Little Timmy
Wait... I imagined this?

A 3-Victory Novice Contractor played by Lerinyth in The Illumination

Little Timmy is a Imaginative Child who will risk his life to play the most fun games he can!.

He is 5 years old, and often appears as a small blonde boy wearing cargo shorts and a white t-shirt, with a red baseball cap and vans.

Little Timmy lives in The Illumination, a setting where videos of the supernatural go viral every day.

His journal has 1 entry.

Attributes

Brawn

1

Charisma

4

Dexterity

3

Intellect

1

Perception

1

Abilities

2 Alertness

3 Animals

2 Athletics

2 Brawl

4 Crafts

0 Culture

0 Drive

3 Firearms

3 Influence

0 Investigation

3 Legerdemain

0 Medicine

2 Melee

0 Occult

2 Performance

0 Science

0 Stealth

2 Survival

0 Technology

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

Injuries

(Little Timmy is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Little Timmy has no Battle Scars)

Body 6

Penalty

6 Mind

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

Limits

Betrayal
Monsters
Near-Death Experience
Anguish

Traumas

(Little Timmy has no Traumas)


Thought Bubbles


Assets And Liabilities

Assets
+1 Beautiful: Rolls affected by physical appearance are at -2 Difficulty, and social interactions should be role-played accordingly.
+1 Pathetic: Requires a Brawn rating of 1. Opponents must roll Mind, Difficulty 7 to attack you instead of other opponents in Combat.
+1 Oblivious: Requires a Perception rating of 1. All Trauma rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Power activation.
+5 Gifted: Start with one Gift.
+1 Contortionist: Reduce the Difficulty of any Dexterity roll involving flexibility by 2.
+2 Tough: Dice penalties from pain are reduced by 2.
+2 Clear Conscience: You have +2 dice on all Trauma rolls.
+4 Daredevil: You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
+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.
+5 Jaded: Any attempts to sway your emotions are at a -3 dice penalty, and even if you are affected, you may Exert your Mind to cancel the effect. This includes Fascinate and Emotion Control Effects.
+5 Charmed Existence: You may reroll a single botched roll once per game.
+6 Ageless: For every three years that passes, you age a single year.
Liabilities
-4 Glass Jaw: Any time you suffer an Injury to your head, you have a 50% chance of being knocked out for 1d10 minutes. Take heart; if your allies abandon you to be eaten by monsters, you won't feel a thing.
-1 Illiterate: If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
-1 Deep Sleeper: You are -2 dice on all rolls if you get less than 8 hours sleep, and are likely to sleep through all but the most jarring events.
-2 Poor: You begin each game with 1d10 x10 in cash, and will be generally unable to replace equipment, afford transportation, etc.
-2 Short: You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
-3 Gullible: You are at +2 difficulty to tell or detect any lies. Even when rolling is not involved, you must role-play this Liability.
-3 Fragile: You must choose four Limits at character creation instead of three.
-2 Anachronism: You are at -3 dice to any action that requires you to interact with modern technology.
-3 Underage: Your character's starting age can't be higher than 12. People treat you distinctly differently because of your age, and your starting Brawn is limited to 3.

Conditions

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

Circumstances describe your Contractor's situation in various Playgroups.

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

Legacy Powers


Equipment

Max Encumbrance: 0 pounds.

On Person

  • Clothes
  • Swiss Army Knife
  • Nerf Gun
  • Red backpack

In Bag

  • .5 kg of Sand
  • Fruit Gushers
  • Caprisun
  • Ghost knife
  • Rubber Chicken
(Click to toggle Weapons reference)

Trophies

Realm of mysteries
Ghost Knife An ornate silver blade that glows slightly purple. Only affects ghosts and other incorporeal things. Doesn't hurt corporeal creatures.


Contractor Timeline

3 Victories - 0 Failures
Remaining: 0 Exp. (Earned: 163 - Spent: 163)
An itemized record of every Contract, Gift, Improvement, and Experience changes

Biography

A small american child wanted to play a game.

He decided to bend reality around him so he could properly play pretend.

Journal