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Contractor Name
Player Name# Victories# Losses# ImprovementsExp Remaining
Contractor Nameis aNon-supernatural Archetypewho will riskPronounlife to become
the ultimateSupernatural ParadigmandAmbition
They often appear asAppearance

Attributes

Cost to increase: current rating x 5 Exp
Brawn
Charisma
Dexterity
Intellect
Perception

Abilities

Cost to increase: current rating x 2 (2 Exp for first rank)
Alertness
Animals
Athletics
Crafts
Culture
Drive
Firearms
Influence
Investigation
Medicine
Melee
Occult
Performance
Science
Stealth
Survival
Technology
Thievery

Injuries

Battle Scars

Body

Mind

-0
-0
-0
-1
-1
-2
-3
-4
X_X
Wound Level = highest severity Injury + number of other Injuries.

Limits

Traumas

Source

Cost to increase: current rating x 2

Conditions

Circumstances

TheContractRPG.com
Contractor Name:

Loose Ends

Cutoff
Description and Threat

Equipment

Max Encumbrance: Brawn x 15 lbs.

Gifts

Cost
Name
TheContractRPG.com
Contractor Name:

Biography

Contract Record

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Outcome
Journal
Scenario Name
Notes
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3
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TheContractRPG.com
Contractor Name:

Experience Log

150 Remaining
+150 +/- Change
Date
New Contractor
Source / Spent on
TheContractRPG.com
Guide: Creating a Contractor

How to Create a Contractor

Note: Using the website is the easiest way to create a Contractor. Visit www.TheContractRPG.com/contractor/create . Online Character Sheets can easily be printed out for in-person play.

Step 1: Come up with a concept

Before you start filling out stats, you need a rough idea of who your Contractor is. All Contractors have three things in common.
You are Exceptional
Most Contractors begin their careers as non-supernatural humans, but Harbingers only approach those with a spark of greatness. You are talented and driven-- the best of the best. You might be an olympic athlete, a leading surgeon, or a CEO. Perhaps your path has led you into the shadows rather than the limelight. Regardless, you are not an average Joe.
You Will Sign the Contract
When you are approached by a Harbinger and asked to risk your life in exchange for otherworldly power, you will say "yes." You are not content. You have an ambition or some circumstance that drives you to wager your life time and time again. All Contractors will risk their lives for power.
Incredible Power Sleeps Within You
Harbingers always pay. Each victorious Contract awakens your latent, supernatural powers. These Gifts are a uniquely "you"-- no two Contractors share a single trick. An artist might discover that they can bring their paintings to life. A park ranger may slip out of their human skin and make their patrol on all fours. Will you be psychic? A cleric of Dumballah? A scientist who creates fantastic inventions? Anything is possible.

Step 2: Fill in the Blanks

Fill in the blanks at the top of the first page.
  • Contractor Name: The name of your character.
  • Player Name: Your own name.
  • #Victories, losses, and improvements: These start at 0 and increase as you play.
  • Exp Remaining: Leave this blank for now.
  • Archetype: Your Contractor's core concept, e.g. "Skater-punk Werewolf" or "Cannibal Celebrity Chef."
  • Pronoun: Your Contractor's preferred pronoun.
  • Ambition: What drives your Contractor to risk their lives for power? What do they want to change about the status quo? Ambitions can change with time.
  • Appearance: How does your Contractor usually look?

Step 3: Select Your Three Limits

Limits describe experiences that test your ability to cope.

Most humans have the three default Limits: Anguish, Atrocities, and Murder. Other options are provided to enable different concepts, such as psychopaths, zealots, and faeries. You can find the other available options and more details on the Limits sheet.

Once you've selected your 3 Limits, write their names in the Limits field on the first page.

Step 4: Buy Attributes and Abilities

Attributes and Abilities define your Contractor's capabilities. The higher their values, the more likely you are to succeed at the Actions you attempt. Read more details on the "Attributes and Abilities" sheet.

You can increase Attributes and Abilities by spending Experience Points. All new Contractors start with 150 Experience Points.

The cost to increase an Attribute is its current rating x 5 (so buying the second level costs 5 Exp, and buying the third costs 10 more Exp for a total of 15 Exp). Abilities cost 2 Exp for the first level, and then 2x their current rating after that.

If you'd rather not do the math, you can select from the following Attribute/Ability value "spreads." These will use up all 150 starting Exp without you having to do any calculations.

