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A 2-Victory Newbie Contractor played by loroman1211 in Project *******

This character is dead. RIP

Ferb is a Wiccan who will risk their life to become a litch king.

They are 51 years old, and often appears as odd looking fellow.

Ferb lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance.













1 Alertness

2 Animals

2 Athletics

0 Brawl

2 Crafts

2 Culture

1 Drive

1 Firearms

0 Influence

1 Investigation

2 Medicine

2 Melee

3 Occult

0 Performance

3 Science

1 Stealth

0 Survival

1 Technology

1 Thievery

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


(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Ferb has no Battle Scars)

Body 6


6 Mind





(Ferb has no Traumas)



Database: Death records
From Assets and Liabilities
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.
From Assets and Liabilities
You are "comfortable" in the way that makes people extremely jealous. You have access to $100,000 (or equivalent currency) per Contract.
Contacts: The Collector
Given by Riley
Ferb, thanks to his performance on his first contract, has been given a number for The Collector and may ask him questions about supernatural things. Ferb may contact The Collector for information on some supernatural items and creatures.


From Assets and Liabilities
Pathetic You are so pathetic, no one takes you seriously as a threat. Opponents must succeed a Difficulty 7 Mind roll in order to attack you instead of other opponents in combat. Only works if your Brawn rating is 1.

Loose Ends


During a short ritual Ferb is able to bring back those that are lost. She is uses herbs and spices such as Lavender over the body.

Exert your Mind and spend an Action to activate. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must use up Herbs and spices in order to activate this Effect.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts for the next day or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see dead rising.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.

Ferb's skin has started to change and glow a bit. However he is no longer a fan of cheese any more as the smell repulse him.

You gain the following benefits at all times.

You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

Possession of this Power grants the following Trauma at all times: Fear of cheese.

Legendary Artifacts

Wand of Balrug

Created and held by Ferb.
small wand

green flame erupts from this wand and is used to defend Ferb.

Spend an Action to activate. Select a target within 45 feet. Roll Perception + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the contested Outcome is positive, the target takes that much damage plus 3. Armor is reduced to 1/2, rounded down against this damage.

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

  • You can target yourself if you qualify as a valid target by the other requirements.


Max Encumbrance: 0 pounds.

Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

On Person

  • Jeans
  • T-shirt
  • Wallet *Wand of Balrog
  • Keys
  • Smartphone *herbs and spices
  • A pocket knife, Pistol,

Purple Jansport backpack

  • Rain jacket, extra clotthes
  • Metal water bottle
  • Toiletries kit Water 2 liters Lavender (4) Herbs and spices. Small bowl Spoon. lighter
(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 Gift system.

Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.

Contractor Timeline

2 Victories - 1 Failure
Remaining Exp: 1 (Earned: 159 - Spent: 158)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Ferb has not written in their journal yet.


Ferb has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Project ******* can post Moves for Ferb.

Assets And Liabilities


+2 Database
Access to: Death records
+4 Wealthy
+5 Gifted