃̇̈̈̂͗͒́͠ is a smoke spirit who will risk their life to become the ultimate boogeyman and become a widespread urban legend.

They are ?̵̧̙̝̭̠̩́̔̆͑̃̇̿̈́͌̆͝ͅ?̴̻̃́́̑́̃̂?̸̯̈́̒̌̈̀̾͑͋̍͝ years old, live in the disorganized apartment of their schizophrenic host with smoke-stained walls in Kentucky, and often appears as a humanoid, shadowy silhouette made of a smoke-like substance.

S̶̻̲̠̆̌̾̈́̅͗̑̍m̷͚͇̲̓̇o̸̡͖̙̰̦̫̝̱͑̓̅͝ḳ̸̠̮͕̪͕̙͐e̸̡͔̣̖̬̲͎̤̮͖̙̖̠̾̿̌̃̇̈̈̂͗͒́͠ lives in The Goons, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

3

Charisma

3

Dexterity

3

Intellect

4

Perception

4

Abilities

3 Alertness

1 Animals

0 Athletics

0 Crafts

3 Culture

0 Drive

0 Firearms

3 Influence

2 Investigation

0 Medicine

0 Melee

3 Occult

0 Performance

0 Science

4 Stealth

0 Survival

1 Technology

2 Thievery

5 Fear

4 Strangling

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

Injuries

(S̶̻̲̠̆̌̾̈́̅͗̑̍m̷͚͇̲̓̇o̸̡͖̙̰̦̫̝̱͑̓̅͝ḳ̸̠̮͕̪͕̙͐e̸̡͔̣̖̬̲͎̤̮͖̙̖̠̾̿̌̃̇̈̈̂͗͒́͠ is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Terrifying Visage - You are off-putting at best. (All Social Rolls not reliant on fear are at +1 Difficulty. The Beatiful Asset is suppressed as long as this Battle Scar persists.)
  • Body 7

    Stress

    8 Mind

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

    Limits

    Anguish
    Betrayal
    Capture
    Old-Fashioned

    Traumas

  • Fear Eater - You have an insatiable hunger for fear. (Whenever you see a particularly vulnerable person like a child, old woman, or a person beginning to become frightened, roll Self-Control or be forced to try and terrorize that person to consume their fear).

  • F̸̨͙͖̪̳̯̾͠e̴͉͖͓̓̽̀́̊͆̏ȃ̸̯͚̖̪̎͗̏͗͠r̴̯͌͜


    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: Known as an evil spirit from Africa, especially known and hated over there, only really known of in America by some people who follow that shit
    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.
    Outsider
    From Assets and Liabilities
    You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.
    Polyglot: Spanish, Japanese, Latin
    From Assets and Liabilities
    You are fluent in three additional languages. You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.

    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
    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.
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
    The Hunger: Fear You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of Mind Damage.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. I am literally a spooky ass shadow demon with all the social stigma that comes with that
    Sensitive You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
    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.
    Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Boogeyman's Curse - Your lack of presence in recent times has made you weak. (Until you gain more influence, you suffer from Anti-Social. In addition, if your target/mortals around you do not fear you/aren't afraid, your ability to harm or affect them weakens. You suffer a -3 Dice Penalty to affect or otherwise harm a mortal who doesn't fear you. It is recommended for GMs to have Contractors and NPCs make rolls to determine if they can resist being afraid.

    Loose Ends

    Dark Secret: I am literally a shadow/smoke demon creature

    Distant Dangerous Given by a Liability
    You have a secret. When it gets out, there will be immediate and significant consequences for you.

    Loading...

