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Beau Gage le Gambit

A Newbie Contractor played by Fitsika in Illuminated Earth

Beau Gage le Gambit is a thief who will risk his life to become a master of sorcery and get revenge on his former gang.

He is 24 years old, lives in sewers of new york, and often appears as mid long dark brown hair, one fingerless glove, dark eyes, medium size, long coat, steel bottomed boots, always smoking a cigarette, unshaved but not rly a beard, red tinted sunglasses.

Beau Gage le Gambit lives in Illuminated Earth, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

2

Charisma

4

Dexterity

2

Intellect

1

Perception

3

Abilities

0 Alertness

0 Animals

4 Athletics

1 Brawl

0 Crafts

0 Culture

0 Drive

1 Firearms

4 Influence

2 Investigation

0 Medicine

1 Melee

0 Occult

3 Performance

0 Science

5 Stealth

0 Survival

0 Technology

5 Thievery

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

Injuries

(Beau Gage le Gambit is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Beau Gage le Gambit has no Battle Scars)

Body 6

Stress

6 Mind

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

Limits

Anguish
Atrocities
Betrayal
Failure

Traumas

(Beau Gage le Gambit has no Traumas)



Circumstances

Circumstances describe your situation.

Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.

Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.

Polyglot: French, Italian, Latin
From Assets and Liabilities
You are fluent in three additional languages. 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.
Finances: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
Notoriety
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.
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.

Conditions

Conditions describe your state of being.

Examples of Conditions include curses, diseases, and impactful personality quirks.

Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.

Because Conditions may have GM-created systems, they also record the Playgroup they were acquired in.

From Assets and Liabilities
Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" one of your Traumas with counseling on a Downtime.
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.
Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
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.
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.
Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
Compulsive Liar You have trouble with honesty and generally find it much easier and safer to make things up. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
Sensitive You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
Additional Language: German You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
Additional Language: Spanish You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. As long as your Intellect rating is 1, being reduced to 0 Mind does not incapacitate you. Instead, you are able to continue to take Actions, though you are limited to dog-like level of intelligence, and Penalty still applies in full.
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.
Nightmares: old friends and betrayal Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
Disorder You have a mental or emotional disorder which is chronic and hard to treat. Cocaine addiction

Loose Ends

Loose Ends will cause problems for you if you don't tie them up.

Examples of Loose Ends include enemies, debts, evidence, and promises.

All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

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Contractor Timeline

0 Victories - 0 Failures
Remaining Exp: 0 (Earned: 150 - Spent: 150)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Beau Gage le Gambit has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Beau Gage le Gambit has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Biography

Beau used to be apart of a group called Guild of thieves. He was apart of the group since birth being the son of it's previous leader until 8 months ago when the . He thought he was everyone's friend, but then at a certain point a minor group within the org lead by a man named Jean Vermonde betrayed his father and killed him because he was against supernatural elements to be brought into the guild. They defeated the greatest thief alive with the supernatural he tried to keep out of the guild, since he believed in tradition, grandiose and the old ways unlike them who wanted more power and changes, Beau respected his father and did follow his wishes of tradition at first. The group took over the control of the organisation making Vermonde it's new leader and tried assassinating Beau too, altho they thought they succeeded, his assassin (his best friend Luke le Blanc) did like and respect Beau enough to spare him. Now with his father dead and he himself being declared dead, he must stay low in his lair inside the sewers of New York to keep up the lie of his death. He must wear a disguise in public since he can be recognized as one of the most infamous thieves in the world since after the betrayal they exposed his and his fathers identities to the public, which would also tell the Guild of thieves he is alive. That would hinder his plans to take revenge for his fathers death and the betrayal of the only people he could call his friends. His plan involves him taking every members life unless they want to join/support him in taking over the Guild of thieves back. He is struggling with a bit of alcoholism and a cocaine addiction to keep him up from nightmares and away from stress. Beau Gage le Gambit has never met his mother, he was told she died at his birth. He always hated resorting to violence so he didn't train in combat too much, but now he wants to get better at it.

Assets And Liabilities

Assets

-1 Additional Language
Language: Spanish
-1 Additional Language
Language: German
-9 Trained Reflexes
-0 Finances: Average
-3 Beautiful
-3 Contortionist
-12 Jack of All Trades
-3 Nimble Fingers
-3 Polyglot
Language: French, Italian, Latin
-9 Daredevil
-0 Imbued
-3 Lizard Brain

Liabilities

+9 Sensitive
+3 Nightmares
Subject: old friends and betrayal
+6 Vengeful
+9 Outsider
+6 Compulsive Liar
+3 Notoriety
+6 Disorder
Permanent Trauma: Cocain addiction