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Cletus Cassidy

A 3-Victory Newbie Contractor played by Iamangelofwar as a Free Agent

Cletus Cassidy is a drug fiend berserker who will risk his life to Find the perfect drug to transcend to godhood.

He is 32 years old, and often appears as A dirty, overweight but muscular man.

Attributes

Brawn

5

Charisma

2

Dexterity

3

Intellect

1

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

4 Brawl

2 Crafts

0 Culture

2 Drive

1 Firearms

0 Influence

0 Investigation

0 Medicine

3 Melee

0 Occult

0 Performance

0 Science

1 Stealth

3 Survival

0 Technology

0 Thievery

4 Drug knowledge

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

Injuries

1
Bullet
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Cletus Cassidy has no Battle Scars)

Body 8

Penalty

4 Mind

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

Limits

Atrocities
Murder
Anguish

Traumas

  • Roll mind not to vomit at gore

  • Source


    Circumstances

    Stockpile: Drugs
    From Assets and Liabilities
    You have a stockpile of a specific type of weaponry or hard-to-find items. During a Downtime, you may obtain up to three items from your stockpile.
    Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.

    Conditions

    From Assets and Liabilities
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. Being reduced to 0 Mind does not incapacitate you. You are able to continue performing Actions in such a state, though you are limited to dog-like level of intelligence, and Penalty still applies in full. Only works if your Intellect rating is 1.

    Loose Ends

    Crafted Artifacts

    Cletus Co. Peace Joint

    Created and held by Cletus Cassidy.
    Specialty tobacco pipe

    You take a drag on the joint, as the end begins to smoke without use of a light. As the thick smoke fills the air, tendrils begin to flow into the airways of the targets, filling them with a comfortable sensation of peace and non hostility.

    (Can use a drugs secondary skill in place of influence)


    Exert your Mind and spend an Action to activate. Select a number of Living targets equal to your Charisma within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.

    If you succeed, for the next minute, affected targets will do things they otherwise wouldn’t have done, inspired by Calm. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same 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.

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

    Cletus's Seal

    Created by Louis Dupont, given to Cletus Cassidy.
    A wind up gameboy like contraptration that provides radar pings to the location of nearby energy clusters and artifacts

    With a little elbow grease and 21st century know how, this artifact can help you find all sorts of strange things while out on a journey. Through the science that founded radar combined with a little magic, this item can find all sorts of strange things hidden in the world around you and when you are out and about on the hunt you'll be glad you brought your SEAL.

    Louis's introduction to the contracting world being so rife with artifacts has made him question what else may be out there, and curious to find more, he's begun digging into ways to do so. This gift is the harbinger's answer to his request for a way to sate that curiosity.


    Exert your Mind and spend at least two Actions performing the following ritual: Transcribing details about the area into the scanner to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You automatically detect the closest of any Artifacts and Supernatural Energy Concentrations within 50 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards the detected item. You get details of what each detected item is, as if you've glanced at each object.

    Even if there are no Artifacts or Supernatural Energy Concentrations within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

    While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.

    The next in Louis's foray into computer science is a little cartridge for his SEAL units. Simply retrieve one from your pack, and slam it into the machine and it'll perform an automated hack of the targeted device! Though fingers that are too fast may find themselves encountering a slight bug, as mashing the input as you input the cartridge has been known to cause the device to encounter a null error and hack itself, but, we promise we're working on that!


    Exert your Mind and spend 1 minute to activate. Select a Computer within arm's reach. Does not work on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you disable the artifact for a downtime as it hacks itself.. Roll Dexterity + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.

    If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

    You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously.

    Every hack you make leaves behind A gif of a seal clapping and arfing. in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.

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

    Consumables

    3

    You consume the coke, snorting being traditional but pouring it down your throat works too. Suddenly, your body is supercharged with the power of Florida and Crackheads, your words becoming frenzied howling and grunting, and your body becomes able to take and give a beating.


    Use up this gram of coke and spend an Action to activate.

    You transform into a crackhead version of yourself for 3 minutes. You have access to all of your Powers while you are a crackhead version of yourself, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Attributes are the same.

    Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage and Brawn does not act as Armor against them.

    You do not suffer wound penalties while in your Alternate Form.

    You cannot speak any coherent verbal language and must resort to other means of communication.

    • Reminder: Bonus Damage from multiple sources does not stack. Instead, the highest Bonus is used.
    • This consumable is destroyed when used and cannot be used again.
    1

    Cletus passes out a small balloon full of a clear liquid, that would pop against the target’s face, assaulting their senses, and filling their mind with drowsiness, until they eventually fall to the ground.


    Use up this A balloon full of Diethyl Ether and spend an Action to activate. Make a Water balloon attack at a Living or Animate target within normal attack range. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Water balloon attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.

    If you succeed, your target becomes drowsy for the next 30 minutes, during which time they suffer an additional -3 dice Penalty to all Actions. After this, they fall asleep for Outcome x 3 rounds.

    Affected targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation.

    • This consumable is destroyed when used and cannot be used again.
    • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
    • 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

    • Jeans
    • T-shirt
    • Wallet
    • Keys
    • Flip phone
    • A pocket knife
    • “Women want me, fish fear me” hat
    • Six grams cocaine
    • Picture of himself with his wife and daughter

    Old duffle bag

    • Fifty feet of rope
    • Two rolls of duct tape
    • Louisville Slugger baseball bat
    • $130 worth of pesos
    • Fentanyl (10 grams)

    Home

    (Click to toggle Weapons reference)

    Trophies

    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.


    Artifact Crafting Gifts

    You take a drag on the joint, as the end begins to smoke without use of a light. As the thick smoke fills the air, tendrils begin to flow into the airways of the targets, filling them with a comfortable sensation of peace and non hostility.

    (Can use a drugs secondary skill in place of influence)


    Exert your Mind and spend an Action to activate. Select a number of Living targets equal to your Charisma within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.

    If you succeed, for the next minute, affected targets will do things they otherwise wouldn’t have done, inspired by Calm. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same 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.

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

    Consumable Crafting Gifts

    You consume the coke, snorting being traditional but pouring it down your throat works too. Suddenly, your body is supercharged with the power of Florida and Crackheads, your words becoming frenzied howling and grunting, and your body becomes able to take and give a beating.


    Use up this gram of coke and spend an Action to activate.

    You transform into a crackhead version of yourself for 3 minutes. You have access to all of your Powers while you are a crackhead version of yourself, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Attributes are the same.

    Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage and Brawn does not act as Armor against them.

    You do not suffer wound penalties while in your Alternate Form.

    You cannot speak any coherent verbal language and must resort to other means of communication.

    • Reminder: Bonus Damage from multiple sources does not stack. Instead, the highest Bonus is used.
    • This consumable is destroyed when used and cannot be used again.

    Cletus passes out a small balloon full of a clear liquid, that would pop against the target’s face, assaulting their senses, and filling their mind with drowsiness, until they eventually fall to the ground.


    Use up this A balloon full of Diethyl Ether and spend an Action to activate. Make a Water balloon attack at a Living or Animate target within normal attack range. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Water balloon attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.

    If you succeed, your target becomes drowsy for the next 30 minutes, during which time they suffer an additional -3 dice Penalty to all Actions. After this, they fall asleep for Outcome x 3 rounds.

    Affected targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation.

    • This consumable is destroyed when used and cannot be used again.
    • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Contractor Timeline

    3 Victories - 2 Failures
    Remaining Exp: 1 (Earned: 171 - Spent: 170)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Cletus Cassidy has not written in his journal yet.

    Moves

    Cletus Cassidy has made 0 Moves.
    Only Contractors in Playgroups can make Moves.

    Biography

    Cletus is a simple Floridian. Not too bright but he loves to get high. Considers himself a bit of a drug scientist, and he really just wants to experiment and discover new, more potent highs.

    Assets And Liabilities

    Assets

    +2 Focused
    +1 Lizard Brain
    +2 Stockpile
    Stockpile Type: Drugs

    Liabilities

    -2 Poor