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A 2-Victory Newbie Contractor played by mmmsquid in GA5-1921

Lou is a Cutesy terrorist who will risk his life to Get out of prison.

He is 25 years old, and often appears as Cute, pink-haired, with light grey eyes and stickers on his face, spiky ear piercings and pastel nails. Unassuming and an avid fashionista, as long as the clothes are adorable.

Lou lives in GA5-1921, a setting where the paranormal work for the government. His journal has 2 entries.













2 Alertness

0 Animals

1 Athletics

2 Brawl

3 Crafts

0 Culture

0 Drive

5 Firearms

2 Influence

0 Investigation

1 Medicine

2 Melee

0 Occult

0 Performance

2 Science

2 Stealth

0 Survival

4 Technology

0 Thievery

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


Bampire momen
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Lou has no Battle Scars)

Body 7


7 Mind





(Lou has no Traumas)



From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
Imprisoned: Prison
From Assets and Liabilities
You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
Stockpile: Bomb-building materials, grenades and firearms
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.
Notoriety: Extreme terrorist
From Assets and Liabilities
You are easily recognized and treated badly by the public at large due to something bad in your past. There is a strong hatred of you in English speaking cultures, and anyone who watches the news or is tuned in to popular culture will reflect that attitude. You get -3 dice for any rolls in social situations, and must roleplay your notorious status when relevant.
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.


From Assets and Liabilities
Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
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.
Jaded You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
Anosmia You have no sense of smell, and your sense of taste is extremely limited. All Perception rolls which depend on smell fail automatically, and any Perception rolls which involve smell in some way (such as tasting things) are at +2 Difficulty.
The Hunger: Glitter You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of Mind damage.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.

Loose Ends

Group of Enemies: ALL CATHOLICS

Moderate Deadly Given by geniebottle
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.


Lou rips a single sticker off his face…and everything blows.

Exert your Mind and spend an Action to activate. You must use up Sticker in order to activate this Effect. The area within 20 feet of you immediately and obviously becomes imminently dangerous. Roll Brawn + Firearms at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 20 feet of you with Damage equal to your Outcome + 2. Armor is reduced to 1/2, rounded up against this damage. If you botched the activation roll, you will also take full damage from the blast, otherwise it will not hurt you.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see an Explosion, a big one.

When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

  • 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.

Lou holds out the scarred skin of himself or his patient, and the skin boils and blows open, removing the scar for good.

Exert your Mind (unless you win a coin flip) and spend a minute to activate. Select a Battle Scar on yourself to treat.

The treated Battle Scar will heal immediately.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Flesh explodes with fiery vigour, before melding itself back into place..

Any Battle Scars you heal leave behind a Severity 2 Injury on your target that must heal naturally.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Nice computer you have there. Would be a shame if something happened to it.

Exert your Mind and spend 2 Actions to activate. Select a Device within 20 feet. Does not work on Alien technology. You must actively and obviously use Silly little rubber band to activate this Effect. Roll Intellect + 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. Only works on Computers.

If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.

When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.

Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see If the device is self destructed, the hardware will begin emitting a multi-coloured boiling goop..

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

Possession of this Power grants the following Trauma at all times: Must roll Self Control to avoid using this ability on any system which allow another being to be contained, such as cage locks or shipping containers..

  • 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.


Max Encumbrance: 0 pounds.

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

On Person

  • Chewing gum
  • T-shirt
  • Knife, Fork and spoon.
  • Prison jumpsuit
  • Sheet of stickers
  • A crude pocket knife

Pastel backpack

  • Pistol
  • Grenades

*Submachine gun

(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 - 0 Failures
Remaining Exp: 0 (Earned: 162 - Spent: 162)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move


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

Assets And Liabilities


-6 Tough
-12 Jaded
-6 Stockpile
Stockpile Type: Bomb-building materials, grenades and firearms
-9 Daredevil
-9 Trained Reflexes
-15 Gifted


+3 Anosmia
+6 The Hunger
New Food: Glitter
+3 Notoriety
Reason: Extreme terrorist
+6 Delusions of Grandeur
+9 Outsider
+6 Finances: Poor
+9 Imprisoned
Manner of Imprisonment: Prison