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Larry Augustes Bartholomew Junior
Average Joe

A 11-Victory Seasoned Contractor played by BenGre24 in GA5-1921

Larry Augustes Bartholomew Junior is a salesman who wants to live a quiet life who will risk his life to become the ultimate "Salesman" and step outside his comfort zone to please his therapist.

He is 35 years old, lives in A sizeable home in the countryside of New York, and often appears as a less tired, worn-down business man with a rather dashing suit and an amazing Briefcase.

Larry Augustes Bartholomew Junior lives in GA5-1921, a setting where the paranormal work for the government. His journal has 18 entries.

Attributes

Brawn

2

Charisma

6

Dexterity

3

Intellect

3

Perception

2

Abilities

3 Alertness

0 Animals

3 Athletics

1 Brawl

0 Crafts

3 Culture

2 Drive

5 Firearms

4 Influence

3 Investigation

0 Medicine

0 Melee

3 Occult

3 Performance

0 Science

1 Stealth

1 Survival

1 Technology

0 Thievery

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

Injuries

(Larry Augustes Bartholomew Junior is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Larry Augustes Bartholomew Junior has no Battle Scars)

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

Betrayal
Failure
Habitual

Traumas

  • Near Death Experience Whenever "Unbounded" has been used, make a self control roll to not go into a uncontrollable frenzy

  • Mystics

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    Outsider
    From Assets and Liabilities
    You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their 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 Assets and Liabilities
    Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Penalty does not apply.
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).

    Loose Ends

    Deal with Elias

    Imminent Fateful Given by geniebottle
    Made a deal to retrieve a book for Elias.

    Dark Secret: A previous mass murderer who may or may not try and kill again

    Moderate Dangerous Given by a Liability
    You have a secret. When it gets out, there will be immediate and significant consequences for you.

    Edam Mozzarello

    Moderate Dangerous Given by geniebottle
    Tried to attack and frame Edam for the murder of Maxime Blanchar in his restaurant. Nearly killed Larry, but left a note with a French address, and a warning.

    Powers

    The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? .


    Exert your Mind (unless you win a coin flip) and spend at least one Action to activate. Select a Human 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 hours. 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.

    Tendrils of shadows form on the user's back and creep down their body and traverses through shadows to the target the user has chosen.


    Exert your Mind and spend an Action to activate. This Effect cannot be used unless The target has to be touched by some form of shadow. and Charisma + Influence Roll (Diff 6) to convince the entity.. Make a Trauma roll when you activate this Effect.

    You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

    Telekinetic actions have the following restrictions and behaviors:

    • Reactions: You cannot use a Reaction telekinetically.
    • Line of Sight: You may use this Effect on targets which are out of sight, provided you have an understanding of their location.
    • Unarmed Combat: You are able to deal damage through unarmed attacks, grapples, and thrown objects. Unarmed Mastery does not apply.
    • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
    • 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.
    • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
    • Multiple Items: You may control 4 total objects at the same time.

    Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Visions of terrible memories that have previously happened..

    • Using this Effect on targets which you cannot see will not give you any descriptive information about their location or surroundings, though you will have a sense of whether or not you are “touching” them, or if they bump into something.
    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

    The user's left eye lights and a what appears to be shadows move around it. Information is revealed to the user in the form of visions that only the user can be seen.


    Exert your Mind and spend a minute to activate. Select a Sapient target within 20 feet. This Effect cannot be used unless A shadow must be touching the target. Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.

    You learn all the following information about your target:

    • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences.
    • You determine any major weaknesses that the target might have.

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

    This Effect is not obvious, and the only sign you are using an Effect is Left eye slightly obscured by an unknown shadow. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

    • 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.

    When speaking, the user speaks so fluently and charismatically that it is hard to not listen and be enthralled by their voice.


    You gain the following benefits as long as you have your Blue pen in my shirt pocket.

    Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

    If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

    You also gain the following effects:

    • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
    • Poker Face: You never give any outward indication of dishonesty. It is impossible to tell that you are lying, and you are able to fool any method of lie detection without making a roll.
    • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

    • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
    • In rare cases, GMs may require you to make a roll to lie to particularly powerful beings.
    • If your Blue pen in my shirt pocket is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

    When activated, the user is engulfed within a pool of shadows and sinks into the floor completely disappearing.


    Exert your Mind and spend an Action or Reaction to activate. This Effect cannot be used unless in contact with a shadow. and Charisma + Influence. Difficulty 6. Make a Trauma roll when you activate this Effect.

    You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world or take any Actions. You may move as normal while phased out. You may pass through walls and "climb" up and down through solid material at normal climbing speeds. Nothing can interact with you in any way.

    When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.

    You leave a pool of shadows at your location.

    You may only use this Effect once per day.

    • If you phase in while intersecting with solid material, you take a severe, potentially-lethal Injury.
    • Any items and equipment on your person become intangible along with you. You cannot interact with them, as they are intangible.
    • Effects that do not require a physical target may still affect you.
    • If you use this Effect to dodge as a Reaction, it succeeds without the need for a roll.
    • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

    The mystic channels directly through bullets and exchanges injuries selected through the casters. This is a gruesome process which is not for the weak hearted yet acts as a healing or offensive process.