Attribute Spreads. Rank your contractor's Attributes from best to worst, then select a Spread to determine their values.
  • Leveraged: 5, 3, 2, 2, 1
  • Specialized: 4, 4, 2, 2, 2
  • Blind Spot: 4, 3, 3, 3, 1
  • Well-Rounded: 3, 3, 3, 3, 3
Ability Spreads.
  • Devotee: two Abilities at rank 5, two at 3, two at 2, one at 1
  • Specialist: one at 5, one at 4, three at 3, two at 2, three at 1
  • Generalist: six at 3, five at 2, three at 1

Step 5: Assets and Liabilities

You can further customize your Contractor using Assets and Liabilities. These are only available at character creation, and allow you to start with various Conditions, Circumstances, Battle Scars, Traumas, and Loose Ends.

If you are purchasing your stats with Exp, each Asset costs 3 x its rating to buy, and each Liability credits 3 x its rating when you take it.

If you are using "spreads" take whichever Assets and Liabilities you'd like, but ensure they are balanced (the sum of your Assets' values is equal to the sum of your Liabilities' values).

See the handouts for Assets and Liabilities for a complete list.

Step 6: Calculate your Stats

Your Contractor's Body Rating represents their physical fortitude. Body Rating = 5 + (Brawn / 2, rounded up).

Your Contractor's Mind Rating represents thier mental / emotional fortitude. Mind Rating = 1 + Charisma + Intellect, with a minimum rating of 3 and a maximum of 9.

Write your Mind and Body Ratings on the first page, and use a pen to complete the outlines of that many dotted boxes below, Starting from the bottom.

TheContractRPG.com
Guide: Creating a Contractor

Limits

AnguishIf you are ever tortured or made to experience an extended period of physical or mental agony, make a Trauma roll.
AtrocitiesMake a Trauma roll if you ever witness a humanitarian atrocity such as massacre, torture, extreme abuse etc.
MurderMake a Trauma roll if you ever kill or purposefully assist in killing someone for a reason other than immediate self-defense.
Animal-LoverYou apply a human-like social conscious to animals. Whenever you gravely injure a non-human animal for a reason other than self-defense, roll Trauma.
BetrayalYou are extremely sensitive about being lied to or misled. Make a Trauma roll whenever you discover you've been tricked or lied to about something serious.
CaptureIf you are ever held against your will, imprisoned, or tied up, make a Trauma roll.
FailureYou are a perfectionist or a megalomaniac and cannot tolerate major failures of any sort. Make a Trauma roll every time you lose a Contract or fail a task in your area of expertise.
InjusticeAny time you allow someone (through action or inaction) to escape your form of justice for a major crime, make a Trauma roll.
MonstersMake a Trauma roll each time you see a new monstrous supernatural creature. Lovecraft, eat your heart out.
Near-Death ExperienceThe frailty of your own life terrifies you. Make a Trauma roll after any near-death experience (such as being Incapacitated or hanging from a cliff by your fingertips).
Old-FashionedYou find technology abhorrent and unnatural. Any time you use or trust your life to technology developed after 1940, roll Trauma.
SinYou are a true believer with a specific religious code, defined at Character creation. Make a Trauma roll any time you violate this code.
SubmissionYou are a controlling narcissist. Make a Trauma roll if you ever go along with someone else's plan or idea, whether by force or choice.

Attributes

Attributes are rated from 1-5. A rating of 2 is average, and a rating of 5 is world-class. Although Attributes are expensive to increase, they are used in every roll, and their ratings are referenced in many mechanics.
BrawnDescribes your strength and stamina. Contributes to your Body (physical fortitude) rating.
CharismaDescribes your social aptitude and awareness. Charisma contributes to your Mind (mental / emotional fortitude) rating and is used in rolls for all social Powers.
DexterityDescribes your physical speed and agility. Contributes to your movement speed and Initiative.
IntellectDescribes your ability to make connections, recall knowledge, and think on your feet. Contributes to your Mind (mental / emotional fortitude) rating.
PerceptionDescribes the sharpness of your senses, your awareness, and your attention to detail. Notice the gun before you feel the bullet.

