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Bo Perkins
The long arm of the law just got longer

A 1-Victory Ported Seasoned Contractor played by BobDylan530 as a Free Agent

Bo Perkins is a Wild West sheriff who has had it up to here with all them damn criminals, who will risk his life to end crime and impose his own version of law on the New World Order.

He is 52 years old, and often appears as an older man of middling height. His grey hair is kept in a standard men's haircut, but his mustache drapes down over the edge of his lips a la Yosemite Sam. He typically wears jeans, a pearl-button shirt, leather boots, and a cowboy hat. His left arm ends just after the shoulder.

Attributes

Brawn

2

Charisma

3

Dexterity

5

Intellect

5

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

5 Brawl

0 Crafts

2 Culture

1 Drive

3 Firearms

2 Influence

4 Investigation

1 Medicine

0 Melee

2 Occult

0 Performance

0 Science

3 Stealth

1 Survival

0 Technology

0 Thievery

3 Intimidation

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

Injuries

(Bo Perkins is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Tattoo from Conner Inkz
  • Missing Arm (You are -2 to -4 dice on any rolls to perform Actions which require two hands, depending on the Action. Athletics rolls are made at +1 Difficulty.)
  • Body 6

    Penalty

    9 Mind

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

    Limits

    Atrocities
    Injustice
    Lawbreaking

    Traumas

    (Bo Perkins has no Traumas)


    Source


    Circumstances

    Polyglot: Spanish, French, Louisiana Creole
    From Assets and Liabilities
    You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs 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.
    Respected Expert: Police
    From Assets and Liabilities
    You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.
    Database: Criminal 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.

    Conditions

    From Realm of mysteries
    Thin Blue Line Punisher Tattoo Punisher skull with the thin blue line American flag design over it +1 dice to grapples
    From Assets and Liabilities
    Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
    Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.

    Loose Ends

    Group of Enemies: Texas-based drug cartel

    Moderate Deadly Given by a Liability
    Your antics have attracted the attention of a powerful group of beings, and they are willing to commit whatever collective resources they have towards destroying you.

    Powers

    Sheriff Perkins pummels a criminal with his ethereal Phantom Limb, incapacitating them so he can restrain them and bring them to justice.


    Exert your Mind and spend an Action to activate. Select a Animate target within arm's reach. Roll Dexterity + Brawl at Difficulty 6. The target may contest by Dodging or Defending.

    If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 5 rounds. Dice pools may be reduced all the way down to 0 by this penalty.

    • If a character has a dice pool reduced to 0, they cannot attempt that action.
    • If a character Exerts their Mind to ignore penalty, it also ignores penalty from this Effect.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Sheriff Perkins is practiced at disarming enemies and can easily destroy weapons by swatting them with his Phantom Limb.


    Exert your Mind and spend an Action or Reaction to activate. Select a weapon within arm's reach no larger than a duffel bag (35 liters). Roll Dexterity + Brawl Difficulty 6.

    If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

    If you have access to the remains of an object you had previously damaged or destroyed, you may spend a Committed action to un-destroy it.

    • The amount of remains necessary to un-destroy an object must be at least equivalent to half the size of the original object. The GM may make exceptions to this at their discretion in circumstances where the method of destruction has altered the size significantly, but the remains you possess are still clearly the majority of the original object.
    • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Through the use of psychic pinging, Sheriff Perkins can keep the minds of any observers distracted, allowing him to proceed through an area unseen and unheard.


    Exert your Mind and spend an Action to activate.

    You and any clothes or equipment you are wearing are obscured from sight for the next minute. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.

    Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 hour.

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

    • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

    Sheriff Perkins can, with great focus and mental strain, channel his will and energy to cause objects to move about. The effort of this causes his eyes to take on a faint blue glow.


    You gain the following benefits at all times.

    You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating and a Mental Agility of 2 in place of your Dexterity.

    Telekinetic actions have the following restrictions and behaviors:

    • Reactions: You cannot use a Reaction telekinetically.
    • Multiple Items: You can only interact with one thing or take one action at a time.
    • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
    • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
    • Weapons: You cannot wield weapons effectively in combat.
    • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
    • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.

    • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

    Sheriff Bo Perkins' phantom limb is a deadly blue blur on the battlefield, deflecting attacks right and left, without risk of being easily damaged.


    You gain the following benefits as long as you are using your phantom limb and you are engaged in unarmed combat.

    Your unarmed attacks deal +0 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is reduced to 1/2, rounded up against this damage.

