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A {character.num_victories}-Victory {character.status} Contractor played by {character.player} ___________
{character.name} is a {character.concept_summary} who will risk {character.pronoun} life to become the ultimate psychic and {character.ambition}.
{character.pronoun_pres} {character.age} years old, live in Texas, and often appears as {character.appearance}.

Attributes

Cost to increase: current rating x 5 Exp

Abilities

Cost to increase: current rating x 2 (2 Exp for first rank)

Injuries

Battle Scars

{scar[0]} {scar[1]}

Body {character.body}

{character.mind} Mind

Mark Body boxes next to each injury, + boxes equal to largest Injury Severity

{source[0]}

Refills when {source[1][3]}
or {source[1][4]}
or {source[1][5]}
Max once per {source[1][2]}

Limits

{limit[0]} ({limit[1]})

Traumas

{trauma[0]} {trauma[1]}

Conditions

{condition[0]} {condition[1]} ({condition[2]})

Circumstances

{circumstance[0]} {circumstance[1]} ({circumstance[2]})

Loose Ends

{looseEnd[0]} {looseEnd[3]}, {looseEnd[2]} {looseEnd[1]}
TheContractRPG.com

Conditions

{condition[0]} {condition[1]} ({condition[2]})

Circumstances

{circumstance[0]} {circumstance[1]} ({circumstance[2]})
TheContractRPG.com

Loose Ends

{looseEnd[0]} {looseEnd[3]}, {looseEnd[2]} {looseEnd[1]}

Equipment

Max Encumbrance: Brawn x 15 lbs.
{trophy[0]} {trophy[1]}

Powers

1 Respect The Badge
The power to compel a target to follow your orders.
2 The Long Arm of the Law
You possess an extra appendage.
TheContractRPG.com

Powers (Expanded)

Sheriff Perkins can flash his badge and bark out orders to a person, and they will have trouble ignoring his command.


Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. You must actively and obviously use a police badge to activate this Effect. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your target will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-endangering or self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

  • Allowed Commands
    • Conditional Request: implants a triggered response or latent order. (e.g. "when you see your mom, give her a kiss" or "when I give the signal, strip naked and pretend you're possessed by the devil.")
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Bo's missing arm has been replaced with a psychic phantom limb.


You gain the following benefits at all times.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can stretch to reach an additional 30 feet.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

Your Extra Appendage is incapable of fine object manipulation.

  • You may stretch or retract your limbs once per Round on your Initiative.
TheContractRPG.com

Biography

Notes

TheContractRPG.com

Timeline

TheContractRPG.com

So you’re playing The Contract

Someone sat you down and handed you this pre-made character sheet for The Contract. Nice! Give them a high-five for me. Here’s what you should know before you play.

A world much like our own
  • This game takes place in a setting that’s very similar to modern-day earth. However, here, unexplainable phenomena (like werewolves, aliens, psychics, and wizards) do exist.
  • No grand conspiracies conceal the supernatural from the public, but it’s not a part of everyday life. Hoaxes and charlatans are commonplace.
You’re playing a Contractor
  • Contractors are talented people who have been approached by powerful, mysterious entities called Harbingers and offered an incredible opportunity: you may risk your life on deadly missions (called “Contracts”), and, if you win, you receive incredible powers.
  • Your Contractor has already gone on a couple of Contracts and has earned two Powers.
    • Other than these Powers, your Contractor is a normal human, not a superhero.
  • Each Contractor is driven by a personal ambition. You choose to risk your life so you can achieve this ambition. You may follow it zealously or compromise your ideals for the greater good.
You’ve never met your coworkers
  • A different set of Contractors may be invited to each Contract. Today, your character has never met the other Players’ Contractors, so introduce yourself!
    • You may reveal as much or as little about yourself, your powers, and your motivations as you wish.
    • You may not get along with the other Contractors.
You weren’t chosen as a specialist
  • This isn’t Ocean’s Eleven, and you weren’t invited for your skills. Contracts are more like escape rooms that you can’t win unless you cheat. They’re tests.
  • Your abilities, equipment, and powers are your tools. You’ll have to use them creatively to win.
Here’s a couple more tips
  • Violence is a risky tactic, and this isn’t an action movie. Getting stabbed or shot is really bad. If you do decide to fight, success hinges on creating advantages like an ambush before the violence begins.
  • This is a challenging game. If you act brain-dead, you will fail, piss off your teammates, and probably die.
    • Don’t play if you’re going to clown around and ruin the game for the other Players.
TheContractRPG.com