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Bill Fisher
Horror Novelist

A 10-Victory Seasoned Contractor played by Kamulis in Project *******

Bill Fisher is a supernatural investigator/author who will risk his life to Reveal the truth of "monsters" to the world.

He is 31 years old, and often appears as a man with dark hair and eyes, leather jacket with a henley and jeans. Almost always has a cigarette hanging from his mouth. Seems anxious, bordering on paranoid.

Bill Fisher lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance. His journal has 5 entries.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

3

Perception

4

Abilities

4 Alertness

0 Animals

3 Athletics

2 Brawl

1 Crafts

1 Culture

1 Drive

3 Firearms

3 Influence

3 Investigation

1 Medicine

2 Melee

4 Occult

1 Performance

0 Science

2 Stealth

1 Survival

2 Technology

2 Thievery

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

Injuries

(Bill Fisher is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Enhancement from Athena (+2 dice to persuade individuals to divulge information)
  • Body 7

    Penalty

    6 Mind

    Bruised
    0
    Hurt
    -1
    Rattled
    Injured
    -1
    Worried
    Wounded
    -2
    Alarmed
    Mauled
    -3
    Frantic
    Maimed
    -4
    Delirious
    X_X

    Limits

    Betrayal
    Murder
    Anguish

    Traumas

    (Bill Fisher has no Traumas)


    Source


    Circumstances

    Famous: Horror Novelist
    From Assets and Liabilities
    You are well-known and generally well-liked by the general public. You may easily communicate a message via the media during a Downtime, and you may receive preferential treatment from NPCs at the GM's discretion.
    Wealthy
    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.

    Conditions

    From The Illumination
    Windows to the Soul Any corpse he comes near will open their eyes & watch him as he moves around.
    From Assets and Liabilities
    Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.

    Loose Ends

    Powers

    Using this power allows the user to lock or unlock a door within 20 feet. When the power is used a spectral key appears in lock and disappears into smoke when the task is complete.


    Exert your Mind and spend an Action to activate. Select a door, lock, or locked target within 20 feet , which is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology.

    You may lock, unlock, and/or open your target.

    • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
    • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Due to Bill's investigative past, he has gained the supernatural ability to know when someone is lying to him. When the power is active the target makes a buzzer sound when they tell a lie. They are only effected when the response is a direct response to the question asked.


    Exert your Mind and spend a minute to activate. Select a Sapient target within arm's reach. At the end of your investigation, roll Brawn + Alertness at Difficulty 6.

    You learn all the following information about your target:

    • You learn You know if the target is lying.
    • You determine any major weaknesses that the target might have.

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

    • Weakness Must be things that are systemed around. For example, silver for a werewolf. Not general like "she's bad at fighting".
    • You can target yourself if you qualify as a valid target by the other requirements.

    Bill is an avid investigator. He has spent his career hunting the next big lead. As he has begun delving deeper into the world of the supernatural he has started to manifest abilities. He has been granted the ability to see people in the objects that have had pass interactions with. Bill just needs to hold the object and open his mind to aether. As Bill manifests his power his eyes go completely white, as if his pupils don't exist. He can learn who has interacted with the object.


    Exert your Mind and spend a minute to activate. Select a target Object within arm's reach. At the end of your investigation, roll Brawn + Alertness at Difficulty 6.

    You learn all the following information about your target:

    • Determine if this Object is Alien in origin or whether it has any Alien energy or outside influences.
    • You gather information about who has used this object recently, which usually comes in the form of a visual description, but it could be a scent, a factoid about the individual, etc.
    The quality and specificity of information gained depends on your Outcome.

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

    When Bill uses this power, his eyes give off a subtle glow. If the target fails his mind check, the target must obey the command. The command can only be a short phrase or single word.


    Exert your Mind and spend at least one Action to activate. Select a Sapient target within 20 feet. 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 their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. 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. 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.

    • The target must be able to understand you and must receive your communication for the suggestion to work.
    • Allowed Commands
      • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
    • You can target yourself if you qualify as a valid target by the other requirements.

    Bill's pocket dimension is only visible to him. When uses it he pulls it open like a baggie and reaches inside. His arm disappears from the entrance of the hole.


    Spend an Action to activate.

    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 briefcase (15 liters), and you may store up to 3 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.

    Legendary Artifacts

    Book of Set

    Created and held by Bill Fisher.

    Reading a spell from the Book of Set allows Bill to raise the recently deceased. This zombie is under his control for the next hour. The animated corpse has all the abilities that it had in life.


    Expend a point of Battery and spend an Action to activate. Select a Dead target within arm's reach that has died within the last month.

    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 can communicate as they would have been able to in life. They will follow any command you speak.

    The creature lasts for one hour 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.

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

    The Book of Set grants Bill the ability to heal wounds quickly while he possesses the book.


    You gain the following benefits as long as you are wearing this Artifact.

    Any Injury you receive heals quickly, reducing its Severity by one level each day, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.

    Bill is able to use the Book of Set's connection with Death to inflict mental anguish on his opponents.


    Expend a point of Battery and spend an Action to activate. Select a Sapient target within 20 feet. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically.

    If they fail, your target will take 1 point of Mind damage and gain a new Trauma selected by the GM. This trauma may be removed by Effects or mundane therapy as per normal rules. Affected targets are aware that they are being attacked and can generally tell who did it.

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

    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • Trench coat
    • 2 piece suit
    • Expired press credentials
    • Conceal/Carry license
    • Wallet
    • Keys
    • Cursed Smartphone
    • New smartphone
    • Prepaid Illumination Phone
    • A swiss army knife
    • Flask of Whiskey
    • Pack of cigarettes
    • Lighter
    • 9mm pistol
    • Armor (reinforced clothing +2)
    • US Passport
    • M4 Assault Rifle (collapsible stock)
    • COROS VERTIX 2 GPS Adventure Watch

    Leather Messenger Bag

    • Rain jacket
    • Metal water bottle
    • Toiletries kit
    • Laptop
    • File folder of "supernatural" evidence
    • Carton of cigarettes
    • extra clips for his guns

    Pocket Dimension

    • Book of Set

    2020 Red Chevy Camero

    (Click to toggle Weapons reference)

    Trophies

    From Project *******
    Book of Set
    So the book is a large, heavy, artifact that can only animate body parts, requires human body parts (max the size of a human foot), and an offering of blood. Yours or others, but they have the ability to move 30 foot per round, and cannot actually meaningfully perform combat. As you are sadly not as skilled a sorcerer as the man you killed, however they do remain animated indefinitely. They have 1 body normally at that size, but are excellent for sweeping up around the house, and performing basic tasks where you want hands but can't have your own hands. Like say, in a reactor, a furnace, or moving those dead bodies that you just made so you could get their hands and feet.

    Contractor Timeline

    10 Victories - 4 Failures
    Remaining Exp: 4 (Earned: 200 - Spent: 196)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move
    Latest 1 of 5 entries

    Moves

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

    Assets And Liabilities

    Assets

    +2 Famous
    Claim to Fame: Horror Novelist
    +4 Wealthy
    +1 Acute Sense
    Sharpened Sense: Hearing
    +1 Ambidextrous
    +1 Beautiful