Abilities

Abilities are rated from 0-5. A rating of 0 means your Contractor is untrained, a rating of 3 is professional-level, and 5 is world-class.
AlertnessA trained vigilance of your surroundings, suitable for soldiers, police, assassins, etc.
AnimalsKnowledge of animals, including identification, training, zoology, and handling.
AthleticsUsed for swimming, climbing, running, dodging, jumping, throwing, sports, etc
CraftsUsed for building, repairing, sculpting, tools, etc.
CultureKnowledge of pop culture, humanities, history, languages, business, street smarts, etc.
DriveUsed for driving cars, motorcycles, electric scooters, etc. If you drive regularly, you should have one point.
FirearmsUsed for guns and crossbows, firing and general knowledge.
InfluencePersuasion, intimidation, lying, and trickery (usable only on NPCs or to avoid metagaming)
InvestigationForensics, tracking, online or offline research.
MedicineFirst aid, care, anatomy, surgery, etc.
MeleeArmed and unarmed combat, from knives and grappling to clubs to battle-axes.
OccultKnowledge of mythology, legends, religions, rituals, pop-culture magic, etc. This ability does not grant supernatural powers by itself.
PerformanceActing, singing, dancing, working a crowd, etc.
SciencePhysics, math, chemistry, biology, etc.
StealthSneaking around, hiding things, misdirection
SurvivalSkills relating to obtaining food, water, and shelter as well as avoiding danger in natural environments.
TechnologyKnowledge of computer systems, machines, and devices, including advanced use, programming, and hacking
ThieverySleight-of-hand, lock-picking, pickpocketing, and other actions demanding manual dexterity.
TheContractRPG.com
Guide: Creating a Contractor

Physical Assets

3 - Pathetic
Condition: You are so pathetic, no one takes you seriously as a threat. (As long as your Brawn rating is 1, opponents must roll Mind and achieve an Outcome of 4 or higher to attack you instead of other targets in Combat.)
3 - Cat-Eyes
Condition: 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.)
3 - Beautiful
Condition: You're quite the specimen! (Rolls where your good looks could help– be it via sexual attraction, first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.)
3 - Contortionist
Condition: You are unusually flexible, and may squeeze through small spaces with ease. (Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.)
3 - Lanky
Condition: You are particularly tall and have long limbs. (Your "touch" range is ten feet instead of the standard five.)
3 - Nimble Fingers
Condition: Your fingers are particularly long and slender. (You receive a +2 dice bonus to any non-combat Action that requires fine manual dexterity.)
3 - Convenient Klutz
Condition: Your manner of tripping over yourself is so unpredictable, it makes you difficult to target. (When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity rating is 1.)
3 - Swimmer's Build
Condition: You are built for the water. (+2 dice to any rolls relating to swimming. Actions performed in water have their penalty reduced by 1.)
6 - Tough
Condition: You can function under intense pain. (Stress from Injuries is reduced by 2.)
6 - Born Runner
Condition: You are built specifically for running. (+5 feet of free Movement, +2 dice to all-out sprint rolls.)
6 - Attuned Autoimmune
Condition: 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.)
6 - Pack Beast
Condition: You're built to carry and haul. (You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.)
9 - Bounce Back
Condition: You heal incredibly quickly. (Whenever one of your severe Injuries is Properly Stabilized without a Gift, reduce its Severity by 1. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.)
15 - Immutable Body
Condition: Your body is naturally resistant to being reshaped or permanently damaged. (You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.)

Background Assets

0 - Finances: Average
Circumstance: You can live stably off your money. (You have access to $2,500 (or equivalent currency) per Contract.)
1 - Additional Language
Condition: You are fluent in an additional language (You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.)
3 - Confidant
Circumstance: You have a trusted person– a lover, close friend, or family member– whom you can confide in without fear of them revealing your secrets. (You may use your confidant in place of a therapist to treat your Traumas.)
3 - Respected Expert
Circumstance: 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.)
3 - Additional Citizenship
Circumstance: You maintain full legal status in a specific country or nation. (You have official citizenship in the chosen country, in addition to your home country, and are entitled to any benefits that citizenship there entails.)
3 - Polyglot
Circumstance: 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.)
6 - Famous
Circumstance: You are well-known and generally well-liked by the general public. (You may easily communicate a message via the media during a Downtime, and you may receive preferential treatment from NPCs at the GM's discretion.)
6 - Finances: Comfortable
Circumstance: Your finances are in-order, and you can afford to spare some for your Contracting. (You have access to $35,000 (or equivalent currency) per Contract.)
6 - Database
Circumstance: You have access to a specific database of non-public information. As long as you have internet access or cell service, you may search for relevant information in your database. (GMs may require you to make a roll and/or spend a significant amount of time for particularly complex or nuanced information requests, at their discretion.)
6 - Illicit Supplier
Circumstance: Through some illegal means, you have reliable access to a certain type of material others don’t. (Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if illegal where you reside))
6 - Alias
Circumstance: You have an officially established alternate identity. (Your alias has all proper legal documentation and will hold up to the highest scrutiny. If it is exposed, you may make a Move to replace it.)
6 - Point of Contact
Circumstance: 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.)
12 - Arsenal
Circumstance: 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))
12 - Finances: Wealthy
Circumstance: You are "comfortable" in the way that makes people extremely jealous. (You have access to $100,000 (or equivalent currency) per Contract.)
12 - Jack of All Trades
Condition: 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.)
18 - Finances: Rich
Circumstance: You are absolutely loaded. (You have access to $1,000,000 (or equivalent currency) per Contract. Note that moving vast sums of money quickly or discreetly is not always possible.)

