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Bo Perkins
Time to lay down the law

A 2-Victory Newbie Contractor played by shady in Illuminated Earth

Bo Perkins is a small-town sheriff who will risk his life to become the ultimate psychic and create a crime-free utopia by jailing all ne're-do-wells.

He is 38 years old, lives in Texas, and often appears as a one-armed sheriff with a large Yosemite Sam mustache and a star pin badge.

Bo Perkins lives in Illuminated Earth, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

3

Charisma

3

Dexterity

3

Intellect

2

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

4 Brawl

0 Crafts

3 Culture

1 Drive

3 Firearms

3 Influence

3 Investigation

1 Medicine

1 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

(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

Dice penalties from Battle Scars do not stack with Stress
  • 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 7

    Stress

    6 Mind

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

    Limits

    Anguish
    Murder
    Injustice

    Traumas

    (Bo Perkins has no Traumas)


    Psionic Charge


    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.

    Finances: Average
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
    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

    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
    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.
    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.

    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

    2 Victories - 0 Failures
    Remaining Exp: 5 (Earned: 150 - Spent: 145)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Bo Perkins has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Bo Perkins has made 0 Moves.
    Contractors must have participated in at least one Contract before they can make Moves.

    Assets And Liabilities

    Assets

    -9 Trained Reflexes
    -0 Finances: Average
    -6 Clear Conscience
    -6 Database
    Access to: Criminal records

    Liabilities

    +9 One Arm