Bill Brenner
Formerly known as Mischa

A 11-Victory Seasoned Contractor played by BobDylan530 in Pilos

Bill Brenner is a deep cover ex-Soviet agent who will risk his life to end government and usher in global Anarcho-Communism.

He is 48 years old, and often appears as a slim 5'8" man with pale skin and dark brown hair, wearing a white polo and jeans.

Bill Brenner lives in Pilos, a setting much like our own.. for now.

His journal has 1 entry.













3 Alertness

0 Animals

3 Athletics

0 Brawl

2 Crafts

0 Culture

0 Drive

0 Firearms

3 Influence

4 Investigation

3 Legerdemain

0 Medicine

2 Melee

0 Occult

3 Performance

3 Science

4 Stealth

0 Survival

4 Technology

6 Subterfuge

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


(Bill Brenner is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Bill Brenner has no Battle Scars)

Body 6


8 Mind





(Bill Brenner has no Traumas)

Collective Energy

Assets And Liabilities

+1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
Sharpened Sense: Sight
+1 Citizenship: You are an official citizen of the specified country.
Countries: United States
+1 Polyglot: You are completely fluent in these languages, and your proficiency can be useful when deciphering similar languages even if you are not fluent in them.
Language: English
+1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
Sharpened Sense: Hearing
+2 Alias: Your alias holds up under the highest scrutiny. Replacing a compromised Alias takes three downtimes.
Name: Bill Brenner
+4 Jack of All Trades: When making a roll that utilizes a Primary Ability you do not possess, you do not suffer the standard +1 Difficulty penalty, and your dice pool has +1 die.
-1 Dark Secret: Discovery of your secret may cause legal issues, a curse, a new enemy, or generally used to gain leverage over you.
Secret: Child of soviet deep-sleeper agents
-2 Vengeful: You may exert your Mind in order to curb your impulse for revenge, but otherwise you must respond in kind to any action taken against you. This does not have to be disproportionate, and does not apply to extremely trivial slights (unless of course you want it to).


Conditions are GM-assigned status effects.

Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and Playgroup leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained. For example, lycanthropy may be contagious in one Playgroup, but not another.


Circumstances describe your Contractor's situation in various Playgroups.

Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.


Bill is well practiced at reading people, and can use subtle clues from dialogue and body language to discern someone's desires, as well as whether or not their behavior is being influenced by a deal or contract they are subject to. He must be engaged in conversation with someone in order to pick up on these details, and someone paying close attention might notice him making an unusual amount of eye contact with his target.

Exert your Mind and spend a minute to activate. Select a Sapient target within arm's reach. You must continuously interact with the individual in question in order to gather any information. At the end of your investigation, roll Charisma + Influence at Difficulty 6.

You learn all the following information about your target:

  • You learn a hidden desire of the target.
  • You learn any major and currently active deals or agreements they have entered into.

The quality and specificity of information gained depends on your Outcome.

This Effect is not obvious, and the only sign you are using an Effect is somewhat excessive eye contact. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

You may only use this Effect once per day.

Through the use of clever rhetoric, Bill is able hold a brief conversation with people and inspire a surge of emotion in them.

Exert your Mind and spend one minute to activate. Select a number of Living targets equal to your Charisma within arm's reach as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with your targets. Make a Trauma roll when you activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.

If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

Both attacking someone and being attacked will end the Effect.

This Effect is not obvious, and the only sign you are using an Effect is The subject matter of the conversation relates to the emotion he is inspiring. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.

Bill keeps his important possessions stored in a pocket realm which he can access through the sleeve of his shirt.

Spend a Free Action to activate. This Effect cannot be used unless Must store/withdraw items through your sleeve.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may store Objects in your stash, each no larger than something which could fit inside a ziploc snack bag (1 liter), and you may store up to 7 things at a time.

  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Bill is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture.

Bill can leave these spy pens behind in a location, and will be able to see through them as if he was standing at their location. The feed is also uploaded to an app on his phone which stores a recording of anything that it picked up.

Exert your Mind and spend an Action to activate. Select a target within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.

You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. You may have at most 3 wards running at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.

Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.

  • Your ward's recording is maintained even if your Ward is destroyed.

Bill is well trained and always has an eye out for even the smallest details.

You gain the following benefits at all times.

Your Perception rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Constant Vigilance: You cannot be ambushed or caught-flat footed when awake. When asleep, you can make a Perception + Alertness roll at Difficulty 6 to wake up in time.
  • Slow Time: You may substitute your Perception as the Attribute for any rolls made for Reactions.
  • Assassin: Any Trauma rolls you make are rolled at +2 Difficulty.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.

Through clever sleight of hand, or through a simple financial transaction, Bill places a coin on his target's person - could be a quarter, could be a penny, whatever he has on hand - and will be able to detect the how far away the coin is, as well as in which direction. It feels slightly warm to the touch, as if it had been sitting in a hot car earlier that day, and if anyone looks closely at it, the eyes of Mr. Lincoln (or Washington, Jefferson, Roosevelt, and occasionally Kennedy) seem to follow them, like a painting in an episode of Scooby Doo.