    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: -6
    (Earned: 150 - Spent: 156)
    An itemized record of every Contract, advancement, and more

    Journal
    S̶̻̲̠̆̌̾̈́̅͗̑̍m̷͚͇̲̓̇o̸̡͖̙̰̦̫̝̱͑̓̅͝ḳ̸̠̮͕̪͕̙͐e̸̡͔̣̖̬̲͎̤̮͖̙̖̠̾̿̌̃̇̈̈̂͗͒́͠ has not written in their journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Biography

    Smoke, as it is known in America, was once feared across the savannas and dense forests of central and western Africa, where it was called by many names: the Mvula Wekufa (Rain of Death) or Nzuzu wa Pepo (Spirit of Smoke). Long before written history, Smoke was already an entity of dread, emerging from the shadows of hearth fires and the thick mists that rolled through villages at dawn. Though its true origins remain unknown, some legends suggest it was born from the hatred and anguish of ancient spirits who were wronged, coalescing into a formless, shadowy existence. Others say it was summoned by forgotten shamans to serve as a weapon against their enemies, only to slip from their control.

    For centuries, Smoke haunted the people of the African interior, striking terror into those who whispered its name. As an invisible demon, it preyed upon the vulnerable—slipping into homes unnoticed, strangling its victims in their sleep, and leaving nothing behind but the faint scent of burning wood and the eerie knowledge that something unnatural had visited. While it could not be touched or killed by mundane means, those who survived its attacks spread warnings: "Do not leave your fires unattended. Smoke is watching."

    Villagers sought to appease or ward off the spirit through rituals, sacrifices, and protective charms. Some believed Smoke was a punishment for moral failings or greed, while others saw it as a predator that fed on fear and suffering. Over time, these fears became woven into folklore. Smoke’s shapelessness made it a perfect stand-in for any unexplained tragedy, and its legend grew.

    Decades passed before Smoke stirred again, its slumber broken not by grand rituals or supernatural intervention but by the fragile, fractured mind of a man in Kentucky. William “Billy” Graves, a reclusive schizophrenic living in a decaying two-bedroom house in a remote corner of Appalachia, became the unexpected catalyst for Smoke’s revival. Billy’s mind was fertile ground—an endless loop of paranoia, hallucinations, and unspoken fears.

    Drawn to the chaotic energy of Billy’s psyche, Smoke found refuge in his home. Specifically, it made its lair in the musty, cluttered closet of Billy’s bedroom. Here, surrounded by old coats and forgotten mementos, Smoke began to reconstitute itself, feeding on Billy’s fear and delusions. The man believed the strange noises and shadows in his closet to be manifestations of his illness, but in truth, Smoke was testing its strength, slowly regaining its shape.

    In its current state, Smoke is a shadow of its former self—literally and figuratively. While it retains the ability to manifest as a gaseous, semi-physical entity, its powers are far more limited than they once were. However, Smoke is patient. It bides its time, feeding off Billy’s growing paranoia and the occasional visitor’s unease. The spirit’s presence has made Billy’s home an eerie, almost sentient place, with cold drafts, inexplicable creaks, and the faint smell of burning wood hanging in the air.

    For now, Smoke’s ambitions are modest. It has no grand plans to reclaim its former glory—yet. But as it watches the world through the cracked closet door, it dreams of spreading its influence once more. America, with its patchwork of urban legends, abandoned homes, and forgotten corners, offers Smoke the perfect opportunity to become the terror it once was.

    Assets And Liabilities

    Assets

    -15 Gifted
    -3 Cat-Eyes
    -3 Polyglot
    Language: Spanish, Japanese, Latin
    -0 Imbued

    Liabilities

    +6 Finances: Poor
    +9 Sensitive
    +6 Vengeful
    +6 The Hunger
    New Food: Fear
    +3 Dark Secret
    Secret: I am literally a shadow/smoke demon creature
    +9 Outsider
    +9 Supernatural Condition
    Supernatural Condition: I am literally a spooky ass shadow demon with all the social stigma that comes with that
    +9 Supernatural Condition
    Supernatural Condition: Boogeyman's Curse - Your lack of presence in recent times has made you weak. (Until you begin consuming and spreading more fear, you suffer from Anti-Social, Deep Sleeper, and are generally in a dreamy, dazed state until you become feared)
    +6 Paranoia
    +3 Notoriety
    Reason: Known as an evil spirit from Africa, especially known and hated over there, only really known of in America by some people who follow that shit