Mental Assets

3 - Lizard Brain
Condition: 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. Stress still applies in full.)
3 - Less Than Human
Condition: 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.)
3 - Avoidance
Condition: You are so off-putting, that most people just avoid you. (As long as your Charisma rating is 1, you may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you make as a part of that attempt get +2 to their Outcome.)
3 - Oblivious
Condition: 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.)
6 - Focused
Condition: You’re cool under pressure. (Stress from Mind Damage is reduced by 2.)
6 - Light Sleeper
Condition: You are able to function with less sleep than most people. (You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.)
6 - Clear Conscience
Condition: You have a special knack for shrugging off traumatic experiences. (All Trauma rolls you make are -1 Difficulty, and Stress does not apply.)
9 - Trained Reflexes
Condition: Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. (You get +3 dice to all Initiative rolls.)
9 - Daredevil
Condition: 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.)
12 - Jaded
Condition: 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.)
15 - Iron Will
Condition: When you are determined and your mind is set, nothing can sway you from your goals. (You receive +2 dice to all Mind rolls.)

Restricted Assets

0 - Imbued
Condition: 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.)
0 - Unshakable
Condition: You're hardly human anymore, and actions that once troubled you hardly seem to matter at all anymore. (You are at -2 Difficulty to all Trauma rolls. You receive this automatically upon reaching Veteran status (25 victories), and cannot take it prior to that.)
0 - Seen Things
Condition: Your exposure to unspeakable horrors has hardened you. (You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).)
9 - Ageless
Condition: You are not immortal, but the passage of time takes a lesser toll upon you. (For every four years that passes, you age a single year.)
9 - Sleepless
Condition: You do not require sleep. (You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.)
15 - Gifted
Whether via a premature awakening, a Harbinger's down payment, or some other means, your supernatural potential begins to develop before you are invited on your first Contract. (Start with one Gift.)

Physical Liabilities

3 - Ugly
Condition: A hideous disfigurement makes your appearance disturbing and memorable. (Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.)
3 - Deep Sleeper
Condition: You require more sleep than most people, and are quick to fall asleep but slow to wake up. (All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.)
6 - Short
Condition: You are very short, 4’6” at most. (You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.)
6 - Mute
Condition: 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.)
6 - Defective Sight
Condition: You have trouble seeing things accurately. (All Perception rolls which involve sight are at +2 Difficulty, and rolls which involve aiming at a target are at +1 Difficulty (this includes ranged combat, as well as called shots in melee combat).)
9 - One Arm
Battle Scar: You are missing an arm. (You are -2 to -4 dice on any rolls to perform Actions which require two hands, depending on the Action. Athletics rolls are made at +1 Difficulty.)
9 - Movement Impaired
Battle Scar: Your legs do not function properly, and you cannot run or walk easily. Most likely you will require some form of walking aid, such as braces or a cane. (You move at one-quarter movement speed with a prosthesis or aid. You cannot Dash or Sprint.)
9 - Deaf
Condition: You cannot hear. (You automatically fail any rolls which require hearing, and are at -3 dice for multi-sensory rolls.)
12 - Glass Jaw
Condition: You are easily knocked out. (Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.)
15 - Hemophilia
Condition: Your blood doesn't clot as normal, making any Injury a potentially lethal one. (All Injuries Severity 2 or higher degrade at a rate of 1 Severity per minute. Stabilizations are made at +2 Difficulty, and all Proper Stabilizations require a blood transfusion.)
15 - Blind
Condition: You cannot see. (Any rolls which require sight fail automatically, and any actions which are made easier by sight are rolled at up to +3 Difficulty, depending on the specific action.)