    Exert your Mind and spend a minute to activate. Select two Sapient targets within arm's reach. You must actively and obviously use Handgun to activate this Effect. If a target does not consent to the transfer, you must roll Charisma + firearms (8) at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.

    You may choose a single instance of one of the following to transfer between your two targets:

    • A single Battle Scar without the accompanying Injury which caused it
    • A single Injury and any Battle Scars it caused
    Both yourself and the targets can take no other Actions until the transfer is complete, or it will fail. Cannot be used again on the same target for the next hour.

    Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The target has to be stripped of their skin muscle and rebuilt with whatever ive inflicted..

    • 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.

    If the attacker wishes to kill the user then they must bargain with death through to kill this person


    You gain the following benefits as long as When being attacked by someone he hates.

    If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. While incapacitated, you can take one Action per minute, starting one minute after you were incapacitated. This state lasts for the next hour, at which point you fully return to life.

    If, while you are unconscious, your wound level rises above your rating in Body + twice your Charisma, or if you take an Injury with Severity greater than twice your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

    Possession of this Power grants the following Trauma at all times: Experience of death.

    • Actions taken while incapacitated are taken at a full penalty unless you have a relevant penalty reduction.

    Legendary Artifacts

    Radar Glasses

    Created and held by Larry Augustes Bartholomew Junior.
    Being detected radar glasses

    Normal, black glasses that when activated shows the wearer a green radar of a 50ft area around them. If any beings are detected then it outlines them on that radar


    Exert your Mind and spend an Action to activate.

    You automatically detect the closest of any Evil Entities and Living Beings within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense their direction, and you have a clear sense of both the distance and direction towards the detected being. This information is accurate enough to use for aiming at them, at +1 Difficulty.]]

    Even while this Effect is not active, if any Evil Entities or Living Beings come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

    Business Suit

    Created and held by Larry Augustes Bartholomew Junior.
    An everyday use suit

    A typical light blue suit that when imbued with mystical energy turns the wearer invisible to human sight and makes them hard to detect.


    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 10 minutes. 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 does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.

    • 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.

    After being woven by a thread imbued with mystical properties and crafted by a specialist. This suit protects the wearer a substantial amount. It's also a massive flex.


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

    You have 5 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

    Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.

    When you take damage from a source which is within 5 feet of you, your Armor deals 5 back to them.

    Crafted Artifacts

    Handgun

    Created and held by Larry Augustes Bartholomew Junior.
    "Ordinary" Handgun

    A shiny, glistening handgun that appears to hold sentence. The colour of the handgun changes based on the user's current emotion.

    After exerting a significant amount of time and mystical energy into this handgun. It has been imbued with a life of its own and cooperates with its owner to prevent any harm coming their way. It seems to be able to speak telepathically with its wielder yet cannot be heard by others.


    This Artifact can be used as a handgun. It is roughly at least twice as large as a handgun and cannot be concealed on your person or disassembled for storage.

    Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 4 Weapon Damage. The target's Armor is fully effective against this damage.

    This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.

    • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.

    • Changing this weapon's base type affects its range, Weapon Damage, concealability, and roll. Other mechanics of the chosen base firearm (such as the tripod requirement for sniper rifles) apply.
    • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
    • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
    • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person (Salesman)

    • Smart Jacket
    • Shirt
    • Business Pants
    • Dress Shoes
    • Wallet (Debit Card ($423,000))
    • Keys
    • Smartphone
    • A pocket knife
    • Handgun
    • Blue mechanical pencil (8 Uses Left)

    On Person (Athletic)

    • Black Tracksuit
    • Running Shoes
    • Handgun
    • Keys
    • Smartphone
    • Wallet (Debit Card ($423,000))

    Tattered Briefcase

    • Rain jacket
    • Metal water bottle
    • Toiletries kit
    • Assortment of blue mechanical pencils
    • Broken Cross
    (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

    A shiny, glistening handgun that appears to hold sentence. The colour of the handgun changes based on the user's current emotion.

    After exerting a significant amount of time and mystical energy into this handgun. It has been imbued with a life of its own and cooperates with its owner to prevent any harm coming their way. It seems to be able to speak telepathically with its wielder yet cannot be heard by others.


    This Artifact can be used as a handgun. It is roughly at least twice as large as a handgun and cannot be concealed on your person or disassembled for storage.

    Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 6 Weapon Damage. The target's Armor is fully effective against this damage.

    This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.

    • You may spend a Quick Action to change this firearm's base stats into those of any other basic firearm.

    • Changing this weapon's base type affects its range, Weapon Damage, concealability, and roll. Other mechanics of the chosen base firearm (such as the tripod requirement for sniper rifles) apply.
    • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
    • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
    • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

    Contractor Timeline

    11 Victories - 0 Failures
    Remaining Exp: 4 (Earned: 225 - Spent: 221)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Larry Augustes Bartholomew Junior has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in GA5-1921 can post Moves for Larry Augustes Bartholomew Junior.

    Assets And Liabilities

    Assets

    -0 Seen Things
    -12 Wealthy
    -6 Clear Conscience
    -6 Tough
    -12 Jack of All Trades
    -15 Gifted

    Liabilities

    +3 Dark Secret
    Secret: I've taken on another job in which if found out I would lose my job as a salesman
    +3 Dark Secret
    Secret: A previous mass murderer who may or may not try and kill again
    +3 Deep Sleeper
    +9 Outsider