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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 master of time and {character.ambition}.
{character.pronoun_pres} {character.age} years old, live in Vallejo, California, 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 Skip Ahead
The power to temporarily cease to exist.
2 Fast Forward
The power to temporarily gain a burst of speed.
TheContractRPG.com

Powers (Expanded)

The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.


Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.

You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you phase out, you may bring up to 1 additional target in arm's reach with you.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.


Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.

Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.
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