Background Liabilities

3 - Notoriety
Circumstance: 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.)
3 - Illiterate
Condition: 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.)
6 - Finances: Poor
Circumstance: You are completely incapable of holding onto money. (You start each Contract with 1d10 x10 dollars in cash.)
9 - Imprisoned
Circumstance: You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. (At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.)
9 - Outsider
Circumstance: 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.)

Mental Liabilities

3 - Nightmares
Condition: 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.)
4 - Lifesaver
Condition: You cannot bear the guilt of taking a life. (Requires the Murder Limit. In addition to murder, if you are ever responsible for someone else's death, either through action or inaction, make a Trauma roll.)
6 - Paranoia
Condition: 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.)
6 - Vengeful
Condition: 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.)
6 - Anti-Social
Condition: 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.)
6 - Compulsive Liar
Condition: You have trouble with honesty and generally find it much easier and safer to make things up. (Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.)
6 - Forgetful
Condition: Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. (You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.)
6 - Delusions of Grandeur
Condition: You believe yourself to be the very best, one of the elite, superior to anyone else you meet. (You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.)
6 - Disorder
You have a mental or emotional disorder which is chronic and hard to treat. (Start with a permanent Trauma. This is recorded on the character sheet as a Condition, and uses the same system as an equivalent Trauma, but cannot be healed through therapy or the Mend Trauma effect.)
7 - Short Fuse
Condition: You have major issues controlling your temper. (Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.)
9 - Sensitive
Condition: 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.)
9 - Gullible
Condition: You are trusting and honest to a fault, and believe almost everything you hear. (You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.)
12 - Weak Willed
Condition: You are highly susceptible to any attempts to influence you. (You are at +2 difficulty to resist mental, emotional, or social Effects, as well as to resist standard social rolls.)

Restricted Liabilities

3 - Dark Secret
Loose End: You have a secret. When it gets out, there will be immediate and significant consequences for you. ()
3 - Traumatized
You have developed a specific behavior in response to a traumatic experience. (Start with a Trauma.)
6 - The Hunger
Condition: 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.)
6 - Individual Enemy
Loose End: Whether through misfortune or deliberate provocation, you have made a lifelong enemy out of someone, and they will stop at nothing to take you down. ()
6 - Lycanthropy
Condition: You are possessed by an impulsive aspect that physically and mentally transforms you on the full moon and the surrounding nights. (At the start of each Contract, roll a d10 and multiply the result by 2 to determine how many nights until the full moon. On the two nights leading up to the full moon, you experience minor physical changes and all Mind rolls are +1 Difficulty. On the night of the full moon, you transform fully into an obviously unusual creature and all Mind rolls are +2 Difficulty.)
6 - Bane
Condition: You are weak to a specific material or type of attack. (All Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.)
7 - Scarred
Your body is damaged in a way that just won't heal right. (Start with a Battle Scar. Must be at least a Major scar that cannot be healed for your first 5 Contracts. Requires GM approval.)
9 - Animal
Condition: You have the body of an animal. (You are not capable of fine object manipulation, using equipment made for humans, or speaking a human language. You have no human legal status. Your form may impart other benefits or drawbacks depending on your species. Benefits are limited to a +3 dice bonus to one or two Actions your species is specifically adapted for (e.g. a chameleon blending in, a bloodhound tracking something by scent). You use your sheet’s stats as normal.)
9 - Supernatural Condition
You have some unique supernatural affliction or curse due to your heritage or background. (This condition must affect your life in a major way, and cause you significant hardship. Requires GM approval.)
9 - Fairy Rules
Condition: You must abide by the major social conventions of the fae. (You cannot lie and must keep any promises you make.)
9 - Nightwalker
Condition: You find the daylight unbearable. (You suffer a -3 dice penalty as long as you are exposed to sunlight. This stacks with any other penalty you have.)
9 - Sore Thumb
Condition: You stick out like a. . . (You automatically fail all Stealth rolls, and rolls to notice or locate you always succeed.)
12 - Group of Enemies
Loose End: Your antics have attracted the attention of a powerful group of beings, and they are willing to commit whatever collective resources they have towards destroying you. ()
15 - Dark Fate
Condition: When things go wrong for you, they go very wrong. (Any time you roll an Outcome of 0, it counts as a botch (-1). You also cannot use Will to Survive to reduce the Severity of incoming Injuries.)
30 - Giftless
Condition: You have some pressing issue which forces you to spend your rewards from Contracts on simple survival. (You cannot receive Gifts, or spend Gift or Improvement points.)
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