Spend an Action to activate. Select a target within arm's reach.

Your target is marked with a small coin until it is removed or until you choose to end the Effect. The mark can be easily removed if it is discovered.

You are aware of the marked target's direction and distance from you. You can have up to 1 mark active.

This Gift's level is capped at 2 Gifts and cannot be increased further.

Legendary Artifacts

Bill Brenner's US Passport

Created and held by Bill Brenner.
A U.S Passport issued to a Mr. Bill Brenner.

You have broken past the illusion of American materialism and are able, through a brief but intense focusing of your will while flipping through your passport, to entirely change your appearance, and even to replicate the appearance of others, with a degree of specificity which allows you to easily pass for local.

Exert your Mind and spend 2 Actions to activate.

You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You may change the appearance of your clothes. A disguise cannot affect your Attributes or other stats.

You can "pass" in any culture or group without arousing suspicion as long as you look normal for that group and can communicate with those inside the group.

  • A performance check is generally required to pass with people who know the individual you're mimicking.
  • While you may alter your clothing's appearance, this does not grant or store equipment.

By flipping to a specific page near the back of his passport, Bill can temporarily phase his physical self into a small pocket realm contained within the passport. He cannot affect the real world while there, but is still able to perceive himself and his consciousness as existing, and may return to the location from which he vanished at any point (he will return automatically after a few minutes, as the pocket realm is unstable and cannot remain structurally sound much longer than that).

Exert your Mind and spend an Action or Reaction to activate. Make a Trauma roll when you activate this Effect.

You phase out of reality for 3 minutes. During this time, you cannot perceive or affect the outside world but may take mental and self-targeting Actions. Nothing can interact with you in any way.

You may end this effect prematurely as a Free Action.

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

Bill is able to channel collective energy through his passport, using it to teleport him directly to a new location. His passport glows with a white light before blinking and whisking him away to another place.

Exert your Mind and spend 2 rounds to activate. Select a Location within your line of sight.

You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.

Legacy Powers


Max Encumbrance: 0 pounds.

On Body:

  • Jeans, black t-shirt, black New Balance running shoes, red hoodie
  • Black Jansport backpack
  • Brown leather wallet
  • iPhone 11 (burner)
  • Zippo lighter
  • American Spirit cigarettes


  • ID for Bill Brenner
  • $150 cash
  • Debit card, $1275 balance
  • Credit cards, total limit $2000


  • White polo w/ AT&T logo
  • Black yoga pants
  • Trader Joes trail mix
  • First aid kit
  • Rope (100ft)
  • Several bottles of vitamin capsules

Up My Sleeve:

  • Passport
  • Multi-tool
  • Lockpicking tools
  • Diary (written in shorthand)
  • Samsung Galaxy S20 (personal phone)
  • Steel folding knife
  • Small baggie of cocaine
  • Small baggie of Oxycontin
  • Small baggie of LSD tabs
  • Small bottle of bleach
  • $10,000 cash
(Click to toggle Weapons reference)


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 Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.

Contractor Timeline

11 Victories - 2 Failures
Remaining: 0 Exp. (Earned: 286 - Spent: 286)
An itemized record of every Contract, Gift, Improvement, and Experience changes


Latest 1 of 1 entries

Agent Re-activated

(The following is an excerpt from the personal journal of Mischa, translated first to Russian from his short-hand, then into English)


I have received orders again; it has been a long time coming. I have toiled long serving the engine of Capital, biding my time, and I am pleased to know my patience was in fact virtuous.

Reactivation was of course unexpected.  The Soviet Union has long since fallen, and had been corrupted long before that.  A true People's Revolution is still very far away.  But there are entities willing to pay handsomely if you'll do their dirty work, so in the absence of revolution I will work to build power.

My orders on this day were to acquire a number of artefacts from a small town in Massachussets.  These included an ancient tome as well as some sort of crystalline focal object.  I couldn't say for certain what is the purpose of these items, but I have ever been obedient and so I completed my task.  It is so easy to deceive Americans, they will gobble up the most outrageous lies without question so long as it conforms to their propagandized worldview.

It appears I will be required to work with other operatives for the forseeable future.  I have not been informed of their loyalties at this time, and cannot trust any of them enough to reveal myself.  Nevertheless, they have their uses.  The Irish lad and his snake proved especially valuable, although I had things well in hand before they rushed in.  I suppose they did save me an hour or two.

Sadly, our mission appears to have pitted us against a group of local vigilantes.  I regret that my work so frequently requires me to take action against the few good souls alive in this hellscape of a country, but the work must be done if revolution is to occur.  I cannot abandon my duty to my weak-minded doubts and morals.  As admirable as these vigilantes were, I was able to easily bypass them and retrieve the musty old tome from a local repository, ensuring my own payment.

It was a joy to work in the field once more.  I eagerly await further orders.