    You also gain the following effects:

    • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.
    • Ghost Wrangler: You may grapple incorporeal, liquid, or gaseous entities.
    • Precision Strikes: You may use Dexterity instead of Brawn on your attack rolls.
    • Transcendence: You may Exert your Mind to Defend against any number of incoming Attacks this Round as a Free Action. While active, you can only Defend against attacks directed at yourself.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

    Sheriff Perkins is able to maintain a psychic projection of an arm to replace his missing one. This arm is a translucent, glowing blue limb which appears more like a tentacle than an arm, particularly at the tip as there are no defined fingers, and stretches to reach much farther than a normal arm. Sinuous blue veins snake up and entwine the remaining human upper arm, glowing just like the rest of limb, causing Perkins to constantly emit an LED-esque light.


    You gain the following benefits at all times.

    You gain an additional limb that functions as a standard human arm and hand.

    Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

    Your appendage is selectively incorporeal, allowing you to reach through walls or ignore grapples on it.

    Your extra appendage can stretch to reach an additional 30 feet.

    Your appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.

    Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

    Your Extra Appendage is incapable of fine object manipulation.

    • Your limb's incorporeal-ness doesn't enhance your attacks in any way.

    Bo Perkins' telekinetic abilities have finally grown strong enough that he is able to lift himself off the ground and attain human flight, although doing so is incredibly taxing on his brain.


    Exert your Mind and spend a Free Action to activate.

    You may levitate off the ground at two times your normal walking speed. The effect lasts for the next hour, though you may choose to end it at will.

    While in the air, your move speed and encumbrance are based on your rating in Mind instead of your Brawn and Dexterity.

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

    After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.

    • Your free Movement while levitating is now 5 + (5 x Mind) feet per round without incurring a dice penalty. You may extend your Movement by up to 20 extra feet, taking a -1 dice penalty for every 5 extra feet you travel.
    • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
    • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

    Sheriff Perkins can flash his badge and bark out orders to a person or a crowd, and they will have trouble ignoring his command.


    Spend at least one Action to activate. All Sapient, Living targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.

    If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the 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. Commands can put the target into a potentially self-endangering scenario, including Combat, though you cannot force a target to directly attack themselves. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.

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

    • 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.

    Bo Perkins' years of stubbornness (some would say idiocy or meanness) have paid off as his psychic powers have begun to manifest, and it is remarkably difficulty to influence his mind, even supernaturally.


    You gain the following benefits at all times.

    You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:

    • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.
    • Force of Will: You may Exert your Mind to increase the Outcome of a Mind resistance roll by 2.

    • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

    Bo Perkins is an adept interrogator, and his new psychic abilities have only heightened his existing skills, allowing him to pry memories from a target's brain before they even admit to anything aloud.


    Exert your Mind and spend 1 minute to activate. Select a Living, Animate target within arm's reach This Effect cannot be used unless you are conversing with the target. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

    You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range.

    You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”

    You may read memories that the target has forgotten.

    The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation with the target's inner monologue. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.


    Spend an Action to activate. Select a target within 10 miles of you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.

    You open up a line of conversation to your target, and may continue speaking with them without any additional Exertion cost for as long as you maintain Concentration

    The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

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

    • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
    • Generally you cannot communicate with Contractors who are not in a Contract with you.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Legacy Powers


    Equipment

    Max Encumbrance: 0 pounds.

    Clothing * Stonewashed jeans * Cream-colored cotton shirt with pearl buttons * Leather cowboy boots * Leather cowboy hat * Leather belt * Kevlar vest under shirt * 2 Leather hip holsters

    On Person * Leather wallet * Police badge * iPhone * Keyring w/keys * Lighter * Cigarettes * 2 handcuffs * Flask w/ Jack Daniels * 2 .44 Colt AnacondasIn Wallet * Driver's license * Gun licenses * Library card * $500 * Debit card * Credit card

    (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.


    Contractor Timeline

    1 Victories - 0 Failures
    Remaining Exp: 10 (Earned: 254 - Spent: 244)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Bo Perkins has not written in his journal yet.

    Moves

    Bo Perkins has made 0 Moves.
    Only Contractors in Playgroups can make Moves.

    Assets And Liabilities

    Assets

    -3 Polyglot
    Language: Spanish, French, Louisiana Creole
    -12 Wealthy
    -3 Respected Expert
    Field: Police
    -6 Clear Conscience
    -6 Database
    Access to: Criminal records

    Liabilities

    +6 Delusions of Grandeur
    +12 Group of Enemies
    Name of Group: Texas-based drug cartel
    +9